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NWN2 ENGLISH MODULES

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Name  Sands of Solvheil I: The Ruins of Kazatharis
Author  Raith Veldrin
Submitted / Updated  09-24-2007 / 06-29-2011
Category  Single Player
Module Types  Dungeon Adventure, Epic
Forum Thread  Link
Scope  Part of Series
Content  Teen
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  01
LevelMax  01
Gameplay Hours  07
Categories  Story-driven module
Patch  1.11
NWN2Game  All
Description
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.

When in doubt, check your journal.

Wiki about custom setting:
Link

**Be sure to pick up the book you see in the beginning. It is a DM Tome that when used, can help you out of a jam. AKA "Break Glass in Case of Bug".**

(OE said it best: Save Early, Save Often)

Special Thanks to testers/mentors/well-wishers:

Ansulaar
Wyrin_D'njargo
jclef
jackyo123
ciViLiZed
Anuite
Phaedra36
Kaldor Silverwand
Melirinda
kungpaobeef

...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.
_________________________
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 [v1.7]:
- Speaktrigger > Conversation fixes (thanks OfficerDonNZ)

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
_________________________

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.

Rindleforde:
Link

Barl Swamp:
Link

Kazatharis:
Link

Installation
Unzip the .mod file to your MyDocuments > Neverwinter Nights 2> modules directory.

Start NWN2, Select New Game > New Module, and select Solvheil_I_Ruins_of_Kazatharis_v*.mod

*Substitute current build number


Afterwards, continue the adventure here: Link
Sands of Solvheil II: Beneath The Hearleforne


Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2008-01-20fire&ice7Beautiful area design
Great atmosphere
Interesting story
Combat can be initially frustrating
Limited role-playing and character interaction

Files

NameTypeSizeDownloads
Solvheil_I_Ruins_of_Kazatharis.zipSolvheil_I_Ruins_of_Kazatharis.zip
Submitted: 09-24-2007 / Last Updated: 01-18-2009
zip63Mb9960
--
SOL_DESIGN_DOC_V1.0.pdfSOL_DESIGN_DOC_V1.0.pdf
Submitted: 09-24-2007 / Last Updated: 09-24-2007
pdf426.1Kb2959
Design Document [pdf] for Sands of Solvheil I: The Ruins of Kazatharis
SOLII_DESIGN_DOC_V1.3.pdfSOLII_DESIGN_DOC_V1.3.pdf
Submitted: 09-24-2007 / Last Updated: 01-11-2008
pdf782.11Kb2012
SPOILERS: Design Document [pdf] for Sands of Solvheil II: Beneath the Hearleforne (Details of the upcoming module)
SCORE OUT OF 10
8.59
97 votes
View Stats
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Voting FAQ

AWARDS



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SCREENS

The starting town of Rindleforde in the kingdom of Dalreon.


The Barl Swamp was created by a catastrophic flood ages ago.


The Great Forest of Dalreon, also known as the Elven kingdom of Lyritholln.


The Splintered Stern Inn sits upon the docks of Rindleforde.


The ruins of Kazatharis overlook the Shalihir desert.


Gameworld Continent





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Comments (30):

1 2 3

Posted by maglalosus at on12/19/09
voted 6 - due to being invincible and never needing to reload from a saved game.

Posted by maglalosus at on12/19/09
Nice little MOD, i liked the puzzle solving in the underground labrynth. However, i did feel i was invincible and never needed to take any healing potions, due to being able to respawn at full health if i died!

Posted by snakespinner at on08/06/09
Enjoyed the module. Interesting story and found no bugs.

Posted by Mr.Lizard at on07/30/09
Well balanced with an interesting story. Build quality was solid with a good use of voice sets.

Posted by Raith at 2009-03-0917:56:13    
Yes, it appears the walkmesh was absent from the final area. With patch 1.22 fixing 1.21, and the area rebaked, everything should be good to go. Thanks for playing and for the comments. _________________________ Raith Veldrin Sands of Solvheil Series | Atlas Gazetteer | Blog

Posted by Ambrose at on03/03/09
Hey Raith, Well finally got to finish this mod. That crazy 1.21 patch messed everything. Well..... not so much this mod, the only thing for me was it messed up the ending and I couldn't get the last dialogue with the king in the house. And the new patch came, and it worked. Nice mod I enjoyed playing it, Can't wait to get into Chapter II. Ambrose

Posted by TymmeRMortis at 2009-02-2713:13:09    
Redoing the last battle scene now with the WNW2 1.22 patch, the end works fine. Yay! Best, Mark. _________________________ Verbing weirds language--Calvin

Posted by TymmeRMortis at 2009-02-0713:57:58    
I've just played through version 2.1, but do not get any conversation to fire in the office at the end. Mark. _________________________ Verbing weirds language--Calvin

Posted by ericdoman at on01/21/09
Forget previous comment a little NWN2 1.21 patch paranoia. Also apologies for not having voted, this is my 3rd run through of Sands so it has to be good. Anyway will find out about the 1.21 patch in due course but with an added twist. Here goes. Bought SOZ beginning of December and it crashed during installation, tried again and again until the pc states I need to format the disc. So contacted Atari UK technical support and sent back the disc. The level of service from Atari has been terrible, I am still waiting for disc. The only explanation they gave me after about a month was SOZ does not run on vista! Which of course is wrong. Then I decided to reinstall OC and MOTB but during updates it was aborted due to a problem with a Safiya patch. Even so started to play Sands. However it did not feel right due to the previous aborted attempt during updates. Tried again and updates worked fine, HOWEVER all previos games I had saved and downloaded had disappeared. I know that the computer gives you an option to save games and the first time I hit yes based on being able to replay Sands and muck around with the FRW character creator looking at a Sacred Fist build for OC. This time nothing is on computer and I can not remeber hitting yes for saved games. So downloaded Sands (Updates were OK) and started playing so I will see if 1.21 has affected the game. If not maybe verybody needs to reinstall OC, MOTB and then update, a long time but I did it to coincide with lunch and had a few games of hearts, chess on computer. I can remember quite a lot of the module and it is very good in my view except voice overs from OC.

Posted by ericdoman at on01/21/09
Replaying this and a little stumped at the moment. I am sure I have found the music shrine and in the past Ambrose or wiz says something. Nothing i click on the stone and nothing. Went back to a previous saved game go through again and still nothing happens. Have the 3 NPCs and the journal specifies that we have to find music shrine explored everywher in lower level?

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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