THis is my first ever attempt at a module (in either NWN1 or NWN2). Its based on an old 1981 basic Dungeons and Dragons module by Tom Moldvay, who is credited with writing some of the classic original modules. I've kept a lot of the introductory text and tried to stay fairly close to the original. Some liberties have been taken where my skills in scripting/designing were lacking. I've also fleshed out certain areas, and included some NPCs from when I originally played this module in pen-and-paper- D&D
PLEASE NOTE: This module was due to be completed in a weeks time. However an error crept into some of the final areas which meant that they can no longer be opened in the toolset. However, they are sill playable in the game. It has meant that there are some unfinished/unpolished parts that do not function correctly and I am unable to alter. However, none of this is game breaking. Therefore, I thought I would release the module anyway; at least for comments, and especially as I know the community is keen for more mods whilst we all await some of the bigger projects
The module contains new creatures and items. You PC will be exported at the end (with different endings for good and evil actions). The flavour text has the module set in Mystara - now an out-of-print setting for D&D. I have kept references to this, but retained Forgotten Realms deities for simplicity
Update 7/3/07 -
*Updated conversations
*Implemented OC death script
*(Hopefully) reduced risk of Cathandramus conversation being interrupted.
Enjoyable classic module. For me the most fun was the interaction of all the Npc henchmen and their cute interplay. You did a cool job on their dialogues. I took the whole gang and their little side and snide comments gave me some smiles.
Posted by foil at on10/26/08
Woops, I forgot to vote on this and its one of the first modules I played. Gotta support the classic conversions! Was entertaining and true to D&D modules of past days. Nothing I recall, from quite a while ago, that caused any problems with game flow. Was fun and the palace really had an old D&D feel to it. Its hard to vote these type of modules in the hall of fame range of 8+ because the original content you draw from isn't in that range to begin with. That doesn't mean they aren't valuable additions to the NWN2 community and that the work in giving us a nostalgic play ground to play in isn't very much appreciated. In the group of classic conversions, this is a 9. Nice work and keep the classics coming.
Posted by Gwydion669 at on10/04/08
One of the most annoying, atrocious, and nonsensical floorplans around. In other words, a faithful recreation of the original module from the days when TSR designed both dungeons and interiors with a chart and random die rolls. ;-) As a PnP conversion, I shall apply no blame to Wyrin. He/she/it (don't look at me, I don't know) did good work and thankfully still does. One of the early, first, real NWN2 modules ... I would have given it a 9.5 if I had voted for it when it first came out (or even first played it). After all this time, it still holds up relatively well and stands out as an excellent first module for an author. ?Palace? shows that a first mod can make it obvious that excellent work will come from an author in the future after further refinement of their craft (if they only manage to make that second one). I loved the henchmen (especially the baker), but they didn't have much to say after the introductions. Loved the scene with the bunny wabbit (I'm twisted, yes ... but it got the point across). Rooms actually had ?stuff? in them (at times to the point of being overcrowded) ... a rarity in early modules. The only real problem are faulty/finicky triggers and scripts in the latter parts of the module ... which Wyrin has already explained. The garden planter has empty convo options which have to be escaped out of, and the ?big fight? is tricky to initiate. I had to reload 3 times and found the best way was to quickly run halfway to the man coming towards your character and wait (don't click on him) for him to close the remaining distance and initiate the dialog. If those could somehow be fixed, I'd give this mod at least an 8.5. As it stands (and forgiving the faithful adaption of the floorplan), it still is an enjoyable module and an excellent preview of the author's later work.
Posted by devadoris at on09/14/08
Despite its minor flaws (described above), I enjoyed this module. I didn't play the PnP version but I found back the athmosphere and the maze-like dungeons of the heroic times. spoiler The next quest for my character will be to remove the pendant ; I hope it's possible to do it in-game (by a Remove Curse for instance) without using the console.
Posted by helmo1977 at on09/12/08
Good adaption of the module. Not much roleplaying and the combats were not very challenging (except the final one), but I remember the module and was exactly like that. To spend a few hours enjoying NWN 2 without much pretensions.
Posted by Winwood at on07/05/08
Thanks for modding Wyrin.
Posted by Wyrin at 2008-07-0707:51:18
Winwood - thanks for playing! _________________________ Wyrin Legacy of White Plume Mountain - A Faerun sandbox classic D&D adventure! Wyrin's NWN2 blog
Posted by Winwood at on07/05/08
Very Good, Deserves a Look.
Posted by Wyrin at 2008-03-3103:48:34
@emperorjd - thanks for playing. The loss of spellcasting might be due to an evil cursed item that I kept in from the original module - this reduces wisdom so would stop clerics casting spells The finale happens i nthe throne room on the second floor Thanks for playing! _________________________ Wyrin Legacy of White Plume Mountain - A Faerun sandbox classic D&D adventure! Wyrin's NWN2 blog
Posted by emperorjd at on03/26/08
Pros: Just tested this module and very impressed with many of the cinematic sequences. Loved the death effect of the red aura. Character intorductions were great. Difficulty is reasonable. Cons: No Journal No pushpins on map for rooms ?: Are clerics supposed to lose their casting ability after a particular encounter? Not exactly sure when this happened, but couldnt access my memorized spells. Recommended Improvements to module: Secret Doors but from what I read you know this. The sword room encounter. I think you siad this is bugged. Gated door on west side by rubble opens but cannot enter. Can items be made indestructible that need to be interacted with? I'm not sure if I was so supposed to break the blackboard. I went into every accessible room I could discover with a level 18 cleric. I am not sure what I was missing to move forward in the adventure. Will test again to try and complete. Since it was a conversion can't give full points for imagination/crativity.
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