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NWN MODULES

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Title  Almraiven
Author  Fester Pot
Submitted / Updated  06-01-2006 / 05-16-2011
Category  City Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  The Forgotten Realms
Gameplay Length  (6+ hrs) Gameplay hours is a result of following the main adventure.

Hours will vary depending on how many side-quests you decide to take on while exploring the city.
Number Players  1
Language  English
Level Range  1
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Light
Classes  Wizard or Sorcerer
Scope  Medium
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  Teen
Alignments  Lawful Evil, Neutral Evil are good choices.

Good characters will not suit this module due to the body mutilation and undead summoning that is required for your laboratory assistant.
Gameplay Hours  06
Description
This module was created for a single player first level Wizard or Sorcerer of any sex and race.

The adventure takes place within the nation of Calimshan on the eastern shore in a port city known as Almraiven.

Almraiven is a full city adventure and is the first installment of two modules.

"The dark silhouette of the High Tower looms ahead, reaching upward like the many jagged rocks and dead trees that surround the area. For many years it has been home to you and it is within those walls you were taught the arts of the arcane by Bakadah, your master. It is on this night that your training comes to an end and your acceptance into the Auren Society of Weavers is at hand.

The Auren draw their power from a weave that spans into the Land of the Dead. It allows such members to grasp a better understanding of the spirits that roam that realm and use it to their advantage. As of late the weave has felt tainted, as if it has been soiled in some way. Even your assistant Charles, who you summoned from the Land of the Dead, complained of headaches and the like. The dead should not do this.

It is this very taint that has awoken the Council of the High Tower from their slumber in tombs they have remained within for one-hunded and sixty years. On this night your first assignment is to come from Bakadah, an assignment given directly to him by the Council of the High Tower.

You have been chosen. Your time has come."


Latest update - December 30, 2010.


Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-08-18QSW8.72Fantastic scripting, and engrossing plot. The most 'alive' NWN city I have ever seen.This is not really so much a con, merely an observasion. No repsawn (Keep a very up to date save at all times) Some very expensive equipment in some stores, that apart from the properties on them, do not strike me as items a Wizard or Sorcerer would use.

Interviews

SubmittedTitleAuthor
2007-10-27Hall of Fame Interview - Fester Pot (Almraiven)Tiberius209, Steve Savicki & QSW

Files

NameTypeSizeDownloads
credit.txtcredit.txt
Submitted: 06-01-2006 / Last Updated: 07-23-2006
txt3.85Kb3950
Hakpak credit and information
updates.txtupdates.txt
Submitted: 06-01-2006 / Last Updated: 12-23-2010
txt19.91Kb698
Lastest update as of December 15, 2010.
walkthrough.txtwalkthrough.txt
Submitted: 06-01-2006 / Last Updated: 07-13-2006
txt72.83Kb9399
Almraiven Quest Guide
citymap.rarcitymap.rar
Submitted: 06-01-2006 / Last Updated: 07-07-2006
rar621.23Kb7919
Player Reference Map
Almraiven.rarAlmraiven.rar
Submitted: 06-01-2006 / Last Updated: 12-30-2010
rar3.2Mb15004
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Almraiven HakpakFester Pot2006-05-29--This hakpak is required to play Almraiven. If you are not familiar with where this hakpak should
SCORE OUT OF 10
9.86
190 votes
View Stats
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Comments (30):

1 2 3

Posted by p_w_ at on06/12/10
my vote

Posted by 'ol at 06:33:18    Voted10.00
Beerbaron72, Thanks for stopping in to vote and comment. Although, I'm not sure why you'd want to play part 2 before part 1?? That's going backwards! :) FP!

Posted by 'ol at 05:45:43    Voted10.00
Hi Crimson sword, When you arrived in Almraiven within your home, there is a chest in the Laboratory that has your Auren Society of Weavers gear. If you spoke to Bakadah when you arrived via the communication orb on the table, he would have told you the items were in the chest. If you did indeed grab your ring and the other equipment from your society, the ring is set to PLOT and cannot be sold. I'm always amazed at players who seem to misplace items that are not magical :) Well, at least no one has recognized you since you're not wearing your assigned gear. Place your mouse cursor before your character and go into debugmode. Use the dm_spawnitem command as noted below - dm_spawnitem storering Hi OliverH, You might want to avoid Shadewood then as it is packed with placeables, although the majority of them are off the walkable route, there have been a few unsatisfied players because of the pathfinding problems placeables tend to create. I've had a few comment regarding the Wundra quest who were smart enough to get all the requirements before returning, only to be forced to enter and exit again. In a future update, I'll check the inventory of the player and make sure the attack happens right then and there. Thanks, FP!

Posted by Crimson at on05/28/10
This mod is simply fantastic! I can't continue the plot, I need an ring called "Auren society ring" in order to continue the plot, but I don't have it. I think I have sold it or lost it, how can I spawn this item? Help would be appreciated. Thanks!

Posted by OliverH at 2010-05-2411:27:21    
Just finished playing this mod. All in all, a great atmosphere. A couple of points I'd like to point out that bugged me, without having read the entire thread here: While it's nice and realistic to have these cramped city quarters, the shoddy NWN pathfinding makes it a nuisance. Not a problem in most situations, though. However, in some situations in caverns etc., I had the problem that my summoned creature just wouldn't see the enemy which made it impossible to have it attack someone so my character could keep the distance and attack with spell or missile weapon. This made the fight much, MUCH harder than it should have been. In the Wundra quest, you're railroading people quite bluntly. When I read in my library what I need to cure Wundra, I packed the stuff on the way back. Especially when time is of the essence, it doesn't make sense to go there, tell the guy that you can cure her and only then go shopping. So in theory, I had everything ready to cure her, except that I couldn't. I had to go out and come back in to trigger the attack. I understand you wanted to force the choice between Darwien and Wundra, but this is a pretty sluggish way to go about it. A bit in the same vein are the instances where you cannot proceed except by performing one specific action that while fitting is not necessarily intuitive - thus you write the instruction into the journal. These issues aren't critical, of course, but they are so jarring precisely because the rest has been crafted so meticulously and masterfully. One last point: I am not sure what the reason is, given that I'm running the game under Windows 7 which is wasn't made for, but I didn't have the problem with other mods: The more I proceed in the mod the more frequently the game crashed.

Posted by Beerbaron72 at on04/27/10
Ok, for a good relaxing after a hard period of mod-building, nothing else is better than using NWN, finally, ONLY AS A PLAYER! Congrats, FP, it's a very nice work: the locations are amazing, so the musics and the atmosphere. Asd, however I've played "Almraiven" after "Shadewood".... I'm really a disorderly guy!!! ;)

Posted by 'ol at 15:50:28    Voted10.00
Hi there Bosch! Thanks for stopping by to vote and leave your thoughts. I'm looking forward to how the change in pace and environment in Shadewood makes you feel. See you there! FP!

Posted by Bosch at on04/20/10
Very engrossing! Fantastic city atmosphere and good music; I also enjoyed the dinar/gold system.

Posted by 'ol at 06:47:54    Voted10.00
Fanest, The dinar system only supports up to 9,999 as there really is no need to have more than that. There is nothing in the city that requires so a large collection of dinars. It was fixed though in Shadewood. Thanks for voting and leaving your comment. Aardvarki, Thanks for your thoughts! Headless NPCs is known to happen because of how they're spawned. I've never been able to fix it but it does not break the module or being able to speak to those NPCs at all. Your comment and vote is appreciated. FP!

Posted by Aardvarki at on02/16/10
So I haven't played NWN in three years (my desktop died and my laptop couldn't play it), and in that time it appears I have missed a lot. One of my favorite parts of this game is the support for user-created material, which often, when created by dedicated users, results in a final project more interesting and enjoyable than the original Bioware games. This module is certainly one of those cases. Fester Pots has created a gem of a game that is as beautifully detailed as it is wide in scope. The city of Almraiven is the most realistic and meticulously detailed one I have ever had the pleasure of playing. I appreciate the detail, variety, and number of side quests which, although unnecessary to the central storyline, offer a fascinating and worthwhile delve into the city itself and add countless hours of gameplay. I haven't counted the number of side-quests, but I doubt that I completed half of them when I went through the game the first time (I plan on replaying someday). The characters themselves are just as colorful as the city, and each has his/her/its own unique story. Those looking for a hack-and-slash adventure should turn elsewhere, as this module is largely plot and character driven, and you earn experience mainly from advancing the storyline, completing odd jobs and helping NPCs, and learning new things. When I played, I completed only two quests involving major encounters - a robbery of a mansion and a de-haunting (which was seriously creepy). Both were difficult but still suitable for a low-level wizard. I have no complaints for this module. It ran perfectly without a hiccup. There was, however, a rather amusing glitch where I saw NPCs walking around without heads. Thank you, Fester Pot, for this excellent adventure. --Aardvarki

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