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NWN MODULES

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Title  The Aielund Saga Act IV - The Fall of Aielund Pt1(v2.01)
Author  Savant & BlackDiamond
Submitted / Updated  08-26-2005 / 10-15-2011
Category  Various Settings
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  The Kingdom of Aielund & Neigboring territories.
Gameplay Length  1-5 hours
Number Players  1-6
Language  English
Level Range  21-23
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  23
Max # Players  06
Min # Players  01
Min Character Level  21
Forums  Link
Alignments  Any
Gameplay Hours  04
Description
It has been two years since the Battle of Fort Highmarch, and in that time fears about the King's newfound power have slowly come to fruition. Aielund is at constant war with it's neighbors, but with all sides weary and spent, the war is at a stalemate with no end to the suffering in sight. And with King Seamus slowly losing his grip on reality, something must be done.

A rebellious faction is growing in the land, led by the King's own daughter, Criosa. Somehow, you and the others must find a way of removing the King from the throne before his power-hungry madness leads to the destruction of the entire Kingdom. This new version requires the Aielund hakpack v2.0 to work properly.

Check for news and mod related stuff at
Link

Be sure to get the Aielund Music pack as well here: Link

Interviews

SubmittedTitleAuthor
2005-07-01Hall of Fame Interview with Savant (The Aielund Trilogy)Maximus
2005-09-06Hall of Fame Interview with Savant and Black Diamond (The Aielund Series)Steve Savicki

Files

NameTypeSizeDownloads
The_Aielund_Saga_Act_IV__The_Fall_of_Aielund_Pt1.rarThe_Aielund_Saga_Act_IV__The_Fall_of_Aielund_Pt1.rar
Submitted: 08-26-2005 / Last Updated: 07-19-2009
rar2.1Mb21535
--
act4readme.txtact4readme.txt
Submitted: 08-26-2005 / Last Updated: 09-06-2006
txt4.8Kb8468
--
View.php?view=Sounds.Detail&id=404View.php?view=Sounds.Detail&id=404
Submitted: 08-26-2005 / Last Updated:
Deta--10663
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
112 Placeable paintingsLupin-III, Chanteur, Mr.X2002-10-05--This is a pack of 112 paintings for Chanteur and Mr.X 's placeable paintings. ERF included to impor
AbyssElesias2002-11-10--My personal vision of an Abyss layer... Blood rain, lava, and demons, how a delightful place to wand
Aielund Hakpack (v2.0)Savant2003-06-30--Final version of the Aielund hakpack, updated with better compatibility with the PrC hakpack, and us
CEP v2.1 (Commu...ck 2.1)CEP Team2008-04-23--DOWNLOAD VERSION 2.1 (.exe / .7z / split files) : Requires NWN 1.69 with HotU & SoU Expansions (
SCORE OUT OF 10
9.77
161 votes
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Comments (30):

1 2 3

Posted by BePower at on10/30/09
Very good module. The desert part was really well made, good stuff. And whatever was changed everything seemed to run much faster and smoother.

Posted by edosan at on09/14/09
Best MP mod we've ever played. Great quests, good equipment, all sorts or really fun things to do.

Posted by Kilvain at on09/06/09
Very enjoyable, thanks

Posted by Magical at 2009-08-0514:54:36    
I think one companion attached to each of you might have messed it up as well. Savant is using a database to carry over the henchmen, so it probably recorded them as both being hired, but since the database is only held by the person hosting, it messed up in the next chapter. That's a rough guess, but it might have been the issue.

Posted by jael_53 at on08/03/09
That makes sense about the Gaston quest, I was thinking that might be the reason. Still, it was fun killing them all, my paladin companion wasn't too keen on leaving such unscrupulous people alive anyway, and I particularly liked finding the 'respectable businessman's attire' on one of Rene's associates. I sold the paintings later, to 'Honest' Hakim, and made a lot of money out of them. :) We had a small problem at the end of this module, during the transition to part 2. Not sure which module the bug belongs to, so have posted it here and on the comments page to part 2. We had a problem with the henchmen. We're playing two player multiplayer, Criosa with me, Nellise with my companion. When part 2 loads up, the two henchmen are there, but not part of the party. I can talk to Criosa and get her to join up again, but my partner cannot talk to Nellise at all, she just says, 'sorry, I'm with someone else' (or words to that effect). I can talk to her and get the standard henchman conversation, but she doesn't become part of the party. We worked around it by disbanding both henchmen at the end of part one, before starting the post-battle conversation with Robert. That seemed to do the trick, both henchman were happy to join us again after that. Thanks!

Posted by Magical at 2009-08-0122:53:50    
Keith: "In the old version, you didn't get the Captain unless you had picked up the note and he appeared outside his cabin on the 1st deck. Did this whole scenario change with the new version? If so, I may not have seen his "name" appear among any other hidden enemies. Just ended up with the Wizard." Sort of, yes. Something on the lowest deck spawns both the Captain and the wizard, without the note needed. Not sure on that entering first bit, never noticed that as an issue playing through as a caster, rogue, or fighter. Jael_53: No, that wasn't exactly what was intended. I never saw the revenant outside initially, quite odd. Might be a bug in the multiplayer, I'll try it myself. Savant had enough issues just trying to get it to work properly in single player, heh, I'll try to track this down for him. Yes, the ship can be tricky. I personally liked the old one better, even though it didn't look as ship-like. Captain Vance can't be that smart, he got on your bad side :) I believe the bit with Gaston is another multiplayer issue...it records the first person as having "left" and then senses another PC still in the building and makes everything attack. Savant was originally going to do something with the gem and paintings, I believe, but he had more than enough work on his hands as it stood.

Posted by jael_53 at on08/03/09
Playing through this as two-player multiplayer. We've noticed a problem with the revenant in the Hocarum desert. Firstly, he was hanging around outside the tomb before we even went inside. Talking to him meant he demanded an amulet that we hadn't even seen. The conversation options were limited, so in the end I said 'you mean this amulet?' and he reacted as though I'd given it to him and left. Then we went into the tomb, and, of course, being desperate and greedy, we took all the goodies despite Nellise's warning of dire consequences, and fought the revenant as expected. My partner takes the amulet, as he's the front-line fighter. On exiting the tomb, I get accosted by the revenant, same conversation, I pretend to give him the amulet, he goes away. This happens every time we encounter him - he comes to me for the amulet even though I'm not wearing it and I've never even touched it, so we never have to fight him for it. It certainly makes life easier, but I'm sure that's not what you had in mind. :) Also had a lot of trouble navigating around the Syndicate ship. I guess that's more of a problem with the ship interior tileset than this module, but it was very frustrating. I'm not a builder, so I don't know the right terms, but it seemed like there were very few places on the floor on which we could actually walk. And Captain Vance really should know better than to turn his back on a rogue . In the quest for Gaston, we did everything Rene asked, and he agreed to cancel the debt, and told us to leave before he kills us. So I'm leaving through the front door of the building, with the rest of the party just behind me, when suddenly they all turn on us, and we're forced to kill them. Is this meant to happen? Or are they just double-crossing us? I kind of assumed it wasn't meant to happen as when we returned to Gaston there were two conversation options, one to say that Rene had cancelled the debt, and one to say that Rene was dead. On Rene's body we found the paintings and the gem - but could do nothing with them. It might have been good to be able to return the gem to Osric since it was a precious Tusonian artefact. Obviously we couldn't have returned the paintings to their owner, as we'd, ahem, killed him and stolen all his gear in the process of the theft. Loved the luggage, by the way. Far more scary than a guard dog. :)

Posted by KeithM2008 at 2009-07-3011:21:00    
@ MM hmmm...thought I still had the "rest" button where I couldn't until I got to the bedroom...will have to replay that whole spot again as I've moved on and no save for it. In the old version, you didn't get the Captain unless you had picked up the note and he appeared outside his cabin on the 1st deck. Did this whole scenario change with the new version? If so, I may not have seen his "name" appear among any other hidden enemies. Just ended up with the Wizard. During the first 2 mods, anytime I entered a room/cave/building/etc. I was the first person in front (henchies were flanking me). But as I progress through the mod, by this point I'm always the person behind my henchies anytime I enter. The real big problem I had on this mod was in the lower levels of the Syndicate ship. Soon as Nellise, Criosa and I entered, They are flanking me in front and I'm "in the stairwell" and we are attacked, and I can't move/hit anyone because of my position. So those 2 end up taking all the pounding and a couple times (I did save before each deck here and tried several reloads with the same problem). Not sure is this is a Bioware bug or something in the mod causing this. I've never had this with the Hordes before (since that's the only official mod with 2 henchies I have).

Posted by Magical at 2009-07-2910:13:04    
Keith, you can actually as soon as you enter the castle, you don't have to go to the badroom. When you went back up after freeing the people, the Captain should have been there...he starts off stealthed, though. What do you mean by every single waypoint entry? Do you mean narrow entryways? If so, you can make use of that...tell the others to hold and plant yourself in the spot and you only have to fight an enemy or two at a time.

Posted by KeithM2008 at 2009-07-2604:10:21    
Wow, I hadn't played with this since the first round of updates. Thanks for giving back a few more items (i.e. rings and amulet I wore at beginning of the mod). Was nice to have both the panther and my Earth Elemental companions to help out with the Aielund Army and Frostilicus. :) My only "gripe" is lack of resting in Tusone. Now why is it I can rest in the open area of the docks but yet cannon rest in the church? You would think the church is more safe than the open docks. Or can I rest in the castle bedroom (again) before every quest is completed? When I tried that on the original version, I got blocked off by Osric and had to head for teh battlefield. Also, did you make changes with the Syndicate quest? What happened to the note about the Captain/Comander returning in 15 min? I only ended up facing teh Syndicate Wizard and that was it. Minor issue with the lowest level of the Syndicate shop, trying to exit and the area will only let you exit on a very tip corner if any dead enemies are laying on it (including bones). Took forever and a day to get a spot cleared so I can go up. And what's with every single waypoint entry? I end up getting stuck behind Criosa and Nellise to where they get most of the damage/end up dead and I get the "unable to reach Target" message until I cnan move out from behind them?

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