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...
-------------------------------------------
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...
-------------------------------------------
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
-------------------------------------------
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
-------------------------------------------
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.
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