The primary quest scenario includes a thread for evil characters to complete the quest.
Hakpak
No HakPaks required
Description
Arriving in a small mine near the village of Giromy in the country of Celene, the PCs discover that the Brethren of the Twisted Serpent now prowl the village and the surrounding countryside. Forcing innocent children into slavery, the Brethren are mining the surrounding mountains for the final resting place of Valgozar, the StormSon, the ancient overlord of their mysterious sect. The Brethren have abducted a seer and oracle from the local temple of Pelor, the sun god, but for what end? And what does the tomb of the StormSon hold for the Brethren? It seems that nature itself has succumbed to the power of the coming storm. Notes: 1. Henchmen are available to round out the party; they use the Pausanias_Auldar Henchmen AI, but the Henchman Inventory management system makes use of options in NWN 1.62. 2. This is the final release of the adventure. 3. A DM's Guide has been posted in the README section of this site; it includes quest summaries and an adventure walkthrough for RoA2.
Posted by Gadifer at 2012-07-16 06:30:44 Voted 7.00 on 07/15/12
I left my last comment in haste last night, so I forgot one other major flaw: Every minor foe has full plate armor and a +1 longsword which you can loot off the corpse and then sell to the merchant for 1000+ gold. By the end of the module, we had more than 400K gold and nothing to spend it on but healing potions.
Posted by Gadifer at 2012-07-15 19:11:28 Voted 7.00 on 07/15/12
Very repetitive encounters: identical bands of slavers, ogres, etc., coming one after the other. Also, the evil story option is broken. When I give the Mace of the Dawn to Semirius Zagat, he does not give the fake mace in return. Without the fake mace, my Lawful Evil PC can't complete the adventure without pushing his alignment toward Good.
Posted by werelynx2 at 2011-03-13 08:59:39 Voted 6.00 on 03/13/11
boring and repetitive encounters _________________________ Thanks Rolo:)
Posted by ericdoman at 2009-01-20 08:28:54 Voted 9.00 on 01/20/09
Again really tough for my longbow wiz/ftr AA to be. Still no sign of a magical longbow so borrowed thalinasta's? Once more used the ranger and again very tough playing hardcore with a longbow specialist and no comp longbow. Great how my character would charge into any brethren archer before they used too many of their lightning arrows and then using them against tougher opponnets. Advice for anybody to play is to pick up all armour longswords etc and sell to merchant because in part 3 you can buy some very good equipment +2 comp longbow to come. Anyway still used the +1 Longbow until I could find better bows. That was a let down find a bow on a giant and it states it's a comp longbow, yippee unfortunatley only a +2 Longbow bummer. Really good though
Posted by namiph at 2007-08-14 11:23:22 Voted 9.25 on 08/14/07
Used same monk character from pt 1 and took Cleric henchman to help with undead. Good action packed sequel.
Posted by Astero at 2007-06-25 00:22:03 Voted 8.75 on 06/25/07
A nice sequel, although, I liked chapter 1 more. This is even harder for spellcasters. Restrictions for both time and place while resting but I've managed.
Battles were more than challenging for my level 7 wizard. I had to save and load many times. Bosses were easier than common encounters. That didn't make much sense. The same henchmen from chapter 1 with their quests added to the mod. A little more interaction would have been nice though.
I noticed that a main plot item, the ruby of fire, could be sold. Long maps made me a little tired at the end. Didn't run into any bugs. Moving on to chapter 3 :)
Posted by CatStevens at 2007-03-22 06:47:42 Voted 10.00 on 03/22/07
Hi, Houndiddy; after touring all areas, too, there are some quests left which I cannot finish because of unobtainable items. (I read the RoA2 Readme from nwvault�s download page, but I cannot find the items as described.) Nevertheless, I think I solved over 90% of this great chapter 2, and now I went beneath the barn to talk to all henchmen about the items I found for them, to receive exp from them, and to get their rings, amus, boots etc. which I will now carry with me into chapter 3. I recommend you to do it like me ... save your char, load chapter 3 with that char and continue having fun. :-) _________________________ There's an empty space inside me now:
a wasteland deep beneath the snow,
so cold � nothing'll grow.
OK, I found the Newly Worked Mine after touring the Chasm forever. Don't think it was there before I was ready for it. Am now trying to get into the locked altars in the Tomb of Stormson. I know you are not reading these anymore, but just for the record.
Still stuck trying to find the room with the pedestal. I hope you are still reading this from time to time or that somebody can give me a hint. I have all three items.
That is, I think I can go on. I can't find anything I haven't already dealt with in the two Roughly Worked Mines. I would appreciate some help, even if it's only how to find the walkthrough.
Jeff, sorry I forgot to mark my queries as possible SPOILERS, but you haven't answered so I'm not really giving anything away. I found enough of my answer elsewhere among these comments. Thank heavens I can go on!
Jeff, sorry I forgot to mark my queries as possible SPOILERS, but you haven't answered so I'm not really giving anything away. I found enough of my answer elsewhere among these comments. Thank heavens I can go on!
Jeff, I can't find the README and therefore can't find the walkthrough. I have found the three items necessary to open the Lyzandier Gate in RofA2 but I can't find the portal to put them in. I am stuck. If you are still monitoring this site, please help! I love this module, and hate to be stuck!
Jeff, I can't find the README and therefore can't find the walkthrough. I have found the three items necessary to open the Lyzandier Gate in RofA2 but I can't find the portal to put them in. I am stuck. If you are still monitoring this site, please help! I love this module, and hate to be stuck!
Jeff, I found the key. It paid off to take the Rogue with me, for, although he couldn't detrap the altar, when we went searching through the tower again after I read something about a key--He went running into the room with the trapped chest to detrap it. My PC hadn't found it, having bypassed it in the heat of battle. The door to the room was opened. I always make sure I have opened all doors before I give up on a map, but this one was open so I didn't catch it. This is a great module, thanks for creating it!
Jeff, I am in Chapter 2 of RofA and I like it a lot.--SPOILER--I am stuck trying to deal with the electrically-trapped altar in the Metal Tower. I usually travel with Thalinasta, whom I love and admire so much and can't do without usually, but I did what I did in Chapter One with the deadly trap to find the Dwarven Shield, and got the rogue with the high detrapping skills to help. This time that didn't work, it says that he will never succeed. My weapons are all ineffective. I have the anti-electric cloak but trying to bash it is killing me. I know I have to have its remains. Can you give me a hint? Thanks.
Posted by manyhtrht ( 201.240.xxx.xxx ) at 2006-07-22 08:39:12
man gay
Posted by Kshatriya at 2006-01-29 12:28:54 Voted 4.75 on 01/29/06
The useless middle module of a forgettable series. The title is funny since it suggests that you could possibly win the race; but if you won the "race" the demigod would not be revived in time for part III, so failure is the only option.
I couldn't find a divining pool. Is there one? While playing multiplayer, people would get plot items then log off, making it difficult to progress. ;(
Posted by Qilue at 2005-12-16 04:30:57 Voted 7.75 on 12/16/05
While the story was engaging, the rest restriction system made the module almost unplayable by spellcaster classes. There also seemed a little too much unnessesary content.
Will this mod be updated as the first and third ones were? I have dled the updated ones and wish to wait to start playing until I have all three.......
Posted by Steve_Savicki at 2005-04-25 19:35:50 Voted 10.00 on 04/25/05
Same good stuff: Varied environments, monsters and Duergar outnumbering Drow this time was a plus! I always thought dwarves were better fighters than elves and I love the red and black armor! _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by zhitsu ( 195.148.xxx.xxx ) at 2005-03-01 14:22:00
I don't know what happened to my last post, but anyway.
We completed this module just a few minutes ago. This module would be really good I think, if those bugs and other things were dealt with. I mean those XP issues and other stuff others have mentioned.
*spoilers* Also, I don't quite understand the plot. Terilass got us searching for the three items that the Brethen were supposedly searching for. So how did they open the Gate without them? They cheat! =)
Also, I found the way we had to bash the altars to get the crystals very dumb. We had problems cause my weapon was ineffective when hitting them, only on a critical hit the altars were damaged. And what a stupid way of getting the crystals! We only smashed the altars after I read it from the readme.
Some of the fights are not so well balanced. The single Grey Slaad was way more difficult than the fight with the evil sorcerer (Sanubi-Rahl or something) and his minions. The vampire Talgoroc was a joke, right? Torrent Warriors were ten times more dangerous.
Nevertheless, it was good enough module to keep playing, and we will start the third part tomorrow... =) I really hope you would do something about all those bugs, it would make these modules great. Now they are just very good. I'd give the first one an 8 and this one a 7.5 (And I'd give most modules a 7 at most, except ones like Midnight or Gates of Myth Drannon). Keep up the good work!
Posted by zhitsu ( 195.148.xxx.xxx ) at 2005-03-01 14:22:00
I don't know what happened to my last post, but anyway.
We completed this module just a few minutes ago. This module would be really good I think, if those bugs and other things were dealt with. I mean those XP issues and other stuff others have mentioned.
*spoilers* Also, I don't quite understand the plot. Terilass got us searching for the three items that the Brethen were supposedly searching for. So how did they open the Gate without them? They cheat! =)
Also, I found the way we had to bash the altars to get the crystals very dumb. We had problems cause my weapon was ineffective when hitting them, only on a critical hit the altars were damaged. And what a stupid way of getting the crystals! We only smashed the altars after I read it from the readme.
Some of the fights are not so well balanced. The single Grey Slaad was way more difficult than the fight with the evil sorcerer (Sanubi-Rahl or something) and his minions. The vampire Talgoroc was a joke, right? Torrent Warriors were ten times more dangerous.
Nevertheless, it was good enough module to keep playing, and we will start the third part tomorrow... =) I really hope you would do something about all those bugs, it would make these modules great. Now they are just very good. I'd give the first one an 8 and this one a 7.5 (And I'd give most modules a 7 at most, except ones like Midnight or Gates of Myth Drannon). Keep up the good work!
Posted by tom_bombadil at 2005-03-01 01:54:29 Voted 9.75 on 03/01/05
Posted by Jess_ at 2005-03-01 00:15:00 Voted 9.50 on 03/01/05
Excellent mod, as good as the first part in the story and the tricks ;)
But several minor bugs block me to give more than "9,5" :(
I report already some and there are the others my team of Cyricists encounter :
1/ Zemirat takes the Mace of Dawn but he doesn't give the false copy in exchange. Recoming as a DM, I don't find any in the list of personnal items. Do you forget to create it ?
We were forced to give the real Mace to Terilass :'(
2/ Many quests don't give XP to the team. In particuliar, those of the henchmen give 500XP only to the character who talks to him/her. And the main quest doesn't give any XP. I gain 7000GP by bringing the Mace of Dawn but no XP. Zemirat doesn't give any XP for it.
On the whole, an excellent job, just some fixes to enhance the game ;)
Posted by Jess_ at 2005-03-01 00:09:23 Voted 9.50 on 03/01/05
Some minor bugs but enjoyable game :)
Fun: 10 Layout / Design: 9
Dialogue 10 Originality / Creativity 10
Quality Control 8
Posted by zhitsu ( 195.148.xxx.xxx ) at 2005-02-28 15:59:00
I've been playing this with a friend and we're almost thru, I think. The module is quite nice, but sadly it has way too much minors bugs and nuisances to make it a really great module.
Some things: 100 XP / level is way too much for a respawn penalty. All it does is making you want to load the game, which always ruins the mood. Try 50/level.
Henchman sidequests give the 500 xp only to the
Posted by ericdoman at 2004-12-10 06:26:00 Voted 9.00 on 01/20/09
Jumped to two as I couldn't find necklace for third part of riddle. Have got all 3 items for gate. The Lyzedier gate comes up in my journal but I've never been there.
Where is it?
This mod was a little disappointing. So easy so far (am in dnd hardcore option). The merchant in Giromy must have more money than sense but I ended up buying stacks of ccw, barkskin, bless and bulls strength potion and waltzed through it. Ok haven't found the bloody gate though.
Help?
Posted by Jess_ at 2004-08-31 02:01:00 Voted 9.50 on 03/01/05
Just a comment to warn Jeff that the Dungeon Master at the beginning of the mod doesn't make a difference between a lone character and a complete team :)
When starting yesterday night, my character talked to him and he gives me a level (I was 5th) saying I was too weak to play. But nothing for the others !! We were 4 characters level 4 to 5. There is a problem for the multiplay ;)