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NWN MODULES

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Title  The Aielund Saga Act I - Nature Abhors a Vacuum (v2.01)
Author  Savant
Submitted / Updated  02-15-2003 / 10-15-2011
Category  Various Settings
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  The Kingdom of Aielund
Gameplay Length  10-13 hours
Number Players  Most Encounters scale.
Language  English
Level Range  You'll end up around level 8 by the end of this module.
Races  Any. Special dialog for dwarves underground.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any. Some special dialog for Bards and Rangers
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  01
Max # Players  06
Min # Players  01
Min Character Level  01
Forums  Link
Content Rating  Everyone
Alignments  Any. Includes alignment mods based on dialog reponses.
Gameplay Hours  12
Description
In the Kingdom of Aielund, trouble is brewing. While the King leads an army against enemies in the far west, the poorly-protected realm is under attack from brigands, goblinoids, and barbarians from the east. And rumours of a conspiracy are growing as the remaining military forces do little to stem the tide. Into this vacuum of power steps a small band of daring individuals, who must try to keep the region intact while tracking down the conspirators who seek to divide up the land for themselves. This is a detailed, atmospheric module that has been tested thouroughly to ensure minimal bugs. This new version requires the Aielund hakpack v2.0 to work properly.

Check for news and mod related stuff at
Link

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-03-08Martin Jeppesen7.28Fun for all classes, good atmosphere.some annoying battles.

Interviews

SubmittedTitleAuthor
2005-07-01Hall of Fame Interview with Savant (The Aielund Trilogy)Maximus
2005-09-06Hall of Fame Interview with Savant and Black Diamond (The Aielund Series)Steve Savicki

Files

NameTypeSizeDownloads
readme.txtreadme.txt
Submitted: 02-15-2003 / Last Updated: 09-06-2006
txt12.19Kb9338
--
The_Aielund_Saga_Act_I__Nature_Abhors_a_Vacuum.rarThe_Aielund_Saga_Act_I__Nature_Abhors_a_Vacuum.rar
Submitted: 02-15-2003 / Last Updated: 07-19-2009
rar1.9Mb57190
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Aielund Hakpack (v2.0)Savant2003-06-30--Final version of the Aielund hakpack, updated with better compatibility with the PrC hakpack, and us
CEP v2.1 (Commu...ck 2.1)CEP Team2008-04-23--DOWNLOAD VERSION 2.1 (.exe / .7z / split files) : Requires NWN 1.69 with HotU & SoU Expansions (
SCORE OUT OF 10
9.48
364 votes
View Stats
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Comments (30):

1 2 3

Posted by miro86 at 2011-12-3105:29:55    
I have managed to anger Robert Bartlett and now the blacksmith Alan Chaplain can't repair the broken magical armor (from the animated statue in the abandoned mine). How can I repair the armor otherwise?

Posted by Balor_89 at on12/11/11
***Spoiler*** One of the quests that requires you to find harbormaster that was stuffed into the crate...well, I checked the 4 crates near the inn and crates on the ship and I'm pretty sure I checked the entire map but there's no more crates and the quest isn't complete! Is that right or can I have a hint pls :P ***End Spoiler*** Alright, I haven't finished the Act I yet but I feel this is the best module I've ever played, even better than official campaign! I simply love the atmosphere you've given to the towns, especially the house designs in that town that starts with C with fog. My character is 2ftr/3wiz (lawful good, aiming to become AA) at this point and I'm with the cleric companion because I feel we are so right for each other ! The combat so far has been terrific-I had to res her a couple o' times, spending 1.6k for res took me all my savings at one point but I hate reloading heh, aaaaand I had to constantly buy supplies like potions and stuff to stay alive, which was wonderful because I always ended up with little money, which is a good feeling. Anyway, if there's a CON so far, then it's the fact that I invested in Craft weapon/Armor-I like the fact that at least 1 shop sold 1 bow shaft, but it would be better if I could break things and get wood so I can craft them...I'm not sure if that's a problem on my part or the mod's :? Btw, I've invested in both skills 5 ranks and my INT is 17. Another solution would be to make it so the fletch shop has more than 1 bow shaft there, but it would be cool at the beginning (before you run north from bracksworth and get like 10 longbows from archers) to be able to craft your own longbow from scratch, along with other gear if you invested in those craft skills ;)

Posted by Darth at on12/02/11
Superb Module, very balanced, good Story!

Posted by Darth at on12/02/11
Superb Module, very balanced, good Story!

Posted by Darth at on12/02/11
Superb Module, very balanced, good Story!

Posted by Savant at 00:33:26    Voted10.00
Your quick review was spot on - it is a little linear in places, and certainly I never put in as many dialog options as I would have liked, but I just replayed it myself and it's still really good fun :D I've written a novel based on this mod too, check out my website for more info ;)

Posted by Berliad at on09/27/11
My character: lv 1 dwarf fighter, reached level 8 by the end of the module. I voted on this module, under a different name (Brandiles), back in April 2005. I just finished playing through a second time, which allowed me to experience all of the new updates to the module. These include the fantastic tilesets that debuted with Darkness over Daggerford, as well as a bunch of new touches and features. It's been long enough that I remembered very little of the module, so I felt like I was able to experience it all again for the first time. The strengths of this module are numerous. Combat is engaging, challenging, but feasible--especially if you pay attention to your usable items. The story is well delivered, though is a bit railroaded at the beginning before opening up considerably. The ending is more or less on rails too, but the story compels this and it seems natural. The characters, and especially the henchmen, are real delights, with well-defined personalities that add flavor throughout the module. And the module's final chapter really cranks up the intensity, and ends in a dramatic final encounter against a principle enemy that was staged well and was gratifying. In the end, any critiques I can offer are pretty minor. I wish I somehow had more opportunity to learn about the main villain in this module, because named foes are pretty rare in this module and it seemed as though he was interesting (though I vaguely remember him coming up again later in the series). I also wish there was a bit more choice in the early goings. In particular, it seemed like there should have been an option to circle around the town once you gain access to the exterior. I understand the design reasons for it, but I don't think this was well articulated. Overall, it's just an excellent module, and is a tremendous kickoff for the series. I'm looking forward to rediscovering the next one! _________________________ My NWN Blog FRW Character Creator

Posted by incognitus at on06/15/11
I've been playing this series for some time. Just have never voted on them. So here's my vote. _________________________ "Space is big. Really big. You just won't believe how vastly hugely mindbogglingly big it is."

Posted by Khaos1987 at on05/05/11
Nebu, that's a new error for me. Does your main NWN directory have an error.log file? That might give you a hint as to what's wrong. Also be sure to look in the hak folder and make sure there's no haks inside another folder inside the hak folder. The game won't detect hak files inside folders inside the hak folder. (Or any other folder in the main directory, for that matter) Other than that, you could always spend the time and redownload everything in case it's a corrupt download that's the problem, but I can imagine how that would be a giant pain. Can you open the mod files in the toolset? If so then you know at least the haks are working right. As a last resort, you could google the phrase "missing conversation table" or whatever error it is and see if someone had the same trouble and see what answers they got. I must say that this module is worth a little extra trouble. It's well done, and I'd recommend it.

Posted by Nebu_Knight at 2011-05-1107:53:07    
I'd love to play this module and im positive i got all the required files in the right folders(HotU, SoU, CEP 2.1, EMS, Aielund hakpak). Still i get a message when i try to load the module that says something like; "cant load module, custom conversation table missing" if anyone have an idea on how to make it work it would mean alot to me =) looking forward to playing this one! cheers

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