I noticed there were very few multi-player oriented modules for NWN2 yet, so I thought I'd put this one up.
The story: a chance encounter in a tavern leads to a case of epic mistaken identity; your party is spirited away to a distant land and forced to rescue a remote mountain community from an incursion by slavers.
Suitable for 1-3 (with some caveats; see the ReadMe) PCs of 3-8th level. About 5-6 hours of play time (I think--let me know how accurate I am).
The module takes place in a game world of the author's creation (relevant details in the ReadMe). Custom content includes some visual effects from the community in a HAK file (included with the module download).
June 25, 2007: uplodaded version 0.5. This fixes (I hope) the bug of the statue lady not conversing with the player. Also minor edits to the minotaur's cave; fixed some walkmesh issues and typos.
July 16, 2007: updated to version 0.7. This fixes some issues with slaves, tweaks most of the encounters for balance, adds some extra content in the crypts, and (hopefully) fixes the hanging bug on starting the game.
August 20, 2007: updated to version 0.8. This updates to the current version of Ashura's VFX pack, which should fix the loading hangs some people have experienced. Fixed a lot of typos and minor errors as well. Everything should work now (fingers crossed).
September 24, 2007: updated to version 1.0. The first "real" version, as long as nothing broke which used to work. Thanks to everyone who provided bug reports. Please continue to do so (though, hopefully there won't be anymore).
The module requires two external files: Sorceress Ashura's VFX Pack (http://nwvault.ign.com/View.php?view=NWN2VisualEffects.Detail&id=9) and Hellcow/Spajk's Cobwebs (http://nwvault.ign.com/View.php?view=NWN2VisualEffects.Detail&id=23). I used version 3.5 of Ashura and I notice that she's just upgraded to version 4.0. Hopefully this won't cause any problems. If it does, I'll either update A Hero Displaced to use the most recent version or I'll upload the old FX pack.
January 7, 2008: updated to version 1.1. Many of the fixes relate to things which went wonky when I upgraded to NWN2 version 1.10. I have removed the multiplayer cutscenes which, hopefully, will make this more fun to play in multiplayer. There is also one new, optional quest.
February 2, 2008: updated to version 1.2. Mostly fixing conversation link bugs and adding some additional dialog options.
March 26, 2008: updated to version 1.3. Intermediate bug fixes and some added functionality.
This contains a small hak and override which are used in the module. These are the versions of Ashura's FX and cobwebs. If you experience any problems with the module loading, install these haks as per the instructions provided.
I had a great time with this, though it involved a lot of running back and fourth on very long roads.
Posted by jmidd at on04/10/08
Had the same problem USAERAH had at the end. We were playing multiplayer. The lead character got the start of a cut scene but it immediately jumped out. Otherwise good module. Liked the area design.
Posted by gonlaz at on03/26/08
Thanks for the email, it really helped :) Fun module, pretty good story with potential to be a continuing thing for the main character.
Posted by gonlaz at on03/26/08
To specify, I am at the location and it says I need a key? I have been (I thought) everywhere and haven't found a key yet. Also I can't find the dragon's lady friend anywhere; can ya please point me in the right direction?
Posted by gonlaz at on03/26/08
how the heck do I get in the secret entrance?
Posted by Allyndn_The_Beggar at 2008-03-2600:51:14
I have uploaded version 1.3. This is an "intermediate" revision which fixes the bad transition in the minotaur cave and improves the final confrontation with the slavers. Non-leader dialogs have been expanded, but not tested (think of them as "beta") for the multiplayer environment. This is not the big revision I was hoping for, but I will be heading for the "bush" for the next six months and won't be able upload any big files. I will still have (somewhat irregular) access to email to receive bug reports and suggestions. And I will continue to work on a large revision with a lot more interaction with the Companions and a few more optional side-quests. I played through the module completely in single player with no problems. This not mean you might have problems... if you did something other than what I did. I don't think you will, though. I recommend saving frequently and, if you have a problem, check the ReadMe file so see if there is a workaround.
Posted by Filgrind at on03/08/08
I enjoyed very much this module. I liked the beginning with no equipment, the trick of the medusa, the complexity of the crypt, the design of the exterior area, with little paths next to the river... and I found the slaver leader very impressive, at first, he frightened me. I have played a dozen of modules til now and this is the module I enjoyed the most. Thank you.
Posted by USAERAH at on02/17/08
very fun module. could not complete though. after defeating slaver lord and clearing out keep could not exit. there was no walk path over bridge. and the rope that comes up from cavern under keep is obviously one way only so i can not go back that way either. it was frustrating because i could see the shrub back there that i needed for flower quest to get home. i must say that this was good times but not being able to finish a module due to glich kinda leaves that funny taste is your mouth.
Posted by Allyndn_The_Beggar at 2008-02-1502:10:01
ericdoman: thanks for your feedback. It is useful to me to hear how other people experience the mod, and in what order they do things. Will consider having more simple weapons available. That's a good idea. Have personally always felt the ending confrontation was a bit awkward, reflecting my limited abilities in the toolset. Am considering attempting a much more elaborate confrontation. A significant revision is in the works, including a minotaur model (instead of the current awkward workaround) and much more fully developed companions. It's a lot of dialog writing, so I'm not sure when I'll be ready to upload a new version. I would also like to significantly rework the death/respawn scripting. I am using the default version from NWN2, which isn't very satisfying.
Posted by ericdoman at on02/14/08
Firstly an original transported to a new world idea and believable to some extent. The tilesets felt right to me. Maybe different music. Although minotaur lair and no music felt right. Possibly have more simple/rogue like magical weapons. In my party of Ftr, Druid, Bard and cleric only fighter could use martial weapons. Rectified to some extent with magic weapon spell. I believe I have completed the mod. Although close to 2000xp short of 6th lvl so wondering how one player started at 3 and finished 6th? Went straight to cleric first rather than hermit to sell off some equipmnet. Went back to monastery and there was the bard in stone. Just wondering if I missed her on first visit. I used flesh to stone on her even though I didn't have it? Near to the end when you have killed leader and come up to front of keep, first time the option to attack the slavers. Game stopper? As nothing happens and you can not leave the area. Second time show leaders head and OK, didn't try intimaidate (no points) or diplomacy (6 ponts). Again enjoyed the mod. The crypt was very tough, especially the ghasts but once we hit 5th lvl pretty straightforward, my cleric had 4 hold persons which were pretty devastating. Thanks for this and look forward to anything new. Cheers
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