You have defeated the alliance of Giants sent by the Drow. In the lower Halls of the Fire Giant King you come across the entrance to the Underdark and the Drow flee your wrath. With orders to find the true power behind the raids you must follow them deep into the depths of the Earth. The darkness beckons..... This is the follow on to my PnP conversions of the G1-G3 Giant mods. these can be found here:
G1 http://nwvault.ign.com/View.php?view=Modules.Detail&id=3853
G2 http://nwvault.ign.com/View.php?view=Modules.Detail&id=3760
G3 http://nwvault.ign.com/View.php?view=Modules.Detail&id=3759
The next mod in the series "Vault of the Drow" can be found here
D3 http://nwvault.ign.com/View.php?view=Modules.Detail&id=3818
VERSION 2 Now contains Ryuujin's Kuo Toa hak.
Posted by ra0313 at 2012-02-13 13:56:14 Voted 9.00 on 02/13/12
Solid series. Played the PNP many moons ago, though I do not remember them. Solid hack n slash modules. Each module seems to get progressively better. I appreciate the hard work that went into making these modules. Thanks!
Posted by murf09 at 2009-09-10 18:53:46 Voted 8.25 on 09/10/09
Appreciate your work -- it was a good mod. Would have graded higher except the reactions of the Kou-toans are inconsistent in certain parts of the story. Numerous redundant battles could have been avoided if story line was handled differently. Thanks again
I played the giants, but, am having trouble with this and the other continuing stories - I keep getting a mising hak pak message. I believe I've downloaded everything and I also have CEP 1.52 downloaded. Any suggestions? _________________________ Well...who would have thought THAT would happen?
Well dang. I installed and patched CEP 1.52, but I still can't play this. There's nothing in my inventory, and when I click to move, I just walk in place.
Posted by JP2U at 2007-10-20 13:08:18 Voted 8.25 on 10/20/07
I found the two rooms filled with prisoners (one of humanoids and one of humans, elves, dwarves, etc.) and both of them say "We will wait until it's clear to go." or something like that. So I went back upstairs and made sure that I had slaughtered everything between them and the exits. I also killed the prince and visited Bibdoolpoolp getting her OK to continue. Once I was sure everything was clear I went back to the prisoners and they still say "We will wait until the coast is clear." or whatever. What do I have to do to free them?
Posted by notbono at 2007-08-29 18:35:50 Voted 10.00 on 08/29/07
Just a great module. No plot hangups. Not too much running around wondering what to do next. Plenty of action for our group. Thanks!
Bullseye! I wondered a bit about the version, but nothing on this page specifies the CEP version requirement, so I wasn't sure.
Anyway, I had upgraded my NWN to 1.68, so when I looked for the CEP version to install and saw that all the older versions of CEP specifically said "not compatible with NWN 1.68" I just assumed the CEP 2.0 would work. I missed the one entry on that list that said it was a patch to make CEP 1.52 compatible with NWN 1.68.
The bottom line is, I installed CEP 1.52 and the patch to make it work with NWN 1.68 and it all loaded just fine, even though I didn't install NWN in the default directory. Thanks.
Sounds like you have the wrong CEP installed for this module. The tlk you have in your file is from CEP2.0, not the older version that this module uses.
The two CEP's are NOT backwards compatible and you will need to redownload the older version to play this and many of the other CEP modules.
Since the CEP's are just hack packs, you will have no conflicts having both versions installed.
I seem to have run into an old problem, but with a new twist. I have the "missing custom talk file" problem discussed in a couple previous comments. The new twist is the file (cep2_v1.tlk) is actually there in the right directory (...\NWN\tlk), and I even tried placing another copy in the NWN folder, but neither works. I tried the D3 and Q1 modules as well, and they also have the same issue.
The only thing I can think might be the problem is I did my NWN install in a different directory than the default. The CEP installed in the right directories when I added it, but it still doesn't find the talk file. I made sure the ".ini" files have the path variable set to my install location, but that won't help if someone hard coded a fixed path somewhere in the CEP. I was going to try placing a copy in the default path, but I don't recall what that is and I don't want to start the install procedure in case it starts overwriting things before it reaches that point. Any ideas?
Posted by dmalder at 2007-04-07 00:54:08 Voted 10.00
Hi Twar_Blackshire
Thanks for your comments and vote, glad you're enjoying the mods. Its hard when doing a conversion to please everyone as I am constrained by the PnP mod. A perfect example is the post 2 below yours from JonnyP who disliked D1 but loved D2 where as you said the D1 was far better.
The areas will look better now because CEP was available by the time I started it unlike the G1-G3 mods when there were only a couple of Haks I could use.
The Kuo-Toan prisoner has been changed and will accompany the party if the right conversation choices are made.
The idea of the Kuo-Toa turning hostile was to create the impression that they had became aware that you had freed their prisoner.
I look forward to your comments on D3, thanks again. _________________________ Trev
Posted by Twar_Blackshire at 2007-04-02 23:13:16 Voted 8.50 on 04/02/07
After finishing the G1-3 series, I was done with this brand of hack-n-slash for a while, but I returned to the series and am mostly happy about D1-2.
D1 was quite well done from a playing prospective. It was challenging, and had many different creature's to face, which was a nice change from the G1-3 series (soooo sick of giants). Scripting was minimal and there were no bugs as far as I could tell. I liked how you seemed to dress up the areas with more care than in your earlier mods. Good use of tilesets. Not all maps were huge, which was a good builder move! Then came D2...
In D2 things really took a turn for the worst in my opinion. There were a few spelling/grammar mistakes that should have been fixed over the time this mod has been out. That was not the main problem however. Two almost mod ending problems which I barely made it past-
SPOILERS-
1) The bug with the Kuo-Toan prisoner asking the PC to free the Drow girl prisoner is brutal. Luckily I had a much earlier save that I could go back to otherwise I wouldn't have played it all again! It isn't acceptable to 'have' to leave the drow girl in here room to continue the quest! Hopefully that has been fixed.
2) It was extremely frusterating to have it so that when you open the door to that same Kuo-Toan prisoner's room that all the Kuo-Toan in the entire complex suddenly telepathically all want to kill you. I know you think that it creates more challenge in that you have to fight your way out of the mod, but it gets so repetitive by the third fight! That was my biggest beef with this mod.
Thanks for making these conversions. My feedback is meant to be positive for you in your (hopefully) future building. I did love the whole Sea mother 'other-plane' scene, it bumped my score from 7.5 to the 8.5 that I gave you. Thanks Trev, and on to D3.
Posted by dmalder at 2006-10-23 14:20:42 Voted 10.00
Cheers JonnyP, glad you liked them. Sorry about the lack of Trogs _________________________ Trev
Posted by JonnyP at 2006-08-02 17:10:04 Voted 8.75 on 08/02/06
D2 was very good, I liked the whole Kuo Toa thing.. that was beautifully converted from the original.
But D1... it was barely recognisable. D1 was meant to be Trogolodyte warrens, and I don't remember any Trogs at all (maybe I missed them?). OK, so they would have been worth 0xp using the Hardcore rules, but isn't this meant to be a conversion of a real module? Granted, D1 was far from the strongest module in the original series, it was very disjointed and poorly balanced, but still I was hoping for a tighter conversion, especially after G1-G3 had been reproduced faithfully.
Still, I enjoyed it, and as a whole it's better than D3.
Posted by dmalder at 2006-06-14 14:52:35 Voted 10.00
Perrinmiller, Bagga7
Thanks for the kind words glad you enjoyed them enough to play them - its quite a long journey to play the whole story.
At the moment real life is playing havoc with my mod making (6 months into running my computer business) so apart from trying to make time to bug fix I just can't seem to get much done in the way of a new mod. I have been looking into the C.R.A.P. system as an alternative to the HCR rules and am very impressed with it. I must admit that NWN2 will likely be out before I get some time to work on it.
Thanks again for the thumbs up - and for voting! _________________________ Trev
Posted by Bagga7 at 2006-06-09 03:04:22 Voted 10.00 on 06/09/06
Wow Again! These just keep getting better Trev. Just completed the G1-3 and then Descent and started the shrine, excellent work! Unfortunately, Argo wouldn't give the 'yes I destroyed it' conversation option to our LG gnome, so had to fight both of the evil dragons and the duergar (those mages were tough)! Did it in the end and got a great sense of satisfaction from it. Keep up the good work, looking forward to D3 and Q1 & 2.
What have you got planned next? Or are you taking a well deserved break and then starting writing for NWN2?
Posted by perrinmiller at 2006-05-29 19:02:11 Voted 9.25 on 05/29/06
This module was better than D1/D2 that came before, but of course it is all part of one campaign really. Carried through with my same character from before (Cleric-12/Fighter-2) running solo, using a few summoned creatures to assist. Pretty much all fights were a cake walk until the final battle. Of course those easy battles were very little or no experience keeping the character from gaining any levels. To beat Lloth at the end was very challenging, she stripped my buffs and easily killed every summon creature. It became a battle of attrition of spells in the end. Once she ran out of healing spells then finnaly she could be killed. I used 8 healing potions in the battle. With a party it may have been possible to kill her sooner, but I could not damage her enough to put the final stroke on her before healing. She was damn hard to hit as well. I tried Harming her, but her Spell resistance was too good so pretty much forgot the rest of my offensive spells and settled on brute force. But still good ending to the module. Carried same character into the next one and still going.
Posted by perrinmiller at 2006-05-29 18:52:16 Voted 9.25 on 05/29/06
Considering the story is based from the original module it was done well, not too complicated, not too difficult for my Cleric/Fighter. I used the henchmen but really did not need the help as my summon creatures provided as much support. As advertized it pretty much is a straight forward hack and slash module and gets repetitive when the opponents are all the same, but that's what you can expect inside a fish man city I guess.
Posted by dmalder at 2006-02-10 13:03:16 Voted 10.00
Thanks captcorajus, glad to find you are enjoying them even if the colour is not quite your taste. I will get the decorators in :) _________________________ Trev
Posted by captcorajus ( 69.143.xxx.xxx ) at 2006-02-08 20:29:49
Trev,
First let me say how much I am enjoying the entire series of modules you did here... wow! I have been playing for 25 years, and I always enjoy finding a well done conversion for these classics.
I only have one little nit.. IMHO the feel of the shrine looks better if you use "interior cold" in the area settings as opposed to the "interior sewer" you had. It just goes along better (IMO) with Gygax's original description of the place... giving everything a "blue/ green" tint.
Posted by dmalder at 2006-01-25 01:23:02 Voted 10.00
Hi damonors,
This bug was corrected in the later version, so sorry you d/loaded an earlier version,
You could have a buddy log in as dm and create a "special crabs claw" (Im pretty sure that what it is called) it will be found in the plot items. Can't help with the debug command - anyone else know the procedure?
Unfortunately there is no other way to complete it (though you are not far from the end) sorry.
Trev,
I'm still going through this series (long term thing with my buds, I will finish giving ratings soon), but I am at the damn place where the coward Kuotoa isn't there. Is there any way around this (I have a version that is at least a few months old)? How could I get his key (or whatever) if he ain't there? Is there some console command? Is a killing spree and jumping to the next mod the only way?
Posted by dmalder at 2006-01-02 08:19:49 Voted 10.00
Gard,
Glad you're enjoying them. I'm pretty sure I know what doors you mean so:
North east door, Might be fixed now with this version (2.1). I had forgot to place a key for the door but thought it had been placed in a later patch - don't worry if it hasn't, it only leads to a small unimportant area (a minor treasure room and armoury)
The other door can only be opened from the other side - should you find the other side that is(hint: footprints by the indoor pool)Again it is not a vital area so don't worry should you not find it!
Thanks for a really interesting series - I haven't voted yet, as I like to finish a series before making comments, but so far so good. I've seen no bugs.
Possible Spoilers
There are two doors which specifically require specific keys, but which I haven't found. One is in the northest quadrant of the Sacred Pools (NE) area, and appears to allow access to about the northern quarter of this area. THe second an east facing door in the eastern half of the market area. Did I just miss these keys, or are these areas unaccessible. it looks like I can finish the mod, but I can't stand to have an unopened door!
@ kobra carmbella
CEP is the Community Expansion Pack. Check out the "Files" section to the left, 4th point from the top. It rocks!
Adds a whole lot of great new stuff to our beloved NWN, and allows you to play many great modules, such as this one ;)
Cheers Vultan
Posted by kobra carmbella ( 62.252.xxx.xxx ) at 2005-12-26 14:13:27
What is CEP? (Seen question below on "Could not load the Module. Missing required custom talk table." but don't know what CEP is.)
Posted by fyragon at 2005-10-31 11:10:02 Voted 10.00 on 10/31/05
One of the best pnp conversion
Posted by dmalder at 2005-10-21 12:03:21 Voted 10.00
barwid02
SPOILER FOLLOWS:
You should take a token from the shrine to the south west corner of the map and place it in the fountain. This should give you a key to allow acess to other parts of the shrine. :) _________________________ Trev
Posted by barwid02 ( 62.252.xxx.xxx ) at 2005-10-21 09:14:18
Hi, can someone please tell me how to get the first pass key as I can't get into the pilgrim's quarters in the Kuo toa shrine
Posted by dmalder at 2005-10-20 10:24:29 Voted 10.00
Thanks for your patience :) _________________________ Trev