moors and old keep with Forgotten Realms references
Gameplay Length
approx 3 hours. Battle in the moors and old wizard keep
Language
English
Level Range
start at 3 and end approx 7 or 8
Races
any
Tricks & Traps
Heavy
Roleplay
Light
Hack & Slash
Heavy
Classes
any
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
07
Max # Players
01
Min # Players
01
Min Character Level
03
Content Rating
Teen
Alignments
any
Gameplay Hours
03
Description
Undead have been spotted in the moors below the tobacco farming community of Tinder Box. The township's local knight has decided to investigate these sightings. Strangely enough he hasn't returned in almost a week's time. The locals are starting to worry and they may ask you for help. Equip 2 henchers to join you in your quest
Werelynx you are simply the best! Sure if you don't mind that would be great. I'm so glad you responded last night to my plight.spoke with my bud and he's playing the module today.
How did you even know I posted on this mod? its been awhile. are you a site administrator?
Anyway so glad you did, and hoping you will be perusing the vault when I upload my next mod! Thanks a bunch werelynx! And yes if you want to delete the other 2 updated mod files for me thats fine. Again, many thanks!
Werelynx thanks so much for your timely response and advice. I'm not very computer literate so I hope I reuploaded this mod correctly. Please comment anyone who has successfully downloaded the zip and let me know if i need to do anything else. Thanks again to Werelynx!
anyone out there that can help? Somehow the last few downloaders are getting this code message and my module description instead of a open save or run file option.. Please help if anyone might know what is wrong. I had a friend attempt to download it today and got the same coded crap message as KRAZYWULFE. Any ideas? Thanks in advance
I'm sorry Krazywulfe that you're unable to load this module. If anyone has any advice that has downloaded the module please feel free to comment and hopefully Krazywulfe can resolve the issue. I've seen a few recent downloads added so maybe one of these players can relay a helpful comment. Thanks again for trying Krazy.
ok Decedion. for some reason this mod and a few others appear on my computer as code when i click on the mod...or erf or whatever... but anyway i do not get a file when i click on this. guess i will just have to pass on it, sucks cause it looks like a good one from the comments. thanks thpugh
Thanks KrazyWulfe for trying out this module. you should be able to add this upload into your NWN Module file and play it just fine. Click the module to download and send it to a file your nfamiliar with. Then copy and paste it into your NWN module file and start up your game. Anyone else have trouble adding a Mod file to NWN? Let me know.
o you install this type of module into your game? when i click the link i get...MOD V1.0������»�� ���4���[��p��
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��������For my friends Don, Chuck, Ann and Billy. Thanks for so many fun Saturday nights rolling the dice and traveling to so many interesting places!
Module takes about 3 hours to play. It's best to import a level 3 character. A brand new character is possible but will be difficult especially if you play core rules setting.
Some difficulty with henc.....
���˹...have no clue what to do with this as i ccannot paste it in to my files and can figure no other way to get it there. yes i am a noob about computers
Felt I needed one more apology comment for forgetting to add the updated mod file each time I made fixes and updated to the vault. I am thoroughly embarrassed about this and I do apololgize to those who have re downloaded "Lich" thinking it had been updated. Thanks again to werelynx2 for making me realize which step I was forgetting when updating to the vault.
I hope those who collect module files will try this latest version and those that gave me helpful advice on improving this module will give it a shot again.
Everything in the update description should work as I've tried to add in all of your suggestions that would make the module better. And your suggestions have made it better IMO.
I'm always checking in to see if there are comments regarding bug issues so feel free to comment as I do appreciate advice and suggestions. Thanks and again I offer my sincerest apology.
I am a bonafide "Bozo!" I forgot to open the updated file in the browse section of the module submission....since the end of March.
Thanks Werelynx for pointing this out..Do I ever feel like a moron...Ok...the updated version shows today's date and should have all the fixes since...uh..March 31. I'm so sorry for that stupid over sight.
Are you sure it has been updated? It still reads when you hover your mouse on the file: Last Updated: 03-31-2012
Not that I have played, I just download every new module:p _________________________ Thanks Rolo:)
I apologize in advance to those that re-downloaded my 6-11-12 update. I have polished up a few dialogs and corrected the auto save to the areas in which auto save is active. Perhaps I'm tinkering a bit much but I want this to be as polished as It can be for all module collectors and for anyone new who hasn't played this module before.
I think I have just about obliged all suggestions from your feedback in updating this module. Again I thank all the community members who have commented, critiqued, suggested, etc. Hope you have fun playing this module and I'll continue to monitor the comments section here in case of any questions or bugs I may have missed.
Okay...I updated the mod today. Thanks again Qlippoth for pointing out those glitches. Henchman dialog and hiring and firing scripts were fixed. Since you can have 2 henchers in your party, it's best to fire a henchman( "Wait here for a bit." is the dialog line for dropping a henchman) of your choice before replacing him with another henchman. You can now reselect a previously dropped henchman upon talking with them.
Spoiler below:
I fixed the variable that links the conversation with Beljorn in the bandit cave when retrieving his confiscated items for him.
As far as the lich is concerned, I felt that the narrative dialog was pretty self explanatory when speaking to the newly transformed lich. He must find his phalactery his Lackey carelessly discarded. So he summons in a minion boss for the PC to deal with as the final battle. I can see where you might consider the ending a little unsettling but for the most part I feel I left the ending, as your PC celebrates in the Copper Kettle, pretty much decided and with a possibility of creating a part 2....Thanks again for your feedback Qllipoth and finding the mistakes I missed.
This is the latest version updated today and I would replace with this version any other version the Community players might have in their nwn module folders if they collect modules or have yet to play a previously downloaded version of this module.
Thanks Qlippoth for playing and giving feedback on "Lich." I think I have the double spawn on the final boss fixed. (I apologize to everyone who may have experienced that glitch.)
Please let me know if anyone else is having trouble with "captured" Beljorn's dialog not firing once his prayer book is found.
If anyone else is having trouble with henchman being kicked out of party because of another henchman's dialog choice, please hollar at me here and I'll look into it ASAP.
Sure appreciate your patience Q and any other community members who may be experiencing the afforementioned glitches.
Posted by Qlippoth at 2012-06-09 22:51:40 Voted 7.50 on 06/09/12
I liked it, compelling story, though I'm unsure of the outcome. There is a lack of clarity at the end, maybe it's just me. Send me an email, I hate including spoilers on here.
Bugs:
The newest henchman usually bumps the older henchman out of my party. Maybe the script that adds the new guy is counting incorrectly, there is a two henchmen limit, yes? this is with only one henchman, though. I can add them back, but the dialog that starts when they aren't in my party is the one they offer when they ARE in my party. so I have to tell them to get lost then talk to them again to re-add them back.
*** SPOILERS ***
Excuse the cryptic comment, just avoiding obvious spoilers: There were three items that one guy needed, I had overlooked the book on my way through and once I had offered the first two and exited the conversation he would do nothing and no longer speak to me at all... Rather game breaking.
The guy at the end, after I am done with the dialog, every time I hit him he spawns an extra foe to attack me. This get's rather impossible. Maybe the foe attack script should only fire when the dialog is completed (if the user completes the dialog or hits the Escape key), not onPhysicalAttacked? You should be able to just move the script to run when the last dialog option is used (or escaped).
So, what about the phylactery that his slave dropped down the drain? Where did the Lich GO, he just disappears at the end of the convo and he summons the Skull King? Or does he turn INTO the Skull King? If he is NOT the Skull King will he be coming back for his phylactery and revenge? This should be made more clear. Now fix these issues and make me a chapter 2! ;)
Posted by Qlippoth at 2012-06-09 12:06:43 Voted 7.50 on 06/09/12
There are still a lot of builders who aren't going anywhere soon. I'm starting a new project, as are others working on PWs and SP modules. It is a lot slower, since creating a module and a cohesive story takes a long time, is all. Checking this out!
Thanks xxanonymousxx for posting and I sure do appreciate the encouraging comments. I'm sorry that the castle exterior pathway and the sand crossover tileset are so tricky to maneuver about with henchers. I just loved the feel of the characters descending into the moors and I liked the way those tilesets looked in the moors area. It seems there is still some interest in players wanting to play NWN1 modules so I'll continue to work on other ideas. Getting feedback from community members keeps me fired up! Thanks again for taking the time to post.
Posted by xxxanonymousxxx at 2012-04-07 03:20:22 Voted 8.50 on 04/07/12
I'd like to echo the comments about the moors getting henchmen and summons stuck. I found my cleric soloing most of the time, which was an annoyance, but nothing that broke the game. It's really a shame about the community here, as I feel this mod should have more than just 22 downloads after 2 months. It feels to a new builder like we are "late to the party" so to speak. Anyway don't let it be discouraging. It's always nice to see a completed and polished mod, as there have been some real turds released lately. Great effort, and hope you keep at it.
Thanks gadflybite for playing "Lich" and posting. Your encouraging comments keep me inspired to organize new ideas and perhaps create another 'modulette' by the 2012 holiday season.
I hadn't thought of a sequel when I authored "Lich." It was meant at first for just a couple of pen and paper DnD cronies who owned the NWN game to mess around with. Then I thought what the heck, maybe I'll look into how to get the mod out there and thats when I rememberd the NWN Vault.
Thanks too for the links to the script generators. Lilac Soul's especially. That will definitley help me out in the future. Thanks again for taking time to post!
Thanks Mr Zork for posting Wow! a PC mage and just Byron? AND with my Copper Kettle store potion inventory oversight( my mistake and I will fix that promptly). I am impressed! I playtested as a spellcaster but had Drunken and Beljorn with me and I struggled mightedly at the end. Each comment you made I do agree with. I struggled with autosave script til I finally got it to just save once when the PC entered. I am a newb scriptor and if you or anyone know of a tutorial thread to help me, I'd be grateful!
I've also been the victim of the hencher "excuse me..pardon me.." then BAM! In the knights quarters. I'll update those nasty triggers.
As far as Ibus' lab being locked til you're introduced to Everitt..I just wanted you to meet him first and realize he could be an option for your PC.
I thought about Byron's level(7) being a bit much so I may drop him down and give him a ranged weapon dialog script too.
Thanks for pointing out barkeeps conversation links. I'll link those to the next variable. On Bud and Quints I'm not sure how to get them to start Merill's conversation. Any help is always appreciated.
Thank you again for taking the time to critique and post.
Posted by MrZork at 2012-02-11 20:42:57 Voted 8.00 on 02/11/12
Oops - forgot to vote. This module was fun. Especially as a first effort, it's a good sign of things to come. Thanks and I hope to see more of your work.
Posted by MrZork at 2012-02-11 20:36:11 Voted 8.00 on 02/11/12
Had fun playing this module. Not a long module, but with some good challenges and new monsters, with a plot that was simple but more than enough to keep it coherent.
* SPOILERS *
The last battle was tough, and took me a few tries, particularly since I had only Byron as my henchman and he kept wanting to use his piercing weapons. Once I got him wearing the Robes of Cold Resistance and duel-wielding the Storm Club and the Mace of Disruption, he was able to wear down the Skull King, though it did use up most of the resurrections and heals.
BTW, after the Lackey mentioned that he had dropped the phylactery down the drain, I went back outside the keep to search to see if it was there somewhere. D'oh!
Anyway, a fun romp. I had just taken a test character through the OC's prelude and was looking for a module where I could play him as a third level character and try a new mod at the same time. This fit the bill nicely. :)
FWIW, I have a couple comments/suggestions that might be of interest if you are doing any revisions on the module. Just minor things I noticed that might benefit from a little polishing.
* At the beginning, it's possible to script things so that clicking on either Quint or Bud starts the convo with Merril. They are part of that convo, so it's fine to do that and that way they aren't passive until you click on him.
* It's impossible to restart the information convo with the barkeep if you say, "I guess that's it then", even if you just intended to mean you had no more questions about the Protector and you still wanted to ask about the wizard keep. Not that the barkeep has that much to say, but the player doesn't know that and all he can do is get the barkeep to open up the store after that.
* The barkeep sells several (4?) potions of Heal, but they are stacked, so you can only buy them all at once (making that the most expensive item he has). Same with Barkskin, but those aren't so expensive.
* The 7th level henchmen for a 3rd level (starting) PC might be a little high. For instance, it didn't take long to realize that nothing I encountered early on could even hit Byron's high AC, so I could stay back and plink away while he played tank.
* After talking to the Byron and Drunken (and deciding I would just recruit the rogue to handle traps/locks), my wizard character didn't talk to the mage henchman in the bar because it didn't seem likely that having two arcane casters would be that helpful. Because of that, I almost didn't figure out how to open the door to mage shop, and didn't even know there was one in the module until the very end. Not being interested in a mage henchman may be pretty common even when the PC himself isn't an arcane caster, because the game's AI is notoriously bad at running NPC caster allies. Not such a big deal, but it might be nice if the mage shop were unlocked without talking to the apprentice. Since the eyeball familiar runs the shop anyway, the henchman isn't needed there. And, the eyeball could mention the apprentice, just to let the player know there is a casting henchman available.
* Traps in the Protector's Quarters are so close to the door that if you enter with henchmen, one of them is likely to trigger the trap and get you killed (especially since that is the first mission, probably taken at 3rd level). Maybe if the first trap was a little farther from the door...
* The autosaves trigger every time certain maps are entered, including when they are entered by loading one of the autosaved games in that area, which is disconcerting. It's probably better to have them trigger just once per area. Also, IMO, the most useful autosaves are the ones that trigger a little (maybe a few seconds) before entering an area in which a tough battle 1) immediately starts or 2) will start before there is any chance to leave the area. That way, a player can reload and choose not to enter that area and instead do something else to get ready for the battle (buff, recruit another henchmen, buy some healing potions, etc.).
Thanks for the encouragement V.R. You're exactly right on the story aspect. I was so interested in creating a visual feel with effect scripts that I did feel I left the story a little short. My next mod will be given more attention to the writing and role playing aspect.
Posted by VitalRemains at 2012-02-11 15:44:58 Voted 8.00 on 02/11/12
This is a great start for your projects. I would like to see more depth in terms of story but I do understand this is mainly a hack and slash. I am looking forward to some more work from you! _________________________ A returning builder of five years. Keep an eye on me if you miss richly built .MODs.
Posted by Neilium at 2012-02-11 09:41:05 Voted 8.50
My pleasure! :)
I had several hours of fun and look forward to your next project!
Thanks for the post Neilium. You brought to my attention that if your henchers were dead, and you stood alone victorius, you would be stuck on the roof. LOL I will update and fix this scenario. Thanks for being patient! And thanks for the feedback!