Should take between 14- 16 hours, depending on the number of side quests attempted.
Number Players
One party
Language
English
Level Range
Finish at around level 14-15
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Classes
Any
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
04
Max # Players
04
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Any
Gameplay Hours
16
Description
Prologue:
"Centuries after the tumultuous battle against Morcar's hordes, the realm of Zartorill faces another peril. The old king has been taken ill and looks certain to die, could this prove the ideal opportunity for someone from history to return and take advantage. However, this matters little to you, as you find yourself locked in the depths of Pudar dungeon awaiting execution after being found guilty of murder..."
Information:
This module is aimed at a starting level of 1 to 4 (training is provided to get you to level 4) and is suitable for single player or a small party of players.
This module is several years worth of work, on and off (mainly off!), and is at last finished. This module is a complete rewrite, rebuild, rescript... re-everything version of a module I built many years ago - so those that played the original and remember it will notice that this new version is completely different!
Please note: This uses CEP 2.2c, you can make sure you have the latest CEP by using their excellent update program.
This is a replacement Chapter 2 of the module WITHOUT the world map system. This is ONLY to be used IF you are having trouble with the world map system in Chapter 2. Please do not use otherwise. If you're not sure if you need this file or not, then please feel free to contact me.
Hi, just a quick message to say a big thanks to you guys that have left such helpful and complimentary feedback recently. All the points you have spoken about I will try and get fixed soon (thanks for the email too Olivier)- just a case of finding the time to do it. Thanks again for your support and taking the time out to give me feedback.
Posted by invisig0th at on04/04/10
First, let me point out that I grade on a very strict scale per NWVault guidelines, so 9.00 is not to be misinterpreted as saying the module isn't great. Far from it. This is really three modules in one, with the third being most polished and the first being only a little rough around the edges. Highly creative use of the default Bioware and CEP content throughout. Very good game play and well designed missions all the way through. Challenging but fair combat, fun all the way through. This is really an excellent community-made module. There are two minor fixes I would suggest (spoilers ahead). First, in module #1, the paper that the thieves guild password is on is taken away, but the journal entry does not include the password. Second, in module #2, damage from a cold environment is sometimes applied, but the player receives no indication of this other than a hit point decrease (which is easily missed). Took me a while to figure out why my hench was dying. Adding VFX and a message to the player would be very helpful. That said, this really is an all-around great set of modules, and well worth a play for any NWN fan. A lot of hard work went into this, and it shows. Thank you very much for sharing this with the community. _________________________ - Invisig0th
Posted by olivier_leroux at on03/18/10
A very enjoyable HS and exploration mod - once you get into it and past some minor issues with the first mission (regarding motivation, balance and area design). There is some "4th wall breaking humor" and comments as described by JimRyanHamm but it's confined to very few occasions and not the rule. Generally, area design, combat balance and attention to detail are very good, there are a lot of rewarding missions to accomplish and the motivation to play on and on was quite high for me (finished it in about three sittings). I was also impressed by the inclusion of an overland map à la Baldur's Gate, Darkness over Daggerford or NWN2 and the well done cutscenes.
Posted by olcottr at 2010-02-0306:06:32
I've been having a blast so far. Minor issue: Your journal entry doesn't change when you inform the family about Captain Davis taking them on. You get the reward and they leave, so not really a gamebreaker.
Posted by Blatob at 2009-12-0916:12:59
Thank you, gpudney. I've found the cave, but, somehow, missed the lever.
Posted by gpudney at 11:15:35 Voted10.00
Hi Blatob, ***SPOILER*** The bandit camp can be found in a cave located in the coastal area containing the fort ruins. This area can be found east of the road leading from the South Road (between Pudar and Tilmar). The cave itself is under the fort and can be located from sea level, a pathway leads down from the top of the cliff in the south of the area. Hope that helps, any problems or more questions then please ask away!
Posted by Blatob at 2009-12-0814:29:18
About the bandit's quest. Try as I might, I could not find their camp. Any suggestions?
Posted by Brookser at on11/05/09
A fun, enjoyable mod. I thought Giovanni was a nice NPC, never had an undead henchman before. Concerning henchmen, one thing that I found that was weird is I couldn't get the popular henchmen AI to work on this with your NPC's. It would work if I summoned a familiar, but none of the AI choices would appear when talking with one's NPC and I haven't had that problem in a mod before so just FYI.
Posted by gpudney at 10:30:26 Voted10.00
lands899 - Sorry, I am kind of retired from building though I do still occasionally check on here but obviously not quick enough to beat you to you answering your own problems ;) Glad you enjoyed it and hope you found the displacer beast in the end. Thanks for the feedback.
Posted by lands899 at on09/21/09
Great mod! A few things I didn't care for, but overall an outstanding effort! I think I got everything...