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?
Hey Guys: Great module, very original feel to it. See my vote for more detailed comments. Kane
Posted by KaneBorinson at on01/26/06
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 on01/26/06
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 :-) Kane
Posted by ovrebekk at 2006-01-1319:09:21
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 at 2005-03-1003:01:00
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 on03/07/05
Lots of fun, with great attention to detail.
Posted by benomyte at on03/07/05
Great mod, made all the more fun by being a one-shot campaign. Thanks.
Posted by Anonymous at 2004-11-2721:37:00
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 at 2004-11-2110:48:00
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. Michael