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NWN MODULES

- Jump to comments -
Title  Blackwind Vale: Chapter 2
Author  Grymmly
Submitted / Updated  12-21-2008 / 08-30-2012
Category  Various Settings
Expansions  Requires All Expansions (SoU & HotU & CEP)
Language  English
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  05
Max # Players  04
Min # Players  01
Min Character Level  03
Gameplay Hours  02
Description
Continuing your work for Captain Larson of Blackwind Vale, you are sent on several missions against the invading orcs.

***

Gloombarrow Tomb, and Cormot the Deathless Lord are taken from the TSR module "Fighter's Challenge II."

This module requires CEP 2.4.

Please Note: Make sure CEP is up to date before playing.

Files

NameTypeSizeDownloads
Blackwind_Vale_2_v1_10.rarBlackwind_Vale_2_v1_10.rar
Submitted: 12-21-2008 / Last Updated: 08-30-2012
rar374.08Kb620
--
SCORE OUT OF 10
8.7
7 votes
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Comments (25):

Posted by Tromador at 2010-03-27 21:33:05    Voted 6.00 on 03/24/10
***SPOILER***

The two main treasures are:
Sunblade - Bastard sword, requires Exotic proficiency.
Armour of the Dark Warrior - Heavy Armour

The chests generate low grade stuff which simply doesn't compare, frequently just a handful of gp. That's my point about the treasures.


Posted by Grymmly at 2010-03-25 08:49:04    
Also... (meant to post this in the last post, but got sidetracked) The treasure is totally random. It's not set to spawn specific items, or for a specific class. It's set to spawn general treasure, and I believe some are supposed to spawn based on the class of the character who opens it. It looks like you just got a raw deal from the randomizer.

Posted by Grymmly at 2010-03-25 08:46:00    
I had never had anyone comment on playing multiplayer before, so I had no idea there were problems. It seems like I'll have to look carefully through the whole module and see what I can do. Sorry about all the trouble this series seems to be giving you.

Posted by Tromador at 2010-03-24 20:53:09    Voted 6.00 on 03/24/10
....

Posted by Tromador at 2010-03-24 20:52:46    Voted 6.00 on 03/24/10
This was hard to rate, on account of it being listed as multiplayer, but having absolute multiplayer showstopper bugs.

Also, I've no problem with sparse treasure, but then when the treasures come, they are heavy armour and require exotic proficiency, which is terribly limiting except for a very small subset of players.

On the other hand, it's a nice straightfoward storyline, well presented.

For now, I can only rate this a 6, but if the multiplayer bugs were fixed and the treasure more accessible to a wider subset of characters, it would have got 8-9.

Posted by Tromador at 2010-03-24 20:33:27    Voted 6.00 on 03/24/10
Some real multiplayer problems here. Prime example is seige engines.

From script
object oPC = GetLastKiller();

So only killing PC gets the seige engine killed script. If different people kill the seige engines, then

if (GetLocalInt(oPC, "siegedead")== 3)

can never be true and the quest cannot be completed.

Need to set this as a global on the module, so it's valid for the party and not the individual.

Other issues in for example Halton's conversation, again related to setting local variables on the individual, rather than for the module.

In current state this is suitable for single player only.

Posted by olcottr at 2010-02-03 00:16:06    Voted 9.75 on 02/03/10
Very good. Same comments as number 1.

Posted by prattlepate at 2009-08-17 13:31:00    Voted 9.25 on 08/17/09
I'm more of an old style pnp player and actually enjoyed the work against an army trope. Again, fairly good pacing, interesting maps. The mountain map with the orc check point did require a lot of movement for what was essentially one encounter (if you tried to avoid the animal encounters).

Good work, and I am especially happy to see shorter, chapter style module series still coming out for NWN, as I prefer it to NWN2.

Posted by ericdoman at 2009-07-12 16:03:29    Voted 7.50 on 07/12/09
Seems I missed a few things on this and had rogue with me. Again a bit better than 1, although the Sun Sword and Plate armour would be very powerful. Unfortunately I was using a ranger with no heavy armour or wpn exotic feat. Also finished about 700xp short of 5th lvl

Posted by Grymmly at 2009-02-10 13:27:10    
Thank you. I always enjoy hearing when other people like my work.

Posted by vannessa17 at 2009-02-10 09:59:47    
HEY THIS IS REALLY COOL AND VERY FUN LOVED IT

Posted by Grymmly at 2009-01-20 07:12:12    
If you completed all three tasks given to you, then you completed the story. All bugs have been worked out with this module, so I'm not sure why Halton would still be saying "Don't you have a job to do" after the three jobs are done. The orc commander is in the screen before the orc village, so if you made it to the village, you couldn't really miss him. The village, in fact, is really just a bonus for those who actually explore, instead of just runningheadlong through a module.
The teleporter is supposed to be a one shot item, used at the end of a long job, so it won't be getting more than the one charge. :)
Thank you for the kind vote. I'm glad you enjoyed the module. I am currently working on Chapter three, but I can't exactly say when it might be ready for play.

Posted by Lomondra at 2009-01-19 21:58:59    Voted 9.00 on 01/19/09
BEWARE...ALL SPOILER

PS- when I used the egg to get back to the fort, which I did after completing the first mission, I discovered it had only one use and was then gone...so after I did complete the screen with the slaves and needed to get back for the end of the game, I had a 7 screen trek, ugh, perhaps make the egg have more than one use, or have her warn us that it only can be used once?
_________________________
Does this armor make my butt look big?

Posted by Lomondra at 2009-01-19 21:48:31    Voted 9.00 on 01/19/09
I also played #1 which exported my character to play #2. This was a bit unlike #1 since I only reported back to one task master. This game used a series of different screens (rolling hills, flats/forest, switchback ravines) which made for very interesting play.
SPOILERS BELOW
.
.
.
.
.
When I got to the screen that had the slaves, I had been so busy fighting I didn't know when I actually got the commander. I was hoping that wasn't a prob when I got back and it wasn't ...but the scouts journal entry was still there ...they were found and destroyed and the map recovered, but the entry never finished and the Cap would only say "Don't you have a job to do". I stopped here thinking it was the end of the story. Hope I didn't miss something? At any rate, job well done and thank you for making this!
_________________________
Does this armor make my butt look big?

Posted by Grymmly at 2009-01-15 10:14:44    
I finally have the ending script fixed, but I am waiting on the results of a playtest for another change in the module before I post the updated copy.

Posted by Grymmly at 2009-01-12 07:30:33    
The ending script still is not firing. Back to the drawing board...

Posted by Grymmly at 2009-01-05 14:05:43    
Working on a fix for the end script, and a couple of other minor things. Hope to have an update posted soon.

Posted by Grymmly at 2009-01-04 10:30:03    
Once again, it seems the script to end the module didn't fire. I'll have to double check it again, and see what's wrong. Sorry about that.

Posted by Neilium at 2009-01-04 09:12:29    Voted 10.00 on 01/04/09
I just finished playing part2 and enjoyed it, thanks!

A couple of Spoilerish questions follow:

.
.
.
.
.
.
.

After committing Orcicide, I returned to the Fort via the Egg. I got Congrats from the Captain (as well as a nifty medal for freeing the slaves) and was then told to rest until morning. The next day he tells me the same thing and nothing happens, so did I miss something?

I still exported my character manually because I'm looking forward to part 3!

Posted by Grymmly at 2008-12-28 20:42:54    
Sent. :)

Posted by Hagaar at 2008-12-28 19:26:25    Voted 8.00 on 12/28/08
Sent me a PM will you?
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Hagaar at 2008-12-28 19:25:50    Voted 8.00 on 12/28/08
There were TWO?!!!! Ouch! I wasn't paying too much attention there. Thanks.

Oh btw, What was that "invisible" object on the wall about? Took a couple of swats at it and left it alone.
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Hagaar at 2008-12-28 19:23:29    Voted 8.00 on 12/28/08
Yer welcome!! I've always enjoyed your work! I noted a while back that you'd updated "Heros" and promptly DL'd it. Always a good idea to keep games I enjoy updated since I continually come back to play them.

As for "rough", THAT they may well be by Grymmly, BUT you have ALWAYS managed to pull off a well polished game in the end so keep pluggin' at it! This set will be right up there with the other games.

Oh and don't worry about short attention spans EVERYone gets them. See my comment in Chapter One.
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Grymmly at 2008-12-28 19:17:37    
A very nice vote for the number of "complaints." Thank you very much. :)
And I'm making a note of your comments, and I will do what I can to fix what I can.
The trap in the barrows, however... How many did you disarm..? There are two, and they use a standard Bioware trap.
I'm glad you enjoy my work, Hagaar, even though the modules always seem so roughly made.

Posted by Hagaar at 2008-12-28 19:08:25    Voted 8.00 on 12/28/08
Just a couple of comments here.



***SPOILER ALERT!!!***






Orc's "Treasury". It could have have more than what you placed in it. It wasn't really worth the effort.

After offing the Commander. I NEARLY used that egg-thingie to head back to the fort, but I opted to go do some searching and came across that gate and the towers and entered.

The Ravine area (area before mountain). Change the lighting as well as the music used here. I nearly let my guard down assuming that this area was devoid of foes.

Comments that should have been available when reporting BACK to the Fort:

1. PC is on a scouting/Hunt and Kill mission. ALL those groups warranted SOME sort of comment back at the fort.

2. Slave Pen. See point 1.

3. In the Barrows the first area. At the door where you placed a trap. Check the script for that thing!! I was able to disarm it and yet I took hits each time I crossed over that spot.

All in all not bad.

***END SPOILERS***

Comments for vote.

1. Areas were HUGE and in some places often nearly impossible to navigate. Case in point: At the Exit from the Barrows. It took nearly five minutes for me to get out of that hole!

2. Conversations. These REALLY lacked. Case in point: That girl in the Fort that I got more info from. SHE was a Scout and as such, I really don't CARE where or HOW she came across stuff. If it's useful for me then fine.

3. In that Orc village. (A) WHY did you make the tent doors "Useable" when in fact they aren't?! (B) The place looked more like an armed camp not a village. You should have added villagers here.

Encounters: THEY, at least made sense. But I would have added more in the way of traps and the like around them (at the spots you placed large groups of Orcs). At least something to add to the spartan traps. Player IS, after all, entering enemy territory. As well, having moving groups on patrol would also have helped.

Again a very abrupt ending with no chance of saving or exporting character. Once the game is over, Adding a comment to Player to SAVE/EXPORT would have been nice.

All-in-all not a bad set of games and just as good as the other series you built!! THANKS!!
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

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