This second edition of LLTK is a more complete version as it follows our original vision more closely. With the release of all the expansion packs and the CEP, exciting new possibilities have opened up, allowing us to expand the Ahn Ruun universe in a more satisfying way.
The King of Ahn Ruun has fallen into a magical sleep. Can you find a way to rouse the king before the Kingdom falls into the throes of Chaos?
Posted by Jamro at 2008-07-13 13:08:57 Voted 9.75 on 07/13/08
Oh yes, you get the *right* book that advances the plot only by asking the dwarf librarian for it.
Finding it yourself from the bookshelf doesn't advance the plot...
Posted by Jamro at 2008-07-13 13:06:24 Voted 9.75 on 07/13/08
After finally guessing what to say to dwarf king, it was mostly running around until the end.
The main plot was nice, nothing hugely surprising or on the level of the very finest, but a well rounded out save the kingdom plot nevertheless. And those, when made well like this one was - are always welcome. The oracle was great, getting your own room was a neat addition, travel by boat was just the kind of touch modules need.
There were bunch of problems in this module, but voice acting is such a great addition those can be overlooked when giving a vote. I didn't like the overpowering white slaad. Or it would have made sense if it could have been killed later with the help of elves or something. As it is, the help of the elves amounted to nothing. The trolls were also way hard to kill, a bit too hard by my standards. Guessing what word triggers a reply in conversations, was an unwelcome reminder of the nineties.
Finally, it seems I played the first part of a story but there's no second part.
Guess this module didn't get the recognition it deserved at the time. A shame.
To recap. A fine module with some gameplay and balancing issues.
Posted by Jamro at 2008-07-13 11:58:49 Voted 9.75 on 07/13/08
*Spoilers*
To those stuck fighting the trolls. It seems they *only* take damage from the fire/acid bit so they're just really really hard to kill. My fighter managed it with a flame weapon I had before, the acid mace should work as well.
After seeing the oracle, the quest advances by asking dwarf king of "demon", "finger", "give me the finger" and then "yes".
Great but... cannot harm trolls. Not by fire, acid, or even with the Trollkiller 2handed sword! They just fall down but are "uninjured" forever!
Posted by Jamro at 2008-07-07 09:07:45 Voted 9.75 on 07/13/08
In the middle of it right now and having fun!
Anyways, came across a little continuity problem.
I went to before the other places, heard it's under attack and so forth.
Now I'm telling Skee I need horn of Ahnzra? Was I supposed to know this?
I can't ask anything about it from Shelk though.
Posted by Steve_Savicki at 2008-07-04 12:17:01 Voted 9.50 on 07/04/08
vote:
WHY ISN'T THERE A THEATRICAL MOVIE TO THIS MODULE?
Reminds me of '84's "Neverending Story"!
Like Saurstalk, the dialogue box for the dwarf king was an inconvenience.
I also expected an undersea adventure with the sea elf. It would've added more to the adventure, story.
Other than that, a very underrated module! _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by LokiTheRed at 2007-01-29 15:18:54 Voted 9.50 on 01/29/07
A great allaround module, interesting foes and some real good cutscenes.
Thanks everyone for the comments, and sorry I've been away so long. I've been working on... other projects.
Replies to some of the below posts (all the ones from 2006 anyway)...
*** Spoiler alert ***
Dantastic - I haven't tested the game in any of the recent patches, but the last time I played it, there was a "sleeping person" blocking the stairs. Does that sounds familiar? Did you find a way to get past her and up the steps to the dark mages?
Saurstalk - Did you check the walk through? You have to talk w/ the dwarven king "typing style" to get the object you need.
LoCash - Thanks for the kudos! Henchmen were a problem, yes. They were very much an afterthought. The White Slaad was by design to not be a monster the pc's could defeat (though amazingly it appears a lot of people found ways). And yes, we have been absent for a while - though for a long while now, we've been musing over recreating this mod in NWN2.
Mirgalen - That sword from your room was actually from the default random special items which is generated based on your class. We're glad you enjoyed it and we really apprecaiate your comments!
KaneBorinson - Thanks for the insightful comments (all the way back in January!)
Ovrebekk - Shelk can't help you until you learn what it is that you need from him.
I have a small rant that is probably unique regarding the module, so I'm not going to give it a vote, unless I play it through again from the beginning with a different character. I hadn't looked at the website or walkthrough ahead of time, and so just wandered about doing what seemed logical for my character (a 3Rogue/4Ranger/1Shadowdancer with standard +3 equipment with the exception of a +2 keen Katana that does additional 1d4 acid damage). Spoilers below!
In the space of about 2 hours, I checked out the town, had conversations with everyone, found the sand, went to talk to the dwarves and was rebuffed, cleared out the trolls, on the way back to town went out to the wastes, discovered the ruins, went up, killed some dark mages and some dude caring for more sand, went back to town, seemed to get nowhere reporting on my efforts, looked in the walkthrough and discovered I had finished the module...HUH?? Well, the King is still asleep, so I guess I could still try the other quests and recover the horn, but I suspect that the scripting isn't going to be very kind to me, and there doesn't seem much point now that I know the BBEG is already dead.
I appreciate the effort that goes into creating a module, and applaud the authors for making it look nice, and trying to make the voice acting entertaining (it was more irritating, for me). But c'mon--I shouldn't be able to find and defeat the end boss before even going up a single level--not as a solo (no henchmen) 8th level PC with middlin' BAB and middlin' equipment on a module recommending up to four 8th to 12th level PCs and without any clues that this was even out of the ordinary. I had to read the walkthrough before I realized the battle back at the ruins was meant to be the endgame. So this run-through was disappointing, and I saw none of the greatness and praise that others are attributing to this module. Another nit: Any rogue I play always checks locked doors, and I found doors I couldn't unlock (key needed--OK, that's fine), doors I couldn't unlock (120+ skill needed--OK, not meant to be--obviously there for the flavor), and quite a few doors I could unlock that were just empty. Developers: Can you please leave such doors unlocked in the first place, or just make them unlockable? Nothing pisses me off (in character) more than succeeding in opening a lock, being filled up with the excitement and expectation of loot and plunder (or potentially outraged homeowners), only to press on into...nothing. Bah!
So excuse my rant--I know it was likely only the particular circumstances of this particular character that led to my disappointment with the module, but hey--I really WAS disappointed, and most of the highly-rated modules I have tried provided me (playing similar characters) with a much more satisfying experience. I'm not sure what constructive criticism can come form this, other than don't make major baddies available too early, don't understimate shadowdancers, and fix those "unlockable" doors!
LoCash, assuming that you are discussing the trolls in the dwarves' mines, you are close to where I am stuck. If you figure out where to go for information on/or the token of who touched the Horn, please let me know.
This is ridiculous. I know that a sea elf ways for my prompting on the halfling's isle, but can't open new dialogue until I get this additional information. It's frustrating to be this stuck.
It seems to me that one major problem with this game is that its scripts are set out in linear fashion and you can even prompt a script that you aren't prepared for ... particularly if you didn't follow it in the prescribed linear fashion. At least, this seems to be the case for me. _________________________ OGRE-SLAYING KNIFE (+9 Adamantine Ogre-bane Dagger): Against all creatures other than ogres, it functions as a +1 adamantine weapon. As a +1 adamantine weapon, it has a +1 enhancement bonus on attack and damage rolls and the attributes of an adamantine weapon. Against ogres, it offers a +9 enhancement to attacks and damage rolls (along with an additional +2d6 damage) and the attributes of an adamantine weapon. No one knows the history of this simple seeming-ly non-descript dark steel-colored blade, but it is likely safe to assume that the knife�s creator had a thing against ogres. When activated, i.e., automatically against ogres, the blade is sheathed in a harmless flicker of reddish light (20 ft. radius) and runes burn red down the dagger�s length - one side of the blade mirroring the other. (Infernal - it reads - �Bathe in Blood - Slake the Thirst.�) Hardness 20. Hit points 3. Strong evocation; CL 27th; Craft Magic Arms and Armor, summon monster I; Price 104,002; Cost 52,001 gp + 2080 XP.
Posted by LoCash at 2006-10-12 09:15:15 Voted 10.00 on 10/09/06
Alright, I've gotten to the part in the module with all the trolls.
Yes, a bit disappointing. The trolls are not implemented properly at all (either poor scripting or the scripting is broken by a recent patch) so the trolls end up being about twice as powerful as they're supposed to be.
I'm probably going to crack open the toolset and make changes to the troll script so that it works a little better "for me". I do this because I published a Troll Script Package to the vault a while back, so I know a bit about this stuff...
Too bad this mod is now unsupported so the fix can't go out to everyone else.
Posted by LoCash at 2006-10-09 22:53:06 Voted 10.00 on 10/09/06
This is an example of a mod which could have truly been one of the best mods on the vault: great writing/plot (for a NWN module) - great visuals - recorded voices - unique conversation system - epic scope - large areas with lots of detail - excellent usage of custom content.
Unfortunately... it falls far short of that lofty goal.
Even though it is at version 2.04 it's chock-full of bugs. It seems to be "over-scripted" meaning that the mod is coming apart at the seams due to all the complex script programming. (See all the users complaining about henchmen not working!) This means it hasn't been properly tested/QA'ed by the authors, otherwise those bugs would have been fixed. It's also not properly play-balanced for single-player -- as the "immune-to-everything" White Slaad with almost 500hp should demonstrate. When you put together the very high difficulty level (when single-player) plus the huge number of bugs and broken scripts (some of them due to recent BioWare patches, no doubt) the end result is what happens when a mod author's aspirations outweigh reality.
It also doesn't help that the author seems to have left the NWN community and is no longer supporting the module! I'm actually pretty certain that users would be greatly appreciative if he returned to the community, spent some time fixing the module bugs, updating it to account for recent Bioware patches, and re-balancing the campaign for single-player.
My vote of 10 is to indicate what the mod COULD be, if it just received a little more attention from it's author. Who knows, maybe that will happen one of these days...
P.S. Also, the Oracle isn't of help, telling me to bring it the token that touched the Horn. And the female merchant in the town nearby can't help either. Who do I need to talk to? Where do I need to go? _________________________ OGRE-SLAYING KNIFE (+9 Adamantine Ogre-bane Dagger): Against all creatures other than ogres, it functions as a +1 adamantine weapon. As a +1 adamantine weapon, it has a +1 enhancement bonus on attack and damage rolls and the attributes of an adamantine weapon. Against ogres, it offers a +9 enhancement to attacks and damage rolls (along with an additional +2d6 damage) and the attributes of an adamantine weapon. No one knows the history of this simple seeming-ly non-descript dark steel-colored blade, but it is likely safe to assume that the knife�s creator had a thing against ogres. When activated, i.e., automatically against ogres, the blade is sheathed in a harmless flicker of reddish light (20 ft. radius) and runes burn red down the dagger�s length - one side of the blade mirroring the other. (Infernal - it reads - �Bathe in Blood - Slake the Thirst.�) Hardness 20. Hit points 3. Strong evocation; CL 27th; Craft Magic Arms and Armor, summon monster I; Price 104,002; Cost 52,001 gp + 2080 XP.
Which I am. (See prior posts.) Aside from the fact that I can't apparently complete some quests because I got ahead of the quest assignments, I'm simply at a loss about how to track down the token that touched the Horn. The dwarves are no help. The elves are no help. The Turok Maw are exterminated. The halfling and the aquatic elf are just hanging out - waiting for me to say something of value. Help?? _________________________ OGRE-SLAYING KNIFE (+9 Adamantine Ogre-bane Dagger): Against all creatures other than ogres, it functions as a +1 adamantine weapon. As a +1 adamantine weapon, it has a +1 enhancement bonus on attack and damage rolls and the attributes of an adamantine weapon. Against ogres, it offers a +9 enhancement to attacks and damage rolls (along with an additional +2d6 damage) and the attributes of an adamantine weapon. No one knows the history of this simple seeming-ly non-descript dark steel-colored blade, but it is likely safe to assume that the knife�s creator had a thing against ogres. When activated, i.e., automatically against ogres, the blade is sheathed in a harmless flicker of reddish light (20 ft. radius) and runes burn red down the dagger�s length - one side of the blade mirroring the other. (Infernal - it reads - �Bathe in Blood - Slake the Thirst.�) Hardness 20. Hit points 3. Strong evocation; CL 27th; Craft Magic Arms and Armor, summon monster I; Price 104,002; Cost 52,001 gp + 2080 XP.
Posted by Mirgalen at 2006-09-02 03:32:46 Voted 9.00 on 09/02/06
Simply one of the best module ever. I only have a few negative comments:
- Only the female ranger looked like a legal character the others had odd feats so I decided not to take them. Sometimes she would simply stop fighting probably a bug introduced by the lastest patch (1.67).
- I love and hate the sword (found in the room). Love it because w/o it my character could never bring back the items founds like heavy armors. Hate it because it is IMHO a huber item. The best weapon my character had previously was a +3 longsword.
Now for the good stuff:
- Specific set of (recorded) voices really impressive
- Specific AI impressed me although the technology is already old I did not know it could be scripted into a module. I mean typing "I am looking for the chromatic bow of Elendor" and having the NPC give a proper answer was amazing (note: no such object in the module I just made it up).
- A few amazing NPCs you must see (e.g. the little mage in the main town)
Visuals: 9.5 Simply breathtaking
Sound: 9.5 Would have been a 10 with some custom music
Gameplay/Fun: 9.5 One item cannot be found so I wasted some time with this one. Also some items (e.g. sarcophagus) could not be opened. Other than that it was great fun. The module had a real heroic fantasy world look and feel.
Action: 8 Not too challenging (with the special sword) but always had to find ways to deal with specific creatures even if most of the time it was only to find how to finish the fight quicker. At least one area is deadly so don't expect to run around and kill everything (note: that's a plus not a minus).
Documentation: 9.5 Rock solid readme, walkthrough and even a book of lore.
Roleplaying: 8 Worked well with my character
To amend my previous post - I did miss one troll. So, that quest ended. But now I have a new quest - to acquire the tome on the Arendeep War. Of course, I already acquired that tome and can ask the king of the dwarves about the tome, but apparently cannot complete the quest because I received the book before the quest. That quest aside, I'm just plain stuck. _________________________ OGRE-SLAYING KNIFE (+9 Adamantine Ogre-bane Dagger): Against all creatures other than ogres, it functions as a +1 adamantine weapon. As a +1 adamantine weapon, it has a +1 enhancement bonus on attack and damage rolls and the attributes of an adamantine weapon. Against ogres, it offers a +9 enhancement to attacks and damage rolls (along with an additional +2d6 damage) and the attributes of an adamantine weapon. No one knows the history of this simple seeming-ly non-descript dark steel-colored blade, but it is likely safe to assume that the knife�s creator had a thing against ogres. When activated, i.e., automatically against ogres, the blade is sheathed in a harmless flicker of reddish light (20 ft. radius) and runes burn red down the dagger�s length - one side of the blade mirroring the other. (Infernal - it reads - �Bathe in Blood - Slake the Thirst.�) Hardness 20. Hit points 3. Strong evocation; CL 27th; Craft Magic Arms and Armor, summon monster I; Price 104,002; Cost 52,001 gp + 2080 XP.
I've hit a dead end. I cleared the dwarf mines of all trolls and get thanked for killing most of the trolls. I found the dwarf's bones and was admitted to see the dwarf king. I have the magical sands and know they were invented by the dwarves. I've even seen the oracle, saved the halflings from the pirate and met the sea elf. Alas, I have NO IDEA where to find the object that touched the Horn of Anzhra. (I also have a couple journal quests that aren't rendered complete, though they should be, e.g., one is to see the dwarf king. I have - on multiple occasions. Help? _________________________ OGRE-SLAYING KNIFE (+9 Adamantine Ogre-bane Dagger): Against all creatures other than ogres, it functions as a +1 adamantine weapon. As a +1 adamantine weapon, it has a +1 enhancement bonus on attack and damage rolls and the attributes of an adamantine weapon. Against ogres, it offers a +9 enhancement to attacks and damage rolls (along with an additional +2d6 damage) and the attributes of an adamantine weapon. No one knows the history of this simple seeming-ly non-descript dark steel-colored blade, but it is likely safe to assume that the knife�s creator had a thing against ogres. When activated, i.e., automatically against ogres, the blade is sheathed in a harmless flicker of reddish light (20 ft. radius) and runes burn red down the dagger�s length - one side of the blade mirroring the other. (Infernal - it reads - �Bathe in Blood - Slake the Thirst.�) Hardness 20. Hit points 3. Strong evocation; CL 27th; Craft Magic Arms and Armor, summon monster I; Price 104,002; Cost 52,001 gp + 2080 XP.
Posted by ra0313 at 2006-07-10 15:37:32 Voted 9.75 on 07/10/06
Good job, It was a fun mod to play.
Posted by Anonymous ( 216.192.xxx.xxx ) at 2006-02-22 20:24:31
Never mind. Sigh. Discovered the shackles were a separate thing and not controlled through conversation. Halflings are free.
Posted by Anonymous ( 207.96.xxx.xxx ) at 2006-02-22 20:00:37
Stuck at the pirate ship. "Bought" the halflings and have the key. But when I talk to them, the only choices are "where is the key" and "I'm working on it". Any ideas on this problem and how to solve it?
Posted by KaneBorinson at 2006-01-26 05:33:56 Voted 9.50 on 01/26/06
Hey Guys:
Great module, very original feel to it. See my vote for more detailed comments.
Kane
Posted by KaneBorinson at 2006-01-26 05:17:08 Voted 9.50 on 01/26/06
Great mod! I thought it had it's own feel and was very original in that sense. I didn't encounter any bugs, except for the swords that will not damage trolls, but that was easily overcome. The addition of custom features, like the world map, and the voice-acting being completely custom were both very impressive. I liked the difficulty and the builders recommended level for solo characters was spot on. Very nice documentation and attention to detail. I must say I was a bit frustrated with the interrogation style dialog at times, but when I figured out what keywords and what questions to ask, it was very rewarding and felt like I wasn't being lead to the right answer/question. Very nice. Overall, just a very fun module and I hope you two stay in the module making business!
Kane
Posted by KaneBorinson at 2006-01-25 09:27:03 Voted 9.50 on 01/26/06
I can verify that the trolls are unkillable with the greatsword Desperion (Troll Slayer) in at least my version of NWN (1.66/SoU/HotU). I notice that when Desperion hits, it only does the acid damage (no flamelash/fire damage)and no matter how many times I smacked the trolls (first time I tried it, I hit them for a good 20 minutes), they would not die. In fact not one of them ever went below 'Uninjured'. So, for a test, I spawned in a regular old Harbinger +3 (fire damage 1d6) from the OC and it killed them with no problems at all. I also could not kill them with the longsword (forgot the name of that one, but the acid damage/green glow longsword available from Samur the Smithy).
I have no idea why the swords do not work on some versions or maybe just some systems? But wanted to verify other's comments.
An easy and non-game-imbalancing work around would be to go into console mode: Hit the Tilde (~) key, Type 'DebugMode 1' and then 'dm_spawnitem ' for Harbinger +3 (open toolset and find it's item tag/blueprint first) This greatsword works and is about the same power level of sword, so no imbalance should occur.
Also, having lots of fun with your module guys, Thanks! Will vote when I am done. I just took my first trip to Trellik, so I have a bit more ground to cover before voting :-)
I have a problem when speaking with Shelk, the sea-elf. When he says "Im curios. What is it that you think I can do for you?", i get one option: "Of that, i am not sure.". When i choose that reply the conversation stops. If i try to ask him again, he asks me the same question, and again the conversation ends as soon as i answer.
Other than that, i great mod sofar :)
Posted by RangerBob ( ..xxx.xxx ) at 2005-03-10 03:01:00
I just wanted to add my comments on this module, because I'm really enjoying it so far. I would say I must be about halfway through it (though that's just a guess).
Started playing it solo as a 7th level Ranger. Some of the areas are a bit too tough for me now, but that's a good thing I think. It forces you to think of creative solutions.
There's a lot of good variety in this module... well thought out areas. I also like the small details you've added, such as the notes found on the corpse of the adventurer in the crypt, which talk about how his last days of adventuring -- I love things like that... they really give a sense of history to the world.
The shopkeepers are very well designed also -- they feel like they're only selling inventory that seems logical to their character.
On the negative side, there are a few nagging little problems, but none of them terribly annoying. You don't give XP for completing parts of the quests, which I find a bit lame. This tends to push players in the direction of getting XP from hack and slash tactics, rather than rewarding them to explore and roleplay. Small thing.
The other thing I miss is the lack of secret areas (or maybe I'm just missing them?)!
As for people's comments about the Trolls being hard... I think it's possible, you just need to be creative. Disengaging the trolls on the ground and then engaging them again, can beat their regeneration loop. When they stand up, you can usually get in a few nasty hits before they try to regen again.
Anyway, great module. I'm very impressed.
Posted by benomyte at 2005-03-07 12:48:04 Voted 8.50 on 03/07/05
Lots of fun, with great attention to detail.
Posted by benomyte at 2005-03-07 12:46:00 Voted 8.50 on 03/07/05
Great mod, made all the more fun by being a one-shot campaign. Thanks.
Posted by justinboulay at 2005-01-25 18:33:10 Voted 9.00 on 01/25/05
Posted by Anonymous ( 24.24.xxx.xxx ) at 2004-11-27 21:37:00
I also had a problem with the trolls, but it turned out that the problem was only with the so called "trollslayer" sword. Damn thing didn't work at all. I made the smith give me a refund. (Ok, actually I used cheat codes to give myself back the gold I paid for it.)
Anyway, the acid bombs worked well but were too expensive for that many trolls. I finally settled on the katana that casts flame lash. Worked like a charm.
Aside from minor bugs like this, LLTK is one of the best mods I've played. The end movie implied there would be a sequel. Is this still in the works?
m9ke, you've probably figured this out by now, but click in the talk bar just above the quick slots before typing.
Posted by m9ke ( 66.56.xxx.xxx ) at 2004-11-21 10:48:00
How on earth do you ask questions... every time I start typeing my character runs in circles the options menu comes up and the game auto saves.. IE how do you override the keymapings to type your dialog... great mod otherwise.