This is a bard campaign - must have at least one bard level!
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
08
Max # Players
01
Min # Players
01
Min Character Level
06
Content Rating
Mature
Description
- 1.01 Release! -
Following the incident in the mines, you have agreed to carry out a trade mission for the Queen of the City in the Sky. Your journey will take you to Myrkford, a gloomy city where it constantly rains. But dark forces are at work behind the scenes... Will you realise what's happening before it's too late?
This is a diplomatic mission, not a dungeon crawl. Expect lots of dialogue (40,000 words!), multiple solutions to puzzles, and little combat.
Your quest continues with the henchman selected in the first adventure. Different henchmen react differently to situations! Decisions made in this and the previous episode WILL affect the developing plot, sometimes in unexpected ways...
HAKPAK NOTE - Apparently the 'Lisa SoU Only' hak below is now linking to the proper Hordes hak, with instructions on how to use it for people who don't have Hordes. So just use that one. As best I can tell it is the version I built this with.
This seris is the first bard modules I have played and I like it. _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by matsko at on08/10/05
Good foolow on module. i hope the series continues.
Posted by Berliad at on07/22/05
(I posted this "review" with my vote, but I'm reposting it here to provide feedback for the author--I do hope you'll consider getting back into mod building at some point in the future!) BardSong 2 is a delightful little module with minimal combat, several interesting NPC?s, and a multitude of fun quests. There are precious few modules out there like this, and it really shows the diversity of things that can be done with the toolset. In his review, codepoetz remarked that this is less of a ?bard? module than bardsong 1, and to some extent he?s correct ? nowhere do you really perform a major concert or anything. But it still feels like the sort of thing a bard would be involved in. You?re basically sent off to sell a bunch of magic goods in a human-dominated town to the north. While you search for a buyer, you?ll have the opportunity to explore the town and all its inhabitants, get involved in a variety of side quests, etc. There?s a lot of fun to be had here, but ultimately nothing really happens in terms of a real plot line until the end? And frankly, that was just fine--still found myself captivated by this module. It?s light-hearted and fun. There are a grand total of 5 fights that you can get into, and none are terribly difficult, particularly if you took the fighter henchman during the first episode (codepoetz did not receive his henchman, but I had no difficulty getting it to work properly). There is one ?boss fight? of sorts, but even it seemed fairly easy. Most of this game is dialog driven ? and fortunately, the dialog is absolutely top notch. Different characters have different speech patterns, you have a variety of choices to roleplay, and everything is interesting. If the module was a bit longer, it may have started to drag a little bit from the lack of action or clear plotline, but as it is, it?s basically a 2-3 hour, completely open-ended stop in a fun little town. What really set the module apart were all the little touches. You begin the module with a very cute little pack-donkey, which I managed to protect and bring all the way into town to a stable. The town has an interesting arrangement of 5 separate guilds (scholars, silks, crafters, workmen, and ? I think lawmen), and you can gain favor with each of them by performing different tasks appropriate to each. It?s raining all the time in this town, but the author includes a merchant selling one of Lisa?s umbrellas, which I (like everyone who plays this module it seems) just had to buy and use throughout the module. There is a gambling minigame that is probably the best gambling game I?ve seen in nwn outside of demon cards?nothing nearly as extravagant, but it?s fun, fast, and you have even odds of winning and wide variation in your outcome?meaning you can win BIG, or you can lose your shirt, but usually you will stay just about where you were if you play for long enough. Gotta know when to fold?em. And finally, without giving too much away, the ending is fantastic and poignant, with terrific, haunting music. My only concern about this module is that you absolutely need at least 1000 gp to get into the town, unless there?s another option that I missed. This will probably not be a problem for most people (and there?s always dm_givegold), but it?s a dangerous design option in some ways. I also found one bug ? in the hawke?s gambit, the side ante into the gambit didn?t seem to pay out at any point, even if the PC had the highest summed rolls across all six rounds. It looks as though the author has essentially decided not to finish this series, which is a real shame. I can certainly understand and appreciate how difficult and time consuming a process it is to create a module like this (and I?m sure the next one will be more traditional?there are villains to squash now!) but these modules are so unique and special that it would be nice to take them to their ultimate conclusion. I?ll keep my character safe and sound in my local vault just in case this ever happens. Bravo on a really great module. ?B 22 July ?05 _________________________ My NWN Blog FRW Character Creator
Posted by Berliad at on07/22/05
BardSong 2 is a delightful little module with minimal combat, several interesting NPC?s, and a multitude of fun quests. There are precious few modules out there like this, and it really shows the diversity of things that can be done with the toolset. In his review, codepoetz remarked that this is less of a ?bard? module than bardsong 1, and to some extent he?s correct ? nowhere do you really perform a major concert or anything. But it still feels like the sort of thing a bard would be involved in. You?re basically sent off to sell a bunch of magic goods in a human-dominated town to the north. While you search for a buyer, you?ll have the opportunity to explore the town and all its inhabitants, get involved in a variety of side quests, etc. There?s a lot of fun to be had here, but ultimately nothing really happens in terms of a real plot line until the end? And frankly, that was just fine--still found myself captivated by this module. It?s light-hearted and fun. There are a grand total of 5 fights that you can get into, and none are terribly difficult, particularly if you took the fighter henchman during the first episode (codepoetz did not receive his henchman, but I had no difficulty getting it to work properly). There is one ?boss fight? of sorts, but even it seemed fairly easy. Most of this game is dialog driven ? and fortunately, the dialog is absolutely top notch. Different characters have different speech patterns, you have a variety of choices to roleplay, and everything is interesting. If the module was a bit longer, it may have started to drag a little bit from the lack of action or clear plotline, but as it is, it?s basically a 2-3 hour, completely open-ended stop in a fun little town. What really set the module apart were all the little touches. You begin the module with a very cute little pack-donkey, which I managed to protect and bring all the way into town to a stable. The town has an interesting arrangement of 5 separate guilds (scholars, silks, crafters, workmen, and ? I think lawmen), and you can gain favor with each of them by performing different tasks appropriate to each. It?s raining all the time in this town, but the author includes a merchant selling one of Lisa?s umbrellas, which I (like everyone who plays this module it seems) just had to buy and use throughout the module. There is a gambling minigame that is probably the best gambling game I?ve seen in nwn outside of demon cards?nothing nearly as extravagant, but it?s fun, fast, and you have even odds of winning and wide variation in your outcome?meaning you can win BIG, or you can lose your shirt, but usually you will stay just about where you were if you play for long enough. Gotta know when to fold?em. And finally, without giving too much away, the ending is fantastic and poignant, with terrific, haunting music. My only concern about this module is that you absolutely need at least 1000 gp to get into the town, unless there?s another option that I missed. This will probably not be a problem for most people (and there?s always dm_givegold), but it?s a dangerous design option in some ways. I also found one bug ? in the hawke?s gambit, the side ante into the gambit didn?t seem to pay out at any point, even if the PC had the highest summed rolls across all six rounds. It looks as though the author has essentially decided not to finish this series, which is a real shame. I can certainly understand and appreciate how difficult and time consuming a process it is to create a module like this (and I?m sure the next one will be more traditional?there are villains to squash now!) but these modules are so unique and special that it would be nice to take them to their ultimate conclusion. I?ll keep my character safe and sound in my local vault just in case this ever happens. Bravo on a really great module. ?B 22 July ?05 _________________________ My NWN Blog FRW Character Creator
Posted by Stravinsky00 at 11:33:14 Voted9.00
I've played this module with HotU 1.65 with no problems... Steve
Posted by telepylus at 2005-05-3122:37:07
downloaded with all the haks and stuff, along with earth & sky. i'm using hotu 1.65. earth & sky works. but this mod doesn't.
Posted by Thirdpres at 18:51:00 Voted9.00
I would be happy to see the series come to some kind of an end. Heck. Just seeing you get back into building for NWN, in just about any form, would be a good thing in my opinion. Good luck on whatever you do though.
Posted by HP at 2005-04-1415:45:00
*PART* of the 3rd mod is written and sitting around somewhere. Unfortunately several computer disasters kept me from being able to even run NWN for much of a year and then the stupid codebase has been updated so many times since then that I'm afraid nothing will work anymore anyway... I'm not sure whether I should just rush the 3rd and try to produce a crappy version of it someday so you can at least figure out what was supposed to happen, or give up. It's not likely that a really GOOD 3rd part will happen.
Posted by Kataja at on04/03/05
A rather enjoyable sequel. I liked the quests of the first one better, but the atmosphere of guilds together with the oddity of rain stopping when I was leaving (which got me worrying about the town with the cave-dweller's warnings in mind) and then the tree town going up in smoke instead was what makes this module get a quarter grade more. The use of imagination in equipment in this module was great too, I just had to get me an umbrella and all... it's just a shame that I can't keep it to other modules, but maybe Bardsong 3 would like to support CEP since it uses funky things?