"125 gold for the annihilation of wicked goblin briggands!" These words of the Daggerford village crier have brought you to Fair Harvest inn, located along the Delimbiyr Route about 10 miles south of Ardeep Forest.
The reward is being offered by the innkeeper Edward Rollins.
Version: 1.13
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INSTALLATION:
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Download all three parts, place them in one folder, and unzip any one of them with the RAR compression tool of choice. You should get one "Goblin Bandits of the Delimbiyr Route v113.mod" file. Copy the .mod file to the "My Documents\Neverwinter Nights 2\modules". Start the game and select "New Module" then "Goblin Bandits of the Delimbiyr Route v113".
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NOTES:
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* Intented to be a Wilderness adventure.
* 3 potential companions provided (Fighter, Sorcerer, and Cleric)
* The number of traps make a character with Search/Spot useful (Disable Device is not too helpful since most traps spring on you at level 1).
* The module is designed for a single player or single party multiplayer. The module was created and tested in single player mode. I have tested the module in multiplayer mode but not thoroughly.
* I have added a multiplayer feature that forces all PCs to rest at once and increments the time by 8 hours. This occurs when any player hits the Rest button.
* Level 1 fresh characters with no weapons should get a proper starting package of equipment.
* All conversations are NWN1 style. Two of the conversations are flagged as cutscenes because of actions that accompany them.
* Any area transition that says "(Travel)" takes a least an hour
* Should take a character from Level 1 to at least Level 4. Finishing all quests should get them to level 5.
* Air, Water, Fire, and Earth Genasi, Tieflings, and Drow characters will should have a reaction from NPCs (purely for flavor)
* Game time is running at a half hour to 1 real life hour.
* Any feedback on bugs, errors, and just general odd behavior is appreciated.
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PATCH CHANGES (Spoilers)
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Thanks to everyone for suggestions and bug reports.
v1.13
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* Minor fixes to dialog, items, spelling and grammar.
* Tweaked enemy AI and encounters.
v1.12
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* Added overland map (no encounters, only used for travel)
* Added extra task
* Minor fixes to dialog, items, spelling and grammar.
* Beautified area layouts
* Tweaked storyline and loot
v1.11
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* Minor fixes to dialog, items, spelling and grammar.
* Beautified (hopefully) area layout
* Tweaked storyline and loot
v1.09
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* Fixed spelling errors
* Updated quest option that uses the Daggerford Patrol to clear the goblin caverns to get rid of traps, unlock certain doors, and get rid of unneeded companion speech triggers.
* Tweaked encounter difficulties slightly
v1.08
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* Updated stores to buy/sell at 40/100 (seems to work best, not sure why)
* Reworded a couple of conversations slightly
v1.07
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* Fixed glaring spelling errors
* Increased chance of Drow characters getting bad commoner reaction
* Removed/replaced several enchanted items
* Added extra buy caps to merchants
v1.06
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* Bug fixes
* Reduced loot (swapped out +1 weapons for Masterwork)
* Added minor spirit encounter for Spirit Shamans
* Added extra loot room to Goblin Caves
* Added flavor text to all stone braziers when offering is accepted
* Minor tweaks to several conversations (Ed Rollins now has Aaron Gend's voice, Quigley's tomb conversation should flow properly for non good characters)
* Added weapons package for characters that have no Weapon Proficiency
v1.05
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* Bug fixes
* Added Druid conversations to animals
* Added some Drow hate/fear to the commoners
* Updated unlockable transitions to unlock with certain triggers as well as on use
* Updated companions to attempt skill checks in converstations if PC fails (Diplmacy, Intimidate, and Bluff are done with a 2 point penalty)
* Updated skill ranks of companions to properly conform with game rules.
* Endless minor grammar and spelling corrections (why didn't anyone tell me there was one right there in the Ed Rollins screenie?)
* Updated Quigley's intro questions so they are available later on
* Toned down the loot drops
* Added descriptions to some of the items taken off fallen enemies
* Updated tri-crown door in aqueduct to be lock-pickable but not bashable.
* Added grenade weapons to a couple of the enemies (totally forgot about those!)
* Added shortcut Area transition from Dutton Farm to Fair Harvest.
* Updated lore of ruins (added extra clues to their origin)
v1.04
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* Bug fixes
* Added "puzzle" (term used lightly) and beefed up lore
v1.03
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* Bug fixes
* Tweaked encounters
* Added companion interlude conversations
* Added quest finale conversations for companions, commoners, other NPCs
* Updated voice sets on NPCs
* Added high level merchant that stops at Fair Harvest about half-way though the adventure
* Reduced drop rate of poison items (they are super-expensive)
* Beefed up conversations to give more information on goblin baddies.
* Retextured Edge of Ardeep area.
* Fixed quest/logic flow conversation issues
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KNOWN ISSUES (Spoilers)
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* I've gotten reports of torches not working in the caverns. In my case it happened when I exited a cavern with a torch equipped, unequpped the torch, re-entered the cavern, and equipped the torch again. Not sure why this is happening, but I got the torch to start working again by dropping it and picking it back up. If you run into this problem please let me know the exact circumstances, thanks.
* Companion interludes that occur after an unused ending conversation get queued, and result in an unexpected ending conversation later on(happened to me 'cause I speed through the module, but shouldn't normally occur to players).
Posted by Rompster69 at 2012-03-08 18:31:04 Voted 9.25 on 03/08/12
I played this with a friend overseas. He played a 2nd level drow rogue and I played a 3rd level gray orc cleric. We thoroughly enjoyed it and found the difficulty level appropriate. The gray orc provided the tracking via his scent feat.
A finely crafted short module with attention to detail and sensible placement of clues, puzzles, scenery, monsters and treasure -- thank you.
Posted by Winwood at 2012-02-15 03:04:17 Voted 8.50 on 02/15/12
Posted by gmogonzo at 2011-08-23 03:07:27 Voted 9.00 on 08/18/11
I think the difficulty is just fine for this module. ECL races are supposed to be tough to play, especially at first level, and especially Deep Gnomes. I wouldn't change a thing!
Yup, Gmogonzo, you hit my design philosophy right on the head: keep it simple, and polish polish polish (can't believe I'm still finding grammar error in this though, how embarrassing). I'll take another look at the difficulty level. This is tough to get right since I know where all of the encopunters. _________________________ Goblin Bandits of the Delimbiyr Route
Posted by gmogonzo at 2011-08-18 02:32:44 Voted 9.00 on 08/18/11
This is the first time a community module has made me vote. Probably says more about me than anything else, but regardless, I think this is a must have. Too many other modules focus on epic story lines, boring fetch quests to develop said epic story line, unbalanced magic items, and annoying conversation-fight-conversation setups. Here is a module that is beautiful in its simplicity: goblins terrorizing community, go hunt goblins. The devil's in the details though and there's a lot of care put into the story and its peripheral elements. Play as a Ranger and you won't be disappointed.
Perhaps the only negative thing about it is that ECL races will have a hard time, as I found out with my Deep Gnome Ranger in my first play through.
Posted by darant at 2011-08-15 01:46:54 Voted 9.00 on 08/15/11
Posted by Avo at 2011-07-27 00:04:21 Voted 8.75 on 07/27/11
Excellent mod. I played it witha lvl 5 ranger and no companions and it proved to be quite challenging towards the end.
The outstanding thing about the mod was the atmosphere. Playing this solo with a ranger really gave me the feel of tracking down the bandits. Only when I had finally found the lait I got the clerics help to root them out.
Pros:
- Like I said, atmosphere
- great maps that allowed tactical exploration and combat
- no bugs
cons:
- as stated before. could habe used some closure. The "Three Crows" storyline could habe been better interwoven with the main plot.
@biren666
That sounds like the NVidia driver problems reported in the forums. Are you running the latest version from Windows Update or the Nvidia website? If so, you have to roll back to 196.21 to to get NWN2 to work.
I am having problems running the mod. I extract it (correctly? mod is 267 Mb) and try to run it. Interiors render OK, but the starting map only shows shadows and lighting, all the tiles, placeables are transparent. I have tried this with a NWN2:MotB (1.20v) and NWN2:SOZ (1.23v) games and got the result both times. Can anyone tell me what I am doing wrong?
Posted by E.C.Patterson at 2010-07-03 21:51:18 Voted 9.25 on 07/03/10
What I never voted??! Great starting level mod. Fun all the way. Thanks for making and sharing! _________________________ E.C.Patterson Gaming Parents Studios
Posted by Sumguy at 2010-03-21 14:31:53 Voted 9.25 on 03/21/10
Great shortish mod. I enjoyed it. Biggest plus is the consistent setting and polish. Areas, conversations, quests, companions, etc. all felt well-designed. The only real downside is that it's yet another lvl 1 mod ... and too short ;)
Well, I did forget to update the map pins labels on some of the areas to point to the Overland map they now link to instead of the old areas they used to. Other than that... maybe... address the loot situation AGAIN!!!!
Eh, that new quest is just so that characters can finish at level 5. And it's not really a "quest" either, just sort of a side task I threw in there while adding the overland map. No sequel planned.
...and, there's probably going to be another patch shortly so I can fix a bit of the AI.
(*SPOILER*) Apparently, at some point the standard AI changed and my gobbies no longer use the grenades I gave them. Gonna tweak that. _________________________ Goblin Bandits of the Delimbiyr Route
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