Tales of the Unknown: The Bard�s Tale
A Complete Remake
· 23 Years of daydreaming
· 18 Months and 1000 hours of development
· Hundreds of hours of playtesting
· 6 Dungeons
· 1 Town
· At least 45 hours of game play
· A dozen henchmen and one to four players - that's you!
In 1985, Tales of the Unknown: The Bard�s Tale was released for 8-bit computer systems like the Apple 2 and the Commodore 64. But for two decades, the streets of Skara Brae have fallen silent. Now, thanks to the Aurora Toolset, Bioware�s Neverwinter Nights and eighteen months of development, you can finally hear the rest of The Bard�s Tale.
Ever wondered what Roscoe�s last name is? How did Garth come to own his equipment shoppe? Why is Kyleran sitting alone in his tower, apparently besieged by monsters, while the town wastes? And most of all � why is Mangar waging war against the town of Skara Brae?
Finally, the answers to all these questions and many more have been found.
Come relive the mystery and the adventure of The Bard�s Tale, as you�ve never seen it before. And don�t forget to pick up a Flame Horn if you can find one!
Please look over the PlayerReadMe and for those of you interested in writing Neverwinter Nights modules, have a look at the MODerReadMe.
There is no hak pak for this module. You will need NWN, SoU and HOTU to play or the Platinum edition. You will also need patch level 1.68 or later.
Files:
· ReadMe.zip � contains all of the readme files (Player and MODer)
· Tales of the Unknown � The Bard�s Tale.zip � the module in ZIP format
· Tales of the Unknown � The Bard�s Tale.rar � the module in RAR format
If you find problems, please don�t hesitate to let me know about them, either here in the vault, or at [email protected].
NOTE: You do NOT have to be a Bard to play, you can play ANY class you like.
NOTE: I have added a FAQ and Buglist to the available files. I will update these as often as possible as new information becomes available.
NOTE: Please bear in mind this is a remake of a very old game and therefore leans heavily toward �hack n� slash�. Role-playing and character/NPC development is all new material to the game.
List of frequenty asked questions, Change log and Bugs for The Bard's Tale. Check back often with this file as new bugs are identified and new questions are answered.
Updated: 17 September 2010
Hi Neilski, There are two (2) or three (3) sewer workers you can rescue on level 1 or level 2 of the sewers (I can?t remember off the top of my head which level) and on level 3 of the sewers you can rescue Roscoe?s Son from Orcs. Your primary purpose in the Sewers is to learn the name of the Mad God so you can enter the Catacombs of the Mad God later on. Hope this helps. _________________________ Agmorion the Black Perseverance in all things...
Posted by Neilski at 2010-02-1211:24:58
Where os the fellas in the wine cellar you have to rescue? Trawled through many times - and down to the sewers - no joy. Am I missing something? great mod!!
Posted by Neilium at 2009-11-1507:15:17
Hi and thanks for the quick reply! :) No problem regarding the Stone, I was just hoping out loud. As it turns out, I started the Wine Cellar quest and then the Sewers, so I see what you mean about 'easy access' already - excellent! Having fun,(Paladin, Level 5) and thanks again!
Posted by agmorion at 2009-11-1418:46:54
Hi. Thanks for the kind words about the remake. It was a long time coming and I'm glad I could call it finished. As to the Stone of Recall you mention?the bad news is: No. There is no stone of recall in the mod. On the upside, however, you can have a large number of henchmen (starting with Sir Grady) to load up with stuff on your behalf as well as your own inventory. So feel free to begin loading them up with things including magic bags, when you can find them, to help with the weight problem. Now about that first dungeon level, you could probably give it a whack at level two or three, depending on your character class. A mage might want to wait until level three to be safe. Also, make sure you let you henchman do the hand-to-hand fighting for you, early on. If they fall in battle, they will come back to life as soon as the fighting is over. You, on the other hand, won?t, so make use of that. Also, I tried to make more exits, at least early on, from dungeon levels back to the town than were in the original game. You will find them as you go along. So no, you won?t have to slog your way back through the early dungeon levels to town to unload your booty. Later though, when you have hopefully bought some magic bags (or found some) and have more henchmen, those easy exits back to the surface aren?t available. So you?ll have to work harder to carry all the heavy stuff. Good luck and I hope you enjoy or at least let me know about missing or broken stuff. Quite a few people have played through and had no trouble, but it?s still possible that I?ve missed some things. _________________________ Agmorion the Black Perseverance in all things...
Posted by Neilium at 2009-11-1411:53:16
Hi folks, I'm just starting to play this MOD and have a few questions/comments: First of all, a huge THANK YOU to Agmorion for all the hard work that went into creating this Classic remake! (I remember playing it a million years ago on my C64 and never quite finished.) Since so much thought care went into trying to recreate the feel of the original game, is there anything like a "Recall Stone" in your new version, or is it still endless lonnnng hauls back forth to buy sell goodies? Also, I'm still in the early "wandering around town, mapping, trying all doors, etc" stage and wondering what Level is recommended before trying the first dungeon? Thanks in advance! Neilium
Posted by agmorion at 2009-11-0209:43:30
I have been working on a crafting system modeled very closely on the NWN2 official system - so far so good. In the interest of testing it out, I have integrated it into the original campaign modules and have been playing through the original campaign. It is my intention to add this crafting system to The Bard?s Tale as my final upgrade to it. If there are any additional issues found that need addressing, please let me know and I?ll get to them as well. My ultimate goal of proceeding with the remaining Bard?s Tale modules (The Destiny Knight, and The Thief of Fate) is currently on hold. But I still hope to get to them in time. I?ve considered using the Dragon Age toolkit (after playing the official campaign first, of course) to build the remaining modules, just to keep them up to date, but who knows. _________________________ Agmorion the Black Perseverance in all things...
Posted by Steve_Savicki at 12:47:59 Voted10.00
Congrats on Hall of Fame status! Will this module get any more updates? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by agmorion at 2009-10-2113:05:22
Ah yes. The Bebelith (spider) has a special attack that "removes" each party member's armor. I forgot about that. A friend reminded me about it when I relayed your issue to them. The giant spiders you're talking about are called Bebilith. They are actually deamons with the "Rend Armor" special attack. This is actually by design. Sorry. _________________________ Agmorion the Black Perseverance in all things...
Posted by General at on10/14/09
At the moment, it happend when a VERY large spider fired a web on me. Then I was naked. No armor. Same thing happened to my peons. I played multiplayer with a friend. It seemed to happend more at random than spider webs.
Posted by agmorion at 2009-10-1809:21:39
Hmmm. Does this happen during combat, after combat, only when a henchman dies? Can you be a little more specific? I assure you, forced nudity isn't intentional!!! Yikes! _________________________ Agmorion the Black Perseverance in all things...