With the city of Fairloch safe for the time being, and the Royal family secure at last, you turn your attention now to the West, to King Seamus and the Aielund military in it's struggle to defeat the Ironlord. All seems to be going to plan, until the ancient monster breaks free of it's century-old prison and embarks upon a single-minded quest for domination of the land. With the countryside awash with creatures of all kinds seeking to flee the coming onslaught, you and your companions must stave off hordes of monsters, confront old enemies, and search for relics from the distant past, all the while seeking allies to aid in the final clash against the Ironlord. But before you confront it, you must learn the answer to a question of singular importance: How do you kill that which cannot be killed? This new version requires the Aielund hakpack v2.0 to work properly.
Awesome mod! I enjoyed it more than then original NWN campaign.
Posted by optimus at 2010-08-1721:51:08
I recently attempted to play through the Aielund Saga as a Rogue for the first time, but abandoned the attempt here in Act III. I was finding the combat almost overwhelming toward the end of Act II, but in Act III it's gone over the edge into frustrating. I simply can't pass the very first battle in the dwarven caves. My entire party (myself, Criosa, Black, and the few dwarves) is torn apart time after time. Only Black can do significant damage to the duergar, and nobody has high enough AC to stand up to their attacks very long, when there are about 8 of them surrounding you in tight quarters. This may be a balance issue; at this point in the module neither Criosa nor Black has very strong gear unless you've brought lots of loot forward from the previous acts. If your PC isn't powerful enough to carry the load in this first fight - and most Rogues won't be, I think (sneak attacks won't make up for your lower AB not hitting, and the same goes for Criosa) - it's a dead end. Nor can I contemplate how a Rogue/Criosa/Black party would defeat all the dragons you encounter in this module!
Posted by Tanarian at 2010-07-3101:31:17
I'm enjoying this so far, but when I'm supposed to be inspecting the fort, the guard captain tells me that he has something to show me and just stands there not doing anything, is there a way around this?
Posted by kowasu at on04/02/10
This Aielund act is Amazing! Stupid dragons!!!
Posted by Avo at on01/27/10
Thanks. I found that out, too about two hours after I wrote that post. Just because I didn't have anything better too do I gave it another try and ran around the block with my char for a while, hid from the Ironlord and waited if something happens. It did. :-). The Ironlord himself wasn't as much of a problem afterwards. So I'm finished now and here is my review. I'd rate this slightly lower than the first two parts because I found a few technical glitches. SPOILER: I wasn't able to do the "In Harm's Way" quest. The fifth dwarf just wasn't there. I looked it up in the toolset afterwards to find out where he was supposed to be and I'm reasonably sure he wasn't killed. The door to that room was still closed and no heavy fighting took place nearby, so I have to assume that's a bug. Also I still got the "Cleansing" quest allthough I slaughtered the angel. My char's neutral evil at the moment and I wouldn't have a feathered female insult me, so I killed her. Still, when I explored the tomb and killed the first Balor I got the quest entry which I was of course never able to solve. My third complaint is about the very first fight with the Duergar. I found that one ridiculously difficult even with Criosa and Robert. I think that was the battle I had to reload the most in the whole series so far. That said Roberts talent to get hinself killed REALLY fast never ceased to amaze me. The guy must have taken a liking to it. What also irks me a bit is that there's no real closure to Ronans storyline from Chapter II. William and the barbarian woman got theirs, Maggie not being there made some kind of sense but Ronan didn't get a single line at the end of part II and didn't appear in III. I enjoyed him the most of all henchmen so far and was a bit disappointed by that. Unless I missed something of course. END SPOILER Anyway, the story was solid but still too much on the "kill the nearby monster and bring me it's head/horn so I trust you" side of things. Nothing really new there. My above mistake set aside, the siege was a good ending for the series. What really sets this series apart from everything else is that you always have the feeling to paly in a living, bearthing world. Lot's of side characters you meet again and again. The Aielund saga actually manages to get along with relatively few areas (given the size of the campaign) but through changing them over and over again or visiting them under different circumstances you get the familiarity that makes up a good role-playing world. The destroyed Bracksworth and Fairloch are prime examples. I felt right at home in Chapter III and it didn't get boring. I'm alost through with 4-1 already and this is doing great so far.
Posted by Magical at 13:29:58 Voted10.00
You read what happens in the old version. Savant thought it was actually kind of stupid that the best way to beat the siege was standing back and letting people die as quickly as possible. You now need to hold out until Terinus gets back, it's a set amount of time.
Posted by Avo at on01/27/10
Huh? I might have bug at the end during the siege. The Ironlord just comes crashing into the courtyard, slaughters everyone and the game ends. Great finale... Just kidding. I read that the guard captain is supposed to give some sort of retreat order. Well he doesn't. He continues fighting until he himself is dead without saying a word. I tried to go into the castle anyway because maybe I had somehow missed that order but the king keeps teling me to continue fighting. Now what?
Posted by Magical at 21:28:54 Voted10.00
Yazig, I think it just has to do with the fact the script probably was written for single player and was thus a bit buggy in multiplayer.
Posted by Carlo at on01/18/10
Thanks again to the author for updating and putting so much work into this module series. I had mixed feelings about how this mod progressed. For me, half of it had that epic feel, with both the plot and your challenges. There were some interesting battles that felt different or fresh (white dragons, some of the constructs). Others felt very hack-and-slashy without excitement (a rerun of a previous mod's dwarf underground scenario, for example). The end of the mod was bug-free for me and brought everything together in an exciting way, however. Only observation I have there is that, as seems usual in the battle scenarios in this series, all your allies that aren't script-protected die. I also appreciated some creative touches with the plot, especially the vampire scenario. Henchmen interaction was not particularly deep, but still thoughtful, and I greatly appreciated the unique dragon henchman. This series isn't really geared toward roleplaying, but throws in enough choices and interesting scenarios to make you feel like you're part of the story, which is enough for me to enjoy.
Posted by yazig at on01/18/10
Great module. My friends and I are playing through the series multi-player and really enjoy it. We had a couple of issues however, though we finished the module. I simply list them here in case someone can address them. The first is that somehow along the modules my bard lost the ability to ride a horse. He has no mount actions feat. Is this by design? Second, after being ambushed in the desert by a certain dragon, who was breathing flamestrikes, the flamestrikes seemed to...well like to hang out with us even when we were back in the inn! :) Specifically we stopped a session after defeating that dragon and went back to the inn to recoup rest. We stopped that play session. Next time we started playing, one of my buddies was beset by the flamestrike/dragonfire immediately upon logging in, whilst we were in the INN...this continued even after they died :). After some reloading we finally were able to resolve the issue by noticing that the flamestrike/firebreaths ceased if the third player logged in after the second. I feel that I probably don't describe this in a proper fashion. Three players. Host(me), John (flamestruck), and Mike. If mike logs on ,then John, john would get flamestrikes until mike logged out and then back in. Weird eh? And sometimes the flamestrikes/dragonfire would switch between the two...