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.
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 on01/23/09
Great mod, but how is it supposed to end?
Posted by toborx at 2009-01-1418:59:03
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? What is the point of the 'hell' area?
Posted by SeyCyrus at 2009-01-1117:08:24
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 21:50:19 Voted7.00
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. This update will not include lordofworms' Seasonal Forest v10, but the main plot will be resolved. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1
Posted by toborx at 2009-01-0923:52:57
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.
Posted by KragCulloden at 2009-01-0908:03:52
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? Thanks, Krag
Posted by KragCulloden at 2009-01-0907:41:31
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. So please disregard my previous post. :)
Posted by KragCulloden at 2009-01-0907:07:03
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 20:02:25 Voted7.00
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. Happy Halloween. _________________________ Lands of Intrigue Castle Spulzeer || Dungeon Crawler DC1