A three player party spent 280 hours each, attaining level 21.
Language
English
Races
All
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
All
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Any
Max # Players
Any
Min # Players
Any
Min Character Level
Any
Content Rating
Teen
Alignments
Any
Gameplay Hours
60+
Description
Host as PW, play as SP/MP campaign, NWN1.68 CEP2, Mounts, Player Keep, Map, Guilds, Quests, Henchmen.
If you downloaded before an update you can update without losing your progress. Export your character from your LoICS saved game, start a new game with the updated module and your old character. Better still, place character in the server vault and future updates won't be a hassle. All of your journal entries will carry over. This mod was designed as a PW so all variables are campaign variables.
"The Golden Fortress and the Amnian Council Army are in dire straights. We face a Lizardfolk infestation to the west, a goblinoid infestation to the east, the Skullgnasher Giants are attacking Hillfort Torbold and Tethyr is encroaching on our borders to the south. The primary objective of the Council of Six is to always protect our commercial interests in the Realms. At this time, all of the A.C.A.'s resources are bent on the Amn/Tethyr Border Dispute." - Commander Balacer Macefist - Golden Fortress
Indeed, Eshpurta is beset on all sides. While the Council of Six and the ACA wage war with humanoid threats and the border dispute, other power groups plot against the security of Eshpurta. The good Cowled Wizards try to maintain respect for magic, while the evil Twisted Rune maneuvers to become a major power group in the realm. Neutral organizations like the Shadow Thieves and the Duskwood Druids seek only to further their causes by means they see fit to use. Bane has risen and seeks to take back his portfolio from Cyric.
When the game begins, there is a chance encounter on the streets of Eshpurta. A fortune teller who gives you a ruby, and prophecies great turmoil in you future. Then you accept a quest which promises great reward but will take you south to Tethyr, into the mouth of war!
ffbj's Area Cleaner
ffbj's Time Management System
Knat's Presistent Quest Journal Entries
Timidon's ASG Spawn Kit 1.4
Scarface's Appearence Modifier
Scarface's Crafting System
Scarface's Persistant Banking
Scarface's Respawning Traps
Jassper's Simple Lootable Corpses
Alleyslink's Mount System
Alleyslink's Player v. NPC/creature Arena
Alleyslink's Class/Alignment Guilds
Training and Henchmen
The majority of NPCs are pre-existing characters culled from source material. Many of the quests are generated from the random encounter table in the module Castle Spulzeer or taken from other sources. Your efforts and actions effect the world around you. After you defeat a plot NPC, and you enter areas that NPC controlled, the area will be cleared in your mini-map and empty of creatures. Unless other plot NPCs that you have not defeated also hold sway over that area, in which case mini-map is clear but creatures will spawn.
Three alignment based religions:
Temple of Even Hand - Tyr - Good
Tower of the Vengeful Hand - Tempus - Neutral
Temple of the Black Hand - Bane - Evil
In game actions effect alignment, alignment shift can cause deity change. Upon respawning, PCs are sent to appropriate death realm where their deity randomly choses a penalty for sending PC back to the game. Options to be sent to the last place you died or back to the appropriate deities temple. Good/Neutral/Evil roleplay options available. Each religion has a temple which divine classes may join for class related quests and other church services, such as teleporting.
Classes are represented by guilds and organizations.
The Amnian Council Army (all classes)
Major Cargunn's Mercenary Guild (all classes)
The Cowled Wizards (wizards/sorcerers, bards)
The Shadow Thieves (rouges, bards, assassins)
More secretive class and alignment based guilds can be found.
Each guild offers various training methods which will take you to level 5. Training is not necessary, but is available. All guilds and temples have a series of themed quests which can take a character to at least 15 or 16 level. Quest experience is partywide but monetary reward must be divided by PCs. Each guild and temple offers teleportation tokens and portals. Portals at all the guilds and temples are universal and will return you to the place where you last used ANY GUILD OR TEMPLE TOKEN.
Sorry, I need to correct myself. There are NPCs in the city - I must have confused that with another mod. However, the way I got henchmen seemed so random as well - it was kind of
(total stranger):hi
(me): would you like to come with me on adventures ?
(total stranger):yes *is added as henchman*
Sorry, you really should add some story there - or at least a motivation why this person wants to come with you.
I am sorry to say that I was put off already after 10 mintues of playing this mod.
The initial cutscene was odd - why would a stranger give you an obviously very valuable, if not magical, gem, as a reward for 'saving' her from some random thief while the militia was right next to the scene and came by immediately ?
The design of the city seemed uninspired. A perfectly square city without NPCs that make it seem alive and no placeables except for a few street lights.
Last but not least, the way you recieve what I guess is the main quest was awkward as well. Upon entering the tavern, some guy speaks to you, a total stranger, asking for professional help with a rather personal matter his master has...I don't know, the way it was presented seemed so random.
Not voting since I didn't play this mod nearly enough to feel entitled to.
I like the game so far. It is almost impossible to determine direction at this time. If landmarks, street signs, etc. were added, it would make it easier.
This has got to be the most ambitious module I have ever played, surpassing anything done to date in terms of scope. The author originally meant it to be a PW, and it shows, as it has what makes such works great: A huge gameworld, solid scripting and adequately implemented systems. The later adjustment for multiplayer and single player actually gave the module what PW's lack: A solid plot, a broader audience, and memorable gameplay. I've never been a great fan of PnP conversions, and certainly not of any smelling of Ravenloft's absurdities, but this one is so much more than Castle Spulzeer.
The detail of the maps is astounding, and the whole base upon which the geography and background information was created shows just how faithful the author was to official content. The only other builders I know to have reached this level of consistency are Alazander, Servilan, and Ossian.
However, this is not a finished work; I repeat for all those that have already voted on an incomplete endeavor, THIS IS NOT A FINISHED WORK!! The module has lots of loose ends, technically and storyline-wise. There are broken quests, bugs, unpolished aspects, etc.
It very much reminds me of Darkness Over Daggerford, arguably the biggest project made to date, and sadly, one of the most rough TOP works in the vault. Of course, Ossian is made up of professional builders and some of the mightiest contributors, which explains why such module reached a better level of quality in comparison to Lands of Intrigue/Castle Spulzeer. However, the author has single-handedly managed to create a world that could put Ossian's to shame, albeit its many shortcomings.
As I explained not long ago, in regards to AL3 Tyrants of the Moonsea, it is not the amount of work by modders, writers and builders which gets to be quallified, graded or reviewed, but the actual result of such. I can see the author of this beautiful gameworld invested much time and effort, yet, the fact remains: THE MODULE IS NOT FINISHED!!! Not only is the main quest unresolved, but a plethora of other aspects are incomplete or totally absent.
A shame, that such a great project is most probably doomed to be abandoned. Perhaps, if the author was willing to ask for aid, or to hand over the torch to other builders to finish it, it would reach its full potential. Lands of Intrigue/Castle Spulzeer is an unfinished and lacking module, but I believe, with all my heart, it could be the single, best work to ever grace Neverwinter NIghts if completed, revised and expanded.
By the way, is there a timetable or some estimate of when this will be complete? I don't mean bug-free and perfect, as such is almost impossible in a work of this magnitude, but at least complete, with all quests and areas finished. And since we're on this particular, I know PW's are supposed to be just that, persistent, but do they have some kind of final, final, final quest that brings some resolution to the whole story, and then you may keep playing, or are they, as I fear, a bunch of random quests wih no main goal save eternal gaming?
Uhm...not to rain on anyone's parade, but, are there not voting rules? As far as I remember, you are not meant to vote for unfinished modules or mods... and even if such wasn't the case, what is the point in playing a module that has an unfinished main quest?
I guess it is supposed to feel like a PW, but I think incomplete works should be treated as such.
I mean, 280 hours of gameplay with no resolution? Neverthless, it seems I will have to play it, just to know why everyone seems to love it.
Alleyslink,
Maybe one day I will be able to make the horses work in 1.69 but at present this is way beyond me.
I spent ages of hours putting map pins on the transitions as I was getting totally bushed and I still have not found castle Spulzeer but must be getting close.
regards _________________________ micon
Posted by Alleyslink at 2009-04-06 12:07:24 Voted 7.00
@micron, this module does not support 1.69 horse feats, it uses the old CEP method for 1.68. If you wanted you could convert it to 1.69 pretty easily, but some things will be a little wonky after that. I don't work on this module anymore, just check the page once in a while, or when I haven't paid my WoW subscription. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1
I am having a fun time playing this mod but I cannot get my char actually on the horse. Every time I try individual mount action, I get, invalid action and most times 'you must dismount first even though I am Not on the horse! Having tried endless possibilities I have gone back to walking and using the portal tokens.
If I go into a stable in another area then I can get my horse back.
Can you get the henchmen to ride their own ?
Any advice on this would be appreciated. _________________________ micon
Posted by joefitts63 at 2009-02-13 15:00:54 Voted 8.50 on 02/13/09
Pretty well done mod. I can't say I liked the respawn method all that well, and I was terribly disappointed to reach Castle Spulzeer and find out the title quest isn't finished. Overall, very good, however.
Posted by grrm at 2009-01-23 08:06:00 Voted 9.00 on 01/23/09
If you are definitely working on another version, I have some other comments/bugs that might help you (or maybe me since I'm doing something foolish!):
If I kick out a henchman after I level up and then bring them back into the party, they level up to my level but there is no other way I can get them to do so.
It would be really nice if I could have the Paladin cast her spells before battle.
Why don't you just have the boatman have a dialogue option that lets you go directly to your destination in order to avoid the extra loading time involved in saying you want to travel, going to a new area, and then telling him where you want to go?
Hey Alley, I just started playing so I haven't voted yet, but things look great.
I'm trying to run the game as a min-PW for a few of my friends and I have some very newbie-ish questions.
Would you mind emailing me at seycyrus at yahoo, so I reply to your email and ask my PW questions?
Posted by Alleyslink at 2009-01-10 21:50:19 Voted 7.00
Posted by KragCulloden at 2009-01-09 08:03:52 Is the Castle quest completed? ....
Thanks,
Krag
Krag, first I would like to sincerely thank you for putting so much time into playing LoICS. In regards to the Castle quest. To make a long story short the castle quest is not complete. I was the sole developer of this module and I kinda lost steam. But not to worry, I will complete the module and post and updated version in the next couple days. Sorry for the inconvenience and, once again, my thanks for your interest in Lands of Intrigue: Castle Spulzeer.
The long story. I worked on LoICS for 2 years, shamefacedly admitting to putting 8 hours a day 7 days a week for several periods during that time. At first I was unsure how to end the module. Then I asked for help from a community member. Help was promised but not delivered in a satisfactory manor. In frustration, I moved on to other things.
I have a more complete version of the module and I will finish it and post it very soon. I will leave the haks all the same but it will be compatible with NWN 1.69.
All journals and other important variables are persistent so you can easily update by exporting your character from your current saved game and starting a new game with the updated module.
toborx, Thanks to you for your interest in LoICS. I will correct that issue as well in the coming update.
The 1st quest the mage in the building near the elder fire elemental dungeon is failing for me. I already had the needed goblin head in my inventory when I found this mage and he won't recognize that I have it no matter what I try.
Is the Castle quest completed? I can't find the hidden chamber under the dungeons - even bumped up my Search and Spot to mid 70s but still can't detect any hidden doors/levers/whatever. Just one ghost throwing darts and punching another ghost that is hanging on the wall. Where is the secret chamber?
I'm a doofus. I went back and actually *read* the journal entry about the castle quest and realized my mistake. I've found it. I mistakenly thought the map due east of Tethyr Road 10 was the Castle (on the world map), and had never given it another thought.
Okay, I'm confused. I've been playing this mod for many many hours, exploring and doing various guild quests. Finally, at level 28, I started trucking down the Tethyr Road to get to the castle and finish the main quest...but there is NO castle!
Is this correct? The world map also seems incorrect - after Tethyr Road 10, I go east to Tethyr Road 11, which is huge bi-level field with troops but nothing else. Tethry Road 10 has a second road that runs north to a small town (not on map), where the scorpiotaur quest starts - those maps head further east past where the castle is supposed to be, but north of it. (None of these are shown on the world map I have, which ends at the Castle with no further maps east of it.)
So, is the castle really not in the module yet?
Posted by Alleyslink at 2008-10-10 20:02:25 Voted 7.00
Grommet, you need the CEP2 tlk file, it is part of the download. Also, you will need to remove the old CEP haks, including the tileset hak, which this version of LoICS requires. I have done extensive testing with 1.69 and CEPv2 inside LoICS. I have had no problems, even got the horses and associated feats working.
On a semi related note, LoW has promised Seasonal Forest on or near Oct. 25 2008. If that astonishing tileset should be ready, then I wil resume work on LoICS.
To those interested, I will say that this current version of LoICS is what I would consider a rough draft. The new and improved version of LoICS will doubtlessly take a good deal of time, but I will keep this page posted.
just upgraded to v1.69 and am having problems with loading this and other older mods: "missing talk file" ... any ideas? have CEP2.
Thanks,
BT
Posted by Alleyslink at 2008-03-25 11:18:20 Voted 7.00
Just an update. I won't be making any additions or corrections to this work until NWN 1.69, LoW Seasonal Forest and the new CEP are released. I appreciate all your comments and votes. I am truly gratified to know the community is still enjoying my work. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1
Posted by Gonzo_og at 2008-03-15 21:50:59 Voted 10.00 on 03/15/08
Posted by Eternal Knight at 2008-03-11 21:59:40 Voted 9.75 on 03/11/08
Another one of my favorites.
Quick question is there a fairly easy way of increasing your Henchmen in this mod without using OMB excellent mod or MBHenchmenkit.
Cheers
EK
Posted by Eternal Knight at 2008-03-11 21:57:27 Voted 9.75 on 03/11/08
Another one of my favorites.
Quick question is there a fairly easy way of increasing your Henchmen in this mod without using OMB excellent mod or MBHenchmenkit.
Cheers
EK
Posted by dustpuppy at 2008-02-19 14:04:14 Voted 10.00 on 02/19/08
just a few minor bugs compared to all the things that work !
hours of fun! great module!
Hail, a good choice for a base PW it is. You are correct things are unfinished. Last I new Alleyslink planned on wrapping/revamping LoICS, although I have not heard from him in quite awhile, he has not gotten back to me lately.
Reminder to self, Bombard Alleyslink with emials!
I also know that he was going to be working on Documenting Lord of Worms/ worRms tilesets, so he might be busy with that or RL...
Aye Alley, if you see this, thanks again tooooooooooo!
Merry Christmas All!
Posted by azak30 at 2007-11-25 16:36:18 Voted 10.00 on 11/25/07
Forgot to vote� sorry :)
Posted by azak30 at 2007-11-25 16:35:12 Voted 10.00 on 11/25/07
Hello,
After searching for a mod to host as a persistent world my searching has led me to lands of intrigue: Castle Spulzeer. I must say I think my search is over after looking at this mod. I have noticed a couple of things I wish to inquire about. The first is the guide while very informative the version I downloaded only has 25 pages. Is the guide complete or is it still a work in progress? The second is while there is an abundance of quests I was wondering if the shadowhouse quests for spies, burglers, and assassins were going to be completed. The mod is a very well thought out and well done, hence the high vote on my part. I would be interested in helping to finish this mod if you are interested. I plan on using it as a base for my pw and adding on to it for some really nasty epic areas.
Thank you for such a wonderful mod.
Posted by Alleyslink at 2007-09-12 05:48:00 Voted 7.00
You will be able to play from where you left off. I am revamping, but all important quest states will be the same. So old game info will be fine. Thank you for your interest. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1