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.
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 on01/01/08
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 06:30:52 Voted8.25
Congratulations!
Posted by BlueAres at on09/05/07
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 on01/01/08
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 on09/21/07
See comments below but a change of vote as author replied very quickly even through email. Any new projects?
Posted by Wyrenth at on09/17/07
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 --] . . . . 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. . . . [-- 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 on09/05/07
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!) -------------------------------------------------------------- EricDoman, 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 on09/21/07
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 on09/21/07
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.