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NWN2 ENGLISH MODULES

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Name  The Zelbross Affair
Author  Seryn
Submitted / Updated  07-01-2007 / 05-26-2008
Category  Single Player
Module Types  Combat, Dungeon Adventure, Final Version
Scope  Small
Content  Teen
TricksTraps  Light
Roleplay  Light
HackSlash  Heavy
LevelMin  01
LevelMax  01
Gameplay Hours  04
Categories  Forgotten Realms Weave, single player, hack and slash.
Patch  1.12
NWN2Game  All
Description
A single-player, first-level NWN2 module. The Zelbross Affiar can be characterized as a linear hack and slash, but there are role-playing options and some non-linear aspects. Six companions are available to choose from in assembling a maximum party of four (PC plus 3 companions). Multiple endings for "good" and "evil" and even something in-between. The module is relatively short (~4 hours), but your character will advance to level 3 or 4, depending on how thorough you are.

Zelbross is home to about 120 folk, mostly quiet farmers and craftsmen. Zelbross lies in the Delimbiyr region of the North, near the Sword Coast and can be found north of the High Moor and South of the High Forest, sitting between the Delimbiyr Route and the River Shining (aka the Delimbiyr). Its nearest neighbors are Secomber to the west and Loudwater to the East. This region is notorious monster territory and travel here is dangerous. Most folk stumble into Llorkh and Loudwater grateful that people actually dwell in the easternmost lands of the North.
_______________________________
Thanks to the following prefab contributors: Customized Humanoids and NPCs by Storyteller; Reds Wilderness Village By: Redunzgofasta; Small Dinner by Marcelo Lopes; Farmland by Shadow of Dreams; Rural Road by BoomStick; Wizards Lab by Magus77; Smith Shop by Phex; Townfolks 1.1 by Kimosavi; Cleitanious' Prefabs 1.3; Lan's Placeable Groups v1.1 by Lanessar; and Masterwork Weapons by Dirtywick.

Special thanks to The Forgotten Realms Weave (FRW) for beta testing and support, as well as Lord Niah's FRW Base Mod and scripts!
_______________________________
070707 Update Fixes (SPOILERS):

* Fixed humanoid chiefs conversations so they fire if the PC clicks on them before they initiate dialogue.
* Reduced AC and HP of some of the creatures to lessen the difficulty slightly in final caves.
* Added a dialogue node to Redfinn for module finish.
* Changed looping water sounds to non-looping contiuous.
* Fixed static camera so when Odoms spawns into the dock house at the finale, he faces the camera.

052608 Update Fixes

* Removed Bear Totem from Zelbross Bridge
* Fixed ranger's head (in the tavern)
* Fixed floating trees in "The Hills."

Files

NameTypeSizeDownloads
The_Zelbross_Affair_052608.7zThe_Zelbross_Affair_052608.7z
Submitted: 07-01-2007 / Last Updated: 05-26-2008
7z31.6Mb1180
NEW VERSION, MAY 2008, PATCH 1.12
The_Zelbross_Affair_070707.zipThe_Zelbross_Affair_070707.zip
Submitted: 07-01-2007 / Last Updated: 07-07-2007
zip48.8Mb2521
Old Version: Patch 1.04
SCORE OUT OF 10
7.97
72 votes
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The Zelbross Affair





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Comments (30):

1 2 3

Posted by jimgrim at on08/27/08
Short but fun. The wooden platform was confusing... seemed like there was more to it, but the only thing I could do to it was bash it to nothingness. Also, it would be really cool if the Zelbross smoking pipes were "useable"!

Posted by Seryn at 2008-08-2511:07:23    
Thanks for the feedback, The Arkady. You have some good suggestions. I appreciate it.

Posted by The at on08/20/08
Played it through and it was a nice little largely hack slash affair. Good looks (mostly), enough story to make you want to finish, a proper difficulty level to make you want to finish (which I found to be one hell of a problem with some other modules). No replayability really as there's only one thing I felt that I missed - and that doesn't look to be worth a replay with another character. There's a few things that bothered me particularly mostly on the not so HS aspects, though: *** possible spoilers! *** 1. Killed companions don't seem to drop loot bags, which is bad if you actually did get them better equipment. 2. Backtracking. It's nice to be able to get back to town with shortcut waypoints, but having to head back out "the long way" is a little annoying (and would be a lot more so on a slower machine). 3. Orcs. There's no apparent logic to their being there. That's a bit too old school for my tastes. I suppose it's to discourage anyone heading for the hills too early - but it would make more sense if they had a campsite graphic as opposed to coming off as a first line of defense for the culprits. 3. Can't seem to go back to the lady with the trick box in the Last Place. Maybe that's only if you've attempted it by some means? Seriously though - by the end of the module character will be level 4, which means a stat gain and possibly access to stat-boosting spells so it's the only thing in the module where a "come back when you're more experienced" would make sense - and it doesn't offer that. Also, depending on what you had in mind, Lore, Slight of Hand or possibly other skill checks might be more appropriate than the straight attribute ones from a RP perspective. 4. The recovering wares side quest doesn't seem to fire any experience gain - even though that would seem the logical thing for it to do in terms of being the RP side of a mostly HS module. 5. The journal entry for the rescued halfling looks like an open quest that should let me do something. I was sort of expecting to find someone in town to talk to about it, but didn't - maybe that ties in to #3 though? 6. The trap door - it seems to actually be graphically represented (wooden platform), but still not findable from above. 7. Three rings +2 is a bit heavy for a module that ends L4. I'd reduce that to one from the hills loot and maybe add one or two other loot items to the caves. Admittedly, I want more RP to consider a module really great and a near-pure HS just isn't "recommended to anyone" imo (just like a pure sleuthing module practically without HS wouldn't really be for everyone) - which sets a cap on the vote. But it has got those "mindless killing might not be everything" moments, so it comes fairly close.

Posted by Seryn at 2008-08-1509:10:22    
Thanks Gwydion669, that's a good suggestion on the dialogue. I'll see what I can do, and look at addressing the issue grandgnu brought up as well.

Posted by Gwydion669 at 11:54:44    Voted8.50
Just finished playing this again. The revisions seem to have taken care of the few bugs I remember (the bear totem on the bridge, etc.). On the whole, it seems to be quite sound and sturdy. Even all the goblins gave up their skins this time (the other drops later on I can see as being hit-or-miss ... shredded beyond value during combat). But it seems I can break anything! I went for the evil option and realized that the druid would likely take offense after I had already started talking to the bad guy at the end. I escaped out (yes, yes, I know ... that will break most any module) and went to talk with him again after dumping the druid. The convo was broken, so decided to do the "good" end as a mercenary. I talked to the wagon master and went back but couldn't take the nice option, either. I killed the bad guy anyway, but the quest could not be updated. I had saved at a point after I had broken the module, so there was not much to do aside from strip the henchies and throw their bodies into the swamp. It might save the quest if you would add a convo option to "opt out" of the final conversation with the bad guy if the player should change his mind like I did.

Posted by Winwood at on08/05/08
Grandgnu is right. Murdering the captain early on is a game stopper, but since Seryn have promised to fix the problem, I'll rate this module "Outstanding, a Must Have" anyway.

Posted by Seryn at 2008-07-2308:48:16    
grandgnu--thanks for the feedback! Regarding killing Redfinn early, there's really not much else you can do at this point. Confronting him is the last event in the module, and since he is already dead, you are effectively done. You just fought the final battle a little early! I guess in this case, your murdering of Redfinn turned out to be for the greater good ;-) Maybe it was karma, or just good intuition! I guess I need to make him plot so he lasts until the end. Regarding the 4 companions, I decided to leave that as is, even though the documentation says differently. Thanks again!

Posted by grandgnu at on07/19/08
I give this an 8 (Excellent, Recommended To Anyone) However, I did find some "bugs" -----SPOILERS--------- COMPANIONS I was able to have EVERYONE join my party. Not a single person couldn't. For the record, I did only have three other people join initially, and did the Kobold quest first. This included having the farmer with me. Then I picked up the Druid girl and from there went back into town and got the Paladin to join and then the theif and barbarian. UNABLE TO COMPLETE GAME I actually noticed I could attack Redfinn and his Ogre guard earlier in the game (before I even knew he was involved with the plot) So I attacked them both and killed them and took their stuff. Then when I finish up the gnome/halfing cave I'm told to confront Redfinn and I can't because he's no longer there. Not sure what to do?

Posted by Maytl at on07/10/08
One of the best hack n slash mods I've played and I love h n s.

Posted by Bio-Knight at on06/30/08
wrong vote!

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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