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
Thanks for the response. I have a question. I noticed that on occasion, the armor of my character and my team comes off. We are naked no armor. I don't remember this happening to me in any other adventure. Is that intentional. Or is there something wrong with the game?
Posted by agmorion at 2009-10-1518:46:55
The priest wants you to speak the name of the Mad God. You cannot answer correctly until you have found the clue (in an earlier dungeon) that reveals the real name of the Mad God. I prefer not to leave direct spoilers in the thread but, well, what the heck. ***** Spoiler Alert ****** The module's been out for a while now. You can also kill the priest or successfully pick his pocket to retrieve a portal stone, which will allow you to activate the portal near the priest so you can enter the catacombs of the Mad God. The portal is against the back wall next to the priest. Once you "use unique power" of the portal stone, you should be able to click on the portal (near the flame) to activate it. The proper way to deal with this as from the original game and documented in the original Bard's Tale Clue Book was to find the name of the Mad God in the sewers. Thereafter a fourth response to the priest's question becomes available with the real name of the Mad God. _________________________ Agmorion the Black Perseverance in all things...
Posted by General at on10/14/09
I am trying to get into the Mad Dog temple. I talk to the main priest. I am givin' 3 options. Non open the portal. Then I tried killing the main priest. That did not automatically open the portal. So what do I have to do. Regards
Posted by Jedijax at 2009-10-0817:18:05
Hey there, nice to know you still drop by! And, no, I actually don't like respawning points in modules unless they are justified by the plot (you know, an open portal to Limbo allows an unlimited number of slaads to go through UNTIL you close it, etc.) I think respawning monsters are unprofessional nowadays as a creative choice. but also understand vintage game adaptations usually stay faithful on this particular, and so I can't blame the author. Anyway, thanks for answering, I will give The Bard's tale a whirl!
Posted by agmorion at 2009-10-0806:03:51
Hi. Glad you're interested in the mod. As to your question, the module only implements respawning monsters in a couple of levels near the end. I hope this will not be a problem and if you were looking for more respawning earlier in the game I hope you will not be too disappointed. I do still watch the thread and try to be as helpful as I can. Let me know if there are other questions I can answer. Have fun! _________________________ Agmorion the Black Perseverance in all things...
Posted by Jedijax at 2009-10-0621:38:15
Hi, I'm interested in playing this module, but I would like to know if it uses respawning monsters on a regular basis. Hope the author, or a community member who has already played this, could tell me.
Posted by agmorion at 2009-09-0419:51:27
I haven?t posted in a while, but your dilemma seems too peculiar to overlook. Brian the Fist in a potential henchman for your group and should NOT be hostile when you approach him. You are, in fact, rescuing him from the dark priests. I suggest you back up to a saved game and try again, because he has never been hostile to me or anyone else I can think of in recent memory. If the problem persists, you could zip up your save-game and send it to me to look at. I might be able to determine what?s going on there. Let me know what happens. Agmorion the black _________________________ Agmorion the Black Perseverance in all things...
Posted by seekwhence at 2009-09-0414:37:21
Good module but I have one complaint - on level one of the Mad God's dungeon I encountered a room containing a character called "Brian the Fist". He is located inside a pentagram and when my party opens the door, a group of priests attack but are easily beaten. Then when Brian the Fist is approached he turns into some kind of an evil fighter who cannot be beaten. Not even my most powerful weapons (+6) can deliver any damage. I thought there might be some link to his invincibility and the items in the room (an altar, chests and bookcases) but to no avail. What's going on? Could this be a bug? seekwhence
Posted by olivier_leroux at on08/13/09
High magic 'Monty Haul' hack 'n' slash dungeon crawl. If any of these words make you shudder, you better stay away from this mod. I have to admit, I really enjoyed it. It's so huge I am actually surprised I managed to finish it (my cleric turned epic at the end), especially considering, I'm usually not a fan of hack 'n' slash mods. But I think it's well done. I played it in stages, whenever I needed a break from heavy dialogue-oriented or puzzle mods or from hardcore difficulty combat in other games, and it was actually relaxing because it's quite easy in normal mode (that's a pro in my book, not a contra). It was fun feeling powerful for once, leading a band of five (!) companions into rooms full of golems, mighty undead, fiends, elementals and dragons and then shred them all to pieces (the opponents, not the companions). :D Henchmen are automatically resurrected after the fight, so one thing less to worry about. What made the game just a little bit tedious sometimes was the sheer amount of magical items which forced me to go back to town every once in a while and sell all that stuff that cluttered my inventory (I doubt any of my other PCs will ever get this rich with any other mod). But maybe that's more of an attitude problem, I could have left the stuff lying on the floor instead of greedily picking up everything with a little worth, I didn't really need all the money. Now that I'm done describing characteristics of the game that might scare off more serious DD players (not me though, obviously), let me add that a lot of work has gone into the game, and just because it might not be to everyone's taste doesn't mean it's no quality product. The journal entries and dialogues are well written. Each of the 5+ (maybe 8?) available henchmen has their own story to tell and even though I've never played the original Bard's Tale games I don't believe they had such detailed character background. Great job and kudos for all the time invested to make this so much fun! EDIT: I should note that I played the version before the last bugfixes were applied and before the treasure was cut down a bit. I even defeated the horrible Black Slaad (which I read has lost its cast in the mod now), possibly at lvl 18 or 19. :)
Posted by olivier_leroux at on08/13/09
* SPOILER * I was able to bypass the obstacle you set in front of the entrance to the last room, without solving the "three altars" puzzle. It's possible to squeeze yourself past the rocks on the right side. Anyway, I was glad to find this bug because a moment before that, I thought it had all been in vain, since I think I only found the circle, not the other two shapes. Phew! :)