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NWN MODULES

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Title  'Foreboding in Sylvani'
Author  Tseramed
Submitted / Updated  02-14-2003 / 07-18-2005
Category  Dungeon Adventure
Expansions  HOTU-1.64
Setting  Heroic High Fantasy
Gameplay Length  30 hrs
Language  English
Level Range  Spellcasters should be higher levels. Module will be tough for spellcasters who engage in combat!
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Any class can play, with the right strategy
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  15
Max # Players  05
Min # Players  01
Min Character Level  07
Content Rating  Everyone
Alignments  Two complete paths for good and evil, with different end-games for each.
Description
New version 0.9e posted! If you got 9d, 9c or 9b, please download this instead! Many bugs fixed!

Venture into the troubled Sylvani Forest. Will you discover a hidden plot and avert war? Or will you become the willing slave to an evil god?

* Henchmen that sneak when you do, and attack only when you want them to.
* Elaborate cut scenes - some you watch, and some you play in, including a haunted attack on an isolated cabin.
* Dual plot paths - purifying good or dark evil.
* Spectacular final scenes: the Ritual of Restoration or the Conquering Armies of Darkness
* Built to use music and sound properly, eliminating some annoying battle music tracks entirely.
* Subtle touches add: inscribe a custom tomb stone, fire elementals that morph from real fire, shadows weakened by proximity to braziers, earth elementals that burst from the ground.
* Ballista usage, ship sailing, gem cutting, magic weapon upgrades, swimming, and more.


Interviews

SubmittedTitleAuthor
2005-07-04Interview with Tseramed (Foreboding in Sylvani)Maximus

Files

NameTypeSizeDownloads
Tseramed26Foreboding_in_Sylvani_Rev9e.modTseramed26Foreboding_in_Sylvani_Rev9e.mod
Submitted: 02-14-2003 / Last Updated: 12-26-2004
mod17.9Mb2935
--
Foreboding_in_Sylvani_Rev9e.modForeboding_in_Sylvani_Rev9e.mod
Submitted: 02-14-2003 / Last Updated: 01-27-2005
mod17.9Mb4850
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Foreboding.hakTseramed2003-03-21--This HAK required for the module Foreboding in Sylvani.mod. :::NOTE::: The download for the module
SCORE OUT OF 10
9.04
153 votes
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Comments (29):

1 2 3

Posted by herrjeff at on02/01/06
Classic story, with repetitive battles and a few enigmas to solve. Undeveloped henchmen didn't create enough interest to team with them across the mod

Posted by Willpower at 2005-08-2206:20:19    
I have run into a game-stopper bug. I got into the tower of the hiding wizard, saved because I had to answer the phone, and can't get out. my save game is inside the bloody room and every time I try to get myself kicked out by back-talking the wiz, the game crashes to windows. Help. Please. I figure there is probably a console command to get the hell out of hte tower, but I dont' know what that might be.

Posted by philaipe at 2005-08-0910:50:03    
Thought Mod was ace. With regards to comments of it having no hints. You should have read the mod guide at begining, more than one occasion you were offered, as this told you to read the books within which gave all the help you need to comlete. Also there were numerous restoration items in game like ferns that could be made into potions. With regards to fishing, i found a book in the town before you leave that explained it. I can see how this game would be rock if you didnt start in Port Pamour but i started from there so must have been fived.

Posted by Zwarf at 2005-08-0805:44:47    
Strange little bug I ran into: With my level 10 d8/m1/s1, polymorphing into Wyrmling form is not possible. The effects are playing, but the wyrmling shape is not acquired. Changing into a bear is working, though. I tried the Wyrmling in some other modules and it was working ok. I'm running HotU 1.66 and have nothing in my Override folder.

Posted by BloodmoonX at on07/26/05
Beautiful design, interesting new concepts (like fishing, swiming, underwater adventure), but seriously flawed by merciless imballances, poor directives and aggresive antagonism without recourse. If the designer re-worked this mod into a more fluid, ballanced act, it would be worth a much higher score in my view. It has all the elements for a great game, but is in dire need of tweaking! BX _________________________ "See how the body contracts, until the limbs become a rage of madness?" Forgetfulness is a form of freedom.

Posted by BloodmoonX at on07/26/05
I have to agree with Natasha on ALL points. I am totally unamused by, especially, the constant ability draining and lack of any percivable way to restore them (if resting 8 times in a row doesn't help, what will?). The pixie henchman constantly tells me to "use a torch to keep the shadows away", but I find it makes no difference. The shadows (all sorts) are everywhere. After cheating my way, little by little, into the deepest realms of the rift only to find myself totally overwhelmed by "skulls", then "morags" (absolutely no defense worked against these beasts) I quit. It was many hours of play versus far more hours of game-creation time, but I'd rather have fun playing than creating a game that is so hard to solve that it becomes an endless frustration. My humble opinion. Bloodmoon _________________________ "See how the body contracts, until the limbs become a rage of madness?" Forgetfulness is a form of freedom.

Posted by Anonymous at 2005-07-1109:38:45    
I like the fact that even though it is fighter-focused, it still requires that the player put some thought into the battles. Nice environments

Posted by methalda13 at 2005-07-0215:29:40    
The first encounter is far too hard. If I hadn't read the comments about the rest of the module I wouldn't have bothered to go any further. With two well equipped 12th level characters (and a ancient dire bear for a henchman) we couldn't touch the enemy to the point where we'd respawned so many times we had no Xp left! The only thing we can think of is to go use an epic 33 level fighter to try to kill them off. (Notice the word "try"...)

Posted by Steve_Savicki at on02/15/05
Has anyone still figured out how to do the evil path? I've gotten to the point of killing Hagipar, but I can't figure out how to take the tribute from the goddess. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by Anonymous at 2005-05-1918:50:39    
A very nice module, with interesting and innovative gameplay elements. Story may not be the most original, but it's well executed and feels suitably dramatic. I think the mod has one serious balancing flaw, though: the first fight you encounter (the duergar) is by far the toughest in the entire module. (At least, it was for me.) This detracted from the experience a bit, as my first character got brutally slaughtered by the encounter. So I went and created a fully equipped level 15 spellsword, who managed to beat the first fight, albeit with a lot of effort. But then, the rest of the foes were a cakewalk. The few things that could have posed a threat to the character were easily countered by the items I found (ring against ability drain, ring against drowning, etc) and none of the bosses managed to inflict anywhere near as much damage as one of the regular warriors from the first encountered did. I'd suggest you tone the first encounter down, so the module can be enjoyed with a less overpowered character. Still, all in all I had a great time, staying up far too late completing it.

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