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NWN MODULES

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Title  The Defence of Fort Tremagne
Author  Guthlac
Submitted / Updated  07-28-2007 / 04-21-2009
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Setting  A unique world of the designer's creation.
Gameplay Length  8-30 hours, depending on play style (many side-quests).
Number Players  1-5
Language  English
Level Range  1-9
Races  Any
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Heavy
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  01
Max # Players  05
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any
Gameplay Hours  15
Description
The hero(es) must discover and confront the origin of a deadly demonic attack against the Lord of Fort Tremagne.

FEATURES:

- Fully-developed world & mythology
- Alignment-based roleplaying opportunities
- Multiple side-quests
- Many unique items (item upgrading is supported)

FOR MORE INFORMATION VISIT:

Link

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2009-06-19VPJ6.83Excellent dialogue; a nice variety of quests; some nice detailsSome questionable logic at times; some nasty bugs

Files

NameTypeSizeDownloads
TremagneInfo.docTremagneInfo.doc
Submitted: 07-28-2007 / Last Updated: 04-05-2009
doc150Kb740
Game world info & spoilers.
ZC1FortTremagne1.23.rarZC1FortTremagne1.23.rar
Submitted: 07-28-2007 / Last Updated: 04-21-2009
rar1.6Mb1011
The Defence of Fort Tremagne - Module & .txt file. (.HAK and .TLK files no longer included, please download separately)
ZC1FortTremagneFiles1.0.rarZC1FortTremagneFiles1.0.rar
Submitted: 07-28-2007 / Last Updated: 03-10-2009
rar4.2Mb836
Archive containing .HAK and .TLK files for the NWN module "The Defence of Fort Tremagne".
SCORE OUT OF 10
9.2
20 votes
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Comments (107):

  1  2  3  4 Next>

Posted by werelynx2 at 2012-07-16 15:15:22    Voted 7.50 on 07/16/12
bugs etc.
- Find kala trin quest: if you find Kala before getting quest you get the wrong journal entry implying that you have talked to her mom already.
- slaves: after escape from the ship they still brag about that they want to be rescued
- some encounters are respawning
- lt bracken does not acknowledge silver necklace quest being completed
- sometimes the alignment is overdone and it is hard to tell that given option is truly evil, chaotic, lawful or good
- 2 dummy doors near manor, as well as many others in homes
- manor guard wanders off somewhere(he returns later)
- odd hench behaviour, They do not respond to commands
- Farmer gram - you can talk to him after finishing his quest and he forgets that you have done it
- don't know if bug or not, but the demon queen spawned 2 fire and 2 earth demons
- what is to do with vampire hearts?
- no clue what to do about engagement ring and mysterious "orc" ring
_________________________
Thanks Rolo:)

Posted by Jedijax at 2012-04-30 11:45:32    Voted 5.00 on 04/30/12
I encountered at least 4 script bugs. One was a total gamestopper, which is the battle at the very beginning against an immortal demon and endless zombies. The second one had the henchman continuously causing mayhem and turning the entire population against us. There were also some quest errors.

I gave up soon.

Posted by eL_PuSHeR at 2012-02-04 15:20:49    Voted 8.50 on 02/04/12
To Zombielord:

*** SPOILERS

Just write "my name" on the chat console.

Well, at last I was able to finish this module but by cheating somehow. I made the mistake of playing it with a rogue. No way. This module needs a fighting capable character, probably a paladin or a cleric which can be able to wield martial weapons at least.

The module main premise seems quite good, but in the end the implementation doesn't come up as well as intended. That is, this module concept is quite innovative and good (xp awarded is centered in exploring rather that combat outcome) but here is where the module shows its main flaws:

- Henchmen and their AI are quite bad.
- Crappy loot even after vanquishing powerful foes.
- Crappy loot almost everytime and everywhere (this includes most weapons at shops too).
- Baddies are overpowered almost all the time. When reaching the Goblin halls they become absurdly overpowered. (The usurper comes to mind). I died a zillion times (all my party).

- Sometimes, there are some things not very clear for the plot. For instance, I got stuck in the Nogging and the elf conversation but I was able to proceed by teleporting to another soul stone.

I feel I would have voted 9-9.75 if module would have been a little more balanced.

Anyway, a quite interesting module specially if it's the first one for its author.

Posted by zombielord at 2010-10-20 20:14:07    
anyone know what the name you are supposed to say to get past level 3 of mage tower?im stuck.

Posted by Delf at 2009-11-18 21:16:50    Voted 9.50 on 11/18/09
A very impressive module. There's a lot to recommend it: good dialogue-writing and storytelling, with lots of background lore integrated into it, interesting henchmen with a good bit of dialogue, challenging combat and an innovative alignment system that adds a lot to the role-playing. I had a great deal of fun playing this.

On the downside, there were a number of points in the game where I got a little confused and frustrated and wasn't sure how I was supposed to proceed. Some examples:

**spoiler warning**
-the big zombie onslaught can apparently trigger before you have completed all the introductory quests, causing some of the people you need to talk to for them to run away and disappear. They will eventually return, but that takes awhile and at the time it's not obvious that they will. This left me wondering if I hadn't done the quests in the wrong order or something and broken one of them.
-Once I headed south those bandits on the bridge made for a frustratingly difficult fight until I realized I could lure them into battle against the cougars in the north of the area (not sure if you intended that trick). I suppose I could have just paid the 10 gold they demanded but doing so didn't fit my alignment and since the module encourages you to take playing your alignment seriously, I ended up reloading or respawning over and over again at that point. A bit annoying.
-The teleporting caves left me a bit bewildered as to what was going on. Sure, it's a puzzle, but its nice with a puzzle to have some warning that's what you're dealing with and some parameters for it.
-when Claudia gets the message about Lara's disappearance it wasn't clear whether I was supposed to be doing something about that or not.
**end spoilers**

I think there were a couple of other confusing moments like those but you get the idea. It would have been helpful to have more informative journal entries at some of these points and/or a more detailed walkthrough for the module. Still, I managed to figure things out in the end.

Posted by Guthlac at 2009-08-22 12:55:18    
Woot! Yes, my interpretation of the alignment system is not to everyone's taste. My own brother insists to this day that being mercenary is Not Evil. I disagree. Besides, that was the only plausible reason to motivate an evil character to push through the main storyline... otherwise I'd have to have seriously branching plots, which was a nightmare even to contemplate, given the length of time it took me to even finish this much.

So glad you enjoyed it. Cheers.

Posted by laisee at 2009-08-21 21:35:13    Voted 9.50 on 08/21/09
I had a lot of fun with this module. I love and was also pleasantly challenged by the alignment system, so much so that I have to play again. There are also some class specific areas/items that are incentives on replaying. In spite of a few residual bugs here and there and the repeated autosaves (good to have, but oh my repetitive), I really love what you have done here. The dialogues and options are priceless!!!! The solutions to some areas going into the Sage Tower are wickedly counter intuitive. I played a chaotic good Bard (lvl 8) and at times had a hard time on the chaotic vs. evil or lawful vs. good conversation options.

Great story, excellent combat balance, innovative solutions, great dialogues... a module that is highly worthwhile playing and digging into. Thank You.

Posted by laisee at 2009-08-15 21:37:09    Voted 9.50 on 08/21/09
I just started last night and ran into a faction bug sometime after the zombie fight where Recruits and various othes (a dog) are now killing off commoners. Will reload and try again. Am playing a rogue and first noticed this after breaking into a farm house in the south right after the post battle Claudia convo triggered (junior in bad shape after demon).

I love the Mage store dialogue!!

Posted by Guthlac at 2009-07-26 12:38:22    
** SPOILERS **

Sorry to hear it. The design of that fight should involve the NPCs pushing forward into the zombies until they reach a little ploughed field outside the gates. At that point the demon spawns and comes to fight the Lord. The trigger should occur when either a PC or a friendly NPC crosses into or past the ploughed field. Very occasionally in my playtesting I have seen that trigger not fire - I'm surprised that was a consistent result on your part.

Once the demon is in the battle he and Junior should eventually be duking it out. This is another potential bug point: if the AI of both Junior and the Demon fails, they will start battling randomly and possibly pass each other by. Then the Demon will rampage into the town or beat on one of the unkillable NPCs (like Bracken) and the battle will not progress.

These are killer bugs, they are intermittent, and as far as I can tell, having examined my code for countless hours looking for them, they come from somewhere inside the NWN engine and not my scripts. The only "solution" is not to have complex scripts or epic battles. Meanwhile, if either of these things happen the only solution is to quit the game and restart from the auto-save just prior to the zombie fight.


Posted by WallTribe at 2009-07-26 01:13:33    Voted 1.00 on 07/26/09
I have just spent 6 hours killing more than 4000 zombies in the first chapter of this module. And the battle was still going when I finally grew discussed and quit the module! I have no idea what the objective of this module is, (There is no walkthrough that I can find) and at this point I don't really care to find out. I originally tried to play the module with a level 1 character, He was quickly killed in the zombie fight. (Game Over) I then tried to fight with a 4th level fighter/4th level Rogue/2 level Bard. He lasted about 45 minutes in the epic zombie fight before he was killed. (Game Over) So then I tried a 20th level fighter/10th level Rogue/7th level Bard, 6 hours and 4000 zombies later the battle was still raging. (Module Deleted)

Posted by Guthlac at 2009-07-20 22:47:18    
Thanks for your comments and your vote!

***SPOILER BELOW***












There's a Fennel bush on the western edge of the Fort Tremagne map, in the farmland, just north of the road.

Posted by Gamin Granny at 2009-07-17 19:14:34    Voted 10.00 on 07/17/09
Great mod, really enjoyed playing it. What a plot twist at the end. I have only one small problem. I am playing a ranger and have been unable to find the plant needed to cure the wolf of the sickness brought about by eating the spoiled garbage. Where do I find those fennel seeds needed for the cure?

Posted by Neilium at 2009-06-16 09:42:17    Voted 9.75 on 06/16/09
That's ok Guthlac, we tried. Despite a few technological problems (and not being able to see the ending) I still enjoyed this mod and recommend it! Even though it took me almost 2 months on&off, I had fun playing and would love to see a sequel or another adventure of yours. Thanks again! :)

Posted by Guthlac at 2009-06-15 22:36:37    
Sounds like one of those random bugs that occasionally plagues my module. The first thing to try is to reload and play it from your most recent save (BEFORE using the orb and warping back to the Fort). :(

Posted by Neilium at 2009-06-15 12:03:17    Voted 9.75 on 06/16/09
Hi Guthlac,

I think I'm at game's end, but I have a small problem:


Spoilers Ahead
.
.
.
.










Used Orb and are now back at the Fort, but the cut scene never finishes... Lady Claudia is supposed to read something but she doesn't appear.

Am I missing a lot?

Posted by Neilium at 2009-06-14 05:14:50    Voted 9.75 on 06/16/09
Ahhh, of course! (Too much time between playing sessions, kinda lost my momentum.) Thanks again! :)

Posted by Guthlac at 2009-06-13 19:11:21    
Neilium: Your quest log should contain reminders, but the answer to your question is - go back to town and speak to Gared!

Posted by Neilium at 2009-06-13 11:57:30    Voted 9.75 on 06/16/09
Hi and thanks for the reply!

**More Spoilerific Comments Below**

















Ok, thanks for the golem info, I think I'll just let that one slide.

I'll have to work on that chest some more, but probably not worth it for a Paladin.

I have both the shard and flower... I just can't remember where to go or what to do with them now that I have them! :)

Posted by Guthlac at 2009-06-12 22:00:39    
General note: some things in the module are very difficult and potentially impossible for certain types of characters. As a rule, however, if an encounter falls in that category for you the only thing you don't get is some nice loot. Everything that is plot-essential can certainly be accomplished by any character.


*** -------- ***
SPOILERS AHEAD:
*** -------- ***










1. The golem is not necessarily defeatable depending on your character, and is not necessary to the plot; he just guards some nice treasure. I have defeated him when playtesting, but I have had to plan it out, park my henchman out of the way somewhere safe, use potions and other consumables, and use the terrain (there is a handy trap nearby, for example. ;)

2. The unopenable stone chest *can* be opened magically (but only magically), and contains mage-specific treasure.

3. You are looking for a shard of moon-crystal and a locutis flower. You should have discovered the flower on the Cliff Edge.

Posted by Neilium at 2009-06-11 05:29:53    Voted 9.75 on 06/16/09
Hi Guthlac!

Due to some temporary PC problems, I haven't been able to play in over a month but I'm back in the game now. I've (finally) explored the Ancient City and have a few questions:


**Slight Spoilers Ahead**

.

.

.

.

.

.

What is the secret to defeating the golum, and does he drop anything I need to have for later?

I found a stone chest that I cannot open, any hints? (could that golum have the key perhaps?)

I also found the missing pair, got the letters exchanged, and tearful reunions witnessed... now I forget what I'm supposed to do next or where to go! Some advice please? :)

Posted by toborx at 2009-05-29 18:06:05    Voted 9.75 on 05/29/09
Oh...and this is a very strong module. It actually contains many chances to play your character as you wish and significantly above average dialogue. The game contains many interesting custom creatures and weapons. The fights are often in Mobs, but they aren't mobs of 10 of the same character; usually they contain one or more casters and monsters of various strengths.

The combat in some areas probably tilted a little to the 'too hard' side, given the various skills the pc is expected to have. However, in most HOF mods the combat is titled further in the 'too easy' direction than this one is tilted in the 'too hard' direction, so it is hard to criticize the MOD for that.

Posted by toborx at 2009-05-29 17:57:35    Voted 9.75 on 05/29/09
Spoilers-Bug Notice

Major Bug:

The poison that you place in the well while a chicken takes effect on the wrong group: the poison hits the group of humans in the next area and NOT the Bugbears you are fighting! This makes the big fights at the end rather comical: the bugbears slaughter all of the NPCs other than the invincible ones, who stay at near death for 5 or so minutes while getting hit repeatedly by the 6-10 bugbears surrounding them. Furthermore, some of the NPCs on your side simply don't go all the way to the battle. With the bug, unless one is playing an uber build, it would likely be impossible to stay alive during the fight unless you stand back and let the trago comedy run its course.

Minor bug/bug or feature: Right after you finish the pirate quest, the woman who will pay more than 2500 gp for items will pay high amounts of gold for unusual stuff. In one of the funniest moments in my gaming career, I convinced this woman to buy one of the thigh bones from me for over 6k. However, later on the bug was no longer in effect.

Posted by Guthlac at 2009-05-03 13:48:15    
Glad it worked. Setting variables can be done in Debug mode; I'll spare you the tutorial. You don't really need to know about it except for the case when your save is toast and the designer has a guess as to what might be the problem. :P

Posted by Neilium at 2009-05-03 09:28:27    Voted 9.75 on 06/16/09
Update

I thought about your suggestion to go back to a previous Sav, and it worked! Both scripts fired this time (Ellariel sealed the city door and opened the dwarf door) so I am back in the game, thanks! :) Now, onwards to explore Khelgrost!

Posted by Neilium at 2009-05-03 08:42:57    Voted 9.75 on 06/16/09
Hi Guthlac, and thanks for trying to help!

I tried the 'running in & out' trick but no luck. Before I resort to a previous Sav (and that long fight again) I'd like to try your other suggestion - but I have no idea what you mean! Can you please explain [setting the variable "UNSEALDWARFDOOR_READY" to 1 on Ellariel] and how I can do this?

Posted by Guthlac at 2009-05-02 23:59:02    
Oh, as an intermediate step you might try setting the variable "UNSEALDWARFDOOR_READY" to 1 on Ellariel and run out and into the room again.

Posted by Guthlac at 2009-05-02 23:57:32    
I've looked through the scripts and can't see the bug. My guess is that it's a NWN issue. Things to try, in order: (1) run out of that last room and back in, and see if anything triggers, (2) go back to a save prior to the tunnel fight, and redo that segment.

Posted by Neilium at 2009-05-02 04:50:33    Voted 9.75 on 06/16/09
They did fight their way through, and when reaching the door - they all just stopped. I try to speak with them and there's no response except one, "I can only heal you back home" or something like that. (Hope I didn't find a bug!)

Posted by Guthlac at 2009-05-02 00:19:11    
The elves should have fought their way through with you and opened the door at the far end. Where are they and what are they doing?

Posted by Neilium at 2009-05-01 20:27:28    Voted 9.75 on 06/16/09
Hi folks, making considerable progress I'm happy to say but I need a little advice.

Spoilerish question ahead...
.
.
.
.
.
.
.
.

I am in "The Tunnel" with the Elves, but I can't open either of the 2 doors because of missing keys. Can anyone give me a nudge in the right direction? What/where have I missed?

Thanks in advance!

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