The realm of Jaroc, loosely tied to Faerûn and the Sword Coast
Gameplay Length
12- 15hrs, May take more or less time dependant on subquests completed.
Number Players
1
Language
English
Level Range
1 - 12
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Light
Classes
Any
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
01
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Mature
Alignments
Any
Gameplay Hours
15
Description
So there you are, sitting around in your hometown, apprenticeship finished and nothing to do. At some point you will have to think about earning your living, but where? How? Work is in short supply on the Sword Coast these days.
Then in rolls an old friend of yours, Elendora. You have known her for as long as you can remember, played together as children in the grimy streets, grew up together, loved her like a sister. She is now a fully fledged druid of the lower circle, and as she's been gone for a couple of years, this calls for a celebration.
Things get said when people are a little innebriated, things which made perfect sense at the time, but later no-one can remember who said it. It was following this revelry, at a time when most people had gone home and the tavern belonged to you, Elendora and the innkeeper, that the idea to head out to Jaroc cropped up. Jaroc, a relatively new und unexplored pioneering colony. There must be work out there, surely! Taming wild lands, protecting simple folk from marauding beasts, it was ideal.
Elendora, ever the optimist, was convinced that this was the way forward. So, the two of you packed up your belongings, took that which you would need and booked passage to Pydor, the Gateway to Jaroc.
The sea journey is not particularly short, and for someone who had spent all thier life on land quite arduous, but you arrived without event at the docks of Pydor.
And this is where the module start finds you, standing on the deck of a weather beaten ship, surveying the depressing sight of the drizzle stained harbour walls. Curling your nose at the stench of rotting garbage and trying desperately to see through the fog, whether it gets any better than this. All the while, Elendora and her eternal good mood are calling to you to stop being such a stick in the mud and go ashore.
So you step onto the gang plank and head onto dry land. Welcome to Jaroc ......welcome, indeed!
Features:
-Entirely new land with loose ties to Faerûn and the Sword Coast.
-Four major cities/townships with a variety of explorable buildings.
-Wilderness areas, caves and ruins to be explored.
-Seven henchmen of varying classes to complement your own.
-Original resting and respawn systems of own design.
-Crime and punishment system, behave yourself.
-Two main plot paths, consisting each of around twelve quests.
-Twentyish subquests, accessible regardless of main path.
-Three different endings according to alignment.
An optional intro and credits videos can be found
here (Relatively large download, approx 35MB)
Posted by werelynx2 at 2011-08-21 09:59:56 Voted 8.25 on 08/21/11
Random encounters! Nobbs!
Few issues:
- cutscenes dispel my haste from "dm_mylittlepony", which is almost necessary if you want not drag along the roads forever.
- I wish I could resurrect her simply or at least try to(it would prove to be impossible, explanation given near ending). I couldn't help to think about it since there is item in her room that gives neverending resurrections.
- Pydor: after some time battle music plays in the area all the time.
- I wish I could take more henchies than 1.
- Seraphia's animal companion got no name, nothing.
- typo in vitolus convo: "surrendur"; shalaforth third book: "tale" instead of "tail"
- sewers area are rotated by 180 degrees - if you go in northeast part of the city you emerge in southwest part of the sewer
- sea travel cutscene was somehow broken, reloading 2 times solved it.
- curator buys greatsword twice
- militia in wolfs den has no conversation. Maybe he was supposed to be dead? _________________________ Thanks Rolo:)
Posted by Bianca at 2011-08-04 01:46:37 Voted 10.00 on 08/04/11
after a few loads i made it!Anyway the module was very very good!10 from me! _________________________ Everything you do has a meaning...
Posted by Bianca at 2011-08-04 01:19:40 Voted 10.00 on 08/04/11
I can not go in the final battle! Bows not much for THE STONE SLOTS! What happens; _________________________ Everything you do has a meaning...
Posted by rummer at 2010-07-06 15:43:27 Voted 10.00 on 07/06/10
I've been playing NWN pretty much since it was first released, and I have to say, out of all of the mods that I've played, this is one of the best. I've almost completed my first run through, and haven't found anything to really complain about. So far the only issue I have is in part my own fault (I'm assuming), relating to a few quests:
During separate quests, when I'm to receive a particular item, said item does not appear in my inventory, nor do I get a message saying I have said item.
SPOILERS!!
For instance, the Mill quest. I'm assuming I need the cat that's loitering outside the mill to take care of the rats, since I managed to pet it and pick it up, but I don't seem to physically have the cat with me, even though I was told I picked it up.
The other quests where I don't receive a quest item are while in the prison; trying to steal the sunstone in Thro'dom; obtaining the harp... think there's a few extras, can't remember off the top of my head...
END SPOILERS!!!
Now, I've added PRC 3.3H to the mod, and I know that the PRC has the tendency to bugger up some mods, so I'm assuming this is what happened. Or am I missing something?
Posted by marazion at 2009-12-10 09:58:29 Voted 10.00 on 12/10/09
Sorry for the extreme delay, summer holiday season.
Thank you for your interest, unfortunately you'll probably not like my answer. My NWN time is down to virtually nothing at the moment, my NWN2 campaign has gone nowhere for ages and I haven't looked at RMR for even longer. There are currently no plans for a conversion to CEP2 and I don't know of any other way to fix the compatibility issue. Vortex had his own ideas but whether it worked or not, I have no idea.
I just downloaded this mod and ran into the same problem as Vortex. I've been really looking forward to playing this mod and am now quite let down that I can't. Is there a possibility of an update in the future? Or could you explain a way for me to work around this problem myself?
Hi Vivasvan and Muneer, thanks for commenting and voting. I apologise about the delay, haven't been here for some time. Not been that many comments recently ;)
Muneer, you're the third person to report this now, and I believe from your post, that one of the encounters didn't fire correctly.
=====SPOILERS BELOW=====
When you come down the stairs from the previous level, you are in the middle of the main room. About 6 darklings should spawn in in the South East corner of the same room. So to repeat one of my previous posts, total 4 encounter groups, imps to the North, beetles to the East, darklings to the West AND darklings in the main room.
The encounter trigger is on the steps, so could you try going back up the stairs to the previous level and down again, then let me know how that worked out for you. If it's still a no go, I can send you a workaround so that you can proceed with the module.
I am also stuck at the bottom of the ziggurat; I got rid of the imps, beetles, and darklings in the hall, but there were no darklings or anything else to speak of in the main room. I tried going outside and resting to perhaps reveal a hidden imp, but all of the monsters have been destroyed and I'm still unable to get the key. I also tried destroying the dark souls, but that proved to be an impossibility, and I can't even fathom why they're there to begin with.
Posted by vivasvan at 2009-03-29 12:53:04 Voted 9.00 on 03/29/09
@ Vortex, hi, thanks for dropping by and commenting.
It is with deep shame that I have to admit, that none of the updates I had listed down for v1.06 have been done, consequently RMR is not compatible with CEP2.1. It was built with CEP 1.52, and I think, IIRC, the tlk file was simply called "cep.tlk".
Sorry for the double posting. It came to my my mind that I may fix this by making a softlink (using GNU/Linux) to the 2.1 tlk file. So I may be needing only the name of the old tlk file needed for this module. Are the different CEPs that compatible? Just a thought.
Okay, Mr. Katclanman, you delivered your ultimatum, and I delivered the goods, or at least tried to. Just to let you know, I'm away on my summer hols next week and will be "off air" for three weeks. Won't be able to help anyone out until beginning of August time. _________________________ Divine Power | Red Moon Rising Interactive Ballista | Time Based Rest System | Shooting Gallery
Hi Katclanman, sorry to hear about your issue down there at the bottom of the ziggurat. The other guy who had this said that he manged to solve it , one of the baddies was hiding away in a corner. There follows some SPOILERS!!!!!
There are four encounters on this level, only when all four are completely exhausted will that coward open the door. In the south east corner of the main room are darklings, in the corridor leading to the survivor's hideout there are also darklings. To the east near the lava pits and archives are beetles and to the north by the second exit are imps. The imps sometimes cause problems, because one may spawn behind the door, or they turn invisible and forget to attack. Try leaving the area (by either exit) and then coming back into the area again. If none of this works for you, give me a holler, and I may be able to organise a patch, probably mean sending you a new version of the hak though, quite large. _________________________ Divine Power | Red Moon Rising Interactive Ballista | Time Based Rest System | Shooting Gallery
PS I didn't mention the fault is the person will not open the door and give me the said key. And I cannot find ANY hidden baddies within the structure on this level (haven't tried going outside). So I cannot get to Lord R and finish my quest (or the module)
I am posting this notice in case either the author or one of the gamers has a work around for a fatal bug I have found. I have finished the trials and entered the pyramid to find Lord Rosamund (sp?). However, to proceed I need to find a key into his cubicle. One of the rooms contains a person who has the key, but refuses to open the door until I kill all the darklings. I have read the feedback given previously on the same fault. I have checked every square inch of the fllors (ecept the lava pit). I cannot find ANYTHING except for the darkling souls (all seven in the corridor outside the room with the person and key) and dead order members. I have considered this a superior module up until this point. Not perfect, I have a few minor contructive criticisms I would have given, but above a 9.5. However, it is my policy to give any module that has fatal flaws that cannot be worked around and that prevent the game from playing to a conclusion a 1.0 and to warn my friends away from such a module. If I do not receive some type of help to remedy the situation. I will do so on the 20th (1 week from now).
Is there anyone out there that can help me out. I hate giving up on any module, let alone this one!!
Posted by Robel at 2008-03-12 18:41:29 Voted 9.00 on 03/12/08
Great mod, though the lack of companion dialogue always leaves me with a bad taste in any module. _________________________ Needles in the eyes!
Thanks for the feedback Viper, glad you had a good time. Yup, the Staff of the Ancients is a chaotic evil artifact of ancient times. As such it bears some malignant sentience and will attempt to possess its wielder to further its own ends... mwahahahaha!!!!
Posted by viper44 at 2007-09-02 13:34:10 Voted 9.25 on 09/02/07
Ooops, forgot to vote! Here ya go.
V.
Posted by viper44 at 2007-09-02 13:33:38 Voted 9.25 on 09/02/07
Very slick, polished module that I found rather enjoyable. The battles weren't as challenging (nor as frequent) as I tend to prefer in my modules, but I didn't mind too much. Some very nice puzzles that didn't have me embarrassingly scrambling for a walkthrough. *Spoiler* Favorite moment: feeling rather evil (though I played a chaotic neutral ranger) I killed off BOTH tribes in the jungle and appropriated the Staff Of Doom thingie (or whatever it's called) for MYSELF instead of choosing a side to get this, and was promptly punished when I equipped the The Staff and mu player character got possessesd and immediately started to kill my henchmen. :)
Quote - hmdai
--------------------------------------------------
I choose "give him Potion to cure Critical Wounds", then all 10 bottles (stacked) of potion are being taken!
--------------------------------------------------
Woah, this is bad, nobody found this before, I'll check it, thanks.
Quote - hmdai
--------------------------------------------------
Also, I have another idea for this case: check whether the PC has healing ability, like Lay on Hands (paladin, Champion of Torm) or healing spells (cleric, druid, etc). If yes, show an extra option about it and let them use that ability.
--------------------------------------------------
You can heal the guy however you want to, if you don't want to give him a potion, then select "Leave him alone", heal him then talk to him again. The potion giving thing was put in for the fighter types, who may have no other way of healing somebody. While Leverin's HP is too low, he won't say anything other than asking for help. _________________________ Divine Power | Red Moon Rising Interactive Ballista | Time Based Rest System | Shooting Gallery
Posted by hmdai at 2007-07-06 01:55:46 Voted 9.00 on 06/30/07
Thank you for your message. Now I have more understanding about the ending :)
I have one issue I have forgotten to address in the last post. I add it here.
In the side-quest "Maternal Instincts". After my PC have rescued the Lieutenant Leverin, we have a choice to give potions to him. I choose "give him Potion to cure Critical Wounds", then all 10 bottles (stacked) of potion are being taken! Even if I split them into 1 bottle and 9 (stacked) bottles of potion, the one with larger number will be taken. Eventually, I have to split them into 10 individual bottles and this time only one bottle of potion is taken. I think this may be an annoyance to some poor PC like mine (as I have mentioned before), is it possible to revise the script?
Also, I have another idea for this case: check whether the PC has healing ability, like Lay on Hands (paladin, Champion of Torm) or healing spells (cleric, druid, etc). If yes, show an extra option about it and let them use that ability.
Thanks for the detailed feedback hmdai, always good to recieve. I will address all your points.
- "Reselling" items at the museum, baaaad! I will look into that, thanks.
- I consider jumping, or climbing a pit to be a dextrous task, and is it was a side quest and not main path, I will not change it. Hey, you can't do everything ;-)
- I lowered the loot levels during beta testing, a couple of the testers thought they were getting way too much, so blame them. the night hag's damage reduction does seem to cause some problems though, might lower that.
- I was under the impression that the "return stone" dialogue was available as soon as the stone quest was completed and the stone was in inventory, I'll check. You can also return the stone to the museum.
- The experience for luring villagers back to the harbour or ignoring them completely is documented on page 9 of the guide, the quote you mentioned comes from the little bonus list near the end.
- Good alignment points for rescuing villagers, hmmm, maybe if you save all of them, point in consideration.
- Coldcage Fort south gate, should give you the fast travel dialogue. The way the script works, the dialogue is fired the second time you use the transfer.
- You're right, I mentioned that the Bahos can be left behind, but not the results of this action.
- Your concept for the vampire lair is very valid and I like it a lot. Definite entry on the to do list if I ever get time for another update..
- Blue dialogue occurs when you use the highlight function in the convo editor, Bioware determines the colour, or did you mean in the cutscenes?
- Reset lever for under pressure, thought about it and decided against it. It's not necessary, because the levers don't do anything random, and at no point does the puzzle become impossible to solve.... just takes longer :-D
Quote: At the end, I see El appears before the PC. Does it means she is being revived?
If you give me your Bioboards name and tell me which ending you viewed, I'll PM you an explanation. I'm not posting "End Spoilers" here.
Alternatively, you can email me or PM roybos on the Bioboards
Posted by hmdai at 2007-06-30 11:39:53 Voted 9.00 on 06/30/07
Just as Riona mention, I choose path A as it seems natural to a good character or a really good friend to El. In my opinion, the one who choose path B are those regard El as an annoyance (pretend to be her good friend and hope to rid her off). Or those who want to use Seraphia as an excuse for their unable to save El.
Let me point out the problems I have encountered first:
- When I sell the artefact's in the Museum of Thro'Dom, I have encountered an interesting situation. After I have sold the item to the curator, I find that the dialog for selling the same item appears again and I could still get the money if I choose that option.
- I have taken the side-quest "Grieving Doubt" in Moruin. Inside the orc cave, there is a trap which require dexterity save. However, as my PC is a paladin and I choose the default value for his status point (which means the dex modifier is -1), my PC is almost impossible to pass the check. I have no other choice but to use debug mode to solve this problem.
- I am playing a fighter type character which require heavy investment on the equipment. However, there are not much gold or loots received from enemies or quests. (e.g. a ring of protection +3 requires more than 10,000 golds while my PC could only maintain 5000-6000 golds mostly throughout the mod). To make thing worst, the selling price of the items is a bit low. As a result, my PC don't have enough money to purchase his equipment and he has a hard time to survive at times. (One of the example is, I need to combat with the Night Hag to retrieve the foul tongue. My paladin equip a +2 sword. However, the Night Hag has damage reduction that my paladin even could not damage her at all. With low defense (26 at that time), she can hit my paladin almost every round. Fortunately my paladin has memorized a spells which could deal sonic damage but I still have to reload the game twice in order to finish her off before the spell wear off.)
There are also some points that require improvement:
- In Thro'Dom, the player have to take a quest to steal Sunstone. After the Sunstone is stolen, there are no dialog option for good players to give back the stone to Captain Moraniel until the Red Moon is being extinguished. This may confuse the good players. I think if the dialog option could appear earlier, it will be better.
- Inside the Player Guide, the session about "Mystery On Mythbourne Island" side quest, you have only mentioned the player will receive good points if the player "accidentally" kill all of the villagers and take the little boy back to Pydor. However, there is also one more method that is not mentioned: If the PC do not kill the mindless villagers, instead he/she lure the villagers back to the port, the villagers will be transformed back to normal people and for each villager saved the player will received some XP a little bit more than killing them (the XP for saving and killing each villager are 50 and 45 respectively)
- In the case of "Mystery On Mythbourne Island" side quest, if good points are granted for each(or every two) villager saved, it will be better.
- For all of the main area (Pydor, Thro'Dom, Moruin, Ak Zarat), when the player try to leave that area, there are dialog options provided for them to travel to other main area. For Coldcage Pass, however, there is not such options provided. That means, if the player go to that area (intentionally or accidentally), they have to go to two large areas (a large hills and Moruin) before they could go to other areas.
- Inside the player guide, the session of "Jungle Law" side-quest, you have only mentioned the results if the player has defeated the Ancient and retrieve the artifact to exit. You forgotten that if the player agrees to leave the artifact to the Ancient, the player will received good points and you only need to fight Uivam. Both tribes are at peace again.
- In the case of Caravan Crisis side quest, it is happened to be too convenient to have broken furniture (and wooden spikes) around. The vampires are creatures with great intelligent and they should know that how to make precautions for any potential harm to them. In my opinion, use pop-up text to remind the players to crush the wooden furnitures to get wooden spikes is a better alternatives.
- The dialogs of some NPCs are using blue color. It is very difficult to read even for players without color-blindness.
- For the puzzle of "The Chambers Of Initiation � Under Pressure", could you created a lever to reset the pattern? I have encountered a problem: I pull the wrong lever and I have to try many times to switch back to the original pattern and start over.
Although I have encountered the above problems, the story is really neat. Two branches exist at the start is a great idea. When the plot is being revealed bits by bits, I have been dragged into the story and it is really difficult to halt. The layout and atmosphere are very great, especially the first activation of pentagram (by Lord of Lies), the environment of both caves, the portal inside the Fortress of Falsehood. They are my favorites.
Posted by Steve_Savicki at 2007-06-24 06:38:49 Voted 8.75 on 06/24/07
.25 * 5 = 1.25 from 10 - 8.75 _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2007-06-24 06:31:07 Voted 8.75 on 06/24/07
VOTE:
-.25: mature content: prostitution- Roy told me there was no disturbing imagery, but a stripped PC and lines like "an itch in your crotch" are explicit enough for me.
-.25: mature content: mudroot- a side quest not part of the main quest and could've been a different element than a drug. It depressed me to see the old men in the community center with yellow, not normal colored skin.
.-25: mature content: feather pits-*bleep*fighting is cruelty to animals and an attitude I take quite seriously.
-.25: repetitive layout: I did all of the side quests in the first city and all but the personal household quests in the 2nd with the captain. But the layouts of cities had the same things and it felt like just doing 4 different city quests that I grew tired of side quests.
-.25: FATAL ERROR: Not all 8 illusions dropped arrows. I did the battle twice and only 6 fell to the ground. Had to do the battle a 3rd time.
Might need to check into this, Roy. _________________________ Steve's Characters - please don't forget to vote on them if you play them.