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NWN MODULES

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Title  A Tangled Web - Part 1 (v.1.10)
Author  Bruce Laplante
Submitted / Updated  11-01-2005 / 07-02-2008
Category  Final Version
Expansions  Requires Both Expansions (SoU & HotU)
Setting  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."

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-05-27Gevaudan9.05Complete world, amazing game balance, great story, wonderful roleplaying options, and professional overall qualityA few very minor bugs, and impatient hack-&-slash players beware this module is about total emmersion in the world.

Interviews

SubmittedTitleAuthor
2006-11-14Hall of Fame Interview - Bruce Laplante (A Tangled Web)Steve Savicki
2008-07-02NWKnights interview with Bruce LaplanteFlamecrow

Files

NameTypeSizeDownloads
ATW1_Documentation_Text_1210.zipATW1_Documentation_Text_1210.zip
Submitted: 11-01-2005 / Last Updated: 06-17-2006
zip91.02Kb5366
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.
ATW1_Documentation_Word_1210.zipATW1_Documentation_Word_1210.zip
Submitted: 11-01-2005 / Last Updated: 06-17-2006
zip11.9Mb7724
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.
A_Tangled_Web__Part_1_v110.zipA_Tangled_Web__Part_1_v110.zip
Submitted: 11-01-2005 / Last Updated: 02-14-2007
zip4.1Mb15312
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.
SCORE OUT OF 10
9.73
106 votes
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SCREENS

An encounter in the snowed-in section of the Royal Pass through the Delzin Mountains.


Being locked away in an underground tomb for a millennia makes these undead Broad Skull orcs rather cranky.


The Displacer can become a chamber of no escape to those who fail to solve its puzzle.


Battling these Ice Witches seems to be an unending chore!


These Fire Mephits are more than happy to welcome any visitors from the Prime Material Plane.


Ahhh. The foothills of the Delzin Mountains. Such a peaceful, serene locale. Pay no attention to the cougar prowling the rise.





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Comments (30):

1 2 3

Posted by Lomondra at on02/23/09
SPOILERS ********* This module is great! Only two things made me drop you to 9.75. If there is another way, than I owe you a full 10. First, it just tore my heart to kill the dwarf miners when collapsing the mine to stop the ice witches. Second, if we can save a halfling in Part 2 that wants to get out of the Guild, then why can't we save the husband in Part 1 that wants to make it back to his family but we have to kill him...oh sad. I know everything can't be a happy ending, but to make us be the cause of the unhappy, is really hard! I did play this before and never did complete all the quests, as again. So, I will be playing again and using the guide. Thank you for a very enjoyable mod! Very well done! _________________________ Does this armor make my butt look big?

Posted by jml at on12/22/10
Well, I tried cheating to meet that Warden of the under pits with a savegame I had right before entering the pits. I ran to the warden area, even on the torture side, away from his throne, and jumped over the wall ( + )... but never saw him in there? Again only his key next to his bed? Strange... _________________________ @ + jml, level 52 "Overgod? Is that like Supergod or something?", from "Citadel" "M?not shr this ishych u g?dea.", from "Prophet" series

Posted by jml at on12/22/10
Quite enjoying myself as a rogue! It's maybe a little slow in the beginning but it gets soon better. My kind of module anyway. One little remark: I didn't get the chance to meet the Warden of the under pits, as he probably just killed himself? as I was coming to close to that wall next to his throne, I suppose ( Tony K's AI! :-) ) I only found his stuff near his bed. No corpse even. Too bad, it sounded interesting. I just gave myself another 500xps... ;-) 'wonder how he looked like... _________________________ @ + jml, level 52 "Overgod? Is that like Supergod or something?", from "Citadel" "M?not shr this ishych u g?dea.", from "Prophet" series

Posted by wubbaduckee at on12/31/08
loved these 2 mods ,great writing, truly enjoyed all the unexpected, especially the combat dummy. ETA on 3?? ;)

Posted by DS at 2008-12-2312:57:01    
Oh nevermind! I must be getting old not to see the text lol.

Posted by DS at 2008-12-2312:52:49    
I must be stupid, but..how exactly do i start the module :D? "Recitate the words of power writed at the end of this chapter"? This tell me absolutely nothing! ;)

Posted by Number at on12/11/08
I'm sorry to cast such a low vote, as I do appreciate the hard work that mod makers do for no reward. However the module allowed me to break the plot and left me wandering aroumd aimlessly wondering whta to do. It may be just me beibg stupid, but olot crtical actions should either be mandatory or the module should deal with failure by giving players the chance to try agaun or by telling them that they have lost. They should not be obliged to come hare and read through 20 pages of spoilers to find out. Until this happened the module was OK and I'd have probably given it a score of around 8 if it had contunued in the same vein. SPOILER The plot breaker I hit was that with not being able to report back to the council after fleeing the ice cavern, I realise what I should have done after reading the comments here, but as this appears to be a common problem since the first release of the module, the player should get some in-game hint as to what has happened.

Posted by kingnico at on11/27/08
A great classic adventure, though my poor first level rogue had trouble staying alive I really enjoyed the challenging puzzles and didn't encounter a single bug throughout. I will definately be checking out part two.

Posted by thesoothsayer at on11/17/08
Great mod. Some interesting puzzles as well. Keep them coming.

Posted by stormin at on11/08/08
I loved both mods, and played through them both twice, once with a fighter/rogue and the second with a monk. Although a bit tough at first with the monk, by level 6 you are a mean machine. Only downside I had with the mods is the restricted sleeping areas, so I personally would not try playing this solo with a spell caster. Otherwise, very enjoyable. Lots of little things that kept it interesting, even having played it a second time back-to-back.

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