(6+ hrs) Gameplay hours is a result of following the main adventure.
Hours will vary depending on how many side-quests you decide to take on while exploring the wood and surrounding region.
Number Players
1
Language
English
Level Range
3-7
Races
All
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Wizard or Sorcerer continued from Almraiven.
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
03
Max # Players
01
Min # Players
01
Min Character Level
03
Content Rating
Teen
Alignments
Wizard or Sorcerer continued from Almraiven.
Gameplay Hours
06
Description
NOTE: You must have played and completed Almraiven to play Shadewood - Meaning you need the required database files in your \NWN\Database directory. This is a continuation, not a stand alone adventure!
This module was created for a Wizard or Sorcerer of any sex and race that has completed Almraiven. It is a continuation of that adventure and is not a stand-alone module.
The adventure takes place within the nation of Calimshan in the Forest of Mir, Spider Swamp and Marching Mountains.
Shadewood is a full wilderness adventure and is the second and final installment of two modules.
-----
"The creak of branches catch your ear as you come to the boundary of the wood. Known to many as the Forest of Mir, the wood has grown out of control over the past few months.
The trail left behind in Almraiven has brought you here; a foul wood that has been attacking those along the Western Passage, or so the locals of Almraiven have said. Branches reaching a little too far, roots curling upward to entangle the passer-by and wandering spirits have been on the tongues of many.
It is here your investigation continues. What started as a simple investigation will end with the Auren Society of Weavers closing the pages of old and opening up a new chapter in the Arts of the Arcane.
Bring your skills Weaver, for you will need them all."
Finished over Independence Day weekend (unless there is more at the portal in the attic of the mansion, but according to "drhuh" there isn't). All of my praise comments about Almraiven apply here. Depth of detail, lots to do, good plot, etc. etc. (FYI - I suspect that the Spider Swamp map contains some mistakes, but nothing that cannot be gotten around.) Thanks for including it - without it I might have given up. Thanks again for the tips. I suggest that the action sequence needed to find the lab might have been a *little* too subtle. Also, I solved the "colored pot" puzzle by pure luck. Question: In the ruin where the sacrifice was made, there was also a ladder AND an arch blocked by rocks in which there was a waypoint. I had the idea to use the pickaxe, but nothing happened. So I guess that waypoint went nowhere? Holy Easter Eggs! I had the idea to use the shovel near many of the gravestones, and though I often came up empty, it was worth it! This mod is worthy of the highest rating. I cannot wait for Part 3! Any idea when?
Posted by Nelson at on07/07/11
FP - Words cannot express my gratitude for the speedy reply. Muchas gracis, merci beaucoup, spacibo vam, grazie, danke, domo arigato . . . Sell sextant - fine. I depended on Hide/Move, which are good, but not enough. I could be wrong, but I recall Razormaul being hostile, or at least really rude, which is probably why my LE wizard killed him. One of the very last things I did over the weekend was meet up with the spirit at the tower bell, so I have the ring, but I would probably *never* figured out the lab location. Ditto for the cloak location. I'd already been there and cleared it out (or *thought I'd cleared it out) so it's not likely I would have gone back, or if I had, I probably would not have thought to use the pick. And there's another place that's blocked, so I gotta go back to the abandoned place with the ladder as well. Oh boy oh boy oh boy . . . . . 8-D Thanks again!
Posted by 'ol at 2011-06-2708:38:05
June 27, 2011 ------------- Updated the walkthrough.txt file to reflect new location of the Burnt Cloak. ! Thanks to Nelson the Geek for the heads up. FP!
Posted by 'ol at 2011-06-2708:30:14
Hey there Nelson The Geek, I'm giving you spoilers because you've asked! :) All you can do now with the sextant is sell it for dinars and nothing more as Colir has been killed. Casting invisibility on yourself would have allowed you to sneak into his chamber undetected. Razormaul would have been the Trogs you would have stumbled on before arriving in Reedmire. Sounds like you killed him too but no worries! Just roll with it. Ah ... the laboratory. Without this you won't be able to move forward at all, so ... There's a spirit in Volothamp who hangs out by the Tower Bell, normally on the wooden landing. This spirit will give you a granite ring. Wear the ring in the cave behind the graves in Volothamp and move around near the dead-end. You'll get some text about the ring becoming warm and a conversation will fire allowing you to step through the illusion and to the hidden laboratory beyond. The cloak was moved in the most recent update because the temple was cleansed of the evil. Lots of comments from players wondered why good priests would leave an evil cloak in a temple they just cleansed. It's now located in a chest within a Tomb in the Forgotten Cave (take the canoe from Volothamp down river to one area). Bring the pick axe with you (found in Volothamp). Enter the cave and find the broken bridge. Fix the bridge (3 ropes required). A cave in this area is blocked by rocks. Use the pick axe to break them down. Enter the cave. This is the tomb. Work your way through the tomb to find the cloak. That should give you a good jolt forward with the main plot. FP!
Posted by Nelson at on07/07/11
OK, I seem to be stuck. I chose Annex as my henchie. I found my way to Reedmire fairly easily. While searching for the other end of the swamp, Annex got killed - surprise. I accepted Colir's invitation, but decided to snoop before dinner and therefore had to kill everyone. I found the sextant later, but now I have no one to give it to. I never met Razormaul (?) so I got no quest to kill Colir. I have completed the children quest. I have searched everywhere I can think of but I have not found a laboratory. I have three of the crystal shards. Needless to say, I cannot get past the spirit bound barrier in Volothamp. I did not find a cloak in the Temple, nor anywhere else (per the update notes). I have read the quest walkthrough and I believe I have done everything I can. I did manage to figure out the travel stones, which totally confused me for a long time. Any suggestions? This mod is way too kewl to abandon.
Posted by Beerbaron72 at 00:25:05 Voted10.00
Fester, don't worry about these frustrated trolls... they're remained childrens in their brains, and your modules are GREATS!
Posted by Beerbaron72 at 00:19:05 Voted10.00
O tempora, o mores! Telly-something, jeeper-something, how old are you? 6-7 years? Have you something better to do in your life? Have you a REAL life? Bah!.....
Posted by Sir at on12/01/10
could a moderator remove the post below me. it is a shame thank you for your work fester pot!
Posted by 'ol at 2010-09-1917:16:37
Hi all! tigger11, Thanks for the vote of confidence and for playing Shadewood. ramar_arna, Almraiven and Shadewood are designed differently and the city adventure has a lot more guidance and less puzzles than Shadewood. I'm a fan of Almraiven myself being the first module I've ever built, so it has that special place in my heart. :D Glad to read you enjoyed the Spider Swamp when others have not. It's really meant to disorient and keep you on your toes with exploding acidic spores and continued slimes hunting you down. There is a secret though - it's just a big circle. ;) Fate of the Auren is being completed using NWN and will complete the trilogy. Thanks for voting and sticking around to vote. Appreciate the support. Piriltott, I must say, you're the first one who has come here claiming to have used up EVERY bonding agent made available in Shadewood. You might have to take a few substance abuse classes in the High Tower if Bakadah learns of your problem :D Seriously though, what are you brewing that you've exhausted your resources? Although it's just one player, you now have me thinking enough certainly was not enough. There are bonding agents sprinkled through the module outside of Reedmire and your laboratory but they are rare indeed - Hagra's home has a few. Zoetia's lair as well from what I recall *sorry if these are spoilers*. Anyhow, I don't want to ruin your fun as you may require bonding agents to move the plot forward in the future... so go into DebugMode. ~ DebugMode 1 ~ dm_spawnitem bondingagent ~ DebugMode 0 Take it easy on your addiction this time around, okay? ;) FP!
Posted by Piriltott at 2010-09-1907:04:47
I'm having the time of my life playing this, but I've run into a bit of a problem. I seem to have run out of bonding agent. There are no more to be bought unless the merchants gets a refill once in a while, and I've used every singel one in the laboratory. Am I stuck or is it possible to get more of them somewhere?