Beset by undead, the tiny village of Innesbrook is in need of a hero.
This is a short adventure designed for a single level six character. Three henchmen are available but you can only take one. There are two stores but it is recommended that you bring an appropriately-equipped character into the module.
Wandering monster system on rest; no re-spawn.
The module offers copious conversaton options and is heavy on skill and ability checks. Talk to everyone; read decriptions and enjoy!
Credits:
This module was built using Kaylor's Aspire Module Foundation Package, Lilac Soul's NWN Script Generator
and several of Redunzgofasta's excellent prefabs. It would not have been possible without the fine work
of these individuals.
Posted by Mirgalen at 2010-06-23 16:23:04 Voted 3.00 on 06/23/10
Promising module. Changing four NPCs could make this a very good single quest module.
The Good:
I found everything outside the village to be good to very good as already mentioned. I would rate that part alone "8" or even "9".
The Bad and the Ugly:
What's with the uber henchmen? I don't believe they need so many healing potions/kits for such a short trip and they certainly don't need uber items. In fact I did not hire any of them but at the end I wanted the priestess to cast a spell and found that you cannot ask her that.
And the ugly is the final boss. He also got items that may fit his (high) level but one may wonder how such NPC in that remote region would get these items. Add to this a natural AC over 20 (cheat) and at least one illegal feat (cheat). The character himself is not that realistic, I can agree with his motivation but not the way he is trying to achieve that.
I certainly agree with the past two posters. The final fight was lame. My character (Valen - fighter 6) could never take him down alone (NPC with higher AB, AC...). I tested that fight with one of the uber henchmen and my character could almost seat back and watch the fight. Adjusting these four NPCs and perhaps enhancing a little bit the final boss could make this an excellent module. Else go solo complete the crypt part an export your character.
3-4: It is clear the author tried to make something interesting, but still fell short. With more work it might be worth the download.
Is there a bug in the final battle? After watching the druid heal himself about 30 times (not fully - he'd go from badly wounded to injured or barely wounded each time), I finally gave up. I opened the module, but couldn't find anything that would make this happen. If it wasn't for this glitch, it'd be an ok module. As it is, I can't vote on it.
Posted by gruedragon at 2006-09-26 16:38:21 Voted 7.50 on 09/26/06
I didn't care for this all that much.
First, what I liked. The area design was very well done, especially in the crypts. And a couple of the side-quests were nice.
Too bad the rest of the module didn't match up.
The henchmen were one-dimensional. I didn't even have the ability to tell my henchie to not try to open locked chests.
Lootable corpses with no loot is a major pet peeve of mine. I don't mind corpses sticking around, but if they don't have loot, they shouldn't be clickable.
Quests were never marked as completed.
The final boss battle was ridiculous. For a Rogue/Fighter, with decent equipment for a level 6 character, they only way I could damage him was thru sneak attacks. And that was in rare instance in which I actually hit him. When he quaffed a heal potion, I almost gave up right then.
I can't even say this is a good first effort, as I've played better first efforts than this.
If the journal entries get fixed, the corpses go away, and the final boss fight is more fair, I'll give this another try. But as it stands, I can't recommend this, even on the strengths of the level design.
Posted by magus77 at 2006-09-23 16:35:52 Voted 9.50 on 09/23/06
Very nice module! Lovingly built areas, short but believable story - very good work!
Thanks for sharing
Magus
Posted by Dawnseeker at 2006-09-21 22:31:37 Voted 8.75 on 09/21/06
A.P Hilliard,
What a fun little adventure! The atmosphere was very well-developed, and it was a pleasure to play. The maleficent, sinister ambiance was fairly tangible. My only complaint is that it wasn't a bit longer! Thanks for sharing it with the community. _________________________ Regards,
DS
_____________________
Don't worry about avoiding temptation. As you grow older, it will avoid you.
-- Winston Churchill
Posted by Scythe-man at 2006-09-15 22:23:09 Voted 9.25 on 09/15/06
An excellent tomb-raiding quest. Like the previous posters, I too thought the crypt made wonderful use of CEP placeables. You managed to transform the normally bland caverns tileset into an ossuary where the player can almost smell the rot and putrescence.
Apart from the small bugs that the other posters already mentioned, this is a definitely a great attempt for a first module.
Now, this may be just a problem due to my lack of knowledge about these things, but... The cloaks. I cannot get the new cloaks behave properly in this module. Is this module fully up to date as far as the CEP and its compatibility with 1.68 goes?
My character is shown with the new cloak (which is brown even though I've already colored it in an earlier module), but in his inventory the cloak in question looks different than the 1.68 cloaks usually do. It looks like the old cloaks there.
Posted by GreyOoze at 2006-09-14 10:42:32 Voted 9.50 on 09/14/06
One of the better uses of placeables I've seen. The crypt areas looked really good. Excellent area design. Nice quest found within the second crypt level.
* Possible Spoilers *
The story was pretty good, but lost a little bling at the end. After repeated attempts, I could not get the tree dialogue to stick. The dialogue window would close just as soon as it opened. I did get the journal entry and the variable however, so I went back to town, spoke to the druid, and the quest was resolved. It would have been cool if the druid showed up at the crypt, and the whole deal went down that way.
Otherwise, a fun module. Thanks for the fair combat, and keeping the game alive.
Ooze
Posted by Vidal at 2006-09-13 19:42:05 Voted 9.00 on 09/13/06
A short but nice Mod that could be improved with just a few additions, such as more talkative companions and a few more quests. The problem with this kind of module is that sometimes it ends just when things are starting to get interesting, but that�s not the author�s fault, it happens with most short stories.
But it is an enjoyable tomb raiding experience as it is � as a matter of fact, the crypt is beautifully designed, with some nice effects that help to create the atmosphere.
I�ve found some minor bugs, like the lack of a picture for the elven ranger, though that might have something to do with some override issues� also, the description under the game save files reads CEP Starter Module� other than that, it is a nice adventure.
Posted by ChaironDeCeleste at 2006-09-13 09:04:10 Voted 9.75 on 09/13/06
could be a great sidequest for an upcoming nwn2 module :-)
A level five character might just make level six by the end, a level six will get within 2,000 xp or so of level seven. I made up Innesbrook, but NPCs in the module will tell you it is located somewhere between Baldur's Gate and Amn.
Seems potentially exactly what I was looking for, for one of my characters. I presume that a level 5 character won't get many levels during the adventure..? Also, the town is made up, but is it set somewhere specifically in the Realms (Sword Coast, Dalelands, etc.)?