The series take place in the continent of Arryth, a completly new world made from scratch. This introduction act introduces the player to this new world and the story.
In the beginning, there were only 3 kingdoms: Ryn'skel, home of the humans supported by their mighty heroes; Teran, home of the goblinoids and Nyreld, home of savage demons. As expected, a war broke out between the 3 lands. One that did not resulted in victory but in death. In the tower of Rynal, the capital of Ryn'skel where the final battle between the demons, goblinoids and humans was fought, the humans were in the losing camp and saw only one option left. They went up all the way up to the tower, where they casted a spell from the Forbidden Book. The explosion following destroyed everyone and everything in its radius and caused a negative energy portal to be created. Only one tribe of goblins survived and retreated themselves into the inhospitable mountains of Avadur. The demons suffered from the heaviest losses. Their whole land was destroyed and completely swallowed, creating the Inner Sea. Life in Arryth was as good as gone. This period of war and destruction is now addressed by many as the 'Chaos'.
Now, 812 years later. Waking up in a tavern somewhere in Alauria with memories of a terrible night where you almost got murdered, you find yourself lost and broke. Soon though, you will realize there is something more going on and you will have to fight for not only your survival. A past Arryth would rather forget returns after so many years. The storyline will tell about the dark times coming to Arryth and how all is linked to the mysterious portal of Rynal. What lies on the other side?
The module is best started with a completly new character (level 1).
Contains roughly 1 hour of gameplay, depending on how many sidequests you take.
I hope it won't be needed, but any bugs can be reported to [email protected] or via this form. I've put quite some time in this, so I really hope you'll like it.
v 1.2 changes include:
- Easy install/uninstall
- Custom Deities
- Readme, with hints/tips/explanations included
- Fixed shadow issues
- The �strange� conversation in Angald is now a cutscene
- Fixed syntax errors (Thank you, Paul Blay)
- Fixed certain item properties
- Fixed certain store prices
- Fixed all journal entries
- Seth�s halberd is now his default weapon
- Que�eti has been completely fixed
- Southern woods & Angald are edited
- Various minor edits
V 1.1
Changes include:
- Fixed some lightning issues
- Revamped version of the Southern woods
- Fixed a bug that could cause players to miss the first conversation
(The dialog will now also be triggered if the original trigger fails)
- Fixed some syntax errors
- Added random encounters to the Grassfields area
- Made some slight changes to the Northern Woods area
Posted by Sumguy at 2010-03-27 14:33:13 Voted 3.50 on 03/27/10
Vendors that sell everything at 1 gold, trivial monsters give 150 exp at lvl 1, scripts that appear to be broken/out of order. Looks like some sort of unfinished first attempt at modding.
The time I played through it with a warlock, I could get through with a completly new character. I would, however, recommend to get the optional companion for the later cave areas. If you have any problems finding him, it's all explained in the readme.
Thanks for replaying this, buckwheezer. Much appreciated.
Also, there are basically 3 unique companions. One of which is completely optional (Que�eti). Since you get the two companions (Seth and Alennia) at the very end of the act, I didn�t bother to add any additional conversations. It didn�t made much sense to me to be sharing life stories at that moment. They have their introductions and Seth even gives you a heads-up on what he experienced. You will see more interactions with them in the actual acts, much like the way companions in NWN2 work. (Being able to start a conversation at any time, them intervening in conversations, etc.)
Posted by buckwheezer at 2007-07-30 12:46:02 Voted 8.50 on 07/30/07
This starts rather slowly but ends strongly. With the promise of future events, it gives some anticipation. The addition of the two unique henchpersons should give some npc interaction which had been absent.
Not really. The deities in this series will have a further meaning instead of just being D&D deities with a different name. You might be concerned which one 'suits' your character more, but let's just say every person on Arryth believes in all three of them. I might add some descriptions in the readme later, though I'd prefer to keep them unknown until further into the series, for the sake of the story.
"To make sure problems that seem obvious to me to happen again next time" should actually be "To make sure problems that seem obvious to me from happening again...", however there does not seem to be any way of editing a comment.
Also, it seems that your vote didn't get entered yet. Not that I really care to much about ratings, it's just that you mentioned it while the stats don't show it.
Though I am somewhat occupied at the moment, I try to keep an eye out for comments and will certainly finish the series.
The crash seems odd to me. No, very odd even. I'm very doubtfull that's caused by the module. The grassfields area is however quite big, and quite a heavy load. Perhaps that's where something went wrong. Otherwise, the area shouldn't cause any crashes at all. Are your computer specs alright? Latest drivers? Perhaps still running on a patch that causes instability?
The Northern Area should be pretty straight forward. Literally. You keep walking North until you get out the foresty area, and walk up towards the mountain. On the side of the mountain, there's a pretty obvious cave entrance. Enter it, and you're through the area and inside the Giant's Pass.
Thank you for your positive comments as well, much appreciated. To make sure problems that seem obvious to me to happen again next time, I will include a Tips/FAQ file in the download in the future.
I hope any of this helped. Stay tuned for the next installment after the expansion pack is released.
Greets, Sic
Posted by gomer at 2007-07-07 17:25:36 Voted 8.25 on 07/22/07
Posting again because I played it again. This time I got stuck in some Northern area (where the hand in the lake holds the glowing stone). Couldn't find my way out of there. The Area Map was no help. Played it again due to its great visuals and figured it is simply worth the effort. Sure do hope that you keep up with tweaking this mod since I think it has so much potential. It'd be a shame if it just dropped off of the list. I'm hoping to see more from you.
Voting this time because I liked the way you did things and want to help put you on the map. The voting standards would require a 4 from me but I think that there is enough different about this which is very positive that I have to bump that up to 6. It's not solid, but is remarkable.
Posted by gomer at 2007-07-06 17:28:45 Voted 8.25 on 07/22/07
First Grassfields to the South, and I crashed, system rebooted. I contacted the first woman there and then it went down. Up until there it looked like this has much potential. I will threat this as a beta. No vote now but will be hoping for an update. So far, so good though. I like what I see so far though, with an eye for the future.
Right, portal. I forgot to mention that in my former reply as well. The portal doesn't link anywhere, it did during my testing but the game would crash every time they entered the portal area. I even completly remade the area, still crashes. So I decided to skip that area, changed the portal conversation to 'It's not accessable through this side'. Perhaps I should've picked my words more carefully, as I see you've all been looking for the other side of the portal. My apologies for this, I'll make sure I choose my words more carefully next time.
The next part won't be released until after the expansion, as I need some vital content from it. However, I'm already creating the conversations and some interior areas, so it won't take -too- long.
Cheerio, Sic
Posted by Blatob at 2007-06-28 01:59:55 Voted 7.50 on 06/28/07
Nice, for a prologue. I too had a problem with a portal in the cave. Other than that, there are no bugs (as far as I can tell). I hope that it won't take you long to complete next part.
Haven't heard about that one before. It seems to me that the trigger just didn't go off. No idea if it's caused by the patch or not. I'd advise to either reload a game from before you enter angald, or simply go through to the Giant's Pass, though then you'll miss one conversation. The character will tell Seth what happened, so you'll be able to catch up with what happened there.
Pretty strange the trigger doesn't seem to work, though. I hope it didn't give you any other trouble?
I'm having a couple of problems. First, does the Portal in the Abandoned Cave go anywhere? I just kept getting a message that I was on the wrong side. I even went both directions through the door, but no luck.
Much more serious, I just updated to the latest patch. before I updated, I went with Odrin Mordyn to Angald and there was a big battle. I foolishly joined in, decided it was the wrong thing to do and exited the game. When I came back I patched the game to 1.673 from 1.59, and now when I go th Angald, nothing happens. Odrin just stands there and when I try to talke to him, I get the same conversation as before the journey, ie about the demons and getting ready to go to Angald. Is this a game-breaker? BTW, I can still get to the Northern Woods abd Giant's Pass.
Cheers,
Dave Fritz
Posted by PaulBlay at 2007-05-21 04:36:26 Voted 7.50 on 05/21/07
More than decent, but less than amazing.
Posted by PaulBlay at 2007-05-21 04:19:33 Voted 7.50 on 05/21/07
*** SPOILER WARNING ***
conv_0slimenguard
"Im sorry, what raids?" -> I'm sorry
"assured us they were no shades or something, though" -> (?) not shades
conv_0unknownsuccubus
"already broke the bound?" -> bond
conv_firstmeetingimp
"still it does nothing but starting" -> nothing but stare
conv_limenpriest
"Offcourse, (brother/sister)." -> Of course
conv_0slimeninnkeeper
"They payed for a day" -> paid
conv_0svenificusaidan
"Ah, the unconsious traveller?" -> unconscious
conv_druid
"gold to compensate for your work" -> you for your work
conv_0slimentravelmrc
"they robbed me at the crossroad." -> crossroads
conv_0svenificusnyus
"Demons. Ghosts. That's sort." -> (?) That sort
conv_gp_alya
"What's an old hobo rapped in cloth" -> wrapped
*** SPOILER WARNING ***
Posted by PaulBlay at 2007-05-21 03:53:52 Voted 7.50 on 05/21/07
I'll just note that you can use a tool like ConversationEditor to export conversation text then a wordprocessor with a spellchecker like MS Word to check them. That would have caught many (but not all) of the above corrections.
Posted by PaulBlay at 2007-05-21 03:51:59 Voted 7.50 on 05/21/07
angald_cutsc
"A discription, a name, a password?" -> description
"He was there not to long ago." -> too
conv_0sunknowndevildeal
"Your friend will not know he will have to get you back to your part of the realm unless you have his staff." -> ?(confused)
conv_adventurer
"Ancient powerfull things." -> powerful
"was crafted by the Pass it's very first inhabitants." -> Pass'
"enough to pose a serious threath to it's enemies." -> "threat to its enemies"
"Well, didn't get it's name for nothing. Nop." -> Nope
conv_ladyofpleasure
"To much for you to afford, sweety." -> Too much
"Or their valueables." -> "of their valuables"
"as I won't get you stop staring at me without" -> get you to
cutsc_0scave
"If that is thou choice." -> thy choice
comp_senyr_gp
"But then why did they lit the beacon?" -> light
"when we we're attacked" -> were
"do have any other explaination?" -> explanation
Yea, I apparently seem to have a problem uploading the new version. It seems that it has not updated it correctly. I will see to it as soon as possible.
Andy- Thank you for the kind words, I'm glad you enjoyed it!
Posted by Andy Overton at 2007-05-20 13:37:55 Voted 8.50 on 05/20/07
The file is available if you go to his form, I thought it was a great mod. While his areas are big, they are beatifully detailed. I am just disappointed it ends when it does. I look forward to the next chapter, as I said, it is a very good mod, worthy of a higher rating than it has.
Posted by PaulBlay at 2007-05-20 07:25:08 Voted 7.50 on 05/21/07
No files on vault. :-/
Problems uploading the update or something more serious?
PaulBlay - Typos, thanks for pointing those out. 'll fix them right away. English is not my motherlanguage, so those sneak in quite a lot.
I'm afraid I don't understand your second statement though. There is a conversation that is triggered as soon as you walk out the room where you wake up. You're the first one who didn't trigger it, if that -is- what you say.
"Starting with no money or equipment at all was frustrating." That's the definition of being broke, in my humble opinion. Which is part of the description. I did not think it was a big problem, seeing as you get free equipment 5 minutes later in the game.
"Music choice for areas sometimes was rather inappropriate". Ok, so in what way was it 'inappropriate'? I'm assuming as in not fitting into the area. Possible, I guess that's just a personal taste of mine.
The conversation with Odryn should have a conditional script on it, which checks if you've completed the letter delivery' quest. Aidan then tells you about this. You also get a journal note about this. I find it strange you missed this.
Speaker- I did not put in with that scenario in mind, but I noticed it during testing. It didn't bother me too much, so I left it in. Making a huge load of money isn't a problem in my series concerning equipment. I will not be having traders selling epic swords just down the road. If you'll want good equipment you'll have to earn it.
Posted by PaulBlay at 2007-05-05 06:56:40 Voted 7.50 on 05/21/07
Well I got round to trying this but I'm not going to vote because I didn't get far into it before giving up.
Some spelling / grammar problems:
"with pointy pikes or claws" -> "pointy spikes" ?
"a sign how mercifull" -> "a sign how merciful"
Starting in the Inn room and _not_ having a conversation with the innkeeper was rather bizarre. I was expecting something like "Ah! You're awake. We weren't sure if you were going to make it for a while. It's been two days since you were found and brought here."
In line with earlier comments - too many NPCs were completely nonresponsive to clicks and several areas were large with little to do in them.
Starting with no money or equipment at all was frustrating.
Music choice for areas sometimes was rather inappropriate.
In the conversation with Odryn Mordon the PC says "I was told you might have some work for me" when he hasn't been told anything of the kind.
I was able to earn a small fortune (once I'd managed to get the reward money as starting capital) by buying items at 1 gp each from the adventurers in the inn and selling them for hundreds of gp in the next village. It was so profitable that I made a special trip back to clean them out of everything. Is that an intentional decision or an accident? _________________________ "You do well to flee, townspeople. I will pillage your lands and dwellings. I will burn your crops, and make merry sport with your more attractive daughters!" (Olaf the Troll, in 'Buffy the Vampire Slayer')
Thanks for the comments.
buckwheezer - The main quest not being apparent until the very end is a clear design decision. If you like it or not, don't worry it's just an introduction. Areas too large, I could agree with that on some points. Again, design decision. A little more conversation from nonessential npc's, noted down. I will certainly add this in the upcoming modules, together with being able to trade with anyone.
danihell- Interesting, I found the conversations quite straight forward. Care to give any examples of what was unclear? I could also agree with you on the Southern Woods area, I didn't like some things in it either but it 'works'.
PaulBlay- Crafting isn't worked out, just a small introduction. Social stuff here and there but nothing breathtaking.
Posted by danihell at 2007-05-03 02:07:44 Voted 6.50 on 05/03/07
stuff i liked:
* many little side quests
* diplomacy,intimidate checks were involved adding some veraiaty to the game
stuff i didnt liked:
* some conversations didnt make sense to me at most of the game i didnt really knew whats going on basiclly/
*********POSSIBLE SPOILERS*********
* the south woods area is just totally lacks any finishing touch i dont think you should leave it looking like that.
basiclly i liked the world and the fact you managed to put lots of quests but to be honest i think you should work a bit more on the size of the maps and context of conversations in the whole moudle
Posted by buckwheezer at 2007-05-02 18:40:05 Voted 8.50 on 07/30/07
Continuation:
Main quest was never apparent until near the very end.
4. Could use a little more conversation from nonessential npc's.
I am looking forward to the completion of this module.
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