The module is set in the world of Vayne, a campaign setting of my own creation. It primarily takes place in and around the town of Invermere, a border town of the civilized provinces and the first line of defense against the hostile forest tribes beyond its northern borders.
Gameplay Length
Depending upon the degree to which the player(s) converses with each NPC, explores each area, and accepts each side quest, players can expect to spend 8 to 12 hours playing the module to its completion.
Number Players
The module enforces no limit to the number of players beyond that of the inherent limit of the game itself. However, I would expect a decrease in gameplay satisfaction beyond 4 players.
Language
English
Level Range
6th � 9th. Players can expect to gain one to two levels by module end.
Races
Any
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Medium
Classes
Any
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
09
Max # Players
04
Min # Players
01
Min Character Level
06
Content Rating
Teen
Alignments
None restricted, but evil characters will be disappointed in the lack of malicious options.
Gameplay Hours
10
Description
Hailed as the most successful mercenary ever to aid Invermere, you can't help but to answer the beleaguered border town's call for help yet again. Fresh off of your successful recovery of the mysterious artifact known as the Talisman of Portals, the Town Council of Invermere has requested that you join up with an expeditionary unit of the town's Militia encamped on the northern outskirts of the stockaded city. It is said that the unit is facing frequent attack from the goblinoid tribes in the Southern Akerly Wood and is in danger of losing too much manpower and resources to continue to keep the enemy at bay. You are to bring a fresh sword and a renewed hope to the weary Militiamen as you seek to root out the problem at its source.
But not so fast. Your appointment with Lieutenant Westwind at the Militia encampment will have to be put on hold, for there is a more pressing problem that has the potential to undermine everything that has been keeping Invermere safe. Can you solve the mystery in time to avert a crisis that threatens to leave Invermere more vulnerable than ever before?
The second part of the "A Tangled Web" trilogy will bring answers to questions, raise new questions, and tie up some loose ends all while further tangling the web. So, as you prepare to return to the tribulations of Invermere, ask yourself this: will the light lead you out of the darkness, or will it lure you to the center of the web?
-------------------------------------
Module Features
* Sequel to the Hall of Fame module "A Tangled Web - Part 1"
* Over 50,000 words of dialog
* Experience points awarded for creature kills and quest completions
* Experience points awarded for disarming traps and unlocking doors
* Some animals offer special conversations for rangers and druids
* Extensive use of tokens and skill/attribute checks in conversations
* Dozens of custom creatures and NPCs, and hundreds of custom items
* Special considerations for multiplayer gaming:
* Any member of the party can talk with a quest giver and complete a quest, even if the character was not the one to initially accept the quest, or even if a required plot item is in the inventory of another party member.
* On the completion of a quest, the entire party will receive their share of the experience award regardless of their location at the time of quest completion.
* Physical rewards (gold, items, etc.) are only given to the party member in conversation with the quest giver at the time of quest completion. It is up to that PC to share the spoils with his/her teammates.
* Alignment shifts may or may not impact the entire party, depending on the action taken. Typically, quest-related alignment shifts affect the party as a whole.
-------------------------------------
Version 1.3 addresses the "too many keys" phenomenon mentioned by several players, corrects a problem with Trenthic's conversation, and ensures that none of the henchmen can be raised or resurrected by the PC upon their death (allowing this could break some quests). Thanks to Ko Bo and QSW for their bug reports! See the release notes included in the module .ZIP file for more details.
This .ZIP file contains the module itself (.mod file) as well as module release notes in plain text format (.txt file). The module documentation is available in a separate download.
This .ZIP file contains the module documentation in Microsoft Word format. The Player's Handbook provides module background information and a section for player hints. The Dungeon Master's Guide provides a full walkthrough and a quest outline.
This .ZIP file contains the module documentation in plain text format. As such, these files do not contain the many image files included in the documentation in Word format. The Player's Handbook provides module background information and a section for player hints. The Dungeon Master's Guide provides a full walkthrough and a quest outline.
Part I was by far more impressive and more fun to play. The series is one of the best i've ever played, though. Waiting for part iii ;-)
Posted by Razide0506 at on06/17/10
I ran into the problem involving the deer fence mentioned above. However, I've since explored a lot of the rest of the module, so there's no way for me to go back to an earlier saved game and replay the encounter so that I don't kill the half-orc immediately. Is there any way I can get around the fact that the fence section didn't disappear? Thanks.
Posted by solistide at on10/31/09
An excellent module. I've played through it twice already. The depth of the characters and the environment details are amazing. The only problem I had was that I was confused about there being several Tiger Fern stems needed, and then only seeing 1 item for it. After being stumped for quite a while, I then re-read the text of the item and found out that it was actually several stems and not just 1. I admit I had a little help from the walk-through to figure out how to create the concoctions via the Alchemist Apparatus tables (I was all set trying to find a mortar and pestle). Despite the confusion, I found it to be a very enjoyable module. Looking forward to Part 3!
Posted by Copperhawk at on10/09/09
A very solid game which I enjoyed a lot. If there are more henchman interaction then it would be great.
Posted by DrJames at on10/05/09
A fantastic module: - Good, intriguing story line - Imaginative situations very well represented, given the paucity of options in the toolset and the engine's limitations - Marvelous attention to detail - Superbly written dialogue with many, many branches for various bents and alignments - Very few type-o's and misspellings throughout - Clever and well-thought-out (and well-debugged!) scripting - Well-balanced combats that often relied on player strategy to succeed - Level advancement and rewards well-paced and appropriate to the character's level My only real complaint is minor. I'm personally not a big fan of metagame-clues, and there were many of these on items throughout the campaign. However, I imagine the builder was doing this in an effort to avoid players pulling out their hair because they've lost something in their inventory they should've held onto, so this is really more of a feature, I suppose. The only minor glitches I ran into were finishing the "Aaargh! Poisoned" quest and the "gift" of the stinking blade. *** WARNING: SPOILERS AHEAD *** I finished the quest for the Dark Druid and gave the Passwood Token to Trenthic and told him to have fun. He left. I kept coming back, hoping he'd had his fun and had returned. No luck. I brought the Maahai juices back -- he still wasn't back. On the bright side, I was glad to see this eventuality had been planned for, and that I was able to get the antidote elsewhere in the module. The other glitch is admittedly player-dependent. I play on the hardcore setting with ILR's enabled even for single-player. I was surprised and disappointed to see my +2 shortsword no longer usable because the slime had infected it, giving it the ability to cast Stinking Cloud once per day -- normally, a nice handy little gift, except that it pushed the sword up to 11th level, unusable by me. Fortunately I was able buy another +2 sword from a merchant, and there's enough gold in the campaign so this wasn't something to cry over. An enhancement suggestion: in one branch, I couldn't save Gilgoran, so after I killed the baddies, I used the Rod of Resurrection to resurrect him. He stayed dead. It would be interesting to see him res and join the PC in this case. To sum up, a rousing cheer for this module, likely one of the best I've ever played. QUESTION: When do we get to play part 3???
Posted by Ugleberg at on06/25/09
(in case I forgot to wote)
Posted by Gamin at on06/22/09
Outstanding mod, the AME chose wisely. I just finished playing both part 1 and part 2 and did not vote on part 1 yet. Since I just found them both I hesitated to vote on something from so long ago, but I will go back and do so now. I hope you will continue to write for NWN1, as I completely agree with you on its superiority to NWN2. There are still many loyal fans out here for NWN1. Don't think you are writing for a nonexistant audience. We DO exist and are very appreciative of quality writing, particularly when it is story based and not just mindless hack and slash. Please continue this excellent story and give us the conclusion which it deserves. A devoted fan, Gamin Granny
Posted by slaytanic at on06/11/09
Very good mod just as the 1st part was. Its weak point was again the resting restriction , but in this case it was somewhat alleviated by the portable portals (sadly they had limited charges) and by the presence of certain safe points in some of the areas but they were not enough, Anyways , for these improvements , itdeserves a higher score than the 1st part. The verbosity strikes less here because there are less NPCs to talk with, but again most of them are very eager to show their eloquence. In any case, just as for the 1st part, I didn't took it in account to cast my vote.
Posted by tybae at on04/14/09
Congratulations Bruce. A Tangled Web Part 2 won a Golden Dragon award for Best Action Module. _________________________ Academy of Modding Excellence Vice-Chairman
Posted by Shia at 2009-06-1010:47:58
Congratulations on your AME Golden Dragon! _________________________ Check out the latest reviews of new modules: The NWVault Reviewers Guild The 'A Dance with Rogues Discussion Group'