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NWN MODULES

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Title  A Devotion To Darkness Part 2: The Ruined Watchtower
Author  Capn Gherkin (I. Ross)
Submitted / Updated  09-19-2003 / 09-30-2003
Category  Dungeon Adventure
Expansions  SOU-1.31
Setting  Forgotten Realms
Gameplay Length  4-5
Number Players  Single Player Only
Language  English
Level Range  Strongly recommended to use your character from Part 1.
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Scope  Part of Series
DMNeeded  Part of Series
Single or Multiplayer  Single Player
Max Character Level  06
Max # Players  01
Min # Players  01
Min Character Level  03
Content Rating  Everyone
Description
The story starts where Part 1 finished: you have completed the first stage of your investigations, and have returned to the Two Feathers Inn to rest for the night, and to gather your thoughts and resources for the journey ahead. Many of the characters which were of help to you this far are still there, and one will call in a favour that you owe. YOur journey starts in Haighmarsh, but will take you away from the city, through ravaged farmlands to forbidding forests, gas filled caves and, finally, to the ruined Watchtower which, you hope, holds the answers to many of the questions which surround the disappearance of Rose LeDuget, the Traitor James Fox, the Portrait, and the defection of General Goodsun. As your journey progresses, you may start to suspect some of the terrible truth behind the mystery, but you cannot yet know how far these revelations will take you from the bustle of the once-happy city......

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-10-31codepoetz6.56An interesting plot unfolds throughout this fine series of modules. Combat action is varied and not too difficult. Creative item creation system.Few opportunities for roleplaying. I encountered a few rough edges and bugs.

Files

NameTypeSizeDownloads
v101ofD2Dpart2.zipv101ofD2Dpart2.zip
Submitted: 09-19-2003 / Last Updated: 09-26-2003
zip1.7Mb12439
--
SCORE OUT OF 10
9.03
42 votes
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Comments (24):

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Posted by DrGwydion at on09/13/04
Lanceaz, The most common problem is that you must put the ingredients on the three glowing arrows in the corner of the room. So drop one wine on one arrow, one fairy dust on the second one, and the herb on the third. Then talk to the altar in the room's center and choose the forging option. The room should fill with fire and light and leave a potion close to its center. Make sure you get the items on the arrows, though I found that was pretty forgiving.

Posted by DrGwydion at on09/13/04
Too much mindless combat. I hope part 3 comes back to the story from part 1 (which I liked much better). This installment was much more polished than part 1. Also, there was a bit too much pointless repetition of part 1 areas. There wasn't much need to make the character walk back and forth through the (now empty) sewers.

Posted by Lanceaz at 2004-09-0722:45:00    
Help, I'm having a little problem. Everytime I attempt a forging nothing happens. What am I doing wrong? Do I not have the right ingredients? Fairy dust,a bottle of wine and a plant or herb should make something, right?

Posted by Lanceaz at 2004-09-0722:45:00    
Help, I'm having a little problem. Everytime I attempt a forging nothing happens. What am I doing wrong? Do I not have the right ingredients? Fairy dust,a bottle of wine and a plant or herb should make something, right?

Posted by kmc at on09/07/04
_________________________ KMc

Posted by Dave24 at 2004-07-0819:55:00    
Well, I'm almost done but I have a few questions. First, where is the forest giant chief supposed to be? I never found him, and all of the other giants just grunt when I try to talk to them. Also, I read a few postings talking about a horn - what and where was that? I've basically cleared everything out and found the giant club after beating the hive queen. I lucked out and forged the spiderbane ring early on, so the poisons were not a problem. I'm at the point where I need to talk to the councilor. I initiated the conversation with him earlier, but his words seemed to indicate that if I continued this mod would end. So I chose the option to come back. However, Miriam's dialog is stuck back on the conversation with the councilor, so I can't get her to change tactics or give her items.

Posted by CapnGherkin at 2004-07-0804:50:00    
Oh and thanks for your feedback, DaZZLe: much appreciated:)

Posted by CapnGherkin at 2004-07-0804:49:00    
Hmmm.... Hello Cisconetdude. Whilst I appreciate your feedback, and fully understand that a single mod will never please everyone, I would like to know how you can justify a 2. If a 5 is an average mod, which is finishable, and has no game-destroying bugs, then a 2 is a truly atrocious piece of work. Does this mod really deserve such a low vote? That single vote has considerably lowered the average, which in itself is now irrelevant (good job you didn't post it last week though....) and will be discounted when the new trimmed average system cmes into play. However, if you want authors to keep providing you with free game-enhancing material, I would suggest that youconsider your responses a little mre carefully in future.

Posted by Cisconetdude at on07/05/04
If you did not force the player to used your magic system then this game could have been better. Finished the first mod without it but this will not be the case with this mod

Posted by Cisconetdude at on07/05/04
I actually thought this mod was good until the forced use of you magic system. Well I will never finish this mod because I dont like the magic or the system. And you can not finish without creating some device to make it through the stink cave. So I will probably not finish the last mod either.

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