You've grown up in a small town always dreaming of following in the steps of your adventuring father but never thinking it would be possible... that was, until the arrival of a mysterious mage known only as Saleron Pymnot. Following the completion of a quest undertaken at his request, he hinted that he had known your father, but teleported away before you could enquire further. With hardly a moment's thought, you set off in pursuit, bound for the city of Silverymoon, the jewel of the Silver Marches. Arriving at the gates of the city, you find yourself amazed at all the new sites, smells, noises, and other sensations that bombarded your senses. How on earth can you hope to find one particular wizard in a city of wizards? A continuation of chapter 1. For characters level 2, will advance into 3rd level.
Features:
For same character as Chapter I
Single player module
Low treasure module
User-selectable rest system
Wandering monsters during rest
For the most part, no respawning possible
New Major Improvements in Version 2.0!
* 1 new henchman added
* 1 new subquest added
* A famous Silverymoon landmark, The Lady's College, is now open for business
* Average henchmen dialogue doubled with tons of new henchman banter and interjections
* Corrected a load of spelling errors and bugs
* Updated to CEP 1.53
* Redrew several maps - no more 16x16 areas
* Placed many new placeables and sound objects
* Adjusted lighting on most maps
* Added a hakpak that combined The Amethyst Dragon�s three colored icon hakpaks
* Rewrote numerous dialogues to clean them up and break some of the longer nodes out
* Reworked many of the heavily scripted encounters to be much cleaner and more professional
* Implemented a three-tiered resting system selectable at the outset of the module in the dm conversation
* Added new class-specific goodies
* Reworked many of the journals
* ... and more!
Version 2.0 has opened up a massive new area and subquest in Version 2.0 - The Lady's College! This is the great statue in the foyer.
New to Version 2.0 - In the Cavern of the Ancient
Listening to user feedback about Silverymoon being a magical city, a new store has been added to Version 2.0 including some nice magical equipment - but VERY expensive!
More ranger tracking in the outdoors - also notice the third henchman in the background - BRAND NEW to Version 2.0!
Posted by nath at 2012-07-17 12:43:05 Voted 9.00 on 07/17/12
Enjoyed this, even though there were minor issues and I couldn't find the solution to the letter quest.
Posted by robert_t_walker at 2012-07-07 21:38:50 Voted 10.00 on 07/07/12
Once again, outstanding. The crafting is topnotch, and the structure of the story and the quests keeps pulling me along. I love little touches like the fact that key characters aren't labeled with names until after they've told you their names. I also like the fact that you can't do everything; it provides a tension that makes the game much more exciting and realistic, and it means that my decisions actually have some consequences.
Posted by Steve_Savicki at 2012-06-13 06:31:55 Voted 9.00 on 06/13/12
-.25: Rude family dialogue
I also didn't like how you couldn't do both the orc and oracle quests.
The oracle didn't speak to me... outdated scripting perhaps.
Couldn't find the guardhouse to report the cult to. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Berliad at 2012-02-06 18:27:55 Voted 9.00 on 02/06/12
This module continues the previous module's story: you are searching for Saleron, a strange wizard who professed to know something of your father. He has run off to Silverymoon, and you want to find him.
That's pretty much the module. There's not a lot of overall plot development beyond what you experienced in the first. What you get instead is a chance to explore Silverymoon and its inhabitants, experiencing numerous well-done side quests as you search for a way to contact the wizard. The module is well-polished...but somehow, it felt less fresh than the first. My bard has starting to get a decent complement of equipment during this module, including a few minor items. This was welcome, but at the same time it made the module feel less distinct than the first and it's ultra-sparse conditions. Combat was challenging, though it wasn't until near the end that I finally pushed my bard back behind the front lines and concentrated on playing more of a support role to assist the fighter henchman.
The best part of this module are the little flourishes. There is a terrific, random scene with some music students that was a pleasure to watch. I'm not sure what it's like for other classes, but for the bard it was highly customized. The descriptions of specific style changes and such were sophisticated (at least, they seemed it--I know nothing about music), and my bard was ultimately able to play a key role in a minor bit of foolery. I'm guessing that most other classes experience this differently. Similarly, the optional conversations with the henchmen--especially the fighter--were very rich. The ending of the module is easily its best component, as it features a difficult personal dilemma for the main character. Huge kudos for this, as it really makes the module. _________________________ My NWN Blog FRW Character Creator
Great series!!
I played the games before, but when I tried starting part 2 this time, I got this error:"iwd2_music.hak"missing
I download and unpacked all files above twice!
Posted by amers1015 at 2011-08-21 14:13:48 Voted 10.00 on 08/21/11
Excellent, as is the entire series. I've you've never played it, you are missing out! _________________________ The less you know, the more you believe.
Awesome mod!
Apologies for ressurecting an old board, but I have a couple of questions.
*Spoilers*
1 - There is mention of a walkthrough but I haven't seen one. Is it a seperate download?
2 - I finished the mod (went to Guerron's Cross)but had stacks of unfinished quests that I was just lost on. I failed to find any more info on the letter/murderer quest, and was part-way through investigating the missing mage (found him trapped in a different plane, but couldn't release him.) I felt like I should start again and try to complete these quests. Are they worth it?
Thanks once again for a fantastic mod.
Posted by velkito at 2010-12-03 02:34:45 Voted 9.50 on 12/03/10
Actually, nevermind. On the third extraction attempt, the gothic city hak was finally "accepted" or "recognised" by the game, I've no idea why it didn't work before that. Now that I'm done with part 2, I'd like to rave about two things I noticed. Firstly, the amount of information and detail on D&D deities in the Vault of the Sages. And more importantly, the choice given at the end of the module. That kind of choice is rarely seen in games, probably because it may be seen as controversial, but nevertheless, it's a great decision for those who appreciate a little dilemma. Thank you :) On a side note, is it a bug that Tashia still has on the "Sultry Woman" tag despite the fact that my character learnt her name as soon as they met?
Posted by velkito at 2010-12-02 01:39:15 Voted 9.50 on 12/03/10
I kept getting a 'missing hak' message in-game. I found the log and it says ""Couldn't load the Hak Pak File "ashgoth.hak" Could not load the Module.
Missing required HAK file." What could be the problem?
Posted by BePower at 2010-10-12 02:38:43 Voted 7.00 on 10/12/10
Darn, forgot to say a couple things: for anyone who delved into Silverymoon in more detail as I had, gothic style really isn't Silverymoon. Perhaps arab style or a blend of elven and rustic human, with a touch of dwarven. In the real world it'd be like arab design but built by ancient Rome or Greece (their construction materials and final ornaments).
And so many rude NPCs!
Posted by BePower at 2010-10-12 02:31:11 Voted 7.00 on 10/12/10
Not as good as the 1st part, but good nonetheless. I've run into a few bugs: the hench death/neutral someone else explained; talking to the administrator of the college updated my journal saying I had spoken with Anna (which I hadn't met at this point) and should talk to the guy in the kitchen, but he said nothing when I found them.
Other than that the caves for Merrit's quest seemed like fillers for the most part.
Final rating: ok.
Posted by Lore of Old at 2009-12-06 06:59:36 Voted 9.75 on 12/06/09
Really, really good module. Better H&S/RP balance than the previous one, the sidequests really were a lot of fun, and the world was much more open ended, which was the only problem I had with part one. Going to play part 3, no doubt about that!
Posted by Copperhawk at 2009-07-19 08:18:56 Voted 9.25 on 07/19/09
Quite a fun adventure for a low level character.
Posted by amers1015 at 2009-04-22 19:28:05 Voted 10.00 on 08/21/11
I'm stuck and hoping for some help...
SPOILERS
Okay...so I'm in the university trying to find the student and I saw him in the orb. But I wasn't ready to go in there yet so I turned away. Now when I go back I can't do anything! And thanks to my overactive quicksave finger I saved after I turned from the orb. I'm guessing there's no way for me to complete this quest now?
Thanks to anyone who can help... _________________________ The less you know, the more you believe.
Posted by jml at 2009-04-10 02:54:50 Voted 10.00 on 04/10/09
I had the most wonderful time with this entire Saleron's Gambit story, from 1 to 5.
It's amazingly smart because it's so easy going on the technical side that I only felt like playing all along.
Easy going doesn't mean simple as it's probably the most complicated but masterminded module I ever enjoyed.
Many strong choices have been made by the author... for your only fun.
XPs come as they should, no matter how you went through each quest.
Monsters aren't everywhere but only where they're meant to be, but still waiting for you... even with Tony K's AI.
No magical gear. It's all about you, almost naked but with your own experience of " life " and nothing else.
When I start a new module my first concern is always which class I should pick. Most of the authors don't say much about it, which I can understand, but...
I'm glad I chose to play as a wizard...ess here, as it fits the module so fine. And then it gets really magical, even if it is already by itself. Magic and magical gears are different things.
I learned there how important it is to choose any one of your spells very carefully... even the low levels ones. As I had to use all of them in many occasions. Even if resting is not a problem.
It's beautiful. Those cities are the finest I ever visited... in NWN.
So real. A true dive in history.
And that surprising music was always around to give you the mood... if not the creeps.
That comment goes for any of the five parts of the module.
Which one I like the best? I wouldn't have enjoyed the fifth one so much if I hadn't played the ones before... before.
Thanks Mr. Tiberius209, I believe you're in the rocket thingy and from now on, I won't be so scared any more of flying into space 'knowing you're somewhere behind it.
_________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Posted by Cromagnon at 2009-04-06 18:28:29 Voted 9.75 on 04/06/09
Overall, a very well-done module. I particularly enjoyed the conversations, especially Ivanoe's stories. I played a female character, and the kid at the end really cracked me up.
There were a few small dialog bugs, with repetition of the same conversations, but nothing too egregious.
Posted by jml at 2009-03-30 05:12:09 Voted 10.00 on 04/10/09
About Tashia the henchwoman: Forget anything I wrote about the sultry woman. Tashia is now in my party as a rogue. I was just getting too impatient as usual. Great Module! _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Posted by jml at 2009-03-29 13:39:05 Voted 10.00 on 04/10/09
About the Sultry girl again, the one to be the rogue henchy. I tried everything, no override, same exact alignment, lowering all of my abilities... No luck. 'not to be hired. At least by my female wizard... _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Posted by jml at 2009-03-29 13:09:33 Voted 10.00 on 04/10/09
Beside the fun, I can't hire Tashia, the rogue, being alone or with other henchies around. I play a female TN PC, but hey, that shouldn't be the problem? ;)
The only last line of dialogue gets even quite angry, like " none of your business! ". Almost like if they hate each other. Strange... _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Posted by Mareti at 2009-03-21 07:17:00 Voted 10.00 on 03/21/09
This series is in each and every aspect the most brilliant, entertaining and rewarding experience I have found in the NWN multiverse so far. An absolute must!
Can not help you with henchmen as I have not used them am a cleric and so use summon creatures (wish I had chosen animal domain?)
If you speak to Branson, Cheryl, Fremont and clarissa you will be able to investigate further. I had no problem with this, ask all of the questions. It seems though that this quest can only be completed in later chapters I think?
Posted by Silvius at 2008-11-04 02:43:16 Voted 8.00 on 11/04/08
Ah yes. There is also one more bug that is extremely annoying.
If you move too far away from your henchies after they have fallen, and it isn't that far, like ten feet, they turn neutral. Neutral characters cannot be given potions to revive them. Since there are no stores that I could find that healing kits, not even the Temple of Oghma, then unless you can cast a healing spell, that hench is forever lost to you. Most annoying.
Posted by Silvius at 2008-11-04 00:58:24 Voted 8.00 on 11/04/08
This is an excellent module that is also extremely frustrating because of the amount of bugs that are in it.
1. I am unable to hire the NE rogue hench, as my only conversation option when she asks what I am up to is that its none of her business. This may not be a bug, as I am NG, but this was not stated in the Walkthrough.
2. I am unable to complete the Lady's College Mystery, as I cannot get a pass to the fifth floor. There is no conversation option with Cheryl to get her to let me go.
Neither is there an option with Melinda, the lab assistant, to let me know about Rythorn root. I have talked to the alchemist, and he told me what the masking agent was, and what it was covering up.
The other line was to bring the strange orb that I found on the fourth floor after climbing through the grate in the library, to Glan the Diviner or Nathan. I brought it to Glan, and he freaked out. However, Cheryl still won't tell me anything. I bring it to Nathan, and there is no conversation option to let me ask what the orb is, even though I have completed the Eye of Oghma quest. Most annoying indeed.
A smaller glitch is that my companion periodically loses her weapon and shield, (I am using Morganna), and begins to fight with her fists. I go into her inventory to re-equip them, and they aren't there. I don't any enemy disarms her, and it's happened several times.
This module still receives an 8, because of the sheer variety of things you can do, the excellent music, and the fun playing it. Though it would have certainly gotten higher without these bugs.
Posted by Eva Galana at 2008-10-01 15:13:14 Voted 10.00 on 10/01/08
Wow! I haven't had this much fun with a fan based (heck! official) campaign in a long time! The bugs were so few and minor that I never took note of them. I've played through all 5 parts (had some difficulty with the 4th and 5th, but, managed through) with a wizard and it was amazing. Reminded me of my days sitting in our living room with paper, pen and dice in hand. Thank you! _________________________ Well...who would have thought THAT would happen?
I do not patrol these forums much anymore. I wrote detailed readmes for each part.
I'm going to assume you got a journal update saying you killed the leader. This is all distraughtman_08 does.
In this case, to "complete" the quest, you must both discover the purpose of the cult and also report it to the authorities. There are a couple ways to do this, but I won't spoil it for you.
Saleron's Gambit is great fun (I'm still at pt 2, but what I've seen is reaaly neat). However, I've encountered a mishap -- and as I have no saves from before the mishap (didn't know something was wring until later) I'm kind of stuck.
* Spoilers *
I'm in the cult basement -- managed to kill everyone (having a priestess around is nice...), *including* the Cult Leader -- but my Quest 'An Important Letter' is still unfinished. Now, I took a small peek in the Toolset (not my strongest point, I must admit), and it seems there's a script that either fails to launch or doesn't do what it's intended to do (distraughtman_08, to be precise...)
Has anybody experienced this before? And if so, how do I 'complete' my quest? (Yeah, I know it's an optional quest and all, but I *really* want to finish this one...) I've tried the following in-game:
(And Tiberius209 -- I will vote on this as 'soon' as I've finished the series...) _________________________ 2 + 2 = 5 for sufficiently large values of 2
Posted by shar_xx at 2008-06-16 03:22:56 Voted 9.75 on 06/16/08
This is the first time I ever voted something because the series was so great that I _had_ to do so.
Note: I started as a druid and ended with a druid/fighter 8/2, so my comments only apply to this character. And sorry for my English...
Likes (too many that I can't list them all, so I only write down what I _really_ loved - beside Saleron ^^):
- the fact that sometimes I really have to think what I will do next
- the black cat in Harlequin's Bluff
- incident with Glan the Diviner and the ring: yes, even an archmage can make mistakes :D
- how the harpers were presented: at first I really thought it was an evil quest
Dislikes (too few that I must sound picky to others because I list them here ^^):
- disorientation _because_ I had to think what I'd do next ^^
Posted by Forrestwolf at 2008-04-20 08:30:28 Voted 10.00 on 04/20/08
Even better than Chapter 1, which is hard to do! The series maintains a low-treasure, very pen-and-paper feel as it goes along. It was great to have henchmen this time around - and their dialogs were a fun addition. SO many side adventures and possibilities, all keeping the feel of your work very nicely. It felt like a DM running a campaign where they were filling in with fun little side quests (not like a NWN module where you check the boxes).
Your XP system is great - nothing to speak of for fighting, but just the right amounts for quests, which gives PC's a reason to play out real motivations in their choices.
One bug to report - the new quest in the College is, while very interesting and detailed, still a little buggy. I think some dialogs are failing to recognize a certain sphere-shaped object that a PC could be carrying.