All, but if you are playing a monk or cleric pick a side - good or evil.
Gameplay Hours
20
Description
Agrenost: Beneath the Cobbles was a finalist for the AME Golden Dragon Award for Best Roleplaying Module!
�It�s deeply atmospheric and it contains one of the best-designed cities I�ve ever seen. With its seedy, darkened alleys bustling with peddlers, prostitutes, beggars, and thugs, Agrenost feels like a living city, full of hidden mysteries to explore. I played a rogue, and not only did the author make the shopworn rats-in-the-cellar quest interesting, he used it to immerse me in the story and the environment. I really did feel like I was starting as a lowly gutter-rat who, through the twists of fate, rises to the level of hero... Little details, such as town criers shouting the news in the street, or the run-down appearance of the chapel in the slums, really give the module flavor and make it come alive. The NPCs, while not astounding, do have personality, the story is interesting, the author makes good use of custom tilesets and other content to give the module a fresh appearance, and the combat is very challenging.� Razide0506 (voted 9)
The Northern Empire stands on the brink; News of a terrible defeat in a distant land has stirred talk of civil war. A forbidden tome of great power is stolen. A condemned necromancer escapes. Four visiting priests on a mysterious mission walk into danger. More than just rats are being driven up from the lower sewers by the ceaseless rains. Evil is stirring beneath the cobbles of Agrenost.
+++++
This module has been designed as an "urban origins" story for new characters. It is really 5 modules in 1 as there are 5 sets of starting adventures based on the class and alignment you chose. Each path reveals new aspects of the plot and new areas, so replaying is encouraged.
Requires all expansions (SoU, HotU & CEP), Feanor's Mediaeval Armoury 2.1, Axe Murderer's Killer Walk Waypoints 2.1 and custom HAK.
Players: 1
Level: 1
Alignments: All, but if you are playing a monk or cleric pick a side - good or evil.
Races: All but half-orc. If you are playing an evil priest or monk, human would be the choice most consistent with the plot.
Classes: Any but Ranger and Druid.
Henchmen: 6 possible.
Culture/Setting: The City of Agrenost, a Tolkienesque/Medieval Western European part of a world of my own devising.
Respawn: NONE - Save Frequently!
Plot Style: There are 5 distinct starting areas and plotlines which are determined by your faction (class/alignment); 1) Church (Good Cleric, Monk, Paladin) 2). Cult (Evil Cleric, Monk) 3) Thief (Rogue, Bard) 4) Thug (Fighter, Barbarian) and 5) Mage (Wizard, Sorcerer)
Each of the main plots are fairly linear, but there are many chances for exploration and side-quests.
Magic: Medium-Low (about on a par with the original Baldurs' Gate)
Playing Time: 18-20 hours per plotline if all quests are explored.
Features:
145 areas to explore, loads of custom costumes, armour, weapons and items. Party can consist of up to 5 henchmen. Many custom scripts (such as recoverable missile weapon ammo). Custom music by Wolgemut and others.
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Agrenost - Beneath the Cobbles FINAL v4 (Directors Cut)
(April 2011)
a NWN 1 Module
by Bubba McThudd
This update contains:
- Minor bug fixes and typo corrections.
- 2 new quests (see bartenders at the Red Hound and Sanguine Rose)
- Additional custom content and overall �polish.�
- Custom hands hak.
- New Monk henchwoman.
This update also contains several new items specifically created for this module by Calgacus (they can also be found on the vault). These items include:
Wand of Gather/Drillmasters� Horn: When activated, this cunning device instantly teleports your henchmen to your side. Very useful for keeping your party together when traversing narrow winding streets or twisting sewers!
Potion of Manna: This rare and powerful potion instantly restores a magic users� spells just like resting.
Wand of Cleaning/Soap: These items remove the stench of the sewers of Agrenost from your PC � a handy alternative to visiting the baths.
Nobleman�s Walking Stick: When activated on an NPC, it usually causes them to move away from the PC � useful for dispersing crowds that sometimes clog narrow streets.
OK found the key, didn't click on the tab key to highlight everything. Shows I am a bit rusty.
Posted by ericdoman at 14:00:03 Voted10.00
Found file and palced it in overrdie tc as informed but no stick appeared in my inventory. Anyway attacked Zarvog again and after the third attemp (ran away and got him clear of door) as he had killed me on other ocassions. Managed to enter and after a while found secret door. However I am stuck aagin. Entered sarcophagus and into sewers. Come up to grate that is already locked. It states I need to lock it and my only reply is "leave". Can not get back through the crack I cam down in through sarcophagus as well and so can not climb back out? Also there is armour in church, it specifies it is for monk, is padded armour, I can not wear that and it is only for chaotic neutral?
Posted by ericdoman at 05:31:45 Voted10.00
Hi Bubba Started anew with a lg monk. Have a bit of a problem. Visited Zarvog to investigate child but after X he is stuck in the oor and I can not move him out of the way to search his room. Unfortunately I do not have the stick, soap etc (although was given some by a kindly lady after rescuing her children). I didn't have it or didn't look hard enough on all of the files I have downloaed. Anyway, where are the additional files and if I was to install would they be on my character. Or is there some dm command I can se to move Zarvog out of the way. My search skills are 0 so maybe that's it as well. Well done on HOF well deserved and finally any news on the next part?
Posted by Epona at on11/26/11
Dude. You ROCK! This module was one of the most awesome I ever played, and the details were just jaw dropping. There's only one itsy bitsy tiny thing that I missed, and that was hencmen interaction/roleplay. But that is easily forgiven, because of all the uber cool stuff and the work you must have put in it. ***MINOR SPOILER ALERT*** Best music I ever heard in a game. Uriah Heep? Man, I smiled from ear to ear when I came into the Anchor Inn. And the dinner performance in the bathhouse...When I finished the main quest, I actually bought myself a pretty dress and went in there again to enjoy it one last time before ending the module. I have never, ever done such a thing after finishing, but the music was just so beautiful...Not to mention the detail of a dressingroom behind the stage. Just. Frigging. Awesome. And you cracked me up with Van Vorhees quest. I'm Dutch, so I know damn well what "De Gouden Hoer" means. Laughed my ass off :) ***END SPOILERS*** Thank you so much for creating this jewel. I'm going to replay this one for sure! _________________________ "By believing, one can see"
Posted by Bianca at on10/02/11
wow very good job! _________________________ Everything you do has a meaning...
Posted by Bubba at 2011-09-1811:22:56
Gylfi renter6, Thanks for the feedback and the votes! I'm glad you enjoyed playing, and don't forget there are 4 other starting paths to choose from for your next adventure. Game on! B.T.
Posted by Gylfi at on09/08/11
The plotting and design of this game is superb! The one drawback I've found, is that the game often crashes for me when I try to save -- but I save often, so I can always get back. Thank you for this module -- I hope you'll write more, and follow up this one!
Posted by renter6 at on09/04/11
Back to vote, having finished this thing. Listened to your podcast interview too (talking sequel?? splendid to hear). Very little I can complain about, and all of it was offset by the details that bring up the quality of the mod. I plain and simple love the mind that created this module. This is the real deal and it shows how NWN surpasses in potential just about any other CRPG I've played. CEP virgin going into this. What I at first took for "just a bunch of CEP content" turns out to be a cagey selection of custom content that you put together with great care, to create a realistic-looking medieval setting, complete with setting-appropriate arms and armor. The problems: my low end Macbook choked - the climactic battles were very low frame rate due to the demands of the area. Smaller areas were a relief from that, some of the taverns for instance. Not your fault. You're stealing business away from NWN2, and any current machine should run this mod smoothly. I never got hung up with crowds of NPCs (they all seemed to move gratifyingly out of my way), but I did have henchmen constantly getting hung up on corners. Widgets in the game sorted that out. Most items lacked a custom description. I guess you other things to do (see below)! The principal failing to my mind is the linearity within each story path, BUT, side quests remedy that, and style and structure of the story does as well - the different story lines crossing and coming together really works out. Neutral: Stripping bodies of slain opponents. I liked this, it was realistic, it seemed necessary early on just to keep my character in sausages and healing potions, but half-way through the mod it made me rich. Nothing in the stores was beyond reach. Going into the climax I had purchased top-flight equipment for most of my henchies. Don't know how to balance that. Gold limits on some of the brick-and-mortar merchants? Alignment shifts for stripping dead bodies? Equipment that nobody wants to buy? Time limits that prevent you backtracking and selling off 500 lbs of loot? Just don't loot every body that you come across, turkey? Dunno. Neutral: The OOC gags, some might call them Easter eggs - These reminded me of the Fallout games somewhat. I think I enjoyed them and they were sort of subtle, but they were also sort of a shame. By the same token, the Diablo homage detracted from the mod IMO, but it did get your point across (Now beginneth ye dungeon crawl!). My favorites: Hoo-boy... Area design - just amazing attention to detail. What a world. Best city I've seen in any mod or on any PW. Three neighborhoods was plenty to work with. Every shop was fully imagined. It was a pleasure to explore. Much of the RP content of this mod to me was in this immersion. Where the conversations and individual story lines were lacking many real choices, somehow area design became a huge RP asset. This feels like an RP mod whatever happens in conversation. The foodstuffs, in its own way a simple, uncomplicated but o' RP. Food, light, and rope - I like that logistical element to the game. The music - the singing sword was my favorite! But all of the taverns had excellent music. I hate puzzles in these games - they usually seem so contrived. Well this mod was full of puzzles, but it was more a matter of solving a problem, sorting through information (and yeah, checking the walkthrough when confounded...). At first I construed my lack of clarity for errors in the writing, but I think I'm just used to NPCs holding my hand. So anyway, yeah, puzzles that aren't silly. The rest of it - low-magic, low-fantasy, good story, good writing, this is a keeper. Thanks for all your effort.
Posted by Beetlejuice at 2011-08-3004:31:10
Hello I love your module, it's probably one of the best I played but that's not why i'm posting this comment. I'm having problem nobody had before I think. The loading panel gets stuck at about 90% every time i try getting inside the bathhouse. Same thing happens during 5th quest (I?m playing the cult path) when I?m trying to get out of the sewers. Game does not crash, it?s not like it doesn?t answer. I tried reinstalling the module with haks and that did not work. Any ideas how to make it work? I?d appreciate the help. Btw sorry for my english, I tried to write clearly :)
Posted by renter6 at on09/04/11
Not posting yet because I'm just now getting into the sewers (late in Level 2), but so far I'm pretty taken with this module. I was a CEP resister until now (CEP virgin?) and this is a terrific introduction to that content (I've seen some before on servers that used some of the same models available from CEP, but didn't have the whole thing on my machine and haven't played any modules from the vault requiring CEP). So CEP is almost brand new to me, and a vote now would be a vote for CEP rather than your module, so I'm holding off. I love the city you've created, perhaps the most finished urban environment I've seen anyone build. It isn't a world, but its one small part of a world, extremely well done. I like the scope and scale of the module so far (playing through with a wizard) - low fantasy, low magic, low gold, and fairly realistic throughout. I don't mind the errand running. I like that pace of play, and your attention to detail keeps it from becoming boring or a chore. I also like low-level play, and I expect to play through this many times on my way to other modules - it will be a pleasure to revisit this place. The module is slowing down my machine, unless I move through the markets pretty slowly. But I have a lousy machine (probably one of the worst macbooks Apple ever built, purchased about 4 or 5 years ago). The combat, when it happens, is very tough on my wizard. I either have to nibble away at my enemies and run away, or impatiently dm_heal in lieu of respawing. It takes long enough for this mod to save and reload I'll take that shortcut. I think however that where I got my butt handed to me were areas I wasn't meant to visit at that point in the story, so this amounts to a blunder and my own fault rather than yours (I did have every warning after all!). I'm going to try to finish on the hardcore setting and see how that goes.