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.