any (Good idea to have a Cleric or Thief in Party) There is a good mix of Henchmen included in the game, located in three areas within the city.
Scope
Part of Series
DMNeeded
Part of Series
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
09
Max # Players
06
Min # Players
01
Min Character Level
06
Content Rating
Teen
Alignments
any (neutral or good is recommended)
Gameplay Hours
03
Description
This is a conversion of the 1986 'Scourge of the SlaveLords' which is the combination of the 'A1-4' series modules(Slavers).
You and your fellow adventurers have been recruited by Lady Dame Gold of Safeton to take a special antidote to her sick and dying brother, but on the way, found out that the Lady and her guests had been taken as slaves. While pursuing them you and your fellow adventurers were betrayed and taken as slaves aboard the slaveship, the Ghoul. Here you must fight your way to freedom or become slaves for the rest of your lives.
In the second chapter, after your escape from the Ghoul, you start your journey, ill-equipted with your newfound freedom, you want take revenge upon these slavers for what they did to you and to help free your friend, Dame Gold. First, it would be wise to find out all that you can about who these slavers are and where they are taking their victims. ************************************
This is a Semi-HCR module:
-(LimitedRestTime/No Armor when sleeping/Requires Bedroll and Food when resting/Require Cleric or Heal potions to heal Damage...ie Full healing does not happen when resting, that's what clerics are for.)
-Bleeding in effect
-Re-Spawn in effect
-No Stone Of Recall
-It may be benificial to have a deity named, so that you may pray to them if you are dying.
************************************
Mac-users may need to use CEP 1.52 version, because some MAC-users had difficulty getting a few things to work properly in the game.
This is a fun and solid module that definitely feels "retro" (as it's based on a very old Greyhawk module) but still has a more modern NWN feel. Of course, it is mainly focused on combat with little in the way of roleplaying or character interaction, and I suspect that playing this mod in multiplayer with friends might be more rewarding than playing it in singleplayer (as I did). But still, the areas are beautifully done and there are plenty of ways to explore the main dungeon in this game, even though there isn't much in the way of sidequests (only one that I can think of...and it's heavily tied in with the main quest). There is, as noted in the description, a great mix of henchmen, so you don't have to worry that you won't have the skills that you'll need for the adventure, and you can take two of them at a time. They don't have much to say at all...but like I said, this is a game with a very basic (if interesting) plot and isn't about staggering drama and personalities. The module seems to be rather low-magic (which I enjoyed), and it's also the type of game where you'll have to think carefully about how you spend your gold. Don't worry too much about the "hardcore stuff"--for example, even though having to eat food everytime you rest is somewhat silly, it isn't like food is difficult to acquire--you'll find more than enough very easily. I don't really care for the gratuitous respawns in the game, but they didn't bother me enough to keep me from having fun. So overall, I do have mixed feelings about certain aspects of this module, but if you're looking for a great pnp conversion set in the world of Greyhawk, and don't mind that it is (like many other early pnp modules) mostly a dungeon crawl, downloading Scourge of the Slavelords will likely be the start of a great experience for you.
Posted by ShadowySweetness at on01/15/07
Hello, I am basing all my Votes Combined from all 3 Mods as to me they are not separte but instead one Mod split into Chapters. The score would have been a 10 on Part 3 also but, it seemed somewhat shorter and abrupt to end. I love the Exploring and the imersion of the first 2. I am so hooked and can not wait until part 4 is out as I am ready for it;) Thank you for taking your own personal time to makle this series for us. As with out you Mod builders what are us NWN fans to do:) Have a Wonderful Day... Shadow... P.S. This Same Message is on all 3:) 1 more thing, Do you know about when Part 4 will be out?
Posted by Ylurien at 2007-01-0119:19:06
Quick question: I`m having a great time with the mod but due to the terrible AI for the henchman, they often die. When they die, how can they be resurrected (other than buying a rod of resurrection which is so expensive I`d have to sell every last potion and stitch of clothing I have to buy it). I also second the idea of getting a better AI package implemented into this module. Not sure why everyone doesn`t just import Tony K`s package into their mod. It`s absolutely the best - you can set weapon preferences for henchmen, ask them to cast spells on you or other party members, ask them to identify items for you. Might wanna look into that - I remember reading that it`s not all hard to implement his AI package into a mod. Good job though on the module! Very detailed areas and lots of hack and slash (love me hack and slash!)
Posted by Kshatriya at on11/07/06
Enjoyable for the most part.
Posted by dennysan at 2006-10-0921:21:07
Strike that last comment. Found a post on the CEP forum that said the cep1patch152.hak in the .exe download was bad. Downloaded the .rar and used that hak file and it works!
Posted by dennysan at 2006-10-0920:04:55
Help! Whenever I try to talk to any of the merchants the game crashes and I get an error "nwmain.exe has generated errors and will be closed by Windows. You will need to restart the program." "An error log is being generated". I am running 1.68 and I removed and reloaded CEP 1.53 patched with the 1.68 CEP patch - still not working. Also tried with a brand new character - didn't work. Any ideas?
Posted by Gaias at on09/30/06
I have played this module through once and have voted on it accordingly.
Posted by gilknut at on09/26/06
All in all a good series, faithful adaption from the PnP classics.
Posted by Morte at 2006-09-2309:58:48
I'm sorry to say that I didn't get on with this module in "playability" terms, mostly because of the henchman AI. I played a rogue with a fighter and cleric hench, and I hit problems such as: - The henchmen will not "follow" or "stand your ground" when told to, they rush off at the start of each round (usually into a tangle trap or the arms of an aggressive tree). - You can't tell the cleric hench to heal the fighter hench. When you tell him to heal you, he wastes his biggest spells to heal about 10hp. This is rather important in a module that doesn't restore health on rest. - The fighter hench can't be told not to disarm traps, so she sometimes goes into disarm mode in the middle of a fight. I find this sort of thing immensely frustrating, so I called it a day after a couple of hours. Might I suggest that you take a look at one of the standard "improved henchmen AI" packages, e.g. 69MEH69's (used to great effect in "The Aielund Saga)?
Posted by gcmaxon at on08/30/06
Hi Jay, Great Mod., I was able to play Solo without a henchman. (I hate having to drag along a henchman and spending all my time trying to keep him/her alive.) I especially liked the ideal of having to have food rations, this makes the game more true to real life. Looking forward to playing part two. Thanks for the great work. Just the facts from Max