The environs of the village of Torslunda on the fringes of Icewind Dale, Faerun
Gameplay Length
4-6 hours.
Number Players
1 only. Some of the scripts in this module are designed to work with only a single player. I may go back and tidy things up for multiplayer later, but don't hold your breath. 3 henchmen are available in the game. See the read me for more information.
Language
English
Level Range
Start with a new 1st level character. Entering characters will be stripped of items and experience set to 1.
Races
Any. Race related dialogue options.
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Any class will be able to complete Torslunda. So far it has been tested with a fighter, barbarian, monk, rogue, cleric, sorcerer and druid. There are cases where class will make a difference to dialogue, and different classes will have access to different information as the quests progress. Arcane spell casters can make an interesting magic item from collected items.
A NOTE ON ROGUES: There are few opportunities for rogues to use there trap disarming and lock picking skills in this module, although the charisma based skills are useful. To compensate for this there are several areas where the pc has the option to climb. In these cases it has been presumed that rogues are trained climbers, an 'invisible feat' if you like.
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
01
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Any. Alignment shifts are possible through actions and dialogue. The plot makes more sense for good and neutral PCs.
Gameplay Hours
05
Description
Torslunda is a single player adventure/story for a first level PC of any race or class. In order to play you will require NWN patch 1.65, SOU and HOTU. The module uses one hak pack (torslunda_v0-2.hak) which incorporates the custom music into the mod. The CEP is not required. This is the first part of a 2 part adventure, in which the player uncovers the makings of a plot...
"For reasons that remain your own you have packed up a few belongings and left your home town in order to see what the traveller's life may bring. While passing through Neverwinter you signed on as a crew member aboard the Seif Erensen under the captaincy of a likeable half elven mariner going by the name of Glendur Senner. Senner it seems has been plying the waters of the Sword Coast for decades and his relaxed and easy going manner have made the assignment a pleasant one, although not without your fare share of hard work! The ship was to make the first run of the year up to the Ten Towns of Icewind Dale now that the spring thaw has caused the pack ice to withdraw North of the mouth of the Shaengarne River, but despite entering the waters of the Shaengarne without trouble, bad weather has forced the ship into port at the small village of Torslunda. Captain Senner has decided to unload here and wait out the blizzards before risking taking to the river again, and as soon as the cargo is unloaded you will be free to do as you wish. The time onboard ship has given you plenty of opportunities for reflection, and you wonder whether fate has had a hand in bringing you to land in this remote settlement."
Posted by Mirgalen at 2011-11-25 18:27:44 Voted 9.75 on 11/25/11
Apart from minor bugs/glitches and rare imperfect design decisions this is a top notch module.
Tried it a while back but messed up a quest/conversation early on. This time I played a female gnome wizard. took the sorceress and the bard along. Finished Wizard 1/Druid 3. Had a 3rd henchman at one point (barbarian). I wish there was more to it.
Well... there's been so much too-ing and fro-ing on this that it seems dangerous to make any wild predictions about when and where... but the current status is this:
I am slowly working on this still, between work and family commitments which take up really most of my time. The current plan is to release a 'complete' Torslunda as a single module rather than this one and a follow up. I started making a part 2 going back a couple of years, but a combination of factors led to a cessation in development. One of the main ones was trying to get custom winter tilesets that really worked to my satisfaction - these now exist, with the Trinity Winter set, seasonal forest and so on.
I also started (and almost completed) a CEP 2.3 update to Torslunda last year, so what I have done is taken that project, rebuild some areas with new content, overhaul all of the dialogues and quests, recoded to handle multiplayer, and I'm shortly going to integrate the work which I had done on Torslunda 2. Then... when that's all finished, I intend to add an abridged conclusion to the story, that is, it will play out completely, but not to the storyline I had originally planned, rather a slightly shorter, less multifaceted and I think plain better version!
Posted by Penombre at 2010-09-03 05:05:03 Voted 9.25
Oh dear...
I had given up waiting for that one :)
But since i saw your post in Agrenost, i checked just in case you posted anything here, and so, i can now dust off a seat and patiently wait for any more news again :)
Hi there Gamin Granny, and many thanks for your feedback and vote :-) Gumm is around in part 2, but he's not that easy to convince to travel through human lands with you.... but where there's a will, there's a way ;)
Posted by Gamin Granny at 2009-08-25 22:29:00 Voted 10.00 on 08/25/09
Terrific mod! Very engrossing story and frustrating to have the cliff-hanger at the end.
I loved the Grumm henchie. Someone wrote that he wasn't very "goblin-like", but that was the appeal for me. He had a tribe which was peaceable and nonviolent; which was wiped out for no apparent reason by a vicious invading force. I hope he will play a larger part in the second installment of the story.
The storyline is the strongest part of your mod. Please continue to create such outstanding material. Your fans are eagerly awaiting your sequel.
Gamin Granny
Definite progress once again, completed a couple of quests/puzzles this week. I'm trying where possible to build in non-fighting solutions to encounters, and awarding suitable xp for avoiding combat. Not in all cases, but where it makes sense to do so. This does add more complexity to the coding of course, so the encounters take quite a bit longer to design. Small steps forwards... but I hope this will satisfy the bards and rogues out there :-)
Posted by Penombre at 2009-07-27 00:07:36 Voted 9.25
After perhaps a 2 month break I've started once more in the last couple of days. You'll just have to get used to this one taking as long as it takes I'm afraid! I'll get there, but there's so little spare time... I still think you'll like it when it does see the light of day though :-)
Posted by Penombre at 2009-07-24 03:17:54 Voted 9.25
Hey DarthMuffin, cheers for the feedback and vote! Yup, I suppose Torslunda is a fairly simple module in that it's relatively short and has a tightly defined plot rather than an open ended feel, and it was deliberately designed that way. As a first module I wanted to keep a lid on things and set myself a task that I could finish with the skills that I had at the time i.e. no previous experience of scripting and so on. Also being a low level low magic module I think it's a better design decision to tell a story rather than create an overwhelming sense of openess. I think you meant that as an observation rather than a criticism anyway.
Maybe I'm a bit overdue in discussing the way the module ends, as you say 'an abrupt ending with no real climax'. Again it's a fair observation, and one that reflects the history of Torslunda. Originally I had set out to try to make a module that was different to most of the low level fair. I wanted to end with a cliffhanger situation rather than a boss fight and bag full of treasure. To that end the module doesn't end with the player achieving all their goals, and I'm pleased about that. I wanted to make something a little bit different and I think I achieved that. The main problem of course stems from the fact that my ambition was to release Torslunda, see if anyone liked it, and then work on a follow up if it wasn't a total flop. Actually I was so nervous the day I came to upload it to the Vault that I almost didn't do it, but the response exceeded my wildest dreams to quote a phrase. I started work on the follow up with a plan to get it out in 6 months at the most, and then Ossian happened, Darkness over Daggerford, and things took a different path. I shalln't say whether or not I regret dipping my toes in the premium mod waters, but it certainly made the ending of Torslunda seem less sensible. I'm trying to put that right at the moment!
Torslunda 2 is a module being built under quite different circumstances. For one I have more experience and eye for detail, but also my personal situation is quite different and I just don't have that much time in the day to spend on it, therefore it's a very slow process. But I also have the motivation so it will come. I've been playtesting the opening sequences of Torslunda 2 again recently as I've been making some changes to the way things work and it certainly feels to me like a very dark environment full of worry and frustration (on the NPCs part). I'm a bit worried that the opening is too depressing! I've been using low lighting and drab colours to try to accentuate that feeling, but I wonder if I've gone a bit overboard with it all...
Well, Easter's here and I hope to spend a couple of days getting into more building over the weekend. More updates to follow :-)
Posted by DarthMuffin at 2009-04-02 21:39:45 Voted 9.00 on 04/02/09
I'm not sure how come I didn't notice this module sooner. I litterally stumbled on it when searching the Bioware forums for something entirely unrelated.
A pretty nice module overall. It's quite simple, but it succeeds at what it's trying to do. Nice area design and writing. Combat seemed balanced and was appropriate.
I guess the only downside I can see is the abrupt ending, and the fact that there's no real climax at the end. I'll definitely check out the sequel if/when it comes out though. Good job!
Posted by Penombre at 2009-03-28 03:05:06 Voted 9.25
I managed to spend a few hours on Torslunda 2 last weekend, and have some working interiors in the second major section of the game. I'm loving working with CEP2.1, the areas are looking really nice! As ever I'm getting sidetracked putting too much personality into the incidental characters, constantly fine tuning stuff could probably leave as it is... but it's a labour of love so to hell with it, I'll go for overdetailed.
Hi hmdai - so you caught on too? :) I'm glad youre still around and looking forward to the continuation (and completion) of Torslunda!
If you have read down the page you will see that progress is slow... but steady. I'm busy with a lot of other things so finding the time for building can be hard sometimes. Still, I was in the UK for work last week and on the plane there and back I was able to rough out every area that needs to be built (pretty much) on paper so that I've got some focus if I find myself with a spare 30 minutes or whatever. I'm really looking forward to scripting some of the later areas because I think they will be quite unlike most previous NWN mods!
Hm, I've been asking the hermit several times. I got some info 'bout cloaked figures and kobolds.. guess I have to search better for those in cloaks. _________________________ ::RAWR::
If you have spoken to the hermit in the cave and asked him if he has seen anything strange he should have indicated you where to look next... it's somewhere you've probably already been on another quest... go talk to him again if you didn't ask him about what he'd seen...
I never tried this mod before, so need som help.. I play as a half-orc fighter (level 2), so far, the fights have been moderate - the werewolf and infected wolf were a bit tricky, but I managed to slay them...
So, I've been at the Torslunda Tomb, fisherman's cave, hermit's cave, cave in forest when there's nothin else on main quest I can do.. I cannot go further east due to blizzard (as well north). I've been talking to everyone in village + hermit - but I cannot go further with this quest :O
I suspect it has something to do with tower ruins, I tried to search everywhere around - nuthin happens. A quick walkthru, please? :) _________________________ ::RAWR::
Well, my plan was that the end of the game would see the player get to around level 8 or 9, maybe 10, but that's just a rough aim, I don't actually know how all the XP will add up at the moment. The original took you to about level 4.5 or so which means that the next 4 or 5 levels will take longer than the first. There's a level bump to 5 near the start of Torslunda 2 so that everyone's on a level playing field there. I think that by level 8 or 9 the player is powerful enough to handle some more interesting challenges such as the final showdown against the baddies discovered in part 1.
Design-wise I have a few documents on various pieces of paper so in terms of story I know how the main plot plays out to the end. However, I don't make those documents overly detailed as a lot of the time I Prefer to just work traight out of my head into the toolset, for me working that way feels much less of a chore as it's essentially a creative process rather than seeming like work. Most folks in NWN and regular jobs don't/can't do it that way though I know.
The follow up is shaping up as 2 urban environments to start out with (the first is Torslunda itself) followed by some rather weird outdoors stuff, and then a fairly extended dungeon crawl with some large scale battles in there. The end is of course a surprise! (maybe to me as well as you...). Along the way there are plenty of other things to do, meeting Geren's brother, making some clothes, going on a fairground Ghost Train..... enough spoilers!
Right now Geren, Droppi and Gumm are all featured... I think I'll do one other henchperson as well, but probably add them at the end.
Posted by Penombre at 2009-02-20 06:13:50 Voted 9.25
Funny, i was just popping in here to ask you about progress ;)
Apparently, part two is going to be larger and deeper than part one.
If i may ask, do you have any guidelines when designing such as average length of play desired ? or approximate level one can reach by the end and such ?
Hey LeslieMS, thanks for the vote! And indeed, patience is a virtue, especially where Torslunda 2 is concerned...
Things have been a bit slow for the last couple of weeks, my little boy has been ill and needing lots of attention, and real-life/credit-crunch/job situation have all been taking up a lot of time.
BUT! I have done a few bits, mostly building interiors and doing some central plot dialogue for the second main location in the continuation. Also a couple of new music tracks and portraits have been added to the HAK. The early stages of Torslunda 2 are taking a real long time. There is a lot of dialogue and 'depth' rather than dungeon-crawling which is pretty quick to build I think. It's becoming a *really* detailed game, lots of non-essential dialogue, unique descriptions of placeable and people which tend to get a bit long and so on, dynamic environments of NPCs... the end result is a rather polished looking game I believe, but one that is taking a long time to bring to life in the toolset. Oh well.