Introduction: A territorial dispute between Dalreon and the barbaric northern kingdom of Harrn has escalated into war. King Jorlaan II is determined to bring a swift end to the conflict, but the outlying towns are nervous that the frontlines draw increasingly closer. You awake on a merchant ship docked in the river town of Rindleforde with a pounding head and turning stomach. Offering no solace is the irritated owner who has awakened you from your slumber, and wants to know what you are doing on his ship.
Module Trilogy Sands of Solvheil I: The Ruins of Kazatharis Link Sands of Solvheil II: Beneath the Hearleforne Link Sands of Solvheil III: Crusaders of Shalihir Link
Character Creation
Race: For the scope of this module, it is assumed that the player is human. Other races will still function, but will make less sense from a story standpoint.
Class: This module take place in a low-magic setting where both divine and arcane have yet to be rediscovered, thus mundane non-magical classes are recommended. While other classes will not hinder progress in the module, it is written and balanced for the melee classes below.
Preferred Classes: Fighter/Ranger/Rogue
Level/XP Progression: This module is designed to take a newly created character to around LVL 6.
Rest/Death: Left at game defaults. This module is focused on storyline over semantics.
Time: This varies greatly on how much ancillary exploration, reading, and dialogue is done by the player.
Encounters: Encounters are a mixed bag of:
a.) Hand placed creatures.
b.) Standard NWN encounters.
c.) NESS enabled spawns.
Depending on what the situation called for.
Note: This module is divided into several sections. The beginning does require a bit of Fed-Ex work, but that is only to get the PC to an appropriate combat level and is never seen again. The middle of this module is more free-form as the PC/Party explores dungeonesque areas. While the last part is more linear as it guides the PC through the ruins and subsequent battles.
...as well as the scores of others I've absent-mindedly forgotten. Thanks to the NWN Forums, the Vault, and the NWN community in general.
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CHANGELOG
UPDATE [v1.1]: Corrected transition from Rindleforde to Mill. Trigger and Landscape weren't playing nice-nice so I redrew and uploaded. If your became stuck at this point, redownload and use the DM Tome to set Journal entry for [Welcome to Rindleforde] to 100 and Experience to [1000]. This way you can proceded to the Mill without having to retrace any steps.
UPDATE [v1.2]: - Fixed area hb (Broken NESS Spawn call that could be cause of companion levelup crash)
- Added additional Speaktrigger in Kazatharis Structure in case lever conversation doesn't start
- Added text to signify end of the module (since ga_end_game doesn't currently play ending movie)
- Added Character Export option to end dialogue (thanks ciViLiZed)
UPDATE [v1.3]: - Removed extra feats from Anziath, Bram, and Ambrose (thanks Balgin Stondraeg).
- Removed ga_reset_level from Malcolm roster add (fixing level up crash).
- Added some additional dialogue in a conversation or two.
- Applied patch 1.10
- Removed Thief Tools +1 from kobold rogue (a true scoundrel will know where to procure a set anyhow)
UPDATE [v1.4]: - Removed Torch from Inn Store
- Added MW Longsword to Smithy
- Made transition to Millbridge a bit more obvious
- Made Plot dependent doors set to Plot
- Made Adjustments to Mill Cellar Speaktrigger
- Added Localized Descriptions to several Rindleforde NPCs
- Made overall conversation fixes
- Added additional torch bracket to Mill Cellar
- Removed erroneous descriptions of Romantic Interlude NPCs
UPDATE [v1.5]: - Fixed broken conversation node in holdup (thanks Berfert)
- Added many map points that are hidden and shown in conversation (thanks Mr_Darke)
- Added sound to some conversation nodes
- Removed buy restriction from Crown Merchant
UPDATE [v1.6]: - Fixed end of 'Find the Ring' so never asked again.
- Sound and Spell improvements in some conversations.
- Fixed Class checks as new gc_ script replaced old. Source of 'loose stone' bug(thanks Adrian1481).
UPDATE [v1.8]: - Buy Restrictions removed from all shops but Inn
- 'Noone' typo removed from conversations
- Options for skipping excessive travel added to a few conversations (thanks Noelle)
- Feats adjusted on Malcolm / Alignment adjusted on Ambrose (thanks Vahle001)
- Missing texture fixed in Kazatharis Tunnel
- Added conversation to Tornne as fallback in case it doesn't autofire (thanks PfcJs)
UPDATE [v1.9]: - Unused doors in Rindleforde set to static
- Many many fixes (thanks Aristan)
UPDATE [v2.0]: - Many Spelling/Grammar fixes (thanks fire&ice)
- Several community suggested fixes
/CHANGELOG
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Don't forget to vote! Let me know if you liked the module and setting or if your time would have been better spent trying to stand in the corner of a round room. There's no stopping me now as I have already begun the next chapter. Your feedback can only improve the overall product and help me create a more enjoyable and engrossing adventure.
Prefabs Also, feel free to download the area Prefabs and use them in your own adventures. These areas straight from the module have been stripped down and are ready to import into your own module or DM campaign.
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