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.
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 on06/09/08
Well, it is short but kinda nice.
Posted by Lariam at on05/17/08
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). Cheers! Lariam _________________________ Forgotten Realms Weave
Posted by Lariam at on05/17/08
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 on05/02/08
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 on05/17/08
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. :) Cheers! Lariam _________________________ Forgotten Realms Weave
Posted by erthule at on04/03/08
Poor Execution
Posted by Pirunnyrkki at on03/27/08
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 on03/13/08
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 on02/13/08
Pretty nice. Good way to spend an hour. What story there was was not bad.
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