Any (Rogue and Cleric may be needed in Party/ There are henchmen to help fill those slots if needed)
Scope
Part of Series
DMNeeded
Part of Series
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
14
Max # Players
06
Min # Players
01
Min Character Level
10
Content Rating
Teen
Alignments
Any (Preferrably of Good or Neutral Alignment)
Gameplay Hours
04
Description
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile Hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! You must move quickly before the slavers recover from your previous forays and attack!
Joseph of the Light, a slave you freed and previous guest of Mistress Gold, warned you of Mistress Golds plight and the conspiracy of a Slave Lord tricking you into doing his/her dirty work. With your map, you head into the mountains to find Suderham, the hidden city of the Slave Lords, to continue your rescue efforts of Mistress Gold.
Posted by markrendl at 2010-02-04 00:24:04 Voted 7.50 on 02/04/10
Finished the series of three SP with a monk/fighter, a few comments:
1. The series is pretty faithful to the original pnp mods, down to lifting area descriptions directly.
2. Some creative options available using customized items in some encounters/situations.
3. Disappointed the final chapter has never been done, as it make the story incomplete and really makes a weird ending as is.
4. The henchmen AI could definitely be updated to one of the better ones available.
5. Henchmen lost unequipped gear when moving between mod's at least one or twice that I noted.
6. Henchmen did NOT seem to spot traps/secret doors, which caused some major hassles for my non-rogue guy.
7. Would've liked to see more area/story related to the wilderness journey rather than just a short prologue.
8. A few more clues and clue givers would've been better, given the size of Suderham. As I'd played the pnp mod, I knew where to go, but I looked all over the city anyways for possible leads first. What is given is too vague probably for those unfamiliar with the original to easily find, especially if not a rogue, given the problems mentioned finding secret doors.
9. The weapons forge option in a couple of places was a nice one. Wish there'd been more options beyond just weapons perhaps though.
10. Given the nature of the story, I think I'd have gone with the original gas ending rather than the optional battle with the slave lords implemented here, as the former makes it more clear this is not supposed to be a winnable situation.
Overall, not a bad telling but marked down for mentioned shortcomings, most importantly, the lack of a complete series.
markrendl
Posted by Razide0506 at 2009-02-01 00:53:45 Voted 5.00 on 02/01/09
I rarely ever rate a module this low, but I feel justified in this case: not only did I not enjoy it, but I had to cheat to win, which is something I never do. I actually started playing this months ago. It was fine until I got to Sunderham, at which point the devolved into my character aimlessly wandering around the city and getting harassed by the magistrate over and over again. Even though I had the clues - and even though I knew which district to search - it was still tedious, and I still only found the secret door by chance. This pretty much highlights the pitfalls of sticking too close to the source, and why P&P doesn't always translate well into NWN. Either way, the lack of a walkthrough was inexcusable.
So I finally made it to the end and promptly got slaughtered. I reloaded repeatedly, used every scroll, magic item, and trick I could think of, and still got killed. Finally I gave up and used the console commands to give myself three more levels, and even then it took me a couple more tries to get it right. I've played a lot of modules, including some incredibly tough one, but this is the first time I ever got disgusted enough to cheat just so I could finish. I gave it a 5 because the areas were nicely designed, custom content was done well, and the module was obviously well-written. However, it wasn't well-designed, and it ended up being a chore to play.
Posted by joefitts63 at 2008-08-21 18:45:26 Voted 10.00 on 08/21/08
This is the best set of modules I have played for this game. I have been playing everything in the hall of fame, and these are the best yet. It is a crying shame you didn't ever do the last module, but I imagine each one is a LOT of work. Thanks so much for all the time and effort you obviously put into these modules.
:)
After reports of multiplayer and stability problems with NWN2 from people I play online, I have no intention of upgrading to NWN2.
I have especially heard that, besides NWN2 being unable to handle multiple parties in the same server correctly, the NWN2 toolset is an order of magnitude more difficult to use than that for NWN1.
So I'm sticking with NWN1. _________________________ - Cardhu
Cloak problem. As Steve S. posted awhile back there is a routine that prevents PC's from rescuing Dame Gold as she doesn't recognize the cloak she's been given. Any way around this?
Posted by namiph at 2007-07-22 13:18:14 Voted 9.50 on 07/22/07
Voting on all 3 episodes now. Just finished big battle with various members of the 9 and after speaking with Stalman Klim I am in episode 4 placeholder area but without henchies, will they re-appear in pt 4?
any idea where i can find them? a search only shows potsc_lscrns.hak
thanks for your great work. I am sure I will have to give you a good vote when I am finished with the series.
Kaosium
Posted by Riona at 2007-03-06 18:01:21 Voted 9.00 on 03/06/07
Fun in it's own way, though probably not AS good as Part 2. This module, as I see it, essentially has three parts to it. The first part is about heading farther up into the Drachensgrab Mountains to reach the slaver city of Suderham. I decided to explore the caves first, and wound up getting pleasantly stuck in a series of caves full of some of the neatest surprises I've seen in a while--some creepy critters and a passage that can be reached by drinking a potion of levitation that you may have held on to...cool!
Once you reach the actual city, you are free to rest up and purchase supplies, but there are...obstacles you'll have to face that you don't normally have to (let's just say strangers are given a hard time in Suderham), and most of the city adventure is about following a series of cryptic clues given to you be some unexpected help (by the way, *why* these people are helping you, particularly the beggar, is never explained in the game--perhaps because they are oppressed?). This is well and good--though some may pine for side quests, which aren't here, and some of the cryptic clues may be a little *too* cryptic for some players.
Lastly, after successfully solving these clues, you'll have to navigate a rather drab series of tunnels, all leading up to the hardest (but most exciting) battle in the series thus far. I really liked it, and found it challenging without being impossible. Overall, I liked this module, and it left a good impression on me, but I think I liked the first part in the caves the most.
Posted by ShadowySweetness at 2007-01-15 10:51:06 Voted 9.75 on 01/15/07
Hello,
I am basing all my Votes Combined from all 3 Mods as to me they are not separte but instead one Mod split into Chapters.
The score would have been a 10 on Part 3 also but, it seemed somewhat shorter and abrupt to end. I love the Exploring and the imersion of the first 2.
I am so hooked and can not wait until part 4 is out as I am ready for it;)
Thank you for taking your own personal time to makle this series for us. As with out you Mod builders what are us NWN fans to do:)
Have a Wonderful Day...
Shadow...
P.S. This Same Message is on all 3:)
1 more thing, Do you know about when Part 4 will be out?
Posted by ShadowySweetness at 2007-01-15 10:49:47 Voted 9.75 on 01/15/07
Hello Shadrack,
Hmmm the only thing I can think of maybe is make sure shiny water is off in video options. Sometimes That helps but it could be something else if that does not work JayAre may be able to help.
Have a Great Day...
Shadow...
I am in the catacombs, ready to enter the grotto. When I try to load the area, the game freezes. Any advice? The mod has played without problems up to this point. Thanks!
Posted by Kenrae at 2006-12-06 11:35:26 Voted 8.50 on 12/06/06
This mod seems more an "in between" mod in the series, instead of a full mod like the other two. It's not bad, but it doesn't hook you in, except for the last fight.
I'm eagerly awaiting for the next part in the series.
Posted by Kshatriya at 2006-11-07 12:17:00 Voted 8.50 on 11/07/06
A disappointment, although this is probably due to the source material. Only the last scene left any strong impression, Playing on Very Difficult I had seven of them down by the time the priest reappeared to end the module. They were much harder than the usual fare but if they're supposed to win easily they definitely need a little extra punch.
zaxthegrey:
"Do you have any estimate on when that will be released? Do you have a personal website where you list updates on your modules?"
Thanks for your comments. I'm glad that you had a fun time playing this series so far. No, I don't have an estimate at this time for A4 and all of my updates for the next mod are usually done here.
ericdoman:
Thanks for the rating and the comments. I really appreciate them!
"Enter placeholder but only myself not the henchmen?"
No, for the beginning of A4 I was thinking of just the PC, but it may change somewhere down the building process, if it proves to be too much of a challenge for the PC to do alone.
"Finished very quickly 3-4hours?"
Depending on which route the PC takes in the mountains and fast they pick up the clues and search the city, yeah maybe 2-3 hours then. Did you have a look at the Treasury Building?
"heal potions in particular (bought only 10). Combats very easy up to the 7 slavelords(2 very difficult, 5 impossible)..."
I guess that means I should strengthen the city guard and other encounters. Thanks again for your comments! :-)
~JayAre _________________________ You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!
waingro:
"We tried... having the party leader PC be the one to trigger the "trap", but still the remaining PCs were not transported. Is this intended?"
Oops, I mean, Yes, that was intended... the first PC falls but the rest of the party were supposed to use the "Big Hole" placeable to get down to the fallen PC. But it couldn't appear because the template was missing.
~JayAre _________________________ You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!
waingro:
"We were exploring... when one PC fell... was ambushed by the gnolls there. None of the other PCs were transported and we can't find a way to join him. We tried reloading and having the party leader PC be the one to trigger the "trap", but still the remaining PCs were not transported. Is this intended?"
No, it's a bug. There is a missing template that somehow got deleted. It's a "Big Hole" placeable that uses the conversation dialog "dia_salt" (or something like that, I don't have my toolset open at the moment). I'll have this bug updated and posted b4 this weekend starts. Sorry about that.
~JayAre _________________________ You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!
My game group is playing through A3 now - all of us as players (6 total). We are stuck and think it might be a bug that only shows up with multiple players. Let me know what you think...
SPOILERS AHEAD
We were exploring the caverns in the mountains when one PC fell into the salt mines and was ambushed by the gnolls there. None of the other PCs were transported and we can't find a way to join him. We tried reloading and having the party leader PC be the one to trigger the "trap", but still the remaining PCs were not transported. Is this intended? Please let me know. Thanks
waingro
Posted by ericdoman at 2006-10-04 02:50:12 Voted 8.75 on 10/04/06
Amazingly I could remember A3 far more than A1 and A2 and so found it pretty straightforward.
Using the same character from A1 and A2 sold gems etc and ended up having 240,000gp Which means you can buy everything (heal potions in particular (bought only 10). Combats very easy upto the 7 slavelords (2 very difficult, 5 impossible) and on 3rd attempt (using rod of resurrection for Elwita and Ogre). Finished them all off and collected all eqpt (except monk's armour) before Stalman Kilm appears.
Enter placeholder but only myself not the henchmen?
For people who have played the pnp mod this is a very straightforward mod. maybe with a little bit of artistic licence you could make it completely different. This would make it a very enjoyable mod.
Finished very quickly 3-4hours?
My vote is based on the simplicity of the mod. As with the others it is copied from the original pnp game. So use your imagination and revamp it as mentioned.
JayAre - amazing job! This is long, difficult work and I really appreciate all the time and attention to detail in your module. Adaptations are difficult and you've really done a wonderful job on this series. Well, I was able to beat the slavers council (barely!) and I'm really looking forward to the next module. Do you have any estimate on when that will be released? Do you have a personal website where you list updates on your modules? Thanks again for your great work!
Posted by jonvez at 2006-10-03 17:39:21 Voted 10.00 on 09/27/06
******* SPOILER *******
The Council are kicking my ass, finally put 2+2 together & realized I'm supposed to die, I guess, but I'm getting a script error:
jr_on_play_death: OID: 80000000 Tag:, ERROR: TOO MANY INSTRUCTIONS
So I die, but I take it there's supposed to be an event handler kicking in to continue the story?
Hello Jayare,
Just wanted to say that I look forward to downloading the third part to your wonderful adaption in this series. I'm just wondering if you would recommend waiting until a future update before proceeding? I have a character just biding his time until you say 'go'. Cheers, and keep up the excellent work...
Posted by Gaias at 2006-09-30 04:46:39 Voted 8.75 on 09/30/06
I have played this module through once and have voted on it accordingly.
Posted by jonvez at 2006-09-27 20:24:51 Voted 10.00 on 09/27/06
Jayare, can't wait to get further into this-- I've really enjoyed your remake of this series-- thanks! I'm having a small issue in the City of Suderham: I can't seem to enter the door to the blacksmith's shop in the thieves' quarter-- there's no highlight on the opening. Should I not be able to enter yet or something?
Also, this is possibly unrelated, but I came to this page to see if there might be a newer version of your module with maybe a fix for the above. I didn't find one-- I have the file from 8/30. However, I noticed the comment for the CEP 1.53 patch says it's no longer supported, and there seems to be some weird backwards compatibility issue with that according to the CEP docs. I had already upgraded to NWN v.1.68, for which there is apparently a new CEP 1.68 upgrade. I downloaded that and tried your module with it (after removing the CEP 1.53 hak as per the instructions in the CEP download), but that broke the mod. I'll just go back in the meantime to 1.53 and skip the blacksmit shop, but I wanted to see if maybe that's the reason for the doorway issue.
In any event, thanks for another great module, keep up the good work!
Posted by gilknut at 2006-09-26 19:24:24 Voted 9.00 on 09/26/06
All in all a good series, faithful adaption from the PnP classics. A bit more flavour, perhaps some more "flesh and bone" in the form of subquests and events around town would make this third installment a lot more interesting though.
*****Spoiler************
I have arrived in the chamber with the lords and I am getting absolutely slaughtered... Is there something I should have done before getting here? or is an 11th level Cleric plus 2 npc's just not good enough?
Posted by Cobweb at 2006-09-18 10:27:24 Voted 8.50 on 09/18/06
Jayare:
I had a quick look at the basic system specs for NWN2 and realised that my tottering PC will meet the basic requirements so I for one will be around to play PT 4 and any updated version of part3 you put forward.
Many thanks
Regards
Cob
Thank you both for your rating and individual comments and suggestions, I really appreciate them and will take them into consideration when I update this module. I will be working on adding a few subquests within the city itself to help eliviate some of the tedious searching, some subplots I meant to add previously but was pressed for time to get this mod out to the community.
FYI, I do plan on completing this series b4 moving on to NWN2(which requires me to upgrade my computer! sigh.) Not sure how many will be around to play it, but I'd like to have it finished.
~JayAre _________________________ You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!
Posted by Cobweb at 2006-09-18 04:38:42 Voted 8.50 on 09/18/06
Just to pump up my recall abilities, I replayed pt2 before moving straight into this. I really wish I could give this a better score than I have as it started off in the traditions of part 2. Without wishing to give too much away I have played other non linear mods in the environs of a large city where the search for the critical path was a little bit like looking for a needle in a haystack but to relieve the routine a number of interesting and worthwhile subquests and encounters were introduced to the plot and storyline. This acted as a nice diversionary tactic and made the game a richer and more rewarding experience. The city area design, shops, stores warehouses etc were all a rewarding experience. However I think this part of the mod could have been improved by the introduction of more interaction with some of the locals. The additional scattering of rescue and removal tasks and some local politicking (I would have dearly loved to deliver a come uppance to that wandering parasitical city servant for example) would have helped. Once I had located the next clue to the critical path, the rest was more or less straight forward. However once the action heated up I got into some challenging fights, which were well balanced. Essentially this mod had a great beginning, a slow middle and finshed with all guns blazing. I enjoyed playing it as it was still good but not as a rewarding experience as its predecessor
Posted by Cobweb at 2006-09-12 14:49:16 Voted 8.50 on 09/18/06
Jayare:
Having just downloaded this I spotted Rdawg's comments. Since playing pts 1& 2 last year I haven't forgotten how much I enjoyed them so I will be playing this soon comments and vote to follow. I just hope that some of them don't get lost as happened last time. Good to see you back on the vault with the next part.
Regards
Cobweb