Tested with a Wizard/Fighter and a Cleric/Sorcerer character, but most classes should be able to play it. See Readme for more info.
Support for non-SoU characters/characters below level 12 added. Thanks to Lebowski for the idea.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
17
Max # Players
01
Min # Players
01
Min Character Level
12
Content Rating
Mature
Alignments
Any, but plot may be quite shaking to Lawful Good characters!
Gameplay Hours
10
Description
"...but you had yet an ace up your sleeve. The mythallar was destroyed, but as Undrentide was headed at great speed to the ground, you activated the Portable Door. Thus you escaped the certain doom of the terrible impact that would occur when the city for the second - and hopefully last - time crashed into the desert sands."
This single-player mod tells the story of what happened after you escaped the downfall of Undrentide, how you acquired the Relic of the Reaper while travelling the Planes, and how you finally found your way back to Faerûn. This is a Planescape module.
Please take your time to read through the readme, as it gives a few hints about character development.
NOTE: As of version 1.11 Requires SoU & HotU at least v1.66 and CEP 1.52!
Files you need to download (see below also):
* FK_MOD_111.rar
* FK_CFG_111.rar
* FK_2_PCMODELS.rar
* FK_HAK_v100.rar
* FK_MUS_v100.rar (optional, but
strongly recommended)
* Na' DC Tiles v. 3.04:
[url]http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4551 [/url]
Removed "old" (v1.03 or NWN1.65) female human heads, re-enabling the CEP v1.52 human female heads as of NWN 1.66. "Broken" female human heads should be fixed with this.
@ Mirgalen: "OK I figured it. There is a huge design flaw (or at least a highly questionable design choice IMHO) right from the start. Lucky that nobody voted this thing a "1" yet." - Meaning you will? ;-) "* Minor Spoiler * If you want the characer to die right away, why not start the module being dead? If you want the character to die in game, why not put something that can kill the PC very quickly (e.g. a shadow dragon or something)? That would prevent the player from spending hours going in circle and trying all possible magical items in backpack to survive the encounter." - Well, I won't argue too much with you... You may be right. It's all a matter of personal taste, I guess. But this module starts as SoU ends - you escape certain death in the ruins of Undrentide by going through the Shadow Portal. The death of the character is in fact the first link to HoTU - this is the way I have made the story about how your character acquired the Relic of The Reaper, which you use to a great(er) extent in HoTU. Remember the description of the item in HoTU? "You acquired this relic while in The Plane of Shadow..." (or somesuch, NWN isn't installed on the computer on which I'm writing this, I can't recall the exact description). That's why the mod starts this way. As I have understood the ending of SoU, the character does NOT die at the end. Therefore I didn't even think about starting the mod with the character dead. Also, if I did so, how would a newly created character find suitable equipment to deal with the enemies? The mod starts at character level 12. Many of the enemies are either high-level (and/) or magical in nature. The reason that I ended up using Shadows in the start of the module was because of the background (your character killed the Shadow King/Lich in SoU, and thus the Shadows were somewhat upset). I also needed the Deva to set the stage for what's happening (her dialog in the beginning tells you in fact that Mephistopheles himself has taken interest in you - though somewhat cryptic, of course!). Still, I cannot deny that I have spent many hours playing Planescape: Torment. :-) Quite a lot of elements in this mod is borrowed from that excellent game. And if you think about it, would a Shadow Dragon that was impossible to kill be less irritating than a swarm of Shadows? In my opinion, no. :-) _________________________ best regards, fk
Posted by Mirgalen at 2006-12-2017:38:29
OK I figured it. There is a huge design flaw (or at least a highly questionable design choice IMHO) right from the start. Lucky that nobody voted this thing a "1" yet. * Minor Spoiler * If you want the characer to die right away, why not start the module being dead? If you want the character to die in game, why not put something that can kill the PC very quickly (e.g. a shadow dragon or something)? That would prevent the player from spending hours going in circle and trying all possible magical items in backpack to survive the encounter. Note: I managed to survive/hide after summoning something to distract the creatures. After a while decided to play "kamikase" to see if there was something after.
Posted by Mirgalen at 2006-12-2006:06:57
Stuck/Dead right from the start. Please provide a hint or clue. Playing a solid melee character (lvl 12) who (so far) could defeat anything but the toughest bosses. * Spoiler * 1. Found a NPC - the one with wings 2. Got attacked by 5+ creatures (6-8 I think) 3. NPC died right away 4. Have been unable to kill a single creature (best weapon is +3) 5. Tried to use/destroy portal/mirror and or rogue stone w/o luck 6. After a while got killed (possibly after failing a saving throw)
Posted by fkirenicus at 2006-11-0413:31:18
@ Caedmon: "First and foremost, great module so far! I'm loving the setting and storyline. But I'm stuck. I believe it's the same place Saurus33 was stuck as well. I travelled back in time 1000 years and cannot find the command word for the portal to get me to the Grey Wastes. I've searched high and low both inside the fortress and out. Thanks for the help! -Caedmon" - Thanks. :-) The command word can be either be bargained for, or you can extort it from someone... Have you been inside some of the houses in the city of the past? _________________________ best regards, fk
Posted by Caedmon at 2006-11-0318:36:07
First and foremost, great module so far! I'm loving the setting and storyline. But I'm stuck. I believe it's the same place Saurus33 was stuck as well. I travelled back in time 1000 years and cannot find the command word for the portal to get me to the Grey Wastes. I've searched high and low both inside the fortress and out. Thanks for the help! -Caedmon
Posted by fkirenicus at 2006-11-0317:42:12
@ Agamere: Note also that these potions have a VERY limited duration. _________________________ best regards, fk
Posted by fkirenicus at 2006-11-0317:40:30
@ Agamere: "I just ran into the problem of the Fire Immunity Potion not working for me. I tried taking one, then both potions, still I got fried trying to cross the lava. This is a show stopper for me, since I do not know how to spawn in items yet (anyone want to provide a quick tutorial on how to do this?) I'm playing a 16th Lvl Wizard straight out of SoU." - I cannot remember that this has been a problem previously, but as with the statue problem referred to by Armnaxis below, this uses the tag-based scripting system. It seems that this is somewhat unreliable. If you still are stuck, I have no other suggestions for you to try a previous save - maybe even the autosave. I will look into this, but I fear that this is something that happens from time to time. :-( _________________________ best regards, fk
Posted by fkirenicus at 2006-11-0317:23:24
@ Armnaxis: "Hi fkirenicus, I just encountered the same bug brandiles found - no dialogue whatsoever with the statue. activationg and examining it doues not start dialogue. - playing a lvl 13 barbarian, no custom stuff, no prestige classes either. - playing newest version of CEP - no bugs until this one. I'd appreciate a little help on how to overcome this challenge. I will try brandiles workaround, but prolly don't have the coding skills." - Hmm. >:-( So this bug resurfaces once again... Darn. Well, I will look into once more, but as I have been unable to to get this bug firing myself, I fear I won't be able to solve it this time either. I'm sorry. _________________________ best regards, fk
Posted by fkirenicus at 2006-11-0317:20:20
@ Agamere: You probably figured out this yourself, but just in case others wonder what gives here: "Am I correct in understanding that if I'm running NWN v1.68 (w/ SoU HoTU), I won't be able to run CEP v1.52? And if I can't run v1.52, I won't be able to play the current version of this module? If so, could you give me a rough estimate as to when a v1.68/CEPv2 friendly version will be available?" - No, but I suspect 1.68 specific content (such as new cloaks) won't show up. The 2DA's are from 1.67. _________________________ best regards, fk
Posted by fkirenicus at 2006-11-0306:30:23
Sorry, Agamere and Armnaxis. I've been away for some time, but will get back to you as soon as I am able (am at work now, and quite busy). _________________________ best regards, fk