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NWN2 ENGLISH MODULES

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Name  Escape From Lord Treldorn's Mine
Author  NostrilHair
Submitted / Updated  06-11-2008 / 06-24-2008
Category  Single Player
Module Types  Dungeon Adventure
Scope  Small
Content  Teen
TricksTraps  Medium
Roleplay  Light
HackSlash  Medium
LevelMin  05
LevelMax  06
Gameplay Hours  02
Patch  1.12
NWN2Game  NWN2:MotB
Description
You have been enslaved by Lord Treldorn's forces and put to work in his mines. Are you bold enough to attempt to escape?

Small module that should take approx 2 hours to finish. It is designed for a single level 5 (generally good or neutral, no really evil options) character of any build. XP is set to 10000 at start and should finish at level 6 (15000). All items are stripped at start as you are a slave.

I play on hard core rules and puppetmode so I balanced for that. I recommend you download Tony K's AI and install it as I used this to test it and generally that hak makes all mods more enjoyable.

Setting: In a forgotten realms 'like' world. That is there is no FR lore or references but the general FR feel is there (I think).

Skills: All used somewhat, except no crafting skills.

Resting: Unrestricted. Its up to you to decide when to rest. Only rest when absolutely necessary for a challenge.

Weapons: No exotic weapons other than bastard swords. Numerous custom weapons.

Companions: 2 forced. A gnome wizard and a human fighter.

Installation: Just put in user module directory. No haks though I recommend playing with Tony K AI installed.

Known Issues: Sometimes an image of your companions slave collar remains in the neck slot after removing it. Saving and reloading gets rid of it as does putting something else in that slot. Dont know why this happens.

Comments, criticism, praise welcome. This is my first module. I plan to make another at this stage which will follow on from this. Hope you enjoy.

************************************
version v02

Have made a few adjustments. thanks to smorpheus for some of these suggestions.
*bug fixes, spelling, missing corners, journals etc
*If you start the mod with a character greater than lvl 5 you will not get put down lvls. If you are lvl 5 or below xp is set to 10000. I recommend playing with lvl 5 char. Play with a lvl 6 if you want less challenge.
*Player inventory is now stripped and placed in a chest in the final area. So you can retrieve any items that you did not want to loose. Just look around for it.
*some fine tuning of battles. After playing through it again with a rogue I thought it was challenging but enjoyable. But I tweaked a little, Fenton & Gareth now have less HP. Breldon and Ellis arrows no longer damage as much. Hope I got it right, still you probably can't just go blindly rushing in expecting to win.
*Changed Oggins starting spells to a combination I think works well in first main battle.
*added a few small hints for vault. Don't want to make it too easy as there is quite a bit of loot in there.

************************************
v03
*fixed broken transition when going back to lower mine then up again.

***************************************
v04
*Hopefully fixed cutscene not firing sometimes for some people (but save before you click ladder just incase)
*cleaned up some scripts and implemented a few skill checks properly
*made it so that companions cannot be removed via GUI (may break game if this is done)
*magda hammer quest will now update if a companion is being controlled when the hammer is found.
*added additional clue for vault when talking to angus the slave.
*Added the little book of thievery to adderis which gives another vault clue.
*neutral enemies who turn hostile after dialogue cannot be killed now before dialogue is initiated.
*added some minor dialogue to magda, and to oggins at end cutscene.
*golem will now always attack once hostile.

Files

NameTypeSizeDownloads
efltmv04.7zefltmv04.7z
Submitted: 06-11-2008 / Last Updated: 06-24-2008
7z5.1Mb1383
v04
SCORE OUT OF 10
8.38
34 votes
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Comments (30):

1 2 3

Posted by JohnJSal at on03/21/09
Would it be a good idea to not take a Weapon Focus feat, or will I get any type of weapon soon enough to make the feat worth it? Thanks.

Posted by Winwood at on02/05/09
As Kissamies said; "Not that long, but what's in there is gold".

Posted by NostrilHair at 2008-12-1911:11:55    
Doo-monster, when you used the removal paste did you target the companion or the collar itself? I have heard that it doesnt work as intended if the slave collar is targeted itself.

Posted by doo-monster at 2008-12-1908:27:36    
The salve or potion that was supposed to allow us to take off the collar didn't work. I couldn't unequip the collar but I didn't have any difficulty dropping it. However the spell failure effect persisted throughout the module regardless of rest or saving/reloading the game. The bottom line was that the gnome was only useful for shooting a crossbow.

Posted by ActorOfVeil at on12/09/08
Nice little adventure with nice puzzles. _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.

Posted by Kissamies at on11/16/08
This is a nice little module that delivers. Not that long, but what's in there is gold. I wasn't bored. Fights had just the right level of challenge. Some were nicely imaginative. (Heh, I just ran away from the golem.) Bit of a monty haul, but nothing wrong with that. Many players like cool loot, and I'm guessing the author likes designing it. The items certainly had good descriptions. I like to alternate male and female characters and happened to have female on this one. I think someone called me sir. A perfectionist might want to check that. All in all excellent if a little short module. Very good for first.

Posted by harvodan_1 at on11/12/08
Very good module, a nice bit of fun. Really liked the Gnomish wizard.

Posted by NostrilHair at 2008-11-0210:08:14    
Thanks for the comments and votes everyone!

Posted by jmelzer at on10/20/08
Nice, Tidy mod. Doesn't try to do too much, but does what it does reasonably well. Reasonably good atmosphere. Generally, good, reasonably low-magic. Suggestions: Don't make the armory you pick up at the beginning quite so extensive. insted of a dozen + weapons - pick a smaller number. (2) you're leading a slave rebellion, would be nice if you could give weapons to the slaves you're leading. (3) many of the choices should trigger small alignment shifts, but don't seem to. (4) playing as a cleric - should have been able to heal the gentleman behind the rock (was able to heal him before talking to him, then in his "death" scene, went from uninjured to barely injured, but played dead ;-)

Posted by zethre at on10/12/08
This was really good, well balanced and the dialogue is great. My only gripe is that it wasn't longer! loved "Adderis Black" and baldrick, sorry, I mean Gobdrick! _________________________ If the human brain was so simple we could understand it, we'd be so simple we couldn't

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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