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?
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 on10/09/06
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...
Posted by Saurstalk at 2006-09-0818:50:56
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.
Posted by Saurstalk at 2006-09-0519:26:17
"A must play module!" ... unless you're stuck. 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 on09/02/06
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 A must play module!
Posted by Saurstalk at 2006-09-0121:59:00
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.
Posted by Saurstalk at 2006-08-3122:45:13
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 on07/10/06
Good job, It was a fun mod to play.
Posted by Anonymous at 2006-02-2220:24:31
Never mind. Sigh. Discovered the shackles were a separate thing and not controlled through conversation. Halflings are free.
Posted by Anonymous at 2006-02-2220:00:37
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?