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NWN MODULES

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Title  Errand to Thesk's Haven
Author  Kevin Carr ([email protected])
Submitted / Updated  08-20-2002 / 01-02-2011
Category  Dungeon Adventure
Expansions  Works on all versions
Setting  Forgotten Realms
Gameplay Length  6
Number Players  1-5
Language  English
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  05
Max # Players  05
Min # Players  01
Min Character Level  01
Content Rating  Teen
Gameplay Hours  <1
Description
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.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-04-16Alazander6Good story; nicely designed areas with atmospheric lighting; about the right length.Dialogue is quite wooden; poor documentation; not really original or innovative in any way.

Files

NameTypeSizeDownloads
Errand_to_Thesks_Haven.zipErrand_to_Thesks_Haven.zip
Submitted: 08-20-2002 / Last Updated: 04-23-2003
zip1.1Mb3214
--
SCORE OUT OF 10
8.22
29 votes
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Comments (30):

1 2 3

Posted by RolandGR at on06/18/08
Ths module gets a high score because it is the kind of module that suits my taste.

Posted by ChrisH at on05/19/08
Enjoyable and well written little module. The ending was a bit flat though.

Posted by izarla at 2008-05-1720:41:43    
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 on04/26/08
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 on04/25/08
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 on01/21/08
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 on11/03/06
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 at on09/06/06
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. _________________________ PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games

Posted by Litepulsar at 2006-08-2911:20:27    
Ah ok, I get ya ;) Thanks for that! No, I don't think it's too tough, I realised that there is a clue, I clean forgot about it!

Posted by kcarr at 2006-08-2607:16:44    
Hi Litepulsar, Thanks for playing. You know, I often wandered if that section was a bit too tough. SPOILER! * * * * * I'll give you a hint: you have to be wearing the proper outfit. Send me an e-mail if you are still stuck. Good luck. _________________________ Goblin Bandits of the Delimbiyr Route

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