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.
I'm sorry but this is unplayable, not to mention more boring than my math classes. -I see someone mentioned a long time ago (yeah before giving up I actually read some comments to see if other people had the same problem) that the Keep is so damn dark. There are torches on the walls and they don't do anything, but then if you take them in your hand they start illuminating?! Companions can't light the way either because that's a NWN2 problem : they lag behind. -Bugged, when entering the shrine with the "lost music" thingy, nothing happens. That's when I definitely stopped. And no, I didn't burn any step (I went back to town to take the mage, etc), and I only bashed non-important doors because that's an habit and every player does it when playing anything but a rogue. -There isn't the slightest bit of fun there. The beginning is atrociously boring and *bleep*ing useless. I mean come on, there are other ways to get someone to level 2. Most mods use a NPC at the start that gives some starting gold and experience instead of a lousy, useless and boring Fed-ex quest. And you should definitely label it as "very heavy" Hack'n'slash. I killed more mobs in a single dungeon here than in hours of some other mods. Hack'n'slash has its pros but you should state it beforehand so that people who think it's only "medium" don't have bad surprises. -The dialogue options made me laugh. Not a compliment though. Basically you have the choice of being a stupid ass lawful good paladin who saves everyone because he's teh good guy, or a non less stupid chaotic evil mad man who wants to destroy everything (and more!) and spits on anyone he encounters. Nothing, NOTHING between that. According to you, one can only be Chaotic Evil or Lawful Good. Too bad I was trying to play a Chaotic Good guy. Obviously it didn't work. -The settings is GREAT, I like your world. I think there were potential in your low-magic world, and it could have been interesting. But if I want to slaughter hundreds of kobolds and gnolls without any Roleplay, I'll go play Diablo II. Sorry, but this is just unplayable.
Posted by Bumpus at on03/03/10
some dialouge fades in and out other then that I LIKE!!
Posted by Raith at 2010-02-2120:42:05
Thanks, all of you, for playing/voting! For those who dislike the ability to just [Continue], you can reload a game yourself y'know ;) I love hardcore roleplaying rules, but I didn't want to force it down players throats. It's up to you how you choose to play it. (no HCR this time around). @Jarandel Play the other mods, and the Deus Ex of this makes more sense (hopefully). _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog
Posted by M.I. at on02/16/10
Awesome game and idea. Great new environment and areas. A little annoying on the conversations (I think everyone else has also mentioned this, so I won't go in to depth). Only had one problem: After clearing the ruins and everyone goes their seperate way, I tried to go back to the Apothocary(sp?), instead of going to the keep, and the game froze and shut down. Minor issue, I just did not do that after restarting. Might be my computer (ASUS G1 (2007)), but suspect override issue. _________________________ Ranger's have Lead the Way since there was a way to be lead!
Posted by Spidercat at on02/08/10
Just voting \>^.^
Posted by jaege at on02/08/10
Great mod. Good story, nice use of scenery.
Posted by merbeast at on01/21/10
I liked the atmosphere (dark and spooky) and story. I loved the low magic setting. I did not like the forced story and limited character dialogue options. The unlimited/no consequence respawns did make some of the tougher fights too easy. I did like the personalities and characters of the companions, and I liked the very limited loot. This module worked well for my tastes in that I prefer melee builds and loathe most magic use. The dark dungeons and swamps were excellent for setting the mood (nothing like debating over a shield or a torch to put you in touch with what an adventurer would be thinking). Overall, no bugs and very solid.
Posted by Jarandel at on01/21/10
Good module. ? Area design was fair with some nice touches here and there (loved the apothecary in town). ? Played through with a fighter training toward weaponmaster. Fights were balanced, with a few quite hard ones down there with plenty of ennemies including archers, if you didn't intend to use the "blah, I'll just die and respawn there" feature if course. ? Enjoyed the feel of that "first dungeon" were even "Sleep" can be a weapon of mass party annihilation hehe. ? The companions (and an number of other encountered NPCs) are lively and enjoyable though they do tend to come and go without any warning which may call for some reloads in case they happened to carry something you'll be missing. ---- SPOILER-ISH ---- My biggest beef was, for a while, the end. Though it makes plenty of sense within the overall story of the trilogy, on the spot it was "Yeah... -.- So this dude that got foisted on me something like 5 minutes ago steals the limelight and end fight from me (while you can land a few blows to help along it's a bit painfully obvious that it's scripted so that Mr. Limelight-stealer will defeat it even if alone, no matter what) and that's it ?". ---- SPOILER-ISH ----
Posted by masoon at 2010-01-0210:07:49
I haven't finished this module yet. And this is only the first one of three. I just wanted to say wow. This is a great piece of work. I'll vote after I'm finished.
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