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?
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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.
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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.
Good balance of story and action. Very well scripted with lots of intriguing special items. _________________________ +++ Resistance to Tyrants is Service to God.
Posted by Eva at on06/01/09
A very fun mod; well written, great henchmen, plot, etc. Always a mystery! It is too bad can't raise henchmen if they die, but, understand why (no points deducted for that!). Hope that the conclusion will be forthcoming, as this mod left more questions then answers! Great! _________________________ Well...who would have thought THAT would happen? NWN Reviewers Forum: Link
Posted by tybae at on04/14/09
Excellent work Bruce. A worthy successor to Part I. _________________________ Academy of Modding Excellence Vice-Chairman
Posted by Soranor at on04/13/09
Combined with part one the best multiplayer NWN experience I've had so far. I can't wait for part 3. :)
Posted by barefoot at on03/31/09
A delightful, and complex adventure. I am always amazed at the amount of time and effort that must go into these stories and I must admit that without the walkthroughs etc. I probably would never finish. Anyway, thanks, and I hope #3 will be allong soon.
Posted by laisee at on03/06/09
A most worthy successor to the excellent part 1. Detailed, beautiful, flawless, exciting, challenging, mysterious with surprising outcomes. Excellent documentation as well, and an example of how mods should be made. Like you, I am sticking with NWN1, and I hope to be still playing and enjoying mods like yours when Chapter 3 comes out. Thank you so much Bruce. I can't wait now to replay this mod with another character. Possible Spoiler? ********************* forgot to mention, that I didn't take the druid as a henchman because I had sold his staff. only learned that you could do this when reading the walk through after nearly completing the mod. You might want to make that staff non-sale able or add one of your notes to the descriptor. **************************************
Posted by amethyst347 at on02/23/09
A very enjoyable sequel with lots of lovely details and interesting side quests. Just like part 1, this mod feels very innovative and clever and looks great without using any haks, which I think is quite impressive. The plot is engaging and includes many twists and surprises (a tangled web indeed!), and I also found the combat to be a lot more managable this time, as opposed to the death trap that was the earlier versions of Part 1. ;) I'm defintiely looking forward to the next chapter. But in the mean time, I think I'll play thru this again with a different character! Definitely recommended. :)
Posted by Lomondra at on02/23/09
I enjoyed this very much and I could've had an even better time if I followed the walkthru. I missed so much and I didn't follow the right order either. The journal had so much going it was overwhelming. You provided an excellent walkthru, I chose not to use it. But, I will be playing 1 and 2 over again and using the docs you provided. Thank you for not making us the bad guy in part 2 (see my comments on part 1 vote). The only thing I couldn't figure how to complete was the combined headless apparition and empty grave, but this seemed to be an aside quest anyway. Maybe I'll figure it out the second time around. Thank you for this mod! _________________________ Does this armor make my butt look big?
Posted by kingnico at on02/01/09
A great mod. I loved how a simple fetch quest developed into a really interesting tale and the mysterious light was a great idea I think I might still be wandering about without it. I will look forward to pt.3!
Posted by hannyadoll at on01/03/09
Nice detailed plotline and fleshed out NPC's. Lots of interesting dialogue and fun side quests that tie into the main story somehow without seeming forced.