Every henchperson has a side quest. Explore everything, talk to everyone.
Number Players
1-3
Language
English
Level Range
1-10 (start at 1)
Races
Human
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Classes
Any, but geared towards fighter or rogue.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
03
Max # Players
03
Min # Players
01
Min Character Level
01
Content Rating
Mature
Alignments
Any (Even evil)
Gameplay Hours
30
Description
City of Thieves & Guilds, Salt Marshes, Shark & Vermin Worshipers, Undead Gods, and Wizards bizarre..
Are you ready to explore the world of Fritz Leiber's novels of Nehwon? If so, then the great heroes of Lankhmar, Fafhrd and the Gray Mouser wait for you there, to add your name to their ranks..
"Lankhmar Nights" is adapted & converted from the following modules & adventures:
-CA1 - "Swords of the Undercity"
-CA2 - "Sword of Deceit"
-"Lankhmar - City of Adventure"
-"Fritz Leiber's Lankhmar"
-LNR2 "Tales of Lankhmar"
-"Swords Against Sorcery"
Designed by:
Udasu &
Rosie the Pup
Investigate a strange tower, that houses a diamond the size of a man's skull! Infiltrate Basharat the church extortionist's domicile! Fight off hordes of a new creature growing in the sewers and catacombs of Lankhmar!
Solve a noble family's mystery! Save Fafhrd and Gray Mouser from their kidnappers, get it all done before the Gods of Lankhmar catch you on the street!
Lankhmar...city of thieves, city of the night, city of adventure. Visit the fabled Rainbow Palace, risk the winding maze of the Tenderloin. From the wharves of the River District to the dark sewers below, explore every park of this mighty metropolis.
You become inextricably entwined in the conflict between two cults through an inopportune job. Depending on how you handle yourself and the petty war in the shadows between the two banished cults, the Gods of Lankhmar, those brown boned revenants who founded the city in antiquity may rise to seek their vengeance on ALL of those who would imperil their beloved Lankhmar.
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I recommend that you start by exploring the Silver Eel. Be sure to get some quests/henchmen there. All of the henchmen are now trainable. Please let me know if you have any questions or feedback.
Replayed from getting the mission to find Faf/GM. This time I took the Cats Cradel exit to Overlord even before rescuing them and guess what, they are already there and still the only ones in the room (along with remains). I think I am pretty much at a dead end now. So done...
Posted by snowdog at 2012-09-0219:33:14
Most of my other issues are faction issues. I don't have any active overrides, as this is a fairly clean re-install. Faction stuff is really going nuts. I just rescued the Twain from the cats cradle, and when I go back to the Overlord. F/GM are there and so are some remains. So I assume F/GM killed the Overlord/whoever is supposed to reward/complete quest. There is no way out of the room. I assume there would be a conversation reward, but it looks like I have to repeat from the autosave and hope they don't kill the contact again. I have never seen faction stuff go so wrong in a module. I also have a permanent fight going on the second floor of the Eel. But everyone there must be immortal so it just keeps going every time I walk by. I hope I never have to talk to anyone on this floor. I realize these fights might not trigger if I had a save before they started, but I don't know when they started, and once they do, there is no stopping them. Also some happen even when I am not present. Like F/GM killing the overlord/contact after rescue.
Posted by udasu at 20:03:17 Voted9.75
Faction issues seem to be tied to the surrender script - which I've never been able to get working all the time. It's a weird bug. A reload usually fixes it. Even the brainiacs on the boards couldn't fix it. _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by udasu at 19:18:45 Voted9.75
There's a secret grate in the sw swamp that takes you back to the city. I've never had those other issues, nor can I recreate them - so i don't really know what to fix. Maybe you have some conflicting files in your override folder..? _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by snowdog at 2012-08-2917:09:36
I think I may be done. There are just too many glitches. Sometimes I don't know if it is a glitch, or what is supposed to happen. I was in Pugs (sp?) Tavern and talked the waitress and someone spilled something on the stew she was giving me. Then he started fighting with everyone (not me, he wasn't red) and was killed. Then I talked to one of the bystanders, and then he went red, the guy just killed came back to life and turned red and they attacked... WTH? Another example: My Henchmen got killed in the Rat God Temple by the priest. Used Shadowmask and found no one at the portal to retrieve. Looked around, found loot piles (of my henchmen gear) near a circle of wounded "dead heroes" Apparently my Henchman must have upset them. Finally where I am now. CA2. Cleaned out the Red Gods underground shrine. Can't leave the swamp. I click on the sign for back to Lankhmar and it says "it would be pointless to leave as the gates are closed. I will have to find another way into the city". I can't leave from the east sign either. WTH?
Posted by snowdog at 2012-08-2911:21:16
Thanks. The problem is that the instructions and Journal entry say NorthEast. The Thieves House is most definitely NorthWest. Practically the NorthWest corner of the Map. Since Ashkelites were repeatedly spawning in the west,I was avoiding that section of the map and concentrating on the NorthEast where I was told to find the Crier.
Posted by udasu at 17:43:58 Voted9.75
The trigger is set off while you possess Ningauble's stone, which he gives you in Glemene's. The crier should spawn right next to you in the NE Tenderloin (west of the Thieves' House). I changed the other trigger to spawn one less Ashkelite, btw. _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by snowdog at 2012-08-2606:16:16
I understand you wanted to eventually fill out the pinned areas, but IMO it would be less frustrating for the player if they weren't pinned until they were filled out. FWIW I am still playing, and I did stumble upon Roggo and the Girls father in my wanderings. I had the Map right from the beginning, thanks for that. I am back from the Sewers/Catacombs now. The really big annoyance for me I would like to resolve before picking up the next stage of the quest is from "A new God", I brought an Amulet to Ningauble and now there are some annoying ambush triggers that seem to go off multiple times in a row when I move over them ( A couple right near the Eel). I haven't tested it, but I think it will just trigger endlessly. I usually get nailed at least twice by each one I cross. My Journal says I check with the Town Crier in NE Tenderloin, but I have been all over the area and I don't see a Town Crier. Normally I could leave a quest hanging, but the constant Askelite ambushes are really annoying. Is it possible he was killed. Whenever I get attacked by a Mob in the city, the citizens join in, and some getting killed isn't unusual.
Posted by udasu at 13:48:04 Voted9.75
Snowdog - Thanks for feedback. Sorry you're getting frustrated. I can make some adjustments, sure. To answer your questions - Roggor's outside of Ogo's, and yes, visit her father in the Cash district. You may want to pick up a city/jump map. There's one in the Silver Eel, near the back door in a book pile, and you can always buy one from Carraway the Cartographer in the Mercantile district. Reloads usually fix the surrender faction issue. The deal with the map pins and breadth is that they were to be added, but other projects and RL called me away ;) _________________________ Well, y'know... Sometimes you eat the bar, and..
Posted by snowdog at 2012-08-2319:49:51
The looks/atmosphere is quite nice, but I feel there is too much breadth and too little depth. I was glad to see the henchmen are now keyed to your level. I wouldn't want to play hiding behind a level 10 henchman. But there are way too many overlapping henchman. I would rather have 1 great henchman than a dozen cookie cutters. Also it might aid play-testing and debugging. On a related note, during the first tower quest, you meet two groups of guards, where one eventually submits and turns neutral. Both times one of my Henchman (Rey Gorra) kept fighting with this "neutral guard" I had to reload/replay and park him so I could get the neutral conversation. Some faction issues with this particular henchman? Easier to play-test debug, with less. When I first saw the maps, I was excited, but that quickly turned to frustration. As again, it is more breadth than depth. Most of the map pins are are marking buildings without interiors. So why pin them? It would be much better to only have map pins for buildings that actually have interiors. The guards/beggars that serve as tour guide to the non existent spaces only add to the aggravation. So it seems like a waste of your time and mine. A simple sign and a locked door and no map pin would make clear that this area is not important and make it much less cluttered, frustrating to deal with. It makes it so hard to find real open shops when they are buried in a sea of fake spaces that have map pins. Then there are quest oddities. Like walking by a building and getting the sword to give the Fafhrd. I didn't even see the guy who gave it to me. Why not just wait until I entered the building which I was heading to anyway, and do it in a normal conversation? Then I am back from the Tower, after being robbed for the second time, so I am looking for the guy who stole the diamond. My Journal says search all the fences in the city. So what check all 100+ map pins (80% which are bogus). That doesn't sound like much fun... Anyway while wondering other quests break out. Caravan/Kidnapped daughter. I found the second daughter dead, and that is pretty much all my journal says. No clue about finishing it off. Should I Go Visit her father? Who is he? Where is he? There is nothing in my journal. So basically it feels like I am wandering aimlessly with quests that resolution seems to be based mostly on wondering aimlessly. So again a symptom of more breadth than depth. Adding more quests instead of refining what is already there. I may keep wandering aimlessly to maybe stumble on the end of these quests, but it is losing appeal. Sorry to be harsh. I debated not saying anything. I don't like to discourage anyone still working on NWN these days. But if you are still doing updates, I think you should have been refining instead of adding.