Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN MODULES

- Jump to comments -
Title  Tower Davion: A Potential Apprentice
Author  mremustard
Submitted / Updated  09-14-2006 / 10-22-2006
Category  Roleplay
Expansions  CEP-1.52 Requires Community Expansion Project
Setting  Somewhere in the Forgotten Realms... place wherever you feel appropriate.
Gameplay Length  The duration ranges widely from 1 to 3 hours depending upon your actions.
Number Players  1
Language  English
Level Range  4 - 6
Races  Any
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Medium
Classes  Designed for fighters, wizards, and rogues. Playable by any warrior class.
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  04
Content Rating  Teen
Alignments  Any
Gameplay Hours  02
Description
Introduction:

As an adventurer, you have had your fair share of experiences. The greatest lesson learned is that you are little more than a small fish in a rather large pond. This realization weighs heavily on your mind.
You believe that the greatness you desire is obtainable only through the possession of two things: time and guidance. Time is available to all, but guidance is more difficult to obtain. The solution was found in a non-descript tavern. There, an encounter with mysterious rangers armed you with knowledge of a powerful wizard, a former adventurer, who is willing to take under his wing those he deems worthy.

Little is known of this man, Davion. For a brief time, it seemed all the sword coast was whispering his name. As the years past, the people all but forgot the brief time of chaos he ended. His legend survives through a select few. "Who is this man?" "What is the nature of his talents?" "How will you convince him to guide you?" You have taken it upon yourself to answer these questions. You must learn to be a shark, not merely a fish in a pond.


Game Description:

The game consists of a short adventure or two, easily finished in a few sittings. It was designed with the hope of immersing players in the setting. As a result, the game is heavy in dialogue, though much of it is completely optional (if you don't care to read everyone's back-story, don't ask them for it!). Additionally, every non-monster character has a routine governed by the time of day. Do not be surprised to find them asleep at night or roaming about during the day.

An emphasis was also placed on roleplay. To this end, there are a variety of dialogue options to suit different personalities and there are multiple routes towards completion of the module. If you want to be a devious thief, go for it! If you want to be a selfish mage, give it a try! If you want to be a crazed murderer, go ahead (but, you'll likely die very quickly this way). Still, "good" players will get to see more of the mod than "bad."

There's plenty of combat and effort was made to add uniqueness to every encounter. Many creatures have a weakness, whether to a particular type of damage or a vulnerability to something in the environment. As a consequence, some fights are likely to be too tough until you are properly armed with either items or knowledge or both (Don't be afraid to run... escape is often an excellent option!).

Files

NameTypeSizeDownloads
View.php?view=hakpaks.Detail&id=6211View.php?view=hakpaks.Detail&id=6211
Submitted: 09-14-2006 / Last Updated:
Deta--694
CEP v1.52
TD_PotentialApprentice.exeTD_PotentialApprentice.exe
Submitted: 09-14-2006 / Last Updated: 10-22-2006
exe85.6Mb392
All haks necessary are included with the exception of the CEP v1.52 files (use the link provided if you need them).
TDReadMe.docTDReadMe.doc
Submitted: 09-14-2006 / Last Updated: 10-22-2006
doc57.5Kb360
Please, read me!
SCORE OUT OF 10
9.2
7 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS

Tower Davion


Battle with an Ogre Skeleton


Hidden Dojo


Possum and Waide Flying-In


A Wizard and an Adventurer


A Typical Day at Tower Davion


A Rogue outside a Scary Tower





You Must Be Logged In to Participate.
Comments (50):

  1  2 Next>

Posted by Mirgalen at 2010-11-27 05:01:27    Voted 3.50 on 11/27/10
I did not wait for the author's update and tried this. Too bad. It reminded of "Myst" which is a adventure/puzzle game where when you start you don't even know your goal IIRC.

I will try again and re-vote would the author fix the following:

1. DaveFritz is correct some kind of walkthrough or hint file is needed
2. Make things easier for say an evil rogue is one thing but do not make it impossible for a good sorcerer or restrict the class/alignment possible.
3. Too easy to be killed by "traps" or other effects (average damage vs HP of the player character). Also if not implemented there should be away to surrender to the master in the training arena (instead of getting killed).
4. NPC conversations should be fixed or expanded. I found two NPCs with wings who do not talk. No NPC around or book/journal related to them. I found a bit of a clue in the comments below but there was nothing in the module that would imply that at some point you needed to get a special item that would enable your character to fly. My guess is the item behind the "wall of force" may be what is needed but in that case perhaps indicate that it is equipped with a pair of wings. Also not that mages will often ignore and armor stand unless they see a robe or something.

With the above item fixed this could be a quite enjoyable and unique adventure.

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.

Posted by mremustard at 2008-03-28 09:26:23    
I've knocked the cobwebs off this module, started playing again, and noticed a number of issues that need fixin'. I'm planning to update the whole module to 1.69, so for anyone who stumbles on to this page, you might want to wait a bit for the new and improved version.

Posted by mremustard at 2007-04-03 11:55:37    
DaveFritz,

Thanks for playing! Sorry to hear you're not enjoying. If it helps, all of the objects/events you've mentioned are optional. The possible exception is the notes from study, which give a vital clue as to how to complete the evil route. I'll have to re-read the text, but it was never intended to lead to conversations. The note was placed to encourage players to seek-out equipment for robbing Davion's treasure room.

*SPOILERS*




The only artifact that must be inteteracted with in the tower is the hanging orb, in the room with all the other strange artifacts. It suggests something has happened outside the tower, go check it out.

You must converse at least once with Pather, Frah, Farmer, and Loison (might be able to skip Loison) to complete the game. Pather or Frah must be spoken too at least twice if going the good route (the initial introduction and the conversation after your adventure with Possum and Waide).

The rest of the game is pretty darn linear... more typical of a NWN module. Best of luck!

Posted by DaveFritz at 2007-03-22 12:31:10    
Hello, mremustard,
I'm finding this mod VERY FRUSTRATING!!! Please provide a walkthrough or a LOT more clues for those of us who don't think along your lines. I have had no sense of direction from the hints you do provide, Most of my progrewss has come very slowly and after much trial and error, and WAY too many reloads.
POSSIBLE SPOILERS





For example, I have the Notes from the Study. They say go and talk to people about them and yet no one has a conversation option to ask about them. They have had different conversations, but nothing to ask about the notes. I found how to do the Chair of Divination but that was pure trial and error, with no real clues and didn't seem to advance anything. I think I could kill the demon in the Phylactery, but I have no reason to and it would not make sense in terms of the game to do so without a reason. The guy in the dojo is way to tough to take on right now and the dwarf also seems to have no particular reason at the moment.

At the moment, I feel like I'm just stumbling about blindly.

Cheers,
Dave Fritz

Posted by mremustard at 2007-01-06 20:04:55    
Thanks for voting, Kenrae! Not sure why the new combat animations weren't available... I might try a different approach with the next update. I've started work on a sequel... I've decided the tower's seting should be the Silver Marches and I plan to feature Sundabar.

Posted by Kenrae at 2007-01-02 01:17:38    Voted 9.25 on 01/02/07
I've liked this mod. The NPC interactions are good, the world and the characters feel alive. And it's good to play something slow paced for a change.

The new animations did't appear for me, I didn't have any new "class ability" with my explorer/rogue.

Will you do a sequel? I'd play it.

Posted by mremustard at 2006-12-02 17:06:37    
Thanks for voting Ava!

The flying should trigger automatically when you walk to where Possum and Waide took-off. In other areas, invisible launch points should become higlighted when holding tab. Glad you enjoyed the animations!

Posted by ava chodon at 2006-12-02 00:40:40    Voted 9.75 on 12/02/06
I love the animations, I can't wait for your next module with more areas, quests or some romance involve for both genders.
Oh yes! I got the armor with the wings. I did activate it but I can't seem to fly? How am I going to go about it?
Ava
_________________________
nil

Posted by mremustard at 2006-10-25 18:43:03    
Maddyanne,

Glad you had you fun! I definitely need to make a dispel scroll work on the stand. Milk, catnip isn't a bad idea either!

Armor issue: I started development with one set of haks and switched midway through. I suspect this led to the weird visuals. Lesson learned, though... I'll be much more careful with switching haks in the future (i.e., be sure to delete absolutely everything dependent on them or not switch at all).

Also, some armor in the Adventurer's Gear by Rosietreats only works with humans... I realized this only recently as I heavily favor humans/half-elves myself (I'll have to add restrictions by race).

Resting restrictions based on time since last rest didn't make sense to me at all. It kinda works if you get full hp back, but since I prevent that... The limitation also really hurts poor magic-users. Why shouldn't they get to stop and memorize spells whenever they please (in safe areas)?

Thanks for voting!

Posted by Maddyanne at 2006-10-25 09:13:21    Voted 9.25 on 10/25/06
Fun. I liked the interaction with NPCs. Would have really liked to be able to find some milk or a bit of catnip maybe.

There were enough ways to make time pass--thank you for not instituting limitations on how quickly the PC can rest again---that you didn't feel as though you were standing around waiting for nightfall.

Some of the armor was missing bits, so that you could walk around as a floating head if you wanted to. There were some spelling mistakes, but not so many as to knock a person out of the story.

Generally, I wanted more story development because I really enjoyed what was there.

One thing--When you talk to the armor stand, it asks if you want to cast dispel magic and if you don't have the spell prepared, it says so and that's it. Casting dispel magic from a scroll has no effect and wastes the scroll. It's a pity, if the PC is a bard or sorcerer who might not want to use one of their scarce spell slots for that spell, not to get the robe.
I played a rogue/bard and this module made good use of that skill set. The fights were not too easy. I was glad Davion's loot was there.

I look forward to playing more of your work.

Maddyanne

_________________________
Madeleine

Posted by mremustard at 2006-10-25 08:28:30    
Maddyanne,

I will add some floating text to let you know you've been traveling, though I might wait for more changes before making yet another version available. Thanks for posting!

Posted by Maddyanne at 2006-10-24 15:29:49    Voted 9.25 on 10/25/06
No problems once I get to the tower. Thanks again.

Maddyanne
_________________________
Madeleine

Posted by Maddyanne at 2006-10-24 14:56:00    Voted 9.25 on 10/25/06
That was where I was getting tired so quickly. I suppose it's to give the PC a sense of the distance traveled. Perhaps there could be information on the trigger line about that rather then just "You are getting tired."
I didn't think I'd traveled far, I just worried about lack of stores and my provisions running out if things kept up like that.
Thank you very much for your prompt response. I'll start again and let you know how it goes.

Maddyanne
_________________________
Madeleine

Posted by mremustard at 2006-10-24 11:43:18    
Maddyanne,

Shouldn't hurt anything to take it out, but you'll have edit a number of scripts to remove it. I can post instructions, but it sounds to me like there's a script bug I should fix. Unless traveling from MreGrove to The Path to TD or The to TD to the Tower Davion, after resting there should be 28 minutes (real time) before tiring occurs (24 + 4*ConstMod). In my play throughs, I only rested two to three times per game (when thief or figther). I'll take a look, thanks for letting me know!

Posted by Maddyanne at 2006-10-24 07:35:40    Voted 9.25 on 10/25/06
Can I comment out the resting system without messing up the game? My rogue, with a constitution of 12, gets tired messages just a minute or two after resting.

Maddyanne
_________________________
Madeleine

Posted by mremustard at 2006-10-10 11:33:40    
The newest version of the module should be up soon, so I thought I'd outline the changes made (and there are many!).

- Creatures and items should have much nicer balance.
- The story should progress much more smoothly.
- A new tiring system has been implemented (without healing when resting, what's the motivation for sleeping... recovery from exhaustion!).
- A new quest for evil players and significant changes to how their game progresses.
- New items and dialogue

Thanks again to SpymasterGend and PrincessLilly for their feedback... SpymasterGend's inparticular helped shape this update.

I hope you enjoy!

Posted by mremustard at 2006-10-05 09:36:13    
SpymasterGend,

I agreee that several of the fights that should be tough aren't. I've increased the difficulty of the following: Saman, Ruby Golem, and Shryne. Let me know if these changes would satisify, but keep in mind it's kinda tough balancing the game for straight rogues and mages as well as fighters. Throwing uber-items into the mix (which I just had to do... what kinda of super-adventurer isn't loaded with loot?) adds to the difficulty of balancing. My approach was that the game should be fairly easy *if* you steal the goodies.

On a related note, for those that want a tougher challenge, play as a goody-goody or don't take rogue as a class. Or, be a bit evil and challenge a couple of arrogant wizards (but be sure to be properly equiped).

I have recently tried to add some guidance into Pather's dialogue- hopefully giving strong hints as to what you should be doing and easing the sense of "what the heck should I do?" My intention was to get players to NOT think in terms of what the module expects and wants. I was hoping to give a sense of open-endedness (even though the plot is linear), but maybe it just gave a sense of frustration.

Issues 1 and 3 are easily fixed- thanks for letting me know!

As for the delay in placing characters were they belong- I've been wrestling with that one since I started building (months ago). I've seen solutions such as fading-to-black upon entering an area, but I found it annoying adding to the delay between areas. I hear good things about the day/night cycle in "Trouble in Silverwood" though...

With regards to PC interaction with the world, I had intended to have much more. But, the module seems a bit short for things such as blacksmith lessons to be really meaningful. However, the sequel I decide to go ahead with (I can't help it, I'm addicted to building) will be much bigger and definitly more along the lines of what you're thinking.

Thanks for the great feedback and your vote!

Posted by SpymasterGend at 2006-10-04 22:37:11    Voted 9.25 on 10/04/06
Enjoyed the mod overall, but disliked the lack of direction. Lack of direction makes sense from a story standpoint, just not to my taste. Journal entries and mappoints not a problem, as it's not that big or complex, and you can annotate yourself. Combine that with the lack of direction and the merchant's out-of-mod flavor, though, and you're left feeling a bit like: what does the mod designer want me to do now (instead of losing yourself in the story).

The Tower NPCs have nice little schedules, and each has a backstory, which is great, but the PC doesn't seem to really interact with that much. New conversation at dinner, playing chess, taking smithing lessons: this is the kind of thing I'm picturing here.

Three technical things worth fixing (apart from the "permamaent" wings):

Fighter/rogue had little trouble with any of the fights, and they were exceedingly easy after getting into Davion's equipment collection.

Three technical things worth fixing (apart from the "permamaent" wings):

1) I believe I revisited the clawball after completing that quest, and I believe the effect was to set my iBall variable back to 1 from 2; thus I never launched the finale (remedied with DebugMode).

2) Often the NPC schedules seemed slow to deploy--that is, I'd enter the Great Hall, for example, and Frah would take a few momemnts to disappear if she was supposed to be elsewhere; my PC is not the fastest, but still.

3) With Davion at the end in the Hidden Grove, you can drop any of "his" items you like prior to conversing (get the ending you want) and then pick them up in mid-conversation.


Posted by mremustard at 2006-10-02 06:44:10    
BrianDavion,

Ha! I played the heck out of it a decade ago. I especially enjoyed the various PC games, from Battletech: Crescent Hawk's Inception to Mechwarrior 3. To be honest, I did make the connection when I named the module's title character!

Posted by BrianDavion at 2006-10-01 00:47:50    
I'm just going to take a shot in the dark here but you play battletech don't you? :)

Posted by mremustard at 2006-09-28 10:43:04    
PrincessLily,

Thanks for the vote and the feedback! I'd intended for the module to be much longer, but I got a little burned-out and wanted to go ahead and release what I'd done. Maybe a sequel...

Posted by PrincessLily at 2006-09-27 15:16:49    Voted 10.00 on 09/27/06
Likes:

Routines, NPCs with character, conversation options, detailed areas, and little suprises like the kitty who comes out at night, a certain wizards angry reaction, and a fun custom item.

Dislikes:

Too short. I think the routines would benefit from a bigger game, one where you get the sense of time and day-to-day living.
Some tough fights. Might be a plus to some, but I got a little tired of re-loading.

Posted by mremustard at 2006-09-25 05:06:32    
Vanedor,

I'll check tonight for any issues/bugs that might be causing the inactivity. In the meantime, maybe explore the Study a little more thoroughly? Or, if that's been done, try checking outside at the end of the path. Thanks for posting!

khazord,

Glad you worked it out. With the next update, I might try to streamline installation. Have fun!

Posted by khazord at 2006-09-23 13:36:10    
oh wait, I didn't the most important part -installation, woks now =D

Posted by khazord at 2006-09-23 13:09:31    
hmmm... whenever i try to start the game, it says custom talk table missing, have I not downloaded a really-very-vital bit?

Posted by Vanedor at 2006-09-22 16:16:15    
I have been toying with this module since a few days and well, it's a much alive module, interesting, with a couple of minor quests here and there... but now I seem out of tasks to do and this so famous hero «Davion» has not arrived yet... and while feeding a stirge for the smith can be fun and so is spying what the characters do at different time of the day and eating my breakfeast, I'm starting to wonder when something is going to happen.

Posted by mremustard at 2006-09-22 11:22:54    
Also, the CEP_Anatomy_ACP is not included.

Posted by mremustard at 2006-09-21 16:31:00    
Hello everybody! I have updated the module now, should play cleaner and smoother. Plus, it features those awesome Alternate Combat Animations! The files needed are included in the new zip file EXCEPT for the Adventurer's Gear. It was too big to zip with others and not exceed 25 MB, plus I don't mind driving Rosietreat's download count up, even if just a bit!

Posted by mremustard at 2006-09-21 14:03:16    
antoinecaron,

Look for a trapdoor between the bar and the dining table in the great hall.

Posted by antoinecaron at 2006-09-20 19:38:42    
no i do not know where is this dojo.

  1  2 Next>

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Tutorials


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters