The Temple of Torm is set in Scornubel, in the Western Heartlands. Having heard of the temple, you decide to visit while passing through. Within the temple you may find new friends, a simple mystery and at the end, a reward to aid you in your battle against evil. May Torm's blessing be with you on your journey.
This is the NWN2 version of my NWN module of the same name, but takes advantage of the extra options available in NWN2. You can finally have companions, and some extra dialogue was added (mainly to utilise the spiffy NPC to NPC conversations). Some of the mobs were changed, others added, but by and large it will still be the same Temple of Torm we remember from years ago. I also moved it a little bit out of Scornubel after finding out that the city most definitely does not have a Temple of Torm - sorry for the blooper. I had just picked a city at random!!
Melee characters will fare better at lower levels, although there is a melee companion option for those who need it.
The module dialogue and RP is mainly suited for a Paladin, although any lawful or good character should not feel too out of place. If you are evil there are a few 'module breaker' responses you can choose just for the fun of it, although I didn't really have the time to flesh out an alternative non-good way of solving the quest.
Posted by darant at 2010-12-19 02:01:07 Voted 8.00 on 12/19/10
I like it, a nice little adventure steeped in Forgotten realms lore. Best suited for good-aligned warriors. Terrifying, but easily manageable if you draw your enemies backward one by one.
Posted by The Arkady at 2010-02-28 06:36:25 Voted 7.00 on 02/28/10
Worked without problems on SoZ/1.23.
I suspect the module is easy to break by turning down the early, lowly quest (the one no truly stuck-up paladin would go on).
Convo felt rather limited - it really only works for a LG character imo (no "grudging respect" talk options for N/CG or LN).
It's still pretty good for a short module, something to look at in terms how a quick side treck can be done.
Posted by diophant at 2009-09-16 08:27:29 Voted 7.50 on 09/16/09
Small, but nice. I really liked the small details, like most NPCs have their own personality and even a description (not just "this is a human"), even if they are not important for the quest. The battle itself was interesting, but not too challenging for my level 13 character.
Vote is something between "Very good" and "Excellent" -> 7.5
Posted by Raskae at 2009-07-27 19:21:44 Voted 7.75 on 07/27/09
Casting my vote. Very much like this one for a short Adventure.. Now that I've been through it once, it would probably only take 15 - 20 minutes to go through, but my first time exploring, I spent over 2.5 hours.
Posted by Dzwornga at 2009-07-19 10:40:48 Voted 8.00 on 07/19/09
Short and to the point.
I was moved by the background idea of unrecognized heroes, who do what's right and give their lives every day, even when nobody's looking or in backwater areas where they won't be recognized. Lots of folks want to be some shining beacon of paladin-ness but really I think this is what being a paladin should be about.
Also I enjoyed all the philosophical discussion with the paladins and times of peace. Again something that I feel people gloss-over, yet you really hit home with it.
Posted by MikeLM9215 at 2009-01-30 10:18:45 Voted 7.00 on 01/30/09
Kind of confusing at times. Didn't know you could walk into water. Some people appear like they should have something to say, but don't. I believe there is a bug at the ending fight. Decent attempt for a small adventure. _________________________ The road to Ravenloft is paved with good intentions.
Posted by helmo1977 at 2008-09-23 08:42:48 Voted 6.75 on 09/23/08
Interesting module for 12th level players. Certainly not for 15th, unless you are a bard.
Posted by Olaeus at 2008-08-04 14:18:33 Voted 2.00 on 08/04/08
I know this was meant to be a short module, but hmm. Is there actually a point to it?
I spent just under half an hour talking to every possible person inside and outside the temple and meh. I'm not even sure what I'm meant to do.
I know the idea is to find out what's eating the head honcho, but you get to his room and can't get in. So, I spent about another 10 minutes speaking to everyone again, just to check if there'd be any update in what they said and no, there wasn't.
Hell, I even killed Gertrude the rude cleaner, and she didn't even have the key on her. How disappointing.
In short, I don't really see the point of this module. Was it just to build an area with a few people and see if you can get it to work?
The only reason I am giving it a 2 and not anything less is because the area design (mainly, outside) is quite nice. That, and the Drow woman made a relatively interesting NPC.
I would highly recommend that others skip downloading this altogether and try something else. Namely, a mod with a quest or something actually to do.
I don't like having to sound so harsh, but if you offer your work up to the public, then you have to be prepared to accept the bad feedback as well as the good. Sorry.
Posted by Langus at 2008-07-02 11:38:33 Voted 6.25 on 07/02/08
I found this very much fun for a quick little romp. One of the very few available modules in the 12+ range that I've run across. My Favoured Soul of Tempus had a great time and fit into the storyline almost perfectly.
Posted by Quest10 at 2008-06-29 19:08:41 Voted 7.50 on 06/29/08
Fun little module, good story and fun fights. Well executed, I would have given it a higher grade if it was longer. Certainly nice not having to play a level 1, 2 or 3 character.
Posted by hospitaller at 2008-06-09 00:28:29 Voted 7.00 on 06/09/08
Well, it is short but kinda nice.
Posted by Lariam at 2008-05-17 14:08:48 Voted 8.25 on 05/17/08
This is a great little adventure! Overlooked & underrated, I'd say.
It's pretty short. And suitable only for lawful good characters - preferably paladins (preferably of Torm, perhaps). And even for such a character, the module doesn't give much options as far as conversation choices, etc., go. So, if that scares you away, so be it. If not - I recommend you give it a try!
There's wonderful atmosphere to the mod. Some mods just grip you in their story - offer believable dialogue, credible characters, and so on. And this module manages to do that. That requires decent writing, and the author clearly has talent in that department, too. So, what dialogue there is is pretty good. What characters there are are interesting, lively characters.
The areas look good. No complaints there.
The challenge seems to be right on spot, from what I gathered. I played this with a 14th level paladin, and with pretty good equipment. The battles still were difficult enough. I usually take along all the possible companions, but this time I left one out of the party (you'll probably get to know why if you play this). Didn't level up - there's not much experience to be gained in this module.
What else? Some sweet little touches. I thought Gertrude was pretty cool. And the book Slave of Duty was excellent. There's a bunch of custom made items with nice descriptions - cool stuff for a paladin of Torm, in particular. Details like that really add to the atmosphere. The reward at the end of the mod was great, too!
I know that Ian was working on a sequel, at some point. I really hope that sequel sees the light of the day in the future. Thanks for making this one, Ian. :)
Some minor things I noticed:
* The tomb of the certain chap mentioned in both the dialogue with the chap in the library and in the journal - the previous says south-east, the latter north-east (which is correct). I think.
* There was one man outside the temple the dialogue of whom wasn't fitting for a character who's been to Scornubel, or who could be expected to know a lot about it. Mine was coming from Scornubel (The Red Prison), so that little thing stood out. :)
* Many of the NPCs are wounded - one of the patches did that, I believe.
* The recommended helmet looks silly (it's like one of 'em funny hats when one wears it) - one of the patches did that, I presume.
* The chap in the library - when he says that Castian's been acting weird, the only possible response is: 'What do you propose I do?' That felt slightly odd. A more natural response would be asking what *they* are going to do. Or perhaps asking *if* they want something to be done about it.
* The same chap suggests that the PCs 'adventuring days [...are] beginning', but that's hardly the case considering that the PC is level 12-15. My character was a relatively old guy, himself, already. :)
* The ending - some appropriate dialogue with the companion might be nice, and also it was a bit weird that a certain person stayed where he was found. Perhaps in the NWN1 version the *very* ending (giving the reward) took place elsewhere..? That might be preferable.
* Not sure how the very first quest could be improved on, but I can see how it could be frustrating. I had no problems with it, though. I thought it was a cute little quest.
But yeah, those were just really minor things. I really enjoyed this one, and I truly hope that the author will get back to work on the sequel - and that my paladin can put the reward in good use there. Excellent stuff, recommended to anyone (who doesn't mind playing short mods that require using certain type of character).
Posted by Lariam at 2008-05-13 05:28:01 Voted 8.25 on 05/17/08
My paladin already was about to visit this temple, but he had to stop by in Scornubel, proper, and now he's who knows where in the planes... Once he finds his way back from the Red Prison, he'll surely stop by - the devoted follower of Torm that he is. :) _________________________ Forgotten Realms Weave
Posted by smorpheus at 2008-05-02 12:10:02 Voted 5.00 on 05/02/08
Dialogue
Well written and well within the Forgotten Realms lore. Unfortunately, there are no paths, practically no conditions utilized, and zilch role play, even if you�re playing a LG character, you still have one answer to pretty much every reply. Additionally, no implementation of Dialogue skills, which would have been a nice alternative to being forced to complete the first quest in the game in order to continue the second quest of the game.
Quests
There are two quests in this game. The first one is very minor, and hard to imagine a Level 12 warrior, even one of LG alignment feeling like it�s something they are obligated to do. Unfortunately, and somewhat randomly, you *must* complete the first quest to advance the main quest in the game. I think this was a poor decision, more than one path should have been available to players, especially with something so simple as getting a key from a maid.
Finding a doll with no hints (if you have low WIS) is not fun. Being required to do it to advance the main quest is even less fun.
Overall Story
As previously stated, good Faerun lore. The story is actually intriguing, but ends so quickly, you can�t get into it. A lot more work needed to go into the dialogues and the quests to make this above average in the story department.
Level Detail
There are only 3 or so areas. None of them are particularly interesting, but there were no issues with the areas.
Level Creativity
I would say none really. Overall, fairly bland.
Overall Level Design
The outside area is OK, but it does not look like a town, hamlet or anything even smaller. I did like the wandering characters and that you could talk to inconsequential characters and they�d give you background on their lives.
Items
Not too many. They seem a bit low compared to the OC, and a bit high for a low magic �realistic� Faerun campaign. The Torm shop has some interesting Paladin items, but nothing too great, and the reward for completing the module is OK, but only if your Paladin uses Warhammers, Long Swords, Short Swords, or Greatswords. In 3.5 Pallys come in all shapes and sizes, and if Torm really wanted to grant a reward on players they should be able to pick what type of weapon they get.
Enemies
Not too many, and very easy. The toughest enemies are Hezrou, but Paladins of this level are immune to disease, so their greatest strength is neutralized. The Imps are a joke, but they do come in significant numbers. I had no problem crushing the mage with just a bit of strategy.
Puzzles
Finding a Doll hidden somewhere in an outdoor area with no hint, I guess could be considered a puzzle, but not a good one. No other puzzles implemented.
Bugs
Needs another sheen of polish, but there were no game stoppers, although you could kill anyone in the module, breaking it. This seems to be a design choice, as if you kill someone, you go Evil Alignment. (5 points for murdering a Paladin of Torm? Come on, that�s a bit more evil than that.)
Here�s a list of minor issues:
*Doors in the village are not plot marked and can be destroyed.
*Vendor outside only sells traps and thieves tools both of which are useless. His potions can be purchased by a Torm guy inside.
*Lots of NPCs are not at Max HP and are marked �Injured� in-game.
*When you turn down Earande to join you, the camera is marked on the wrong NPC.
*No Map Markers implemented.
Grammar
Very good.
Overall Pluses:
 Quick adventure
 Well set in the Forgotten Realms Universe
 Combat is balanced.
 Interesting main Quest.
 Good NPC dialogue.
Overall Constructive Feedback:
 No adventure hook (why is my character here?)
 Quest one is not fun.
 No roleplaying, too few dialogue choices.
 Extremely Linear
Final Score based on Voting Standards:
4.75 � Some Merit, requires improvements.
_________________________ Smorpheus' Toolset Visual Index Link
Posted by Lariam at 2008-04-07 05:11:13 Voted 8.25 on 05/17/08
About the reward, folks - Ian was planning a sequel to this one. I'm sure the reward would have been put to good use in the sequel. Or, well, of course the sequel still might see the light of the day one day. :)
Posted by erthule at 2008-04-03 13:47:49 Voted 2.00 on 04/03/08
Poor Execution
Posted by Pirunnyrkki at 2008-03-27 03:38:40 Voted 7.50 on 03/27/08
Short and sweet. Nice dialogues and backgrounds. But even if all those people are LG, their conversations were a bit too cheery. There has been some thinking going on making those. Quite a "reward" for completing this mod.
Journal entries, those might have improved the atmosphere even more. I don't know what else to say.
Thanks for making this module.
Posted by ActorOfVeil at 2008-03-13 13:57:19 Voted 5.50 on 03/13/08
Dialogue was OK although there weren't much of choises in there. The reward in the end made me thinking: if you have already destroyed every monster in the module, what use does this reward have?
A nice little mod. _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.
Posted by Kissamies at 2008-02-13 03:21:19 Voted 6.50 on 02/13/08
Pretty nice. Good way to spend an hour. What story there was was not bad.
Well, I've really enjoyed this. Quite colorful and apropriate for a Tormite paladin! And the reward at the end, wow! Very nice, very nice indeed!
I'd say this is a must be for all paladins out there. Quite a story to add something to your character.
Posted by toke_man at 2008-01-01 21:24:45 Voted 6.50 on 01/01/08
I really enjoyed the layout of this, but felt it needed to be filled out more. Perhaps a few side quests, beasties in the crypt, etc. I felt the design was good.
Posted by Steph09 at 2007-11-19 16:29:09 Voted 8.25 on 11/19/07
Nice and short module, great for a Paladin especially for a Torm's one. :p
By the way the end gifts are just perfect for him. ;)
I like the general and compagnons stories. So this temple is at the Scornubel surrondings ? I understand the village aspect. For the doll maybe the old aunt Gertrude can give some clue but I've appreciate to look in the pool with the boy near the water and wet hints. So good to you Ian.
Posted by Nadri at 2007-08-31 16:15:28 Voted 5.75 on 08/31/07
Is this mod supported anymore? I was wondering if it could support team play. thanks...
Posted by Aredhel371 at 2007-08-03 06:45:46 Voted 7.00 on 08/03/07
I simply forgot to vote.. without further comment now, because it's quite a while I played it (but in my memory it still feels good! ;-) _________________________ Aka Gront0307 - because of a second adress..;-)
Posted by slobberknocker at 2007-07-28 18:55:09 Voted 8.50 on 07/28/07
Wow, this was actually a very nice piece of work. I was pleasantly surprised by this well written module. The only drawback for me was that it felt like the first quarter of a really great mod. On a lesser note I would have liked a little more dialogue with the interesting henchmen. All in all I would have to say this is an under appreciated and overlooked module. I look forward to the author�s future work.
Posted by Ghurka at 2007-07-22 00:48:41 Voted 8.00 on 07/22/07
This is a really nice, and really short, good aligned module. I found it well written an entertaining and one of the few offerings for a mid level character.
Posted by BlindSkull at 2007-07-21 13:48:08 Voted 7.50 on 07/21/07
Really nice short module. Yet REALLY short and can be roleplayed only with a good character. I found the dialogues quite fun and interesting. Excellent material for a short session.
Posted by fardoche77 at 2007-06-18 09:56:02 Voted 5.50 on 06/18/07
Well I really tried to like it but...
The dialogs were well-written, but bland. I guess they might have some appeal for the Corn Flakes crowd.
Still, the mod worked, but the starting quest is so unintuitive that it may turn people off. Better to do away with it or make it optional, at least.
Combat was well-balanced though. So that's one good point. Final remark: why does the loyalty helmet look like a silly hat with a feather?
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone