The module is set in the world of Vayne, a campaign setting of my own creation. It primarily takes place in and around the town of Invermere, a border town of the civilized provinces and the first line of defense against the hostile forest tribes beyond its northern borders.
Gameplay Length
Depending upon the degree to which the player(s) converses with each NPC, explores each area, and accepts each side quest, players can expect to spend 20 to 30 hours playing the module to its completion.
Number Players
The module enforces no limit to the number of players beyond that of the inherent limit of the game itself. However, I would expect a decrease in gameplay satisfaction beyond 4 to 6 players.
Language
English
Level Range
1st - 3rd. New level 1 characters are encouraged, and can expect to reach level 7 or 8 by module end.
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Any. The module is best experienced with new first level characters, and as such, arcane spellcasters may want to select a strong melee familiar. Note that the going may be a bit rough at first with non-fighter-type characters. For those wishing to minimize the frustration of potential difficulties at early levels, there is no shame in starting weaker classes at level 2 or even 3. :-)
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
03
Max # Players
06
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
None restricted, but evil characters will be disappointed in the lack of malicious options.
Gameplay Hours
25
Description
This is the Final Release version of "A Tangled Web - Part 1".
This particular version (1.10) adds a few more mechanisms to enhance the survivability of players while adventuring in the Broad Skull Stronghold. The most significant additions are a small number of placeables that have the ability to restore health and spells to a PC without requiring rest. See the release notes included with the module download for details.
The module requires both expansions and game patch 1.68 to play.
Module Description:
The town of Invermere has seen its share of tough times. Being a border town at the northern reaches of the civilized region of Vander, Invermere has been plagued by attack from goblinoid tribes since the human incursion into these untamed lands centuries ago. A surprisingly resilient peace pact has kept the hostilities under control for several years, thus allowing the region a period of prosperity and growth. But with the recent slaying of an Invermere Town Councilman by hobgoblins and a resurgence of violence from the tribes, it would appear that the treaty has collapsed. Desperate to keep Invermere from lapsing back into the days of fear and lagging resources, the Council has put out the call for heroes to aid the beleaguered town in their efforts to end the tribal attacks and to understand why they are happening at all. But what happens when the truth about the dissolved treaty is more dangerous than the renewed attacks themselves?
"A Tangled Web" is a story of intrigue, action, and deceit, where a tapestry of ruin can be woven from but a few threads of deception. "Oh, what tangled webs we weave when we practice to deceive."
This .ZIP file contains the module documentation in plain text format. As such, these files do not contain the many image files included in the documentation in Word format. The Player's Handbook provides module background information and a section for player hints. The Dungeon Master's Guide provides a full walkthrough and a quest outline.
This .ZIP file contains the module documentation in Microsoft Word format. The Player's Handbook provides module background information and a section for player hints. The Dungeon Master's Guide provides a full walkthrough and a quest outline.
This .ZIP file contains the module itself (.mod file) as well as module release notes in plain text format (.txt file). The module documentation is available in a separate download.
Excellent game. I have played through this twice already, and am thinking of going a 3rd time with a different class. Highly recommended.
Posted by Copperhawk at on10/02/09
The game is very solid and quite fun to play near the end. But it is quite boring in the beginning. In the later part of the game there is a very impressive dungeon crawl, but I really miss a "Stone of Recall" item to let me go back to the town to buy potions. Running across several maps to buy potions and upgrading the gears are quite tedious. I am playing a ranger but I can imagine that it would be similarly tedious if I played a spell caster, considering the restrictive resting systems. But after all my pet peeves, this game does get better and better and is very fun to play!
Posted by DrFraud at on08/02/09
The dialogue was quite good and the combat fairly well-balanced. I really liked the way the quests unfolded gradually throughout the mod and that there were enough puzzles to keep things interesting. My only beef is the resting restrictions in the Broad Skull Orc area - at times, it seemed like my poor wizard was doing much more running around than actual fighting, particularly when it took most of her spell arsenal to kill those bloody Margoyles. Otherwise, an excellent mod with just enough roleplaying opportunities to keep my Neutral Evil PC happy.
Posted by Gamin at on06/22/09
I just finished posting for part 2 and just want to give a thumbs up to part 1 also. This is a very compelling story line and I hope the conclusion comes along soon. You should be being paid for this great stuff and the publishing houses are missing a bet not snapping you up as a developer. Thanks again for such very entertaining modules. Gamin Granny
Posted by slaytanic at on06/11/09
A very good mod and very well made. 2 things annoyed me though: first: is too verbose, almost every NPC you find is a professional orator and they will shoot very long speeches to you ...I mean that's ok if there were 1 or 2 characters who like to talk ¿but everyone?... And the second one ,is the reason i didn't give 10 to this mod, and it is the rest restrictions. This behavior is specified in the readme but actually it should have been implemented in another way: I played a cleric and in most of the game I found myself running across 3 long maps just to go to a point in which I could rest to recharge my spells. I found it extremely annoying and that made me to pull the game aside in more than one occasion (I finished it though , because the story and everything else were good). What's the point of no letting you rest in an area in which there are no enemies already? That didn't made the game harder, that made a great mod to be felt boring.
Posted by Eva at on05/29/09
What a fun mod! Great storytelling/line, wonderful dialogues, very strong and interesting quests...I had a blast! Only thing I could think of was that sometimes dialogue with NPCs would repeat, even if I did what was needed the first go-round. Otherwise, masterful! I am starting part 2 and really, really hope that there will be a part 3 as hinted at. Thanks for all of your hard work! I started as a ranger, and ended as a ranger 4/rogue 3. I can't think of a better class combo to use for this mod. Well...maybe next time I play will be with a caster class...? _________________________ Well...who would have thought THAT would happen? NWN Reviewers Forum: Link
Posted by angry_yard_gnome at on04/27/09
OK, for once I?m at a loss for words and don?t know where to begin! To quote Billy Crystal, the mod was ?Maavalous!!? I played it with a brand new Elf ranger and made it to about 7th or 8th lvl by the end of the mod. I guess I?ve played about a dozen or so user mods in the past year, and this was definitely one of the best and most immersive!! The characters were well developed, the story was very well told, and overall it was just a lot of fun!! As someone who is just now starting to take his first, very tentative, steps at building his own mod, I can see how many scores of hours went into developing this mod. But even more than that the supporting documentation was unbelievable!! It looks like at least as much work went into that as went into the mod itself! The locations were real and lifelike, the quests were plausible, well thought out, and supported the main adventure very well. I just finished Part 2 also, but I?ll write that review separately, after I come down from my Tangled Web high! This is one that I?m sure I?ll be playing again! Thanks! _________________________ angry_yard_gnome ________________ Dave
Posted by laisee at 05:23:33 Voted10.00
Just played again after a long hiatus in order to prepare a veteran character for Part II and had a blast. A highly re playable mod that keeps you engaged from beginning to end. Thank you.
Posted by angry_yard_gnome at on04/27/09
All, nevermind! I was able to find the solution by peeking into the DM guide that Bruce published. Thanks anyway, Dave _________________________ angry_yard_gnome ________________ Dave
Posted by angry_yard_gnome at on04/27/09
To Bruce or anyone else who might have the answer... HELP!! I'm stuck at the Displacer puzzle big-time!! I read through the hint in the Player's Guide and still cannot figure it out. I guess this is what I get for killing all those brain cells in collage... Or maybe I really am as dumb as that box of rocks my wife keeps comparing me to. But either way, can somebody PLEASE tell me what runestone goes in what sarcophagus!? Thanks, Dave _________________________ angry_yard_gnome ________________ Dave