Founded by Rift Riders over 2 centuries ago the settlement of Rhyvian grew to become a vast city but with the knowledge and power they had acquired however came greed and zeal, and the people began expanding into dangerous areas with their Rift Devices, to the point where even the weather was a controllable attribute of daily life. 50 years ago a disaster in the Old City section of Rhyvian claimed many lives and proved once again the folly of trying to harness Rift energy. Soon after, the Riders began to leave Rhyvian There are few left in Rhyvian who can claim the heritage of the Rift Riders and you are one of those. In the year 256 ARC the city of Rhyvian is in the middle of its month-long Celebration of The Rift. The Celebration culminates in a weeklong festival but little do the citizens of Rhyvian know that this year will be their last...
I just can't get into the weather station. Have searched every possible area, every chest and barrel and even smashed all the furniture. Where is the key?
Posted by officebear at 2005-09-0511:50:43
Hey there... great module so far!!! But, I think I made a big error that will prevent the plot from moving on... SPOILER I have the quest to solve Adir's murder. I discovered what the weapon was that killed him, spoke to the merchant, who sent me to the exotic weapons store, where Wayland said meet him at the inn. The only problem is, I already opened that door at the inn before this quest started... I was curious. At that point, the game said "If you had been here, you surely would have died" but nothing else happens the 2nd time I went in after speaking to Wayland, and I go back to the exotic weapon shop, and Wayland is there, trying to sell me something, but offering no other information. What should have happened if I had sequenced this correctly?
Posted by Dave at 2005-05-2811:32:21
Excellent mod but I've reached a point where I can't seem to progress. I've completed all the quests & gone to the old city as Joran requested to see who Fagan meets. After the cut scene I've gone back into the fort and met Koldas (another cut scene) and he has seriously damaged me. He's still neutral but now just stands in front of the fort door which is locked and impervious to any means I try to open it. If I kill him the door stays locked & I'm stuck in the fort. Have I missed something? Cheers Dave
Posted by Vimsen at on05/21/05
(c:
Posted by mollydog18 at 2005-05-1901:11:52
Hi- I'm playing an earlier version for SoU only. I've come back to playing it after some time b/c my save corrupted & I lost tons of progress. Spoilers * * * Now I'm having trouble figuring out what to do. For the Trail of Blood quest I've gone to the abandoned laboratory and gone through the portal to the ruins. Is the leader supposed to be nearby? I can't find anything to indicate where I should go or what to do to find him. Thanks
Posted by mollydog18 at 2005-05-1900:06:06
Hi- I'm playing an earlier version for SoU only. I've come back to playing it after some time b/c my save corrupted & I lost tons of progress. Spoilers * * * Now I'm having trouble figuring out what to do. For the Trail of Blood quest I've gone to the abandoned laboratory and gone through the portal to the ruins. Is the leader supposed to be nearby? I can't find anything to indicate where I should go or what to do to find him. Thanks
Posted by NancyJo at on04/11/05
Very special mod-- really original! Great city, too.
Posted by Red at 2005-04-1016:36:00
Yo ho! *SPOILERS* ahead! Your effort was rather invigorating, Mr. Audette. 4/5 Things I Liked: *) Depth. *gasp*! A module with depth to it! :O *) Intresting take on "magic". The Rift idea, though not original in any aspect, is always a fun card to play. Perhaps there should have been more occurances of wild magic? *) The city being sieged by those shadow-jerk-faces was great. I loved being part of that just as much as I liked it in the OC of Neverwinter. *appluads* Things I Could Have Killed You Over: *) Though I can kinda see you were a little busy with the rest of the campaign, there was a problem with the henchmen. They never leveled. Ever. My half-orc meat-shield was level six throughout the entire module, which became suicidaly depressing the closer I got to the Archmage, due to his terrible hit point score [and playing a Sorc/Pale and living longer than him seemed kinda silly]. *) There were tiny grammer mistakes in some of the dialog. It was just mostly stuff you might pass over on the first or second time you check your work. Be careful next time. *) The Weather Control Facility took me about a day and a half to figure out. No kidding. I passed the body that had the key on it at least six hundred times, no doubt. *) The Unending Hall in the Archmages... um... castle? almost made me quit playing altogether. Though I was appriciative of you finding a way to make your henchmen follow through the transition from one room to the next, summons/familiars stayed behind, starring at the beautiful architecture. *) I'm not sure if it was my fault or not, but battles seemed way more difficult than they were worth. I'll admit, I started at level six I believe, but to my surprise the encounters seemed... auto-leveled. The experience awarded for a kill, however, was far from the CR rating of the group being tackled. *) I know I play custom modules with a caster at a risk, because for some weird reason, everyone makes modules for paladins, fighters, or rogues. Yours, however, took it a step further. I've gotten exceptional at dealing with "fighter-mobs" with a wizard/sorc, but when you keep throwing wave after wave of UNDEAD "fighter-mobs", suddenly my favorite caster, Vine Meynolt (Sorc/Pale) becomes nothing more than a magic-missile-machine gun. Sure there were kobolds and goblins... in the begining. Overall: You've made an excellent module here and I will look forward to playing your other modules. Don't lose steam now, though, because your showing potential for crappiness. Hopefully, this isn't your peak. :D
Posted by Red at 2005-04-1016:36:00
Yo ho! *SPOILERS* ahead! Your effort was rather invigorating, Mr. Audette. 4/5 Things I Liked: *) Depth. *gasp*! A module with depth to it! :O *) Intresting take on "magic". The Rift idea, though not original in any aspect, is always a fun card to play. Perhaps there should have been more occurances of wild magic? *) The city being sieged by those shadow-jerk-faces was great. I loved being part of that just as much as I liked it in the OC of Neverwinter. *appluads* Things I Could Have Killed You Over: *) Though I can kinda see you were a little busy with the rest of the campaign, there was a problem with the henchmen. They never leveled. Ever. My half-orc meat-shield was level six throughout the entire module, which became suicidaly depressing the closer I got to the Archmage, due to his terrible hit point score [and playing a Sorc/Pale and living longer than him seemed kinda silly]. *) There were tiny grammer mistakes in some of the dialog. It was just mostly stuff you might pass over on the first or second time you check your work. Be careful next time. *) The Weather Control Facility took me about a day and a half to figure out. No kidding. I passed the body that had the key on it at least six hundred times, no doubt. *) The Unending Hall in the Archmages... um... castle? almost made me quit playing altogether. Though I was appriciative of you finding a way to make your henchmen follow through the transition from one room to the next, summons/familiars stayed behind, starring at the beautiful architecture. *) I'm not sure if it was my fault or not, but battles seemed way more difficult than they were worth. I'll admit, I started at level six I believe, but to my surprise the encounters seemed... auto-leveled. The experience awarded for a kill, however, was far from the CR rating of the group being tackled. *) I know I play custom modules with a caster at a risk, because for some weird reason, everyone makes modules for paladins, fighters, or rogues. Yours, however, took it a step further. I've gotten exceptional at dealing with "fighter-mobs" with a wizard/sorc, but when you keep throwing wave after wave of UNDEAD "fighter-mobs", suddenly my favorite caster, Vine Meynolt (Sorc/Pale) becomes nothing more than a magic-missile-machine gun. Sure there were kobolds and goblins... in the begining. Overall: You've made an excellent module here and I will look forward to playing your other modules. Don't lose steam now, though, because your showing potential for crappiness. Hopefully, this isn't your peak. :D
Posted by Savarius at 2005-04-0511:37:00
hmdai, You don't have to be able to wield the pickaxe - just have it in your inventory.