City Adventure, Combat, Dungeon Adventure, Puzzles, Roleplay
Scope
Medium
Content
Everyone
TricksTraps
Heavy
Roleplay
Light
HackSlash
Medium
LevelMin
04
LevelMax
04
Gameplay Hours
03
Categories
NWN2 English Modules
Patch
1.11
NWN2Game
NWN2
Description
The Dawn of Threshold (v1.04)
(A level 4-5 adventure)
Threshold, a small and peaceful village east from Daggerford, by the river Delimeitr.
You've never heard about Threshold until yesterday. You were on your way back home from a successful boar hunt in the forest when you saw him. With torn clothes covered with blood, he slowly staggered down the road. When he saw you he smiled and fell to the ground. You quickly ran to his help and gave him some water. He looked at you and said:
- I come from Threshold. Not that many knows about it yet... but he is back... and soon... it will be... too late.
And then it was too late for the poor villager. Dangerous roads, no armor or weapons. A miracle he came this far. You buried the poor man and wondered what he meant, who is back and what is soon too late? Well, there's only one way to find out, and you started your journey to Threshold.
And now, almost a day later you stand in front of the gates to Threshold...
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Features:
- Several sidequests
- Companions (Interchangeable, NWN2-style)
- Puzzles
- The "Clue-Ball" (Read v1.02 notes)
- Crafting (Everything needed, lvl 4-6)
- Level up script for new characters (Incl. items and gold)
- Custom items (e.g. Magic Compass)
- And more...
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v1.01 Notes:
- Open lock skill or Drogrin is no longer necessary to find the human rib
- Drogrin is cheaper to hire
- Level up script changed for races with level adjustment
- Clues added to find the human rib
- Applied 1.10 patch
-------------------------------------------
v1.02 Notes:
- Added the "Clue-Ball". I've had a couple of comments about the quests and puzzles being too hard to solve. Hopefully this is the solution.
How does the "Clue-Ball" work?
If you're stuck in a quest or a puzzle, stand next to the questgiver or the puzzle and use the "Clue-Ball".
It will ask you if you want some help. If you accept you will receive a clue that I almost can guarantee will help you solve the quest/puzzle.
BUT it's not for free! Every clue will cost you 200XP, so use the "Clue-Ball" only when it's really necessary!
Where can I find the "Clue-Ball"?
Grim at Grim's Inn has it. Just ask for it.
- MoTB compatible
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v1.03 Notes:
- Spelling and grammar corrected (Big thanks to sirchet who did all the work! Salute!)
- Added some more map points to "important" places
- Changed the XP rewards for puzzles/quests a bit
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v1.04 Notes:
This is just a minor patch. I've had some good comments about the mod that I wanted to implement right away.
I don't want anyone to get stuck in the mod, and hopefully this patch will help. Thanks for your constructive criticism.
- Applied 1.11 patch
- Removed a corpse from jail-block A. It could be confusing when you wanted to solve the Eareng quest.
- Added an extra clue (actually the answer) for the "Keystone-Puzzle" to the Clue-Ball.
Hi Lariam, I see you have been playing this mod and I tried it aswell but had to stop because of monk temple glitch. Could you contact me to talk about it. Thanks. Sincerely, Ambrose MacAthol
Posted by Lariam at on02/02/09
Okay, I gather something must be wrong. I don't get to chat with the bad guy, there's no final battle, no word from the potential helper - nothing. I just find something, and the mod ends. Perhaps 1.21 has broken the ending sequence somehow (perhaps it relies on an OnEnter script that's broken?)..? Well, that'd mean there should be better closure, too. But, then, I was trying to not care about the lack of closure. So, I'll keep my votes as it is. _________________________ Forgotten Realms Weave
Posted by Lariam at on02/02/09
I now realize the ending must've been somehow wrong... I did not encounter any final battle. I did not receive any help that I had deserved along the way... I'll have to go back and re-check... _________________________ Forgotten Realms Weave
Posted by Lariam at on02/02/09
Okay - quick comments... This was pretty awesome; thanks for making this mod, Lofa! Why awesome? Well, there's a good bunch of nice quests, a lot of wonderful scripting (or scripting with wonderful results), and very cool puzzles. They were easy enough so that it didn't take too much time to figure them out (they didn't thus interrupt the flow of the module). But they did need some hard thinking nevertheless. (Didn't use the clue ball, but it seemed like a nice idea.) The areas are lovely, too. Especially some of the interiors were really well-designed. The temple, for instance, looked great. And so did the sewers. And, well, many other areas, too. As for the "negatives", the beginning could be more catchy somehow. It's no wonder some have felt that their character could've had better motivation to start investigating. The back-story helps (the mod description). But perhaps that could have been incorporated in the module itself. Gwydion raises some good points, too (about the well, for instance). I can also appreciate her point about the puzzles and intelligent/"thick" characters. But the puzzles were just too fun in order for me to care, really. :) That's always a puzzling thing about the puzzles. The ending felt somewhat anti-climatic, I thought. But of course things might feel different in case the second part of the series was available. There are still some issues with the language. But it was okay. It's great that the non-natives, too, have the courage to release some English mods. What else...well, not a negative point, but the almost entirely silent companions were pretty good, I thought. Sometimes companions just, well, work. Even if they don't have much to say. Anyway, I had tons of fun. Thanks for this module that I deemed to be excellent stuff, recommended to anyone, and sort of outstanding, too. Cheers! Lariam _________________________ Forgotten Realms Weave
Posted by Lariam at on02/02/09
Started this one. Thus far I'm having great time and no problems with 1.21. I'll comment more when I'm done. _________________________ Forgotten Realms Weave
Posted by Lariam at on02/02/09
Any news on the sequel? :) _________________________ Forgotten Realms Weave
Posted by Excellentium at on10/09/08
Just finished this fun adventure with a Dwarven Cleric, Lvl 5 with the rogue as my companion. Played it through with Hardcore rules. I had a pleasant play during the whole module. Nice details and world-building, along with some great puzzles. I can really recommend this to anyone... Thank you very much for this contribution! _________________________ "That is not dead which can eternal lie and with strange aeons even death may die". - Necronomicon by Abdul Alhazrad
Posted by helmo1977 at on10/08/08
Great module. A bit of everything (puzzles, hack slash, good surroundings, interesting history..). The only con (for me) was SPOILER the great amount of skeletons in the mague tower. Some different mosnters (even if they all are undead) would have been welcome.
Posted by Winwood at on07/28/08
Excellent.
Posted by Gwydion669 at on06/07/08
Something was nagging at me, so I checked back and reread my post. One part could be taken out of context in a public forum. If so I apologize. The actual context for the wand comment: I was simultaneously watching Shrek II and arguing with my roommate that Sembia was Spain, therefore Pus n Boots was the perfect choice to cast as the leader of the Silver Ravens in our fantasy FR movie. This lead me to picture my ranger at that point as a 300 pound person with tiny wings sprouting from his shoulder blades and crafting while shouting "Bibbidy bobbidy boo." Deranged ... yes. Meant to be insulting to any reader ... no. Mis apologias if taken as such.
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