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NWN2 ENGLISH MODULES

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Name  Treasure Hunters (1.02)
Author  Nexx
Submitted / Updated  05-02-2007 / 05-10-2007
Category  Single Player
Module Types  
Scope  Small
Content  Everyone
TricksTraps  Nonexistent
Roleplay  NA
HackSlash  Heavy
LevelMin  01
LevelMax  01
Gameplay Hours  03
Categories  action
Patch  1.05
Description
TREASURE HUNTERS

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!

Files

NameTypeSizeDownloads
Treasure_hunters_1_02.rarTreasure_hunters_1_02.rar
Submitted: 05-02-2007 / Last Updated: 05-10-2007
rar75.4Mb2350
New, updated module. Version 1.02 brings to you:

-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.
SCORE OUT OF 10
8.05
15 votes
View Stats
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SCREENS

Our indomitable hero...


The captain!


A small forest...


Jogging on the seaside!


A strange sight indeed...


Plan B





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Comments (30):

1 2 3

Posted by Speaker-to-Customers at on05/11/07
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')

Posted by nexx at 2007-05-1109:18:52    
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.

Posted by Speaker-to-Customers at on05/11/07
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')

Posted by nexx at 2007-05-1104:24:18    
"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 Thanks again Storyteller, amazing job!

Posted by TheStoryteller01 at 2007-05-1103:22:50    
"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 ;-)

Posted by nexx at 2007-05-1017:07:45    
Module updated. Enjoy!

Posted by nexx at 2007-05-1012:07:39    
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 on05/09/07
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. Gaming Parents Studios

Posted by kridael at on05/09/07
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?

Posted by Speaker-to-Customers at on05/11/07
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')

1 2 3

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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

 
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