Once the most peaceful of kingdoms Cormyr has suffered greatly in the last two years. Orcs and goblins rose up in unheard of numbers. Cormyr rose to war suffering defeat after defeat. When the crisis had finally passed many of the kingdoms finest warriors, soldiers, War Wizards and nobility were lost, including King Azoun IV himself. With a child king on the throne, Cormyr is slowly trying to come to terms with its loss. However many noble families are on the edge of rebellion, and Sembian interests are trying to covertly take control of the kingdom. Marsember was largely untouched by the war, but many remember its early days of corruption, piracy and intrigue before the Obarskyrs ended its ascendancy. It would take very little for the city to return to those far off days, and its destiny might lie in the hands of a single character, who is about to enter its gates. Extensively updated (6/6/04).
Very good mod, I'm going to play it again with another Henchman. Spoiler----- I was able to go through the discussion with Lord more than one time, until I had a success in the "lie" option... don't know if it was meant to be this way.
Posted by fabman at on11/01/07
Excellent adventure. thank you
Posted by saralach at 2007-10-1022:33:37
-spoilers ahead- I'm in the ruins and found three paintings. One about Hilda, one about Gwen, and the other about the wizard. The middle key holder attacks me every time. Am I missing something? _________________________ Mastery is the final form of madness.
Posted by MarkJR at on09/10/07
Just finished. Good story, well constructed layout I thaught. Very enjoyable, even though I did need a few heavy hints. Couldn't finish the dragon cult quest because I didn't manage to find the keys. Too stupid!
Posted by WeAreAllKosh at on09/08/07
This is one of the better efforts on the Vault, with good writing, plenty of quests, nice area design, and lots of custom items. There are just too many annoyances for me to go as high as 9, though. I don't really mind the gold-strip at the beginning (at least it isn't an item-strip), but given all the gold you need to spend to get quests moving, it gets frustrating. Just about every quest NPC I spoke to required a bribe or other such expenditure of gold, but I had nothing to give and it wasn't very clear where I could go to raise some. When I finally found myself some loot to pawn off, I had to run around the city trying to remember where all those NPC's were. A simple, clearly proffered starting quest that resulted in a 100gp reward for bribes would have been helpful. Another economic annoyance for me were the dozen merchants with limited gold and restrictions on what sorts of items they bought. You could say this is realism, sure, but I prefer convenience, and having to run around the city looking for a merchant who can buy this item or that item is not convenient. The encounter design was another flaw for me. If the difficulty in a story-driven module is not going to be perfect, I do prefer too much ease over too much challenge, otherwise the story suffers. But the ease here amounts to large groups of low-level creatures that continually respawn. If battles are going to easy, I'd rather just breeze past them and move on. This module too often degenerates into the Diablo 2 style of hacking away endlessly at waves of cannon fodder. I did encounter a fair bit of bugginess as well. The outdated corpse system, where items often take several seconds to show up, is a pain; it would have been better to just do without and use Bioware's 'remains' system. After I repaired the merchant's wagon outside, he was supposed to relocate to his shop in the city. This never happened unfortunately. The wagon disappeared but the merchant remained standing outside with his new 'in-shop' dialogue. As he wasn't in the right place, his shop inventory wouldn't display. I also did not get an adequate ending. When I couldn't dupe the thief Lord into giving up the key using the bluff option, I offered to let him go, then attacked him after he gave me the key and summoned his mastiffs. I dropped the fire barrier, killed the Lord, and the King and Regent ran out telling me to meet them in King's Tower. It seemed that I managed to free them -and- kill the Lord without succeeding on the bluff check. Unfortunately, the King and Regent were nowhere to be found in the Tower. I just exported the character and moved on without getting a cutscene. The option I took isn't mentioned in the walkthrough, but it seemed feasible enough; a contingency for it would have been nice. These issues aside, this is still a very enjoyable module.
Posted by Mizar at 2007-07-2809:14:04
Thanks for this great mod ! It is really big, and I only found 2 bugs : I could talk with the bear even though I'm not a druid, and the fire knives rogues never challenged me in their hideout.
Posted by sirspanky at on06/21/07
What a great module - can't believe it took me this long to find it - totally engrossing and woven plot line with plenty of investigation and hard thinking necessary, not to mention a few tasty fights! One of the best I've played! Three cheers to Servilan!
Posted by bernvault at on06/20/07
Lovely mod. Spoiler: I could kill Lord T and save the King - just had to pick up the relevant item and move quickly. Managed to break "return to King's Chamber" by moving away (to mop up HQ for items) before the transition.
Posted by Libita at 2007-05-2403:51:29
Oh, and is it at all possible to detect the alarm trap in the floor to Evania's room? I was able to detect and disarm the other one, but now I've spend at least ten minutes there waiting. My effective Search bonus is 13. _________________________ One feels inclined to say that the idea that man should be "happy" is not included in the plan of "creation". - Sigmund Freud
Posted by Libita at 2007-05-2308:41:26
I've encountered a "glitch" - when I got the ledger from Earbos, he turned hostile. It was impossible to get into the room without hiom speaking to me and turning hostile. I sneaked out of the room and turned him in to the authorities. Later, during the "Stolen Gold" quest, I have to talk to him. He's now in jail, but still hostile. So, no talking. _________________________ One feels inclined to say that the idea that man should be "happy" is not included in the plan of "creation". - Sigmund Freud