Enslaved by a Mad Wizard on a quest to resurrect a God, our hero returns yet again to Waterdeep and the Undermountain, to face both heroes and villains of an epic level. Reworked based on suggestions from the community, The Pawns of Darkness is the second module of the Shadow�s Quietus series (the first being The Shadow Queen: http://nwvault.ign.com/View.php?view=Modules.Detail&id=3727). This module is intended for a single player of 30th level, and was originally entered as part of the NWVault competition for expanding Hordes of the Underdark.
That's because you don't actually have to get those hp's down. A conversation is supposed to be activated by... I believe it was an invisible object or trigger at the end of the tunnel/intestine-stomach. Such dialogue gives you the option to cut through the creature's stomach with "your knife"
At least that's as far as I remember; I played it a long time ago and have gone through an obcene amount of modules after that. Hope it helps, for what it's worth.
About the level swallowed... after hammering on the "stomach lining" with several empowered fireballs and regular fireballs I decided to look at each boulder in the level editer. 10,000 hp?!!!!!!!!!!!! WTF?!!!!!!!!!!!!! Dude, anything much beyond 50 is a waste of time and 100 is kinda rediculous. But 10,000?!!!!!!! Yer kidding, right? _________________________ Defeat the Black Knights! Play Phantasie
Posted by Steve_Savicki at 2008-10-14 18:56:53 Voted 10.00
I forgot, how do we escape the worm's stomach again? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Now, you would think I'm being harsh with SQ2, but this is merely the "Bad" side of it. As for the "Good", it has great scripting, a particular storyline (I mean regarding the sole module, not the entirety of the SQ Saga) which gets to you from the very beggining, and uber weapons and items that are well-balanced for in-module combats, a feat rarely seen in Epic Modules, which usually are unbalanced.
The high point, however, is definitely the background of the story, the revelations about the dwarves in the Lost Level, Halaster's true name, the myriad of references to D&D non-game sources, like the magazines and overall history of the Forgotten Realms formed through several different media resources over the years.
As stated before, SQ2 is not a bad module all in all, it is actually very detailed and entertaining, the work it took shows (I mean, just try opening the module in the Aurora Toolset and you will see how much it takes to unpack all of its scripts, triggers and waypoints!!). The main subject remains, however, as SQ2 hardly connects to its prequel and leaves almost all the main plot open for a closing module to deal with, and since there won't be a SQ3, well, you can see why it feels incomplete, not only because of its technical short-comings.
Duh! Sorry for double-posting but the page went wacko on me. Anyway, much like SQ1, I find SQ2 to be an incomplete work at best, lacking serious testing and feedback-attention. Not only did the Shadow Queen story keep being a mistery, including anything the PC has to do with it, but also the module is full of things that haven't been fixed since its first release. I have already mentioned the Trigol Bones thingie, but this is minimal compared to Julise being almost hidden in the Docks (I had to search for her location in the Aurora Toolset), the awful slowing caused by the sewer clouds and flies, as well as the insuferable Crystal Labrynth Doors (And trust me, my PC is cutting edge!), and the sad hint-sheet excuse for a Walkthrough included in the download (I'm sorry, but a Walkthrough is that, as in WALK YOU THROUGH THE PROCCESS, not a bunch of simple suggestions, clues, etc. I mean, Tom, you even went as far as to state to a contributor the Wlakthrough DETAILS where to find the Nexus, which I have yet to find), when the thing merely states its last user was last seen entering the sewers; that is not DETAILING, friend). It seems to me SQ2 is just as lacking as SQ1 when it comes to true theme and progress, the henchmen could have been better developed, even the rodent had lots of potential. As I mentioned, I have played about 90% of the Top-rated modules in the Vault and I think the SQ saga is in serious need of an overall revition. I won't vote because I don't want the low grade to affect your actual standing, though I believe most posters have not been objective in their reviews, or perhaps they simply haven't played many other modules. I believe SQ2 has an interesting storyline, good scripting and ingenous moments, so I hope you try and fix its low points.
I have finished the module and am ready to analyse it. As with many other of its kind, I find myself disagreeing with previous posters, as I find SQ2
Posted by crowdaddy76 at 2008-09-13 06:11:35 Voted 9.75 on 09/13/08
Great adventure. Unlike HotU, it made dungeon-crawling fun again. Good implementation of some old favorites from Dragon magazine (the miniature castle, etc mentioned in the readme file.) Much better scripting than SQ1, and a compelling story overall. The few mysteries left unanswered (like how did Linu get the moonblade when its supposed last possesor was lost in the crystal maze) added to the mystique of the story, IMO. The henchmen were enjoyable, though I couldn't get the fighter to join. The battles were challenging enough for the most part, though I share in the opinion that the final was a little too easy, and the de-buffing from cutscenes was a little annoying. Even with its cons, the module is still excellent, and i'm very sorry that there won't be a SQ3.
I have just nailed the problem. Each time you speak to Trigol, you lose one of the smashed bones. Duh! I didn't miss the two items I was desperately searching for, I merely didn't notice I gave them each time we conversed. I know this is a fault of mine, for not checking the event window to find the "Lost Item: Bones" text, but I do think most scripters/builders usually take the entire group of items, or add textual aknowledgement variants to show the NPC has received a certain number of objects. It would have been nice if such basic standard were instilled here. ;)
I've been playing modules for several years now, but never resgitered in the NWNVAULT. Now, however, I find myself frustrated and urged to ask about the Trigol's bones quest. The Walkthough mentions the locations areas of the items, however, I have been to such scenarios once and again, checked them with a hacked pc with over 30 in each skill, and have not found the two I'm missing. I hate to finish a module with unfinished quests, and so I write to know if anyone else has the same problem, or if the author could give the exact location of the bones. I read the 7 pages of comments and found nothing about it, and as much as I hate people writting things that are obvious to others, I find myself quite angry for not finding the remaining bones. And yes, yes, I have opened both chests in Man-something castle and cavern, as well as the hidden trapdoors outside and inside the house.
Posted by Spanghy at 2008-07-12 04:18:17 Voted 9.75 on 07/12/08
Almost ten, wonderful work even if last battles are too easy.
I did not finish every quest infortunately but it is such a long and epic module !
Posted by quixal at 2008-06-12 08:02:16 Voted 10.00 on 06/12/08
I was just coming back to look at the comments on this while putting together a list of mod recommendations for a friend and noticed that I somehow neglected to vote on this. Unforgiveable. my apologies. _________________________ "Humans don't live long enough to ask all the questions, much less know all the answers."
-Quixal
Posted by Lariam at 2008-05-16 05:15:05 Voted 9.25
Cool - the news about NWN2, that is. Good luck with the building. :) _________________________ Forgotten Realms Weave
Hi, I'm not sure someone will read this hehe... I'm having trouble getting into "The Slide" in the Sewers. I really can't find the entrance. Anyone have a tip for me?
Thanks for the comments guys. I am working on NWN2 when I get spare time, and hope to have something towards the end of the year.
Ela, the door was part of a subplot that I ended up cutting due to lack of time. Sorry :)
Posted by Ela Regnig at 2007-02-01 10:56:32 Voted 9.00 on 02/01/07
Tom, good module. I just finished and have a question. There is a room in a building near the sewer entrance. The door is locked (there's a sign outside the door, also). Do you know the one I'm talking about? What's in that room? I could never figure out how to open that door.
I'm sad to see that you won't do SQ3, at least not for NWN1. I have no intention of getting NWN2. The story line of this mod really drew me in, especially the final cutscene. I would love to see where it goes from there.
Posted by Lariam at 2007-01-30 01:35:53 Voted 9.25
ah. Seems I missed a critical word in the walk-through and didn't realize the doors on the 4th level were random. Must have just been a fluke that kept opening the same way the first several times I tried them. Anyway. nevermind about that part. hahaha.
Posted by swivel63 at 2006-10-08 19:39:38 Voted 9.75 on 10/08/06
nevermind, i'm retarded i guess i didn't run around enough. when i pressed tab, it turned blue but i guess i didn't see it because looked camo'd.
Posted by swivel63 at 2006-10-08 19:39:33 Voted 9.75 on 10/08/06
nevermind, i'm retarded i guess i didn't run around enough. when i pressed tab, it turned blue but i guess i didn't see it because looked camo'd.
****Spoiler
You need to go through Waterdeep's Sewers to get back into Undermountain. There is a sewer entrance in the docks area (by the waterfront near center of the map).
Posted by swivel63 at 2006-10-08 08:52:37 Voted 9.75 on 10/08/06
i found the moonblade, and the guy from vichals told me to get my arse to the undermountain, but i'm running all over waterdeep and i can't find the entrace. help?
Spoilers***
You cant help but hit the Labyrinth, you'l arrive there after exiting the sewage levels.
Posted by Steve_Savicki at 2006-10-05 19:47:51 Voted 10.00
Okay, how do I get to the labyrinth then?
I forgot since I played this when it first came out. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
*****Spoiler
You normally finish the moonblade quest by using it over the body of its last owner ( first level of the Crystal Labyrinth ) but you cannot use it unless you are a good elf, sorry.
Posted by Steve_Savicki at 2006-10-05 04:36:12 Voted 10.00
Found the Moonblade, and am playing evil. What do I have to do next? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Steve,
Vichal doesnt spawn, he should always in that area, casting spells against the statue. Spawning in additional versions might mess things up a bit..
Posted by Steve_Savicki at 2006-10-03 19:38:57 Voted 10.00
Tom,
Am replaying this one again, just like the first. This may need to be updated to patch 1.68:
Vichal does not spawn once I am out the door with the warhammer. He was there in the beginning to give me the quest, but is now no longer spawning.
dm_spawncreature Vichal
won't do it. He comes as a henchman and then disappears. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by optimus at 2006-09-30 18:52:29 Voted 8.75 on 09/30/06
I just finished this module tonight, and while it's fairly well made, it didn't really pull me in.
Revisiting Waterdeep was a letdown, as the areas were completely new - no chance to see any locales from HOTU. The sidequests there were also pretty dull, and required a lot of "click on this NPC and see if he's got the right thing to say". Seeing Halaster again was a kick, though, and his speech patterns were *almost* right - the rhymes were there, but the rhythm was just a bit off. That can be forgiven since having to write in rhyme is limiting enough in the first place without also having to count syllables. All of the acid fog effects in Halaster's last swamp area slowed my game to a crawl. It felt to me like Halaster should have made one last appearance when I found his vault, with an opportunity to settle the score from HOTU.
Some of the cutscenes seemed to stutter, and they have a nasty habit of buff-stripping (I was playing with a pure Druid, reaching level 31 by the end). The final battle was another letdown - the previous fight against the automatons at the end of the maze was a lot tougher (heck, there was a DC-36 DevCritter just before that who caused several reloads until I just turned the difficulty down to Normal). For one thing, I didn't understand where my new allies came from. They just seemed to appear with no in-story explanation. For another, the boss didn't cast any significant defensive spells - no Epic Mage Armour, no Acid Sheath, no Improved Invisibility. I think he had an Ethereal Visage up and that was about it.
I missed some of the sidequests - I never ran into Nathyrra as others have mentioned - which might otherwise have influenced this vote, but I can't see me playing through this a second time to find them. I can't quite get to a 9.00 for this.