A BRIEF INTRODUCTION-----------------------------------------------------------------
Adventure awaits you! You and your companions travel on a rogue ship from land to land, searching for treasures. This time you reach a seemingly abandoned island. But as you soon will discover... things may not go as smoothly as planned!
TREASURE HUNTERS is an adventure (originally written in Italian and here translated into english) for a 1st level Cleric character (you can use a 2nd level one, if you want an easier challenge, but that's not recommended).
SOME ADVICE--------------------------------------------------------------------------
The module is tested and built around a Cleric character, but also a Fighter can survive (quite) easily.
If you like tough fights, you're free to run the adventure with a mage or rogue. All other classes will be represented by your companions. A PC cleric remains the preferred one, however.
One more thing: don't waste skill points on social skills. There will be cutscenes with dialogues, but your various bluff, intimidate, etc. won't do any good. To be honest, you won't have dialogue choices, either. Just sit back, relax and follow what's going on: the adventure is a simple hack&slash, after all!
_______________________________________
For all these info, known bugs, aknowledgements and some other tidbits, refer to the included readme (Treasure Hunters.txt).
Try it out and let me know if you enjoyed it. Have fun!
-An area has been modified to make it more enjoyable (gazebo anyone?)
-Added en extended ending cutscene
-An enemy has been added
-Fixed some more spelling errors and TAGS leftovers (thanks sirchet and speakingbeast)
-Minor twitches during conversations
-Idrial won't talk to you anymore (never). Thanks again to sirchet.
Posted by helmo1977 at 2008-07-28 11:28:21 Voted 6.00 on 07/28/08
Decent module. It´s a quick and amusing way to gain 7th level in a few hours. A lot of powerful (too powerful for your level) items, so not a good module to introduce in a campaing, but still enjoyable.
Posted by Filgrind at 2008-05-25 12:56:18 Voted 8.50 on 05/25/08
A good module and a good story. I liked the background of the henchmen. But I disliked to have too many henchmen in the group and the treasures that are very very strong. Thank you
Thanks Rudionis and RolandGR, I really appreciate your imput and comments. I hope to be able to expand the module (or create a new one with the same characters) by adding more dialogue options and maybe some more quests, especially now that MoB is out. As soon as I have some spare time I'm going to work on it. I'm really glad you liked it, thanks!
Posted by Rudinis at 2008-03-12 19:26:24 Voted 9.00 on 03/12/08
This was a great hack & slash mod. The areas were well done. I wasn't bothered by the lack of walkable areas because, if there's nothing there, u don't neeed to discover it. U obviously put alot of detailled work in your areas great atmosphere. I think ,that if you could incorporate a story, and a few more quests u would be able too build a great mode like Harps & Chrysanthemums or Pools of Radiance Remastered etc. This did not reflect on my voting because it was classified as hach & slash. All i'm trying to say, is that this has the potential for so much more and with the lack of Obsidian releases, it's great to see that a few people creating together can build great mods.
I hope to see another one of your builds because u have talent and maybe with other builders u can create an epic.
Posted by RolandGR at 2008-03-08 16:58:58 Voted 10.00 on 03/08/08
I like this type of mod. I liked the companions, they were interesting. Thanks for giving us this.
Posted by Joeborg at 2007-11-03 08:54:45 Voted 9.00 on 11/03/07
@Lariam: re your comment on the Master Adventurer's Robe with no bonuses, I've seen the same thing in a few other mods.
Cheers,
Dave F
Posted by nathannever at 2007-09-18 17:14:51 Voted 8.75 on 09/18/07
Wery enjoyable! I've played the original italian version first (L'isola misteriosa) and I must say this is a very good translation (it even has some bonus areas, am I right?).
So, I thought I'd play this one and give it a tenth vote that the mod definitely deserves in order to find a still larger audience... But, I've yet to finish, and I don't know if I'll finish. Thus I don't feel entirely comfortable with voting. If I finish the mod, I'll vote. And my vote would state that the mod is a good one.
Why haven't I finished? Well, it's just so not my cup of tea. :)
It's pure hack & slash, as stated. No dialogue options. Yeah, I knew that. And actually, that isn't so much of a problem. The problem is, mostly, the incredibly high magic/level of treasure. It seems to be almost epic character stuff, at times. +3 enchantments, +3 regeneration stuff, four times haste per day & +4 AC bracers, and so on. And there's a lot of that treasure. Equipping the characters becomes a bit tedious. As well as leveling them up, which happens often. And the party is a big one! :)
Anyway, that's what troubles me. What I really liked was:
* The area design - the areas look pretty good, and are nicely concise.
* The big party - well, this is both a bonus and a minus (it is perhaps a bit too big for my tastes)
* The looks of the characters as well as of the enemies
* Some of the party members are quite sympathetic characters
* The hack & slash fest has a nice pacing
* Some of the really bug fights are quite impressive
What could be improved?
* There are quite many spelling errors
* Map pins might be a nice addition
* Journal, too - but it isn't really necessary here
* I couldn't modify the behavior of any companions in the first couple of areas
* There was an item c alled 'Master Adventurer's Robe' that didn't seem to have any bonuses
* The fights seem pretty easy even with a relatively reckless play-style (this is probably an intended feature, though)
* Of course more dialogue options would be nice, or, well, *some* dialogue options - but I can see the point in not troubling with them in this sort of a mod
* And, well, as noted, the level of treasure is so very high...
Why do I care about the level of treasure? Because it should fit with the abilities of different kinds of classes as they advance in levels, and I think that sticking with the D&D guidelines works better than very high level treasure there. Also, things are simply more believable and the adventure thus more immersive with somewhat lower level stuff. And finally, it is a great feature of NWN2 that one can develop a character in one mod and then take her elsewhere, but this sort of treasure must be abandoned if one is to continue using the same character, and that, of course, isn't fun.
So, I won't vote. Not yet, at least. But for those who like this sort of hack & slash with lots of treasure, big fights, and fast advancement in levels, I'd definitely recommend giving this mod a look! It seems to be a very nice mod even if it isn't suitable for my tastes. Thanks for making this mod, nexx. Like I said, if I finish the mod, I'll leave a vote, too... :)
Thanks to all who took the time to comment, glad you enjoyed the module!
FOR GOMER: The "correct" ending will trigger only if you have all party members with you (there's a complete list of who they are and the places where you can find them in the readme.txt. That's my fault, however: my scripting skills are abit "rusty"!). Hope this helps!
Posted by gomer at 2007-06-23 17:34:40 Voted 8.00 on 06/23/07
Played through twice and enjoyed it. I found the ending both times was not what you intended, I think. I was left with the Captain and the dragon seeming like they had more to say, but it just quit there. Guess I took good care of the dragon's son, but he never joined my party. Technically, I think this could use some more effort but the play was what I like so that gets scored highly. As you say, it's a romp through a heavy hack and slash field of opponents. I have to go with an 8 for this just because it was fun.
Posted by Blatob at 2007-06-09 15:30:18 Voted 8.00 on 06/09/07
Very good mod. At the beginig it's, perhaps, too tough. Limited bolts and arrows, fight on the beach (so you could pick barbarian companion)... As the game progresses, controling your small army gets more difficult. NWN has it's limitations and it's not a squad based tactical game.
Posted by cobracommander at 2007-05-27 04:16:03 Voted 7.75 on 05/27/07
Nice feeling to command a small army.
It`s different to swarm enemies...
Algrim - you can pick up a half-orc barbarian companion in one of the earlier areas, and afterwards shove him at the front to do the heavy hitting. If you miss out that area it's much harder.
I guess that the comment about a 'half-orc barbarian with a greatsword' is aimed at me - actually I don't play a 'half-orc' barbarian, mine is a human female barbarian. And in playing her I was taking equipment intended for the real half-orc barbarian, who was slightly less formidable as a result.
I've played the module as a cleric as well and it's perfectly doable. You just have to do a lot of hanging around at the back, sniping with one of the super-powered crossbows that are available, and only stepping forward to heal (or raise) the combat experts when they get into trouble. Obviously a lot less enjoyable than leading from the front but much more survivable. _________________________ "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')
Hi Algrim. As stated in the TXT, if things get too dangerous... run like hell!!! No shame in regaining some strenght if the bad guys are tough. Just remember to run back to the safety of already cleared zones, as going forward may very well get you into serious trouble.
Wow...a level one cleric huh? Probably the most annoying battle ever in the graveyard. Very fun watching my characters die in about ten seconds over and over and over. Didn't finish the mod. Maybe a more balanced difficulty possibly? Not everyone plays with a half-orc barbarian with a greatsword. I would love to see games a bit easier. I realize there are some gamers who think the harder the game is the better it is but they are a minority. I play to have fun, not to get mauled. I started out loving the mod. I love the npc's and it's a cool little hack-and-slash but I've been playing games for many years and nothing annoys me more than going from a 4 difficulty all the way to 20 in just one fight.
I did find the church in the end - it just took a long time and required a systematic search, after all the enemies were destroyed and couldn't interfere, whereas I'd intended to dash there during the fight and grab the items to boost the paladin's hitting power. It doesn't show up on the map, which is how I couldn't find it during the battle, but it is there. _________________________ "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, Speaker-to-Customers! I'm really glad the improvements have made the module a more enjoyable experience(and that's thanks to all the users like you that have expressed their impressions and helped me finding errors and spelling mistakes).
*SPOILER*
The church should be in (at least it was when I last checked). When you are in front of the castle entrance, on the plaza with the ruined fountain, you can find it on the right. You can spot it easily if you press the highlight button (Z). Its door should appear clearly. Hope this helps. Anyway, I'll double check if maybe it disappeared during the last bake of the area.
I've replayed it with version 1.02 and it's much better. The trip to the gazebo was well worth while. I knew the story already, I had read about it in a 'Dragon' magazine many years ago, but it was nice to see it reprinted.
There are still a few glitches - the chandelier in the castle has a dead spot under it, for instance; it needs to be converted into an Environment Object - and mis-spellings in the dialogue (a 'coup' of tea (cup), the silent monk's 'kiks' (kicks), but nothing that affects the immersion in the adventure.
I had a problem finding the church in the final outdoor area, even though I'd played the module before; for some reason it doesn't show up at all on the map!
I liked the extended end scene - a nice glimpse into the minds of the companion characters.
I have increased my score accordingly. _________________________ "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')
"When fighting the Icy Skels, Scorched Skels, Death Nights, and Skel Sorcerer, the Skel Sorcerer never moved or attacked until we closed to mele range and then he attacked with mele attack"
"I guess its the skeleton sorcerer from my undead pack and therefore my fault. I'll take a look at it, casters where never my best friends in the TS ;-)"
During playtest I noticed the same thing, so I tweaked a bit its abilities. He then did his job... sometimes. :) I guess it just depends on how well he gets up in the morning...
If you want a smarter enemy AI, try this override/hak:
"Companion and Monster AI 1.0" by Tony_K
"When fighting the Icy Skels, Scorched Skels, Death Nights, and Skel Sorcerer, the Skel Sorcerer never moved or attacked until we closed to mele range and then he attacked with mele attack"
I guess its the skeleton sorcerer from my undead pack and therefore my fault. I'll take a look at it, casters where never my best friends in the TS ;-) _________________________ In case you find my grammar/spelling weird sometimes -----> native german speaker ;-)
Thanks to anyone that posted their impressions (and corrections!). Many if not all of the small "errors" you have found palying the module will be addressed in the 1.02 update (I'm currently uploading the module to the vault). Here you are what you'll find in the updated version.
-An area has been modified to make it more enjoyable (gazebo anyone?)
-Added en extended ending cutscene
-An enemy has been added
-Fixed some more spelling errors and TAGS leftovers
-Minor twitches during conversations
-Idrial won't talk to you anymore (never)
Posted by sirchet at 2007-05-09 15:14:12 Voted 7.00 on 05/09/07
Nexx:
A few things I found; The fighter next to the speaker is named "Norse FighterF" when hovering the cursor over him. In the gulf area there is a cooking pot with the default name "Cliff's MCooking pot1" it's usable and has no description when examined. In the castle, in the square room with 4 doors you can't walk on the red round rug.
The areas were nicely done, I took some time just to look at them, well done.
I thought it was funny that Idrial took a vow not to speak to anyone yet when clicked see says "Warm winds and hallow".
When fighting the Icy Skels, Scorched Skels, Death Nights, and Skel Sorcerer, the Skel Sorcerer never moved or attacked until we closed to mele range and then he attacked with mele attack. I think a Paladin would be more suited for this do to the combat, but he wouldn't be there for loot. I had alot of fun thank you for making this. _________________________ Help is good when asked for,
Better when needed.
Posted by kridael at 2007-05-09 03:34:20 Voted 8.75 on 05/09/07
I liked it! I ran the adventure with a cleric and it was fun. Some great character moments and area designs. I did'n bother the lack of dialogue choices. The way it is, it seems a classic action-RPG adventure. Will there be a sequel?
Now that I've played the whole thing it's better than I first thought. It is exactly as you describe it, which is no bad thing, and the area design overall is pretty good apart from the points that I raised in my first comment about the early outdoor areas.
The solid pieces between rooms in the underground complex look odd because the background that shows as the top of those sections is light greyish-brown rather than black. It makes them look as if they are low structures constructed from reinforced concrete rather than being sections through solid rock.
There are some balance problems; as the characters accumulate loot and extra party members they become extremely formidable - too much so in fact - and the later encounters really aren't much of a challenge despite the power of the monsters. It might have been tougher had I actually played a cleric but in fact I played a barbarian and once I acquired the armour, the belt, and that powerful greatsword there wasn't much that could survive for long against me.
Perhaps the Undead shouldn't be wandering around outdoors in brilliant sunshine; making those encounters happen at night-time, or at least under clouds or rain, would be much more logical and atmospheric.
And you really should do something about the generic names of the crew figures who don't come with you on the mission. I don't necessarily mean that you should give them all names, as they don't have any dialogue with you, but giving them a tag more distinctive than 'NorseGuardF' etc. would help. Even just 'Crew member' would be better than leaving them with the tags that Storyteller gave them. The captain, with whom you do have two long dialogues, is just tagged as 'human' and that really should be changed to 'Captain' (or her name, which I think cropped up in the opening conversation).
None of those are major criticisms; it was still an entertaining module. What struck me most, though, was that it has the potential to be much more. If some opportunities to interact with the companions, with meaningful dialogue choices, were added and a little more storyline included then this could become excellent. There are some great characters in the party; that snarky, arrogant, warlock girl and the cheerful and pleasant drow bard for a start. It's a shame that there isn't any way to put Hayleen in her place, or to get to know Raydark better, and if there had been actual player choices in those dialogues I'd probably have upped my score by at least one. _________________________ "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')
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