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
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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.
This was my second playthrough (I never voted the first time). I dislike "puzzle modules" in general, but I first played it because of the derth of modules available at the time. I hope to be fair and avoid bias, so none of my scoring will be based on the puzzles (to each their own) even though I will comment on them. If I failed, please take my comments with a grain of salt. First off, I look forward to the sequel. The clue ball was a great idea that allows people like me to enjoy your work. Also, there was something about the town ... I found it beautiful. It made me think of an artist's colony of some sort or a small Heartlands town trying to imitate Silverymoon. The inn I also enjoyed. Something was different and eyecatching about it; it took me a while to realize that patrons were _sitting_ down in booths across from each other, chatting, and drinking. The little things truly count. You also got points for placing it near Daggerford (positive personal bias). From the description, I took your module as being for lvls 4-5. I played my primary PC at 5th lvl (didn't have a lvl 4 version on hand). He's a NG R3/F1/W1. The combat was extremely easy for him with the thief as a companion. I never cast a spell or used his mage equipment, so he acted as a 4th lvl fighter with an extra 5 hit points. I liked the first encounter with all of the potential companions, but there was no further development with any of them. Being limited to one at a time, I found no need to switch away from the (after hiring) generic trap disarmer guy. The areas looked nice but some suffered from severe (IMO) design flaws. The non-spoiler area was a commoner's house which was one room which was nothing but a dining room. No hearth, no bed, nada. ** Spoilers mixed in with further commentary ** Finding the lizard blood brought out the first glaring problem. The town well drops a bucket onto a dry platform in the middle of the TOWN'S SEWER. A sewer grate would be a much better entry point. No real clue is given on the location of Yr's book quest. To find Gideon's home, you just kick in every door in town (with the puzzle area unlockable if you should find it before Yr gives the quest). The rib bone was also a problem puzzle. Instead of picking it up from the undead at the mausoleum, the character has to get arrested ... where my NG ranger is forced to kill a guard doing his job and does not end up a wanted man! It would make more sense to me if the bone were retrieved from the undead and the flowers had been picked up by a stalker/suitor. You'd get yourself imprisoned to get access to the arrested suitor and use dialogue to get the flowers. Then the guard would let you out with a "hope you learned your lesson." The algebra problem in the monk's temple also bothered me (and is an example of my problem with puzzles). A young PLAYER with bad math skills playing a mage with 18 intelligence should be able to solve the problem. A NASA scientist playing a barbarian CHARACTER with 8 intelligence should refuse to solve the problem. Personally, I couldn't figure out the answer. When given, it was obvious. You might save the answer for a third "clue." The second might be "examine vertically, not horizontally." The final Boss fight was too easy. I agree with a previous poster in that there was no need for the appearance of help. Also, it came as no surprise. "When you least expect it" is a dead giveaway. Maybe the Big Bad should be toughened up so that the assistance is needed. Then she could have said "I will join you when you need me." I did like the ability to craft your own potions. I just wish that the potion fairy wand had been an alchemical catalyst. Imagining my ranger waving the wand about the workbench just seemed like a "fairy" thing for him to be doing (bad pun, my apologies, consider myself slapped). ** End Spoilers ** I hope you don't take my comments the wrong way. Looking back it sounds to me like I hated the module, but that is not the case. I DID enjoy it and I'm looking forward to playing the sequel. Okay. This long-winded, opinionated $#!#@% is done now. Please keep working on it ... I see great potential here.
Posted by Lariam at on02/02/09
Okay - thanks for the response! I skimmed enough of the spoilerish part in order to see that I indeed do want to play the sequel with the same character. It seems like it is, indeed, a sequel - not just another stand-alone adventure for a character of the relevant level range. Looking forward to playing both this mod and the sequel at some point! Thanks again, Lariam _________________________ Forgotten Realms Weave
Posted by Lofa at 2008-04-2518:39:53
Hi Lariam, and hi everyone else who I haven't had the time to answer this far. Many thanks for the votes and posts! Promise... soon I will have the time, still lots of work... Anyway, Lariam. Yes the sequel will be playable even if you haven't played this mod. Of course it will be easier and hopefully more fun if you have. Ok, spoiler for the sequel (easier to explain this way): It will start with a nightmare, foreign scenes for your character, but still something you recognize.. or it is you or something else. When you wake up you will have a companion by your side (whom I wont tell ;-) ) who will tell you about the Threshold adventures and how you ended up here. And you will have the stone in your inventory regardless if it is a new character or not. The stone talks to you in your dreams, it wants to go "home", but your mission is to destroy it... or is it... That's all I will tell you for now. Unfortunalely I haven't had the time to finish this mod for a while, but I surely will :-) I've understand that the dialogue is very important for a good mod. Unfortunalely I'm from Sweden, but I will do my best to make the dialogue a little bit better than "The dawn of Threshold". But I do like to script, and yes, it will be more puzzles (an early warning ;-) ). I do hope you liked this mod, and that you will play the sequel as well. Many thanks to all of you! Cheers! /Lofa
Posted by Lariam at on02/02/09
And one more question... I already asked a related question at an earlier point, but not quite this one. I presume that this is a self-contained adventure. And you wrote that the sequel can be played with a new character. But there's 'can' and there's 'can'. So, will the sequel, too, be a self-contained story that doesn't presume (in its dialogue, references, etc.) that the character is the character from this mod? Or will it be playable with a new character only assuming one is willing to overlook such references or pretend that the character's been through the events in this first mod? Best, Lariam _________________________ Forgotten Realms Weave
Posted by Lariam at on02/02/09
Hey Lofa, Still haven't played this (although I look forward to doing that), but I was wondering: any word on how the sequel is coming along? :-) Cheers! Lariam _________________________ Forgotten Realms Weave
Posted by jsg at on04/09/08
Good little module. Most points have already been made. Good detail in design, no major bugs, light on the conversations and good puzzles. Only real complaint is it could have used some more background on the city, the characters and why any cared about the one who is 'back'. Bottom line, I enjoyed the whole thing. _________________________ JS
Posted by Grayth at on03/26/08
Good module. I'll post other comments in a bit. Just figured I would put you over the count. _________________________ "Those who do not learn from history are doomed to repeat it."
Posted by Lofa at 2008-03-1014:39:26
Hi everyone! Haven't been here for a while. A lot of work, and will be for a little bit longer. But I've read all the new posts, and I will answer them all better later. I've even missed the review from over_my_head. Great reading! It almost felt unreal reading about your own mod in that way. And many many thanks for your review! And of course thanks to you who have voted and given me good criticism as well. Strange bugs that surprises me, and of course... the puzzles ;-) I will look into all of these things soon, so DaveFritz, I'm still here ;-) or at least back again. And it made me really happy to see that people still download the mod! Cheers everyone! /Lofa
Posted by ericdoman at on03/09/08
Enjoyed the mod Some new ideas ie crafting, teleport, puzzles OK Howevwer I managed to find cave early on and even though I had Yr's quest to do carried on but did not encounter the wizard and when I retrieved soulstone, dialoge appears "you have completed game, do you wish to finish export character etc" Will go back to caves via teleport and see what happens. Did not speak to blacksmith after returning, I was curious thogh as the body I took teleprt device from was Norin's corpse and the name of the smith was Norin. Back to puzzles. I do have this knack on ocassions of finishing puzzles very quickly or having to find help before i go nuts. So far it was the former for this mod. Noticed some guy saying he spent 5 hours going through labyrinth, wow I checked and I think I took about 15 mins. Used a cleric from Keep on Borderlands so lvl 4 start, with the intention of becoming a stormlord. I thin I was about 1000xp from next level
Posted by DaveFritz at 2008-01-2611:38:48
Hi, Everyone, I'm quitting this mod for now. I'm stuck on the rotating sundials puzzle, and don't have the patience to research a solution. Lofa doesn't seem to be in contact any more either, no posting for a month and a half. In retrospect, I probably should have ignored this one completely, due to the indicated heavy use of puzzles. Cheers, Dave
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