There have always been orc raiders along the Sword Coast, and the current times are no different. Lately the orc activity has been on the rise, and several of the small nearby hamlets that trade with Neverwinter have been cut off. With not enough agents to spare for the task Lord Nasher has resorted to hiring adventures to journey to these villages and check on their status. You have accepted one of these errands to Thesk's Haven, a small village of 7 or 8 families located near the Neverwinter wood.
Posted by Steve_Savicki at 2011-01-04 01:26:50 Voted 7.00 on 01/04/11
Module was boring in the beginning, but soon picked up.
Not good communication stating that it's over. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Jim88 at 2009-06-05 08:09:51 Voted 9.00 on 06/05/09
Overall a very good mod, liked the story. The encounters were kind of repetitive (giant spiders, beetles) Though my ranger did have vermin as favored enemy ;)
All in all I enjoyed it (which for me is saying something!) _________________________ Jimbo
Posted by jeblanton2 at 2008-12-18 02:20:10 Voted 7.00 on 12/18/08
OK, so I ran right past the elf with the key to Zaquar's tower twice! But now I've finished the module, so here's my comments/vote.
The module is good, but not great. The plot is interesting and well thought out, but the NPCs aren't interesting at all. A lot of the main adventuring areas are empty and isolated from one another, which means running around with nothing to fight/loot/look at. But it is perfectly playable and I enjoyed it.
Posted by jeblanton2 at 2008-12-16 03:00:08 Voted 7.00 on 12/18/08
I think I'm stuck! I'm currently running around Neverwinter Wood on the quest to find the missing children. I want to get inside Zaquar's tower, but can't find any way to open the door. I haven't found a key or anything anywhere. Did I miss something?
Posted by WampyirBloodStorm at 2008-07-29 09:22:59 Voted 9.00 on 07/29/08
A very good mod!I have a good time with it.
Posted by BoomWav at 2008-07-25 19:06:14 Voted 7.00 on 07/25/08
I might not be in the mood right now but I found some areas a bit too big and empty. There's a bit too much of running. As I said, I might not be in the mood I'll try it again later. I voted anyway so you may get the hall of fame! _________________________ [Enhanced class icons] - Last updated [07-20-2008] [Enhanced skill icons] - Last updated [07-26-2008]
Posted by BoomWav at 2008-07-21 14:12:03 Voted 7.00 on 07/25/08
I'm stuck in the stately building. On the left side, there is a door that leads north and needs a key. I can't find the key. A nudge in the right direction would be helpful :)
Posted by Blatob at 2008-04-26 06:54:25 Voted 8.25 on 04/26/08
Overall good module. Of course, you must take into account that it was created almost six years ago, right after NWN was released, and at that time there was little if no custom content. Like many modules at that time, areas are large, mostly empty. Fights are easy (except constructs) and henchwoman is useful. Only issues were her inability to use ranged weapons and the fact that you can find trapped and locked chests with a spear or 1gp inside. It was a bit disapointing.
Story is good; you would expect another orc hunt, but this one has nice twist at the end.
Posted by Vidal at 2008-04-25 05:48:22 Voted 9.00 on 04/25/08
I agree with Mirgalen, it is a sadly overlooked module... actually, I played this one way back in 2003 and jut forgot to vote for it. Thankfully, the author made a surprising return to the Vault with a new NWN2 mod and I would like to thank a fellow "Vault Dweller", Lariam, for recognising him.
His new effort is called "Goblin Bandits of the Delimbyr Route" and I fully intend to play it, but first I decided to play this one all over again, just to refresh my memory.
I wasn't disappointed... I had finish it once, and it was every bit as entertaining a second time around. A flawless module, with a dark twist and an interesting tale. It doesn't have many dialogues and just two silent companions, but they are very competent and don't die quite so often. The areas are well done and the *let's hunt some orc" is turned into something more interesting thanks to the way the story is developed... both with hints in books and item descriptions... very nice.
It is not to be judged against much better mods done in recent years... back in 2002 it was very good and it is still a great ride after all those years... well done.
Posted by Mirgalen at 2008-01-21 02:51:20 Voted 9.00 on 01/21/08
Hidden Gem!
A very good and highly overlooked module. The module is flawless and work like a charm. I can see where Alazander is coming from with is relatively low score but hey not everyone can make masterpieces like the reviewer. Besides, this module was made in 2002 back when the authors had little community content to use (e.g. scripts, custom tiles, cutscenes...).
The challenge is about right, the story solid and quite original, and the areas fit well together.
I highly recommend it if you like no-nonsense PnP style modules.
Note: This is an appreciation vote not an actual review.
Posted by Alabore at 2006-11-03 14:30:12 Voted 8.00 on 11/03/06
Played it with a fairly experienced Ranger/Cleric [Animal Domain].
Let my summons handle most of the Orcs in the first part.
They did not stand much a chance against fully buffed Dire beasts.
A bit slow in the first part; gets engaging when the main quest kicks in.
Loved the fact I could tackle things in a couple of ways; such as bypassing traps or sniping bosses from afar.
Had me thinking harder than usual, figuring out the secret passage puzzle.
It made sense, was fun, and made me feel smart figuring it out. :D
Most encounters didn't scale to my char's level and henchmen - I used OHS to bring a "mule" char along.
Had troubles with...
* SPOILER *
...Stag beetles in the underground city.
They could shred my summons to ribbons!
I had to find a quiet place, and change tactis altogether.
Part it was part of the fun.
By comparision, the final showdown proved less of a challenge.
I went for the "secondary target" straight ahead.
As they say, a chain is only as strong as the weakest link. :)
About Cara: A dead named NPC. A couple of Raise Dead scrolls.
Lateral thinking saved the day, once again.
I like this kind of subtle touches in a module, especially older ones.
You feel like you are somehow shaping the course of the adventure, as opposed to passively tackle mob after mob of monsters.
I should mention I succesfully injected CEP 2.00, and module worked like a charm.
...
I share some concerns on module's ending, but all in all it was thrilling and reasonably engaging.
I would recommend it as a one-off adventure, inbetween longer campaigns.
Maybe too tough for 1st level chars.
Dunno if you feel like revamping it in the future.
A bit more lavish on some convos, and reviewers would raise the score a notch or two.
:)
Posted by Grail Quest at 2006-09-06 13:40:27 Voted 8.50 on 09/06/06
This module starts out in a straightforward manner and seems to be very mundane, but it gradually (sometimes _too_ gradually) unfolds a story with growing mystery, and that is one of the strengths of this module. Without this, it would have been just another ho-hum kill-this-kill-that adventure. Other strong points include:
(a) You can rest almost anywhere, making this a good low-level module for all character classes.
(b) Except at the very beginning, areas are small and focussed, although some of the underground locations seemed more winding and convoluted than necessary.
It could use some touching up, especially at the very end, in the dialogue with the missing children. It felt like the dialogue incorrectly terminated. Also, there wasn't a sense of a proper close to the adventure. Dropping an item into my inventory is inadquate and lazy. Another somewhat weak point is that it seems to try to tie in three separate backstories into one coherent module story, and that, to me, felt rather strained.
Miscellaneous nice touches include good use of Raise Dead and a couple of nice, if somewhat obvious, puzzles.
SPOILERS
*
*
*
*
In the Orc Base, I don't know how to progress, and have ended up giving up in frustration. I've searched everywhere for a secret door, even tried running around in the area where Timmy disappeared.
So I ended up opening the module up in the toolset, and see that there are no secret doors in this area, yet it looks like the waypoint to the secret portal is in the middle of the red design on the floor. The trigger for this is next to it, where Timmy disappears. I still don't know if I'm missing anything else, because I went back into the game and tried running around on that trigger to see if it would activate a portal, or automatically transport me there, no luck. Thanks for any help, I would really like to finish this module.
Posted by krickerd at 2006-06-15 22:44:55 Voted 8.75 on 06/15/06
Overall a very good mod! The storyline was very well done. Maps were GREAT! I like the idea of using a cave to bypass the bridge at the beginning. I played as a first level monk. I missed the area north and the guy you can hire in the beginning so I found it quite difficult and ended up using leto to level up to 2nd level in order to survive. The only real gripe I would have is that the items are SCARCE!! Too scarce for my taste, though I can see why you made it that way.
By and large I'd rate it as a classic must play! _________________________ Defeat the Black Knights! Play Phantasie
Posted by hmdai at 2006-06-04 08:49:58 Voted 7.75 on 06/04/06
Posted by hmdai at 2006-06-04 06:16:57 Voted 7.75 on 06/04/06
This is a good low-level modules. I have a good time with it. The only problem is the Lesser Construct and the final boss are really hard...My ranger have to play hide-and-seek with them and the use arrows to kill them one by one...
I doubt that even the strong figher is forced to use ranged weapon and the spell caster may have a hard time to finish them... _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by Lariam at 2006-03-14 10:57:12 Voted 9.25 on 03/14/06
This was a fine low-level adventure. Of course the mod is quite old, so it may look a bit austere nowadays. Also, it is relatively straightforward both in its plot and in being mostly hack & slash. But there are some nice skill checks, for example. And the story - or the pacing of the adventure, anyway - got, I think, quite interesting at some point (after a slowish start). My character advanced from level 1 to level 5. Challenge was good (hard, indeed) for the bard of mine (even with the companions that were provided). All in all, I thought this was a great way of advancing a fresh Forgotten Realms character to the fifth level. My words of thanks to the author for several hours of fun! Personally, I'd check out any new mods (at least those that are FR) in case he decided to do some more building some day. : ) _________________________ Forgotten Realms Weave
Thanks Lariam. Not that I would discourage anyone from downloading this old clunker, but I didn't realise that it had gotten tagged as "updated" yesterday - all I did was add it to my registered account:D
Posted by Lariam at 2006-02-22 15:28:17 Voted 9.25 on 03/14/06
It is good to see some of the older mods updated! This is on my to-be-played list but I'm not quite there yet... I wonder why is it that in the webpages for the older mods such as this one there are no links to the reviews. I think I've read a fairly positive review of this, written by Alazander. Cheers. _________________________ Forgotten Realms Weave
Posted by Green Catmoon at 2005-09-19 23:59:23 Voted 8.50 on 09/19/05
Nice mod! Great story that really keeps you guessing and playing to find out more. A little more work could be done to tighten things up however and keep the story moving at a slightly faster pace. A little less walking would help with this well. Otherwise an outstanding mod!
Posted by bigt27 at 2005-07-11 14:32:49 Voted 7.50 on 07/11/05
Very good. Enjoyed it a lot
Posted by Daggerford ( 82.195.xxx.xxx ) at 2005-06-11 13:28:29
This module is very good - however I need some help. I have reached the underground city - gone into the temple/lair but can't open the door next to the room with the hellhound in (not got a thief) or the door requiring a special key in the library (don't know where to find it) - any clues gratefully received! Keep up the good work!