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NWN MODULES

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Title  Red Moon Rising
Author  Roy Boscowan
Submitted / Updated  03-18-2006 / 05-15-2008
Category  Final Version
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  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)

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-06-03Von Stalhein7.72Good storyline, high production values and atmosphere, good quality dialogueImbalanced combat in some areas, lack of skill checks

Interviews

SubmittedTitleAuthor
2007-06-26Hall of Fame Interview with Roy Boscowan (Red Moon Rising)Steve Savicki

Files

NameTypeSizeDownloads
rmr_readme.txtrmr_readme.txt
Submitted: 03-18-2006 / Last Updated: 07-28-2006
txt10.98Kb4260
Readme
Red_Moon_Rising_v1_05.rarRed_Moon_Rising_v1_05.rar
Submitted: 03-18-2006 / Last Updated: 07-28-2006
rar2.6Mb8076
RMR v1.05
Red_Moon_Rising__Players_Guide.pdfRed_Moon_Rising__Players_Guide.pdf
Submitted: 03-18-2006 / Last Updated: 04-24-2006
pdf535.71Kb4371
Walkthrough and puzzle solutions

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Red Moon Rising HakRoy Boscowan2005-11-13--Required hak for the module Red Moon Rising. Contains custom load screens, Velmars tower tileset and
SCORE OUT OF 10
9.57
58 votes
View Stats
Cast Your Vote!

AWARDS



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SCREENS

Title


This screen shows the hard to find sewer door


Early morning sunshine in Ak Zarat.


What the..? Wierd stuff going down.


Come on you Reds!


Yeah, shake it baby!


Work you lazy varmints, or you'll feel the flat of my blade.


Probably not a good friend!


Every now and then, you have to give your henchman a hug, to let him know that you care.


Maybe I'm soft, but that injury would have stopped me.


Great, just in time for the barby.


It's all down hill from here, well, mostly!


Phew, that one came close!


Hey there, mister, your dog's bein' real friendly!





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Comments (30):

1 2 3

Posted by roybos at 2008-07-2213:30:47    
@ 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 that RMR is no longer current, but my NWN time runs short these days, and is normally taken up with my new NWN2 campaign..... which is proving quite challenging. ?-( _________________________ Divine Power | Red Moon Rising Interactive Ballista | Time Based Rest System | Shooting Gallery

Posted by Vortex at 2008-07-2000:34:39    
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.

Posted by Vortex at 2008-07-2000:30:41    
The modules doesn't work with CEP 2.1 - "missing custom talk table" Please fix this. In the meantime, which version of CEP do I have to install for a workaround? Thanks V.

Posted by roybos at 2008-07-0200:31:04    
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

Posted by roybos at 2008-05-1500:29:38    
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

Posted by katclanman at 2008-05-1320:58:10    
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)

Posted by katclanman at 2008-05-1320:55:41    
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 on03/12/08
Great mod, though the lack of companion dialogue always leaves me with a bad taste in any module. _________________________ Needles in the eyes!

Posted by roybos at 2007-09-1905:46:10    
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!!!! Ahem, sorry, got a little carried away there. ;-) _________________________ Divine Power | Red Moon Rising Interactive Ballista | Time Based Rest System | Shooting Gallery

Posted by viper44 at on09/02/07
Ooops, forgot to vote! Here ya go. V.

1 2 3

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