This is the first chapter of the campaign called "Adventures in Erania". The player character is travelling further into the country to meet with the mayor of Oakenside. It's the year 194 AE (After Erania) and the country has experienced 25 years of peace and prosperity. But there is trouble brewing...
The first chapter is designed for fourth-level characters. The PC will be leveled up by the town guard at the gate. Having played the prologue, which took place at the Roadrest Inn, is not necessary but it provides some more background information.
This is version 1.1.
Posted by Bianca at 2011-09-09 03:05:57 Voted 9.50 on 09/09/11
Very good, but why not complete the mission with the stolen artifact; There will be a second part; _________________________ Everything you do has a meaning...
Posted by Steve_Savicki at 2008-02-16 15:40:59 Voted 9.00 on 02/16/08
-.25 - rescue girl error as others have described
-.50 - unclear journal entries and instructions - the describe who to find, but not where to find them.
-.25 - fatal error prevented me from completing the module.
If I think of any more, my score may lower. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2008-02-15 03:54:40 Voted 9.00 on 02/16/08
So how do we get out of the cult sanctum since the door locks behind us? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by acamantor at 2008-01-17 12:15:13 Voted 9.00 on 01/17/08
Very good starting chapter, quite balanced enemies and promising plot.
Did the prologuew and it was ok. I could not load the Chapter 1 mod. There is a .hak file missing. I have 1.68, SoU, HotU, and Cep 2.0.
Posted by Astero at 2007-06-19 12:28:34 Voted 8.75 on 06/19/07
I liked the module. Hope there will be a chapter 2. Visually it was beautiful. I especially liked the buildings' design. Some areas felt empty. Too much walking and little to no fighting.
My char was a level 5 wizard. Ended it at level 7. I didn't find the battles difficult. There were more on the easy side. I liked the fact that I got a gift from the town's wiz as a fellow wizard. I guess same thing happens with other classes. I didn't find a meaning to the caretaker's death at the cemetery. And if I remember correctly, I didn't get an alignment shift.
Quests were interesting. The main quest was ok. When it ended I wanted to learn more. Little henchman interaction. Also, I had a plaque that belonged to the bard's father there was no dialogue choice when I talked to ther. After I completed the bard's quest, she was heading at the tavern but her friend (can't remember his name) never left the area. I went to the tavern but never saw her. When I rescued the girl she had a hard time moving from the area of the woods to the area of her home. After a few tries she eventually came with me.
Overall, I've enjoyed the mod. Nice design, nice dialogues, interesting quests. Looking forward for chapter two :)
My friend and I got most of the way through this module, but were stumped when the Mayor refused to acknowledge that we had completed his quest. It sounds like the same problem LeviTosh encountered earlier.
hi, we play i, multi, and there's a pb with the fist cinematic, only one player see it, and all the quest must be solved in conversation with this character. not a really pb, except that this player get xp, not the other one...
you must wait 3 month after the 25th vote to enter thehof _________________________ You want an intro for your mod? Link
Contact us: Link
25 votes and an average score of 8 makes HOF right? so why isn't this one in it?
@ Fizzbizzle, For modules using the older versions of CEP u need the 1.52/1.53 version of CEP as well, it uses a different tlk file, i too have both versions installed.
My friend and I just downloaded and installed this module, but neither of us can get it to run. We both get the message, "Could not load the module. Missing required custom talk table." We are both running NWN Diamond v1.68, and have installed CEP 2.0. Anyone know what the problem is?
Posted by LeviTosh at 2007-01-09 21:02:15 Voted 4.00 on 01/09/07
Poorly scripted for multiplayer - the NPCs would think they were still in dungeons after being rescued, etc. Experience wasn't distributed across the party in many cases.
**Mild Spoiler**
Were not able to go any further after the mayor refused to comment on the tome from the goblin temple.
**Mild Spoiler**
Posted by Terishia at 2007-01-07 07:10:01 Voted 9.00 on 01/07/07
my vote
Posted by Terishia at 2007-01-07 07:07:46 Voted 9.00 on 01/07/07
I liked the mod. Wonderful area design, the scripting worked well and the quests are interesting.
A few more dialog options would have been nice, but for 'RP light' it is OK.
Combat difficulty was OK for my rogue, he could have probably handled most of it alone. The henchman was mostly helpful, except the few times he just stood in a corner looking bored. To get him going again I had to step through an area transition as he did not react to 'follow me'.
Which reminds me, how do you handle henchman death? He died on me twice and did not leave a corpse to resurrect or showed up anywhere. I had to reload and keep him alive, which was not that hard to do.
**Spoilers ahead
I liked the idea with the Blackguard sword/Blackguards Rest - that came unexpected. Nice idea :-)
Also the meaningful loot in the urns, IMO that works really good, far more realistic than finding gold and/or healing potions.
Some creature descriptions were a bit off, one 'half-orc thug' read 'this is a human...' and the cult wizards all read 'this is mage...'
**End of Spoilers
I'll be looking forward to Chapter 2 and play it. Thank you for this one!
1) I found a jade shard but I think I need two. I've searched the parts of the headquarters that I can reach but can't find another shard.
2) My poor henchy Simon and I died. After I respawned, I found him standing in Oakenside but he won't talk with me.
I guess it's just a "ghost".
Posted by seven seas at 2006-09-24 14:20:33 Voted 9.00 on 09/24/06
very nice
Posted by SusanMcKinney at 2006-06-26 07:27:42 Voted 9.25 on 06/26/06
I really liked the adventure. However, there were several "white" areas in landscape and terrain. Were those intentional? Can't wait for chapter 2!
Posted by rexar ( 200.180.xxx.xxx ) at 2006-06-02 17:43:47
morte dor caos
Posted by mr2131 at 2006-05-20 14:58:41 Voted 9.50 on 05/20/06
Good work. Interesting story. I played through with a Rogue and topped out at 6th level. The ending is a bit of a let down because you don't seem to be able to complete the quest. Waiting for part 2. _________________________ "What rough beast, Its hour come round at last,
Slouches towards Bethlehem to be born."
W.B. Yeats
May the sun always be in the eyes of your enemies,
and may your feet always find the correct path.
Happy Trails . . .
Mark
Posted by Arphexad at 2006-05-10 10:59:30 Voted 10.00
Thanks for your input, people. I'm glad you liked our mod. Sorry about not answering your queries, Riona. I've been out of the loop for a while. I'll note the bugs you mentioned. We might be able to do something about them.
Allan Wegan and Kioska, you both have some good points. I'm surprised
at the 20k goblin loot thing. That seems wrong. I can guarantee that
there'll be more attention to detail in the next chapter.
Posted by Kioska at 2006-05-09 18:55:29 Voted 7.00 on 05/09/06
oh sorry forgot to mention about the henchmen. it would be nice to have more options about tactics with him. like making it so he doesnt help with doors and traps. kinda annoying when u fail to open a door and he runs up and starts bashing it. :P
Posted by Kioska at 2006-05-09 18:53:07 Voted 7.00 on 05/09/06
hey there! good mod. many things that bothered me though. ill list them here. was fun to play though. i look forward to playing the next one.
1. it was very short and very easy. my fighter/theif had no problems with any of the fights.
2. the conversations werent very good. and once u converse with someone and come back the conversation is the same. also as mentioned in earlier posts the conversations sometimes didnt make sense. hopefully the next mod will have more attention to detail when it comes to conversations.
3.one thing i really hate is walking for too long and not finding anything. there were quite a few maps that had almost nothing on them but made u walk too much. i dont like walking more than playing.
4.it seemed as though there was too much stuff on the goblins. i had almost 20k in gold after the goblins quest. not really anything to do with all the cash though.
5. there is no reason not to steal everything that isnt bolted down. i went pillaging in front of everyone but they didnt seem to care that i was stealing all their stuff. there was one spot where i got attacked for stealing but i killed the worker with no penalties.
on the plus side i didnt run into any problems. all the quests were completed with no problems.
also the 2nd wizard questis a bit odd. making me dig up corpses isnt much of a problem but making me kill the caretaker to get the skulls i needed was kinda wierd. i also found a silver plaque that i couldnt do anything with. i talked to jocelyn but she didnt say anything about it although it said it was stolen from her uncle.
even with the problems i liked the mod. just needed a bit more detail. i hope the next one will be done soon. i would like to continue my char. overall a good map!!
Posted by Kioska at 2006-05-09 18:35:13 Voted 7.00 on 05/09/06
there were many things that bothered me about this mod but it was still fun to play.
Posted by Bodhitree at 2006-04-19 14:49:31 Voted 9.50 on 04/19/06
This is an excellent module and very ehjoyable. Scenery is awesome!. Am I the only one who cannot open the cell door to free the Elf and farmer's daughter? I can not open the door just north of that either. Where are the keys! I have already killed the chief and shaman. _________________________ Jules Wilson
Posted by Allan Wegan ( 85.176.xxx.xxx ) at 2006-04-16 14:14:22
Nice module so far. I just ripped the goblin shaman's head off and found the farmer's daughter imprisoned with an elf (damn, these goblins are real evil).
I play as a Half Orc Barbarian / Fighter and encountered some minor problems:
Naturally i did not maxed out Charisma so the imprisoned daughter refused to come with me at least ten times untill i got some lucky dice roll.
As a strong fighter it should be possible to grab that child and carry it the whole way back to his family. That would also solve the second problem: the daughter does not transition from the Darkwood area to the Southroad area - i did not ivolved her in any fighting (killed the wolves as i traveled back to town to sell some loot before i got that lucky persuade roll).
Posted by Riona at 2006-04-15 13:00:11 Voted 8.75 on 04/15/06
I had a lot of fun with this mod, even though I wish the henchman talked more, and it was made more clear in the game that a certain two quests that you receive in this chapter aren't meant to be completed until chapter 2. The design of the module is beautiful and inspired. It's a short game, but sometimes that's the kind of game you want--quick and not overly complicated. I hear tell that chapter 2 will be more ambitious, and I certainly look forward to seeing what direction the story goes in.
Posted by Riona at 2006-04-14 09:07:51 Voted 8.75 on 04/15/06
Never mind--the problem with the amulet has been cleared up. ;) I enjoyed this module very much and will vote on it later.
Take care,
Riona
Posted by Riona at 2006-04-13 17:03:53 Voted 8.75 on 04/15/06
All right, I have a bug to report. Upon telling Jocelyn several of my tales, she left for the Grouchy Bear Inn--however, Edison stayed stuck on that map by the waypoint, and Jocelyn stays at the gate within the city. Therefore, her quest conversation is incomplete. Also, she says "I told you he'd help us!" even though my character is female.
Also, where is the Amulet of Corellon?
Posted by Riona at 2006-04-12 18:58:05 Voted 8.75 on 04/15/06
It's me again...
I want to let you know that I figured out how to open the trap door (a strength potion helped). However, I do want to report an error I found. Upon telling the Injured Woodsman that I would avenge the loss of his arm, I got a journal entry that mentioned me telling him I would avenge his *death*. That was rather humorous, but I you may want to fix it anyway. :)
Take care,
Riona
Posted by Riona at 2006-04-12 17:54:05 Voted 8.75 on 04/15/06
All right, how do I open the trap door to explore the ruins for the wizard? I am playing a sorcereress with a STR of 10.
Also, it is possible for the trap door to be destroyed by the player, breaking the quest.
--Riona
Posted by Riona at 2006-04-12 08:25:40 Voted 8.75 on 04/15/06