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!
That is true. When I redid the first three chapters, I added one quest in Chapter 2 that also has a add-on "sequel" in Chapter 3.
Posted by ericdoman at 2008-12-2619:53:10
Replaying through this and enjoying it immensely. Silvius 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 on11/04/08
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 on11/04/08
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 at on10/01/08
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? NWN Reviewers Forum: Link
Posted by colourwolf at on09/05/08
Good fun
Posted by Tiberius209 at 2008-08-1119:57:06
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.
Posted by Runeweaver at 2008-07-2306:10:47
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: ~DebugMode 1 ~dm_runscript distraughtman_08 ~DebugMode 0 but nothing happens... (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 on06/16/08
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 on04/20/08
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.