What have the sage Sethus Maximi and the scholar Crommard uncovered in the ruins of the Citadel by the Sea?
Hired as a caravan guard to escort a journey to the small coastal village of Awad, you have arrived to discover the town in a state of panic. Strange things have been happening recently, and the villagers think it's related to the old elven fortress near their village, the Citadel by the Sea. You'll need to lend them a hand in finding out what is going on if you want to get out of this rural backwater.
This module is a conversion of a 1st edition AD&D module "Citadel By The Sea" written by Sid Fisher. It was first published in the October 1983 issue of Dragon Magazine, and was meant for 4-8 characters of 1st-3rd level each.
I've made it to the Temple of Gruumsh and have searched every inch of it, but have no idea what to do next. There are no clues or prompts that suggest a puzzle or that anything is missing in terms of how I've played the module. How do I continue from this point?
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Posted by zigotus at 2008-09-20 15:22:34 Voted 8.50 on 09/20/08
A good time with this module. Thank you!
Posted by Slyfeind at 2008-04-22 18:57:12 Voted 7.00 on 04/22/08
Good module. The writing was way overdone in my opinion, and you could have done better with half the text, or even less. The fights were WAY too tough for the characters you recommend. I don't know how others are able to take on three Revenants with a party of first level characters. I'd recommend 4-6 characters of levels 9 and up. Eventually I got tired of respawning so much that I had to give up.
The level design was very slick, and the story translates well. I couldn't find the lost child in the fortress; did that get left out? Maybe it was at the end.
Posted by Ugleberg at 2008-04-08 11:07:11 Voted 8.50 on 04/08/08
Great module!
But you could have left out the dungeouncrawl in the last cave because it was so pointless that it nearly ruined the whole mod.
Posted by jbaudrand at 2008-03-15 10:35:34 Voted 7.00 on 03/15/08
no bug in multi, engaging story, but clearly, most of area need to be smaller and not in "S" shape. _________________________ You want an intro for your mod? Link
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Posted by jbaudrand at 2008-03-10 05:37:19 Voted 7.00 on 03/15/08
we are playing it, so no vote this time.
engaging quest, but clearly a lot of weakness in area design:
most of the map are uselessly big (like the east road of the village that lead to avignon);
or the place where bandits stock goods, in that case, we have to go out by same door, why not add a little surprise when we reach the exit? add some bandits (they can just coming back from a dirty work)
whatever, we'll finish your module next week, we have some fun.. but I think most the area need to be reduced in size...
most of the DM forgot the fact that the player (especially a 1-3 level one) walk very slowly.
cheers
Jean _________________________ You want an intro for your mod? Link
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Posted by BlueAres at 2008-02-20 18:41:14 Voted 10.00 on 09/05/07
cheeseonion:
If you target the rope in the correct location, you will receive an additional option to use the rope to swing across, as well as pick it up. If you are in the wrong location, you only receive the option to pick it up. You can tell when you are in/near the correct location because the game will give you a big hint by sending you a message. It's possible that you might have missed the message because you were in combat or paying attention to something else. The message is set to only trigger once, since it would be annoying otherwise. The area in which you can target the rope to use it correctly is not terribly huge, but is definitely big enough for things to work.
stck at the very end:it is frustrating as it is simply an obscure game mechanic. How do you use the rope to swing across? Nominate an adjacent location and when you click on riope you only have option to pick it up. Target it across gap and you can't reach it. Annoying.
Posted by Neilium at 2008-02-15 13:08:29 Voted 10.00 on 02/15/08
Hi BlueAres!
I just finished playing your mod and had a great time!
___(Slight Spoiler Ahead___
I must admit I was a little confused about the crypt puzzle, but after reading some of the previous posts I fired up an older Save and back-tracked to the store to repurchase the book, but it wasn't there! Then I thought I'd sold it to Crommard, but he didn't have it either. It was only after re-entering the crypt that I realized that I never actually picked it up! (d'oh!) It was well worth it, although 2-outta-3 was not bad for my (human) Paladin.
___ (End Spoilers ___
Looking forward to your next mod and/or sequel!
Posted by Steve_Savicki at 2008-02-08 07:32:18 Voted 10.00 on 01/01/08
And now Blue Ares may e-mail me for that special e-mail.
Blue, you can do so through my profile. Just mention your NWN name in the subject field? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by herrjeff at 2008-02-07 06:30:52 Voted 8.25
Congratulations!
Posted by BlueAres at 2008-01-01 21:15:06 Voted 10.00 on 09/05/07
Steve,
Thanks for your vote!
The restless spirit quest can be finished by receiving the sacred relic from a dryad who has already found it. She lives in a tree in the same area as the ruined elven tower. She will trade the relic to you in return for ridding her tree of another cursed spirit, which you prove by bringing back its corrupted heart, which it should drop in its remains after you've killed it. I think I've even coded it so that she'll offer the relic to you if you kill the cursed spirit even without getting the quest from the restless elven spirit first.
I've tested that particular quest and as many variations of doing it with respect to having the quest or not, talking to various people first or not, etc., so I have reasonably high confidence that the quest works as intended. If you find any errors or problems, please let me know (and what exactly it was that you did and what went wrong) so that I can fix it for you and for others as soon as possible.
I didn't have a "sequel" to this module in mind, but I have long been thinking about doing another module, one that I've been mulling around in the back of my mind for quite a while. Perhaps I'm being too ambitious, since I've done nothing but create outlines of plot, characters, and setting for it. But when you said "sequel," it made me stop and think, and maybe just trying to do a small module would actually have a chance of getting done. I don't play NWN2 (I have very little free time for NWN1 as it is...), and the imminent release of the 1.69 patch (and all of its new content) may be enough to inspire me to try something again. However, this module (Citadel by the Sea) is just a conversion of a published PnP module, so anything I designed to follow it wouldn't be the "official" sequel to the module, but perhaps more of an "inspired by" sequel (I'm thinking like Hollywood movies here).
Anyway, hope you enjoyed this one so far (your vote seems to indicate so), and have a happy new year!
Posted by Steve_Savicki at 2008-01-01 14:23:15 Voted 10.00 on 01/01/08
How do we finish the restless spirit quest? I couldn't find the sacred relic. That was the only quest I missed.
Will there be a sequel to this module? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by ericdoman at 2007-09-21 03:12:39 Voted 9.25 on 09/21/07
See comments below but a change of vote as author replied very quickly even through email. Any new projects?
Posted by Wyrenth at 2007-09-17 06:37:36 Voted 8.75 on 09/17/07
Yeah, I did my own tweaking before you updated so I could get playing. :) Your fix works too, though, so general on_acquire events should fire as desired now.
Finally got through it, so now I can vote. :) There's some hiccups I ran into that include quasi-spoilers, so I'll write up the other stuff first.
First, I believe one instance where this module would shine is with a DM hosting, even though a DM isn't required to play. The module is done up in such a way that a DM has plenty of opportunity to add some custom flavor to the game.
I went through this solo, however. It was still fun, but not nearly as much fun as it could have been with friends. Multiplayer highly recommended. Holds potential for a night or three of fun. :)
"Boss" encounters were challenging for my solo character (almost too challenging in one or two instances, but UMD saved the day). Standard encounters felt a little "tossed in" with little rhyme or reason, but nothing too serious. Got annoyed at the continual rat spawn.
[-- CAUTION: SPOILERS HERE --]
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Alas, while it does have potential, I did find some things to nit-pick over. The "find the child" quest felt disjointed, mainly because the mother didn't bother to give you a description of the child, or even a name! Maybe I missed something in the dialog, but how do I learn she frequently scolds her son for playing in the ruins (as mentioned in the journal entry)? Once you do find the child, somehow you know his name, and you let him run home without an escort. PCs are irresponsible. :)
Glitch: When the townspeople disperse from razing the sage, some may get stuck next to buildings. I had a sailor get stuck next to the inn. This caused an error loop (NPC's Action queue, visible in Debug Mode) and, subsequently, crippling lag until I shoved the sailor on the other side of the inn. NPCs aren't smart enough to walk around buildings, I guess. :)
I ran into two instances where plot items did not spawn. The first was the smuggler boss--head and key did not spawn on corpse (but that may be the Gore Override I'm using--haven't tested, but all other plot items dropped from corpses okay). The other was the Green Gem in Crypt, L2--I found a Greenstone (nw stock item) instead. There was no Green Gem to be found, unless it was REALLY well-hidden; couldn't find it in the toolset either, so had to spawn it in.
Finally, the last cave section felt a bit like it was a case of "throw a bunch of exotic monsters at the PCs as a last ditch effort to kill them". The jellies made sense. Everything else was outside its native environment (basilisks are warm deserts, stirges and manticores warm marshes) and felt like they didn't belong there at all.
Have to admit, the manticore brought a huge WTF moment for me. :)
Finally, I have to applaud you for your decision to include a 5-charge Resurrect item for the ranger elf. He died 5 times and then got turned into stone at the end of it all. :P It's almost like he knew his lot in life. I kinda felt sorry for him.
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[-- End Spoilers --]
All of these complaints are pretty easily fixed, but it required me to open the toolset on no less than two occasions in order to progress, which broke immersion and thus lowered the score.
So, in summary: Needs a few fixes/tweaks, but good multiplayer potential. Give it a shot. :)
Posted by BlueAres at 2007-09-16 14:17:13 Voted 10.00 on 09/05/07
Wyrenth,
Before version 3 of this module, it was only for the original version of the game (not SoU and HotU expansions needed), so tag-based scripting was left out from my modified OnAcquired event. When I finally updated the module to take advantage of the new content and capabilities, I didn't update that particular event script, although the other module event scripts use the HotU defaults. Honestly, I hadn't thought about the need to make sure that particular event script was compatible with tag-based scripting, since none of my custom items in the module needed it.
However, I just looked through the information on what it takes to put back in enabling tag based scripting, and it was rather easy, given that I had all the other important event scripts at their HotU defaults already. So I just uploaded an updated version that includes the ability to use tag-based scripting. I guess I could argue that the module doesn't need tag-based scripting, since players bringing in their own items might unbalance the module, but who am I enforce that rule? You're free to play the module anyway you want to play it, if it lets you have fun, and as long as you don't later complain to me that it was unbalanced!
I've tested things with the change, and everything still seems to work alright, but I'm curious if it lets you use the item(s) that you wanted to use. Re-download the updated version and let me know if it works for you or not.
(In the updated version, I also included a fix for Michard the shopkeeper's conversation file. There's one point in one conversation tree where he thinks everyone is an elf. It's a relatively minor error, but if I find them or am told about them, I'm definitely going to fix them!)
I just clicked on your name to get to your profile, and sent you an private e-mail with fairly explicit details and solution to puzzle. If you don't get that e-mail, post another message here, and I'll try to figure out some other way to get the information to you (with writing the answer here as the last, last resort). I will say here though that there are _4_ stones and _4_ pedestals, and order makes a difference, so that makes for 576 different combinations! Unless you're really lucky, that might be a lot of running around.
As for the experience received, when I play-tested myself using several different characters (fighter, druid, wizard, etc.), I always started with 1st level characters with 0 XP. After doing all of the side-quests and all of the encounters, I usually ended up at 5th level. So that's about 10,000 XP total (or maybe a bit more) for the whole module. Is it possible that you've missed a side quest or two? Or maybe you haven't come across all of the encounters? The module isn't epic in scope anyway, so what level you end at isn't really important. I'm glad you still enjoyed it though!
Posted by ericdoman at 2007-09-16 14:07:10 Voted 9.25 on 09/21/07
A good mod but of course it is a PnP converted mod, so the author did not have to think that much about storyline, plot etc.
Have played other PnP mods but possibly during my pen and paper days did not play this one hence the lowish vote
Posted by ericdoman at 2007-09-16 14:04:18 Voted 9.25 on 09/21/07
Ok finished, finally had a go at trying to kill the king. Used every potion and buff spell I had. Then the door opens. When I then visit C for the last time I think I gain an extra 1000xp but game ends.
Posted by Wyrenth at 2007-09-16 03:37:22 Voted 8.75 on 09/17/07
Uses a custom on_acquire script that breaks tag-based scripting for the on_acquire event. If you have a custom RP suite .ERF file that you import into your mods, any tag-based script that runs an On_Acquire command will fail to function.
I was pretty happy until I discovered that.
Posted by ericdoman at 2007-09-14 10:13:33 Voted 9.25 on 09/21/07
Found all of the gems and as I did/could not find book (even went back to Commard and merchant to see if I sold it to them). Actually didn't know about the book before I read below comment. So with no clue place stones in all pedestals covering all possibilities. Nope door does not open. Shhhhhhugar, then decide to use rope, originally pointed at other side of broken bridge whoops.
So swing across and see another pedestal on side nothing in it. OK I've missed something but down stairs place the real spear in altar and king turns up, even being invisible he sees me. Anyway after placing spear in altar it comes up in journal end of mod.
So where is that book, I know I have missed it but I have looked everywhere that I can think of.
Started mod as a 1/2 rgr/clr and about 3500 xp from 1/5. Have been killed once and as I had not saved that much upto that point carried on with game. So how could somebody finish 4/4 from 1/2 ie levels or do you receive 10000xp for completion.
Even so enjoyed the game immensely and an 8.75 I feel is OK because in was an original PnP game
Posted by BlueAres at 2007-09-05 21:47:22 Voted 10.00 on 09/05/07
Finally! 24 votes! Time to vote for myself. This module is finally in a form that I'm proud of, and more-or-less lives up to my vision of it as a PnP conversion. There's probably still a rough edge or two to be polished, but on the whole I like what I did. And I'm voting for it.
Posted by BlueAres at 2007-09-05 21:42:14 Voted 10.00 on 09/05/07
micon,
Looks like you're having trouble completing some quests. The nymph and shadow are part of a side quest, so you certainly don't need to deal with them to finish the module. Did you receive a quest about a chalice from someone else? If not, then the nymph has no idea why you are there, especially if you don't help her by killing the invading shadow. She's a little stressed with her situation and doesn't have much to say to those who won't help her! I don't know what hint you're looking for here, but perhaps receiving this side quest or killing the shadow might be what you are looking for. Also download the latest version (as of a day or two ago) since the nymph's conversation has been corrected to account for more possibilities.
As for the key to the elven crypt, that is part of the main quest, and Crommard will explain how to open the crypt when the time comes. Are you sure you have the spear? Or should I say, are you sure you have the *right* spear? It might be possible that there's a decoy (or two!) out there, and you have to check to make sure you have the true artifact ... Crommard should tell you if you have a decoy (just pay attention the first time you talk to him after seeing him with a spear). If he's only offering you rides to town, then you haven't found what you're looking for yet.
Let me know if this advice still doesn't help you. I'm reluctant to give solutions to puzzles directly in this forum, but if you are *really* stuck, I can send you more detailed instructions by e-mail or whatever.
Posted by micon at 2007-09-04 22:11:15 Voted 7.25 on 09/04/07
Tried to find Key to Elven Crypt Twice with no luck, I have the spear but Cromman still only offers ride to town.
I never killed the Shadow and the Nymph only tells me to get out. Hints please _________________________ micon
Posted by BlueAres at 2007-09-03 16:56:56 Voted 10.00 on 09/05/07
I just updated the module to fix the lack of responses if you kill the shadow before talking to the dryad or the spirit. Hopefully all possibilities are covered now. It's hard to think of all of the combinations when writing the conversations, so I do appreciate people pointing out ways that I haven't thought of!
I'm curious if anyone has had any success with the puzzle in the second level of the crypt. Was it too difficult or too easy? Did you read my hint in these comments before succeeding (or not)?
And I'm also hoping to get another vote or two ... if you enjoyed the module, please let me know! And if you have any comments or bugs, I'm happy to hear them. Just bear in mind that this module is designed to not use haks, as well as being a PnP conversion, it is designed to not be epic in scale.
Posted by wmb1957 at 2007-08-15 20:49:07 Voted 10.00 on 08/15/07
nice work, good to play with multiplayer
Posted by BlueAres at 2007-06-18 23:59:51 Voted 10.00 on 09/05/07
Astero,
Thanks for the comments and the vote!
I admit the interaction with the henchman is not the deepest. It's a short module, not an epic one, so I didn't plan out his whole life arc, personality, and endless conversation options. But I did try to give him as much life as I could, and I'm glad you enjoyed what was there.
As for the main quest, this is a conversion of an old pencil-and-paper module, so I felt compelled to stay fairly true to the original story, but could flesh it out by adding more of my stuff on the sides. It's a small scale module, not an epic one, both in NWN and the original paper-and-pencil form, and so the main quest is admittedly not that grand or sweeping.
Thanks for the comment about the dryad. I'll take a look at that and see if I can work through the logic better to make sure that every possible combination (including the one you describe of killing the creature before receiving the quest) has an appropriate response.
Thanks for playing, thanks for voting, and thanks for the comments, but most of all thanks for enjoying the module!
Posted by Astero at 2007-06-17 09:47:15 Voted 9.25 on 06/17/07
What can I say! I've really enjoyed playing this module. The encounters were challenging and I had to be extra careful cause my char was a wizard.
Great atmosphere, especially when I've entered the elven crypt. Some puzzles added to the mod. The interaction with the henchman was good, it could have been better. The main quest was interesting but not something exceptional. I think that what stands out is the way you've presented it to us with all the atmosphere you've managed to create.
When I entered the dryad's tree, before the spirit had given me the "restless undead" quest, I killed the shadow but the dryad didn't say anything, she continued saying the same. That felt a bit odd.
Despite these minor observations, I can't really thing of anything that spoiled the fun for me. It's just great. Looking forward for your modules in the future :)
Posted by Hagaar at 2007-05-05 15:55:04 Voted 9.50
Thanks BlueAres! The version is the one previous to the updated version and I would have DL'd it back in mid April, as I recall. I do, as a matter of fact, have the latest and will indeed play again. I do hope you build more and upload here to the Vault! I think that what you've done here is GREAT!! _________________________ We are all born ignorant, but one must work to remain ignorant.