Around 25 hrs, depending on how many of the sidequests you do.
Number Players
-Henchmen provided for single player.
Language
English
Level Range
Don't worry, training is provided to get you to level 4. Mages may wish to be a level or two higher.
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
05
Max # Players
04
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Gameplay Hours
<1
Description
PLEASE NOTE THAT THIS MODULE HAS BEEN REMADE AND CAN BE FOUND AT Link
Centuries after the tumultuous battle against Morcar's hordes, the realm of Zartorill faces another peril. The old king has been taken ill and looks certain to die, could this prove the ideal opportunity for someone from history to return and take advantage. However, this matters little to you, as you find yourself locked in the depths of Pudar dungeon awaiting execution after being found guilty of murder.... (You will also require the Hakpak unless you have a previous version)
Please note that this module has now been remade and revamped! Go here to get the new one... http://nwvault.ign.com/View.php?view=Modules.Detail&id=5954
Posted by ericdoman at 2012-01-23 05:21:51 Voted 9.00 on 01/23/12
Well ahd to replay this, as I don't think I had voted for it in the past. I could remember there being a "Holy Avenger" Heavy flail and so soloed it witha cleric/paladin (COT) finishing 12/2/2 respectively. The Heavy Flail made a bog difference even so combat was very very tough on ocassions. Use of trickery and magic domains, and the normal buffs were vital and even now the bandits were very very hard. Not sure what levels some of themw ere but they must ahve ahd weapon specialization as well as imp critical. May be tempted to try something different in the future but I will prob not be able to solo it. the cleric IMHO is the toughest class. About to try the remake. Cheers Glen
I am still building a new version of this, going is just a little slow at the moment - mainly as I am building it on my own and if you've played the original you'll realise the scope of it. Hopefully it will be worth the wait!
Thanks Stubbytroll, your support is appreciated. The module is getting there, and I'm dead pleased with it thus far. It's massively different to this original, mainly because I believe I've learned a lot since building this one!
can't speak for anyone else, but I'm definitely interested in your new mods. _________________________ My shoes are too tight and I have forgotten how to dance.
Hi Steve, great to see that you're still around in the NWN community. It's been a while since I've done much, so it's nice to see a familiar face (or name as the case may be!).
The story itself doesn't really lend itself to a high level party, and the remake will follow that same story. Thus the PC will start and finish on a similar level.
However, I have actually done a bit of work on a sequel to this module - and have a story lined up. This sequel will be aimed at high levels and be set in the same world. I'm going to wait and see how this latest module fares before finishing the sequel though. I'm unsure of the demand for modules for NWN, having not been on the scene for a couple of years.
Posted by Steve_Savicki at 2008-05-29 12:38:34 Voted 10.00 on 03/04/07
Can it be tweaked for higher level characters for higher level magical gear? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Well it's been a long, long time since I've last uploaded anything, however, in the next few weeks I will be. I have spent the last few weeks (and the last few years, off and on) remaking this module from scratch using all the new updates and CEP. The new version will be a fully working (I hope), much trimmed down and polished version of the original SOAKJ - so much so that it is practically a new module.
At present I have finished Chapter 1, having split the original into three parts, and will soon begin work on Chapter 2. At present Chapter 1 is being tested and I'm still undecided whether to release the module chapter by chapter or to release all three chapters together.
Any suggestions or perhaps testers are welcome! Thanks.
Thanks for you kind comments and remarks on the module. Sorry for the delayed response.. I have just moved house and been pretty busy with all that. Anyway, I'll try now to answer some of your questions in the hope you return and see the answer!
**Minor Spoilers**
1. The number of daggers is random depending on spawn numbers etc. 57 is certainly alot! I didn't realise there were that many, it's been a while since I built this module.
2. You have to place each tale part with the appropriate rusty weapon in the correct tomb to solve this one.
3. Apologies for the tough battles, I'm not sure why you found it tougher than some others have done. I was/am rebuilding the module using all the cep type stuff and basically cutting out the rubbish and improving the good stuff. It was going to be my Directors Cut. At present I have finished Pudar but still have to do the rest, your comments I shall bear in mind when doing this.
4. Again if my memory serves me correctly there are two quests there. One is returning a book stolen by a big orc in the mountain pass, and the other is the recipe for the stew where you fetch the ingredients. The cabbage can be found in the vegetable patch just outside the gates.
Again, thanks for your comments. If I ever finish the remake I'll definetely take your comments into account. Until then you might enjoy my other two modules, they are both newer and more finely polished... this module was my first one with the toolset! hence the rather ambitious nature of it! :)
Finished the module Monk/Cleric/CoT lvl 15. Once you meet the your King export your character.
Again to win the final serie of combats we had to fight a bit run away rest come back and repeat the process. Well at least everything is back to normal.
I really like the long description of the custom items (it would be interesting to play a bard in a party just to use lore).
Last question: The hobbit vilage? Is there a quest or something to do there? Cabbages anyone?
I have pretty much got to the end of this campaign. Some parts of the module are really very well done (eg.g the city, the forest, the snowy mountains/caves) some parts are OK (e.g. swamp and some of the roads) and some parts are bad if not worse. Early on I could not find the prince and I was notsure if I would continue or not. Luckily with one or two more level I was able to clear the path leading to him. I did not like the part where you are exploring caves/dungeons to find a missing elf (seems that most/all high level modules are using Drows). The final level was a bit over the top and the only way to clear it was to fight once/use stone of recall/rest/come back a rather cheesy way but the alternative was to walk back to the above level. The high level clerics in the temple and beyond were a real nightmare to handle.
The next really tough area is the catacomb but it is easy to run until you can find an exit to safety. Also the spirits are not much of a problem if you take 1-2 down at a time.
The real problem is inside the castle. With a dwarven fighter, the paladine and a CoT sneaking around is not much of an option. We may be able to find a few secrets passages (if any) but certainly not all and so it seems that there is no way we can safely find a safe path. Fighting all the guards is certainly not an option (they are all level 15 or so - a classic nonsense as it would be equivalent to having all the policemen in your town being olympic gold medalist).
Somebody mentioned a walkthrough but I don't think there is one or may be it was deleted from Glenn's site.
I will give the caslt another try (as it is certainly close to the final boss encounter) but unless there is a way to go around the guards or may be fighting only a few instead of the entire garrison I will give up up and remember this module as an ambitious project with some very nicely designed areas but with with some unplayable parts due to highly unbalanced combats. I certainly hope that I am wrong.
I downloaded this module by accident and despite the vintage I have to recommend it to all those who like realistic settings.
This is a real jewel!
I am still in the middle of the campaign (just lvl 10) but so far I found a PnP like, immersive, realistic and low magic module.
* Minor Spoilers *
I have found/returned 57 daggers, did I miss any?
The bard mini quest seems broken, after defeating the Duke (no other choice it seems) I tried to place the four parts of the tales in various places (e.g. the four statues...) or to return them to the bard outside but nothing he is still not happy. I wish there was a way to make the four knights rest in peace but it seems that there is none and probably something does not trigger in the bard conversation.
Posted by Steve_Savicki at 2007-03-04 18:04:14 Voted 10.00 on 03/04/07
Grammatical and scripting errors, but nothing differently unenjoyable from the rest of Pudney's other mods. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
No, I'm fine with that. Actually I wouldn't mind a copy myself and I'll update the one on here... obviously you'll be credited. I did and have actually started rebuilding this module using all the latest updates and CEP. I have pretty much finished Pudar. When I say rebuilding I have completely started from scratch and rewrote all the conversations rebuilt the areas etc etc.
Wouldn't mind some feedback on what has been done so far if someone is willing to have a look. Want to know if it's worth finishing.
I found this the other day and fixed up the AI (and a couple of other bits) - I'll upload it somewhere if the author's okay with that: it's a good mod, and a waste for it be broken over something as trivial as that.
The thief leader isn't a spawn, he is a placed creature so he is there. Where are you looking for him? The leader is in a room through a secret door on the top floor of the guild building.
Posted by Steve_Savicki at 2005-10-22 07:12:54 Voted 10.00 on 03/04/07
I believe the latest patch broke the scripting of this mod... the thieves guild leader doesn't spawn. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2005-10-05 12:45:01 Voted 10.00 on 03/04/07
Is this mod going to be updated anymore? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Ack! I got the Gushberries and brought them back to Sylvany but the guy won't give me the dialog option to complete the quest. I'm stuck. I have them in my inventory, but I see no way of actually using them. Note: I sold some things at the shop. Could one of the weapons have been the "token"?
Good grief, what did you do to the henchman's AI? She's a maniac, homing in on other enemies in the area no matter where they are. There is a good reason AI is not normally allowed to open doors. . . I have to follow her or she could get herself killed. Good mod so far, but you might look into her.
Sorry to hear that my module doesn't work properly anymore with the new patches. I have actually started remaking it from scratch. When that is finished I will post it up here.
SPOILERS
The prince can actually be found in the cave located in the marsh lands.
the module should get a 9 or 10, but it has problems, probably because of BW patches. (I use 1.66 beta).
1) All henchmen: Only the henchman first hired can be controlled, the next ones are uncontrollable and react like alien but friendly NPCs. They do follow, but thats all.
2) Henchmen with magic do peculiar things, Kesha casts bless on her weapon nearly constantly and her performance suffers. She also seems to be unable to heal me or herself, sometimes she manages to drink a potion, thats all. As a paladin she should have lay on hands, in level 10, shouldn't she?
*****Spoilers*********
3) Somehow the quests seems to fall apart on me. After leaving Pudar I went on search for the price. He was not in the farmlands, I got the pointer to the marshes. I cleaned out the marshes and looked everywhere - no prince. Then I thought to search the Golden Forest, ran into lots of goblins and found the goblin cave. Cleaned out the goblin cave and found the elf and his 'elven letter'. Tried to go to Sylvany, talked to the Ranger, and got the quest to save a ranger. Could not hire Shar - see above (I did not want to fire Kesha). Talked to the elf in the center and - suddenly had the conversation option to find a cure for the princes swamp fever. Huh? Looking in the journal I saw that I had brought the prince to the major, as requested - but when? What to do next? Saving the ranger - tried the orc cave, found a strange prisoner, and stairs down to the underdark, using the orc leaders key. But somehow I seem to have lost it...
I hope, the author will find the time to repair this great module, it is big and actually very good.
the module should get a 9 or 10, but it has problems, probably because of BW patches. (I use 1.66 beta).
1) All henchmen: Only the henchman first hired can be controlled, the next ones are uncontrollable and react like alien but friendly NPCs. They do follow, but thats all.
2) Henchmen with magic do peculiar things, Kesha casts bless on her weapon nearly constantly and her performance suffers. She also seems to be unable to heal me or herself, sometimes she manages to drink a potion, thats all. As a paladin she should have lay on hands, in level 10, shouldn't she?
*****Spoilers*********
3) Somehow the quests seems to fall apart on me. After leaving Pudar I went on search for the price. He was not in the farmlands, I got the pointer to the marshes. I cleaned out the marshes and looked everywhere - no prince. Then I thought to search the Golden Forest, ran into lots of goblins and found the goblin cave. Cleaned out the goblin cave and found the elf and his 'elven letter'. Tried to go to Sylvany, talked to the Ranger, and got the quest to save a ranger. Could not hire Shar - see above (I did not want to fire Kesha). Talked to the elf in the center and - suddenly had the conversation option to find a cure for the princes swamp fever. Huh? Looking in the journal I saw that I had brought the prince to the major, as requested - but when? What to do next? Saving the ranger - tried the orc cave, found a strange prisoner, and stairs down to the underdark, using the orc leaders key. But somehow I seem to have lost it...
I hope, the author will find the time to repair this great module, it is big and actually very good.
Posted by GoodLuck ( 81.6.xxx.xxx ) at 2005-04-15 13:52:00
They couldn`t open.Just ERROR
Posted by barefoot at 2005-04-12 11:24:33 Voted 9.00 on 04/12/05
Greatly enjoyed this module and was able to complete it wih only one visit to the walkthrough. Was a little bugged however as my henchmen would take off after a fight and I had to keep telling them to "follow" else they would be off by themselves getting killed.