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NWN MODULES

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Title  Chronicles of Zartorill: Shadows of a King's Justice (v1.08)
Author  Glenn Pudney
Submitted / Updated  04-08-2003 / 04-01-2009
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Zartorill
Gameplay Length  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)

Files

NameTypeSizeDownloads
SOAKJ108.zipSOAKJ108.zip
Submitted: 04-08-2003 / Last Updated: 02-15-2004
zip6.1Mb4303
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

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Chronicles of Z... HakpakGlenn Pudney2003-07-22--This is the hak and movie files for the module 'Shadows of a King's Justice'. You put the hakpak in
SCORE OUT OF 10
8.68
32 votes
View Stats
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Comments (30):

1 2 3

Posted by Mirgalen at 2007-05-1517:38:12    
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?

Posted by Mirgalen at 2007-05-1500:49:57    
* Minor Spoilers * 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.

Posted by Mirgalen at 2007-05-0817:43:04    
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 on03/04/07
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. Thanks, Steve

Posted by gpudney at 2006-08-3111:36:37    
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. Regards Glenn

Posted by arQon at 2006-08-2720:59:11    
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.

Posted by gpudney at 2005-12-0514:13:13    
SPOILER 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 on03/04/07
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 on03/04/07
Is this mod going to be updated anymore? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by gpudney at 2005-06-0611:32:29    
Hi again, Wardenwolf. I think I have just emailed you about this. Hope that clears it up.

1 2 3

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