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NWN MODULES

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Title  Rebirth of the Phoenix
Author  Mark Holmberg
Submitted / Updated  07-03-2011 / 01-10-2012
Category  Dungeon Adventure
Expansions  HOTU-1.69
Setting  Southern Waterdeep
Gameplay Length  -Assemble Baxter's 'Integrated Source Compiler'
-Build Munitions For Brixius
-Find Hookers and Booze for Crazy Pirates
-Go on AAA assassination quests
-Duel People in the Arena
and more!
Number Players  1
Language  English
Level Range  1-5
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Light
Classes  Rogue and Rogue-derived classes
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  05
Max # Players  01
Min # Players  01
Min Character Level  01
Forums  Link
Content Rating  Mature
Alignments  any
Gameplay Hours  03
Description
Rebirth of the Phoenix: Module 1

Author: Mark Holmberg, a.k.a. Veynom Shroud
(a.k.a sh4D0wc0nSum3s, tiggers.no.tail)

Version 1.0.3
(See the file included called CHANGELOG for details concerning bug fixes and updates.)


(NWN Version: 1.69.8109)

Following the advice of your Father, you have gone in search of a mysterious group of individuals collectively known as simply 'The Followers of the Phoenix'. They are a united group of rogue-type oriented people. Graduates of 'The Phoenix' have produced many of Faerun's most valuable contributors to reconnaissance, espionage, and assassination. With the loss of your Mother, you've tried to find ways to bear the guilt, but now you feel as if you're going in search of your 'true self'. Explore the secrets that lay within and the betrayal to come.

Rebirth of the Phoenix is a reincarnation of my previous series known as 'Rogue Life'. I have gone to great lengths to improve the story and present a polished product to the D&D community. This three part series is specifically geared towards the Rogue class and those who can develop therefrom (i.e. Shadow Dancers, Assassins, etc). This module is scaled best for level one characters.

Feedback and suggestions can be accepted in two way: First, you can choose to comment on this page's entry at NWVault. Second, you can choose to fire off an email to me at the following address: [email protected], with the topic 'Rebirth of the Phoenix: Module One'.

Files

NameTypeSizeDownloads
Rebirth_of_the_Phoenix.zipRebirth_of_the_Phoenix.zip
Submitted: 07-03-2011 / Last Updated: 01-10-2012
zip1.2Mb408
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Comments (29):

Posted by Tiggers at 2012-01-10 21:10:36    Voted 9.50 on 07/06/11
I have released an update to deal with some cutscene issues. Players should now be able to watch and experience both cutscenes without problems.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-12-20 18:08:39    Voted 9.50 on 07/06/11
I will take a look at it and get back to you on that one.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Viriatus at 2011-12-14 15:30:16    
By some unknown reason, I am unable to trigger what I think it should be a cutscene in the attack to the stronghold. After the cutscene in the groove, I am teleported to a tiny square room in the stronghold, with a locked door, and nothing to do: nothing happens. Until that point, I have played (restarting) the mod twice, tried a lot of approaches, reloaded from saves, enter the grove scene a dozen of times... and always the same.

Any clue about why could thi could be happening to me? Is there any way of forcing the cutscene to start, or to walkaround it so the action could continue?

Posted by Nelson The Geek at 2011-11-08 04:36:38    Voted 9.75 on 11/08/11
I enjoyed this mod. Somethings made me pull my hair out (like randomly trying combinations to get some device to work), but since I got through it, it wasn't so bad. Hint - Getting answers of "Zero Correct" is a GOOD thing. I had problems with the end cutscenes like others have had, but on a retry it worked fine. Now playing the sequel. Geek Power!

Posted by Tiggers at 2011-08-16 17:08:30    Voted 9.50 on 07/06/11
Rise of the Phoenix (part two) is in it's final playtest.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by snowdog at 2011-07-18 09:38:05    Voted 7.50 on 07/18/11
Way too much "out of character" content, too many modern, anachronisms.

Very rushed final battle ending (with no actual fighting for the PC).

I also recently played "Cormyrean Nights", that has very nice final battle sequence to give an idea who it should be done.

Posted by Tiggers at 2011-07-10 19:45:08    Voted 9.50 on 07/06/11
Version 1.0.3 is now available for play. Enjoy!
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-10 17:34:55    Voted 9.50 on 07/06/11
I am currently working on a small update to resolve some minor issues. Stay tuned for version 1.0.3!
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-09 09:19:20    Voted 9.50 on 07/06/11
???? Quests clues SPOILERS ALERT
1) Click on the first bench in Preload
2) Grab the book called Control Tea that's sitting on the ground behind arellano
3) Bash the two crates to your left as soon as you enter cold storage. click on the bench and then inspect it
4) Kill the gnoll, get out of combat, click on the rune on the ground and talk to it
5) Click on the bench behind funk and talk to it
6) Click on the bench that is in the room with Richland Mars
7) Go to the rune just north of Brixius Munitions and click on it to talk to it

How to find the after party:
Go to Michael 'the crazy pirate' nielsen and accept his quest to get hookers and booze

Go downstairs to the arena to the 'Never Ending Keg of Dack Janiels'

Open the keg grab the key to Keli's booty shop. Open the keg 5 more times until you have 5 Dack Janiels

Go upstairs in the shadows inn to Keli's booty shop. Open the door and fulfill her, uh, 'request'

return to the crazy pirate to turn in the quest. He will start out a line of questioning by saying "I am the Gate Keeper." respond with the line of answers beginning at "I am the Key Master". If you've gathered all the clues you'll come to his last response "I've viewed the final cutscenes and now I want to go to the after party."

He will say good job and teleport you to the area 'The After Party'. To leave the after party once you're done, look for a hidden trap door next to the flag that is in front of Veynom Shroud (the one in character)

Also, you can take a trap door to the debug room. Talk to the debugging version of Veynom Shroud and order him to give you a weapon of mass destruction. Pick up the IWIN button and go to the After Party. Talk to Veynom Shroud (the one in character) and follow the conversation dialogue that opens up because you have the IWIN button in your inventory. Hilarity will ensue.

Hope this helps!
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by LilWaynn at 2011-07-08 22:04:32    Voted 9.50 on 07/08/11
Or: well I WAS through with the ???? quest to the "EF". Ok, I had the book about hexadecimal numbers... but players... like me really don't figure out where to go, what, and why, or simply: where the entrance is (I played a week long in sessions of around 30-60 minutes, this adds to the confusion). Good to know that persons have a backstory (that's Hemingway's Iceberg theory). Conversation at the very end mayhaps: "hey buddy, it seems you missed our After Area Party. Port there?" Ah ok, Veynom says: reward people who like to explore. Ok, I'm not one of them. And I personally didn't get all the references. There were the vengeful ghosts of Monthy Python and Back to the Future around. Sera was Cate Blanchett? Holy crap (this is actually a good writing technique). Really, I see great things ahead. What really worked excellent in the first half was the feeling of mastering the skills and getting stronger as a rogue. Well, good luck.

Posted by Tiggers at 2011-07-08 20:33:42    Voted 9.50 on 07/06/11
He has the Plot flag anyways.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-08 18:34:28    Voted 9.50 on 07/06/11
Also, no you are not able to return to the academy. My original design was supposed to make each area 'self-contained' but that didn't quite work out.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-08 18:27:10    Voted 9.50 on 07/06/11
I shall address my response in the order you listed them LilWaynn
1) The ammo is too long: Yes, I had thought that this might be an issue for some people. I had considered adding a 'shell multiplier' anvil that would take the shell you place on it and double it. I think my original design in the shells was to convey a sense of time to the player. If enough people feel this is too long, I might consider adding the multiplier, or just lowering the count.

2) Then end was meant to be a bit 'rushed'. You have to consider the fact that I spent two weeks of *constant* all-nighters (I work best at night, so I go for as long as I can for two days straight and then crash the third day.) As this module was more of a 'tribute' to Rogue Life, I wanted players to get the basic idea of the story. The 'length' of the story should be considered over the course of the the three modules. I also wanted to get to a point that I could get something OUT and let players get a feel for what's happening. If I had done the entire thing as one huge module, I doubt I'd ever finish it (remember rogue life?, lol)

3) I had considered setting The Shadows Inn on fire but then there's the question of 'what order are people doing quests in?' If they go straight through Baxter, Brixius, and the Jalina's four targets, what happens if they forget to do the arena or Matthias' quest. If you recall, most the people die in the end and if the building is on fire, they can't go back t Helm (he ends up MIA anyways)

4) If you managed to figure out the ???? mystery quest you would realize that everyone IS together in an area called The After Party. You have to click on the very first bench inside 'Preload' to start the quest. Talk to Michael 'The Crazy Pirate' nielsen to learn more clues. Either that or do 'dm_movetoarea TheAfterParty'

5)I have no idea what CEP 2.4 is

6) I'm glad you remember Rogue Life. The story has come a LONG way since then

7) You will indeed be seeing Capt. Placeholder again!

8) Brixius will be around. Shortly.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by LilWaynn at 2011-07-08 17:47:13    Voted 9.50 on 07/08/11
Well there's one Man with a Plan. Keep up the friggin' good work, for heavens sake. My review in form of a haiku unfortunately fell victim to unforeseeable /localvault circumstances.
The Ammo assembling is too long (one cartridge of each type would be enough, it was FOUR, right? ..holy. It's not about -getting- how it works, after all the trial-and-fail algorithm works best in solving this thing. Everybody rally on me, players, we head to the debugging merchant...). End feels a bit rushed, a stereotypical burning town/red sky/500 scripted flames would work wonders (you know the drill). This is just 0.25% of the work you already invested, to great effect (maybe more linear next time. dbg_cut002.nss is an interesting read. Too much complexity and multiple endings can and WILL kill you (oh, just revive them, as an act of retroactive continuity+charity...). Forget this replayability thing. If I play this again in 10 years, I won't remember a bit... so, thanks a LOT for all this hard work!). Your structure with the assassination assignments works quite well (uh, there's multiple paths..and then there's MULTIPLE paths. that's the -illusion- of player agency) Or a countdown timer in seconds for the run back? Don't think I've ever seen this in an NWN module. A thief would... just slip through battling hordes (journal entry at that point!), so you don't lose control over the difficulty either way. Try lowering the camera angle and zooming in in the 2nd cutscene, so that the player actually recognizes something (I played the lie-first path). The epilogue on this pontoon is an especially nice touch, though I hardly knew them (I had completely forgotten the academy people were still around at that point...or am I supposed to walk back to the academy later? uh well why not? Just collecting ideas) Could come together beautifully, if you just don't introduce too much NEW personae in part II ("a good novel has a beginning, a middle and an end - not necessarily in that order") Or adding more characterization here, and slowing the pace down. With a few quirks you remember a person better (ok, there's the flesh wound guy). And if nothing helps, a personal file for important NPCs in the journal. So much good ideas, so little time. Well, AWESOME and a lot of cheerful debugging persons around (they should have beer together at the end...tavern THE FOURTH WALL or something and chewing transistors). Not to mention the uncomprehensible humour. Consider using CEP2.4, it's actually quite good. Highly looking forward where Captain Placeholder takes us next. P.S: think, I played Rogue Life years ago. Want more rogue life and sneaking, fencing and dark alleyways maybe for the successor.

Posted by Tiggers at 2011-07-08 13:59:56    Voted 9.50 on 07/06/11
You're quite welcome!
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-07 20:30:40    Voted 9.50 on 07/06/11
Version 1.0.2 alpha is now available for download!
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-07 20:28:52    Voted 9.50 on 07/06/11
Just to keep track
---------------------------
Version 1.0.1: 30 downloads
Version 1.0: 63 downloads
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-07 00:05:07    Voted 9.50 on 07/06/11
I have just become aware of an issue that is preventing some NPC's from spawning in properly during the final cutscene. I am currently working on an update to remedy this problem. Stay tuned for more updates.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-06 21:03:57    Voted 9.50 on 07/06/11
I find it funny I can vote on my own stuff.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-06 16:34:47    Voted 9.50 on 07/06/11
63 if you count the 50+ downloads from the 1.0 release
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-05 21:31:25    Voted 9.50 on 07/06/11
Version 1.0.1 alpha is now available for download
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-05 15:53:26    Voted 9.50 on 07/06/11
FYI, I am currently working on an update to resolve several minor issues. I will post it later once I have finished testing it. Stay tuned for more updates!
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-05 13:34:39    Voted 9.50 on 07/06/11
Another option that you COULD have taken instead of spawning the key would be to take the trap door to The Panic Room (or use dm_movetoarea ThePanicRoom), ask V.S. to start the debug merchant, and buy the item Unlocker3K. It will unlock any door, however, caution should be used not to use it against a creature as it will have unpredictable results. I will add some more dialogue to indicate to the player to go and find Jero.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-05 13:00:27    Voted 9.50 on 07/06/11
If you play as the 'opposite' way (i.e. you choose to lie during the oath/tell the truth during the oath) the end cutscenes actually play out differently.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by AnjinSan at 2011-07-05 12:45:43    Voted 9.25 on 07/05/11
Thank you for your prompt replies. I look forward to both replaying the module and the next in the series.

Posted by Tiggers at 2011-07-05 09:30:24    Voted 9.50 on 07/06/11
The end cutscene is intended to be confusing. If you read in your chat log at the end of the fight it will say, "You pass out momentarily." That is the reason it fades in and out, you are 'blacking out' after ? does his thing.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-05 09:28:27    Voted 9.50 on 07/06/11
Also, merem 'The Infiltrator's quest can ONLY be done if you chose to lie during the Oath of the Phoenix and received the item Burden of the Phoenix. Just like Baragor's quest can ONLY be done by people who swear the Oath of the Phoenix truthfully and receive the item 'The Delight of the Phoenix.'

_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by Tiggers at 2011-07-05 09:27:04    Voted 9.50 on 07/06/11
You are not allowed to leave the Shadows Inn until you pick the lock on the door called 'No Admittance' and have the cutscene between ? , Jero, and Aleron.
This is actually INTENDED to prevent players from exploiting ? 's offer of swapping out your Burden of the Phoenix for the Delight of the Phoenix. If the door were NOT locked (Jero gives you the key when you talk to him about being set up), then the player could lie during the Oath of the Phoenix, do Merem's quest to spring Jenne, reswear the Oath to Loyalty, go grab Baragor's quest, and end up bugging the end cutscene. You simply just have to talk to jero first.
_________________________
Copyright <this year> PhoenixFire Productions, all rights reserved.

Posted by AnjinSan at 2011-07-05 07:10:37    Voted 9.25 on 07/05/11
Very Nice Mod.
Good use of locations; Good NPCs. Good quests. Rogue/Assassin modules are hard to do well and this one does quite well. Looking forward to the next module in the series.

Some few suggestions: I was unable to leave the Shadows Inn until I went into the Toolset, looked at the doors and used DebugMode to create a key; others may not be able/want to do so.

Also, I did not get to do the Infiltrator assassination quest; this might be required in a second version for player enjoyment.

The end cut scene 1 is a little fast and a bit confusing. This may be a place to add a bit more exposition.

This mod should absolutely be played with a level 1 character.

The adult themes were fairly mild; perhaps too much so.

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