Dungeon Adventure, Final Version, Forest Adventure, Mountain Adventure, Roleplay
Scope
Medium
Content
Teen
TricksTraps
Medium
Roleplay
Medium
HackSlash
Medium
LevelMin
07
LevelMax
10
Gameplay Hours
05
Patch
1.01
NWN2Game
NWN2:MotB
Description
After having defeated the Kobold King and rescuing a woman from death by burning at the stake, you travel to the village of Lost Acres. You find that the inhabitants of the small mountain village are being terrorized by shadowy creatures, and have no one to turn to. In addition, it seems that one of your companions hasn't been telling you everything.
Dark pacts, draconic curses, mad wizards, intrigue and sacrifice. This and more is what you will encounter, when you face the Howls in the Dark...
Suggested character starting level: 7
Setting: Forgotten Realms
This module is geared towards good characters.
There are 4 companions in the mod, a rogue, a barbarian, a warlock and a monk. Your companions are all forced upon you - they're important for the story. They have plenty to say, so check in on them whenever something interesting has happened.
It is assumed that your character is already equipped and prepared for trouble at the beginning of the mod.
Recommendations:
-Make sure you talk to everyone, and read your journal if you're stuck.
-Use your skills, feats and abilities, use the equipment you find or give it to somebody who can use it for you.
-Make sure you are well equipped. Buy potions, scrolls, etc.
-Some of you companions have decent 'Use Magic Device' skills, don't let them go to waste.
-Save often.
Have fun!
Credits:
This module would completely suck if it wasn't for my beta testers:
Lorraine Mack
andgalf
Thom Denick
mooncalf165
Thanks, guys.
Version history:
v1.0 - Original release
v1.1 - Processed some user comments:
- You don't get the Uberdevice of Munchkin Power anymore.
- You get some XP for non-violently solving the Hill Giant situation.
- The speak trigger at the broken bridge will fire multiple times until you crossed it.
- Vesper won't talk to you until he should :)
- Your heroic rescue of Jakey will be aknowledged from now on.
- Fixed the bug where Tang and his friends wouldn't appear.
- Fixed the bug where the monks wouldn't go hostile.
- Removed all effects (including charm, confusion, fear, etc) for the final conversation.
- Fixed Nadine's conversation where you could get infinite XP.
- Fixed the transparent wall in the goblin cave.
- No more floating braziers.
- Fixed the conversation error where the wrong race token was used.
- Ling will deliver her conversation only once.
- You will only get pummeled by Vesper when he can see you now.
v1.2 - With Storm of Zehir, patch 1.21 the opening cutscene wouldn't fire. This should be fixed now.
- Made some more arrows available at the start.
Posted by Winwood at 2012-02-14 04:17:49 Voted 8.75
Revisited.
*** POSSIBLE SPOILERS ***
Still could not complete the "Lost Child" quest, though I saved a child from a hag.
Targ will leave the party again immediately if you speak to him after he rejoined for the final fight against the dragon.
Posted by eL_PuSHeR at 2011-08-16 13:06:28 Voted 9.00 on 08/16/11
I had missed this nice module. I like the background story, the plot, the characters. I finished it using a rogue. Congratulations on a work well done.
Posted by DannJ at 2011-08-14 18:31:30 Voted 8.50 on 08/14/11
Great fun. It was a little bit annoying having to sleep twice in a row to memorise spells if a dream sequence occured - but somehow I found the time in my busy schedule to allow for another five second wait here and there.
Posted by Avo at 2011-08-03 01:15:11 Voted 9.00 on 08/03/11
It's totally beyond me, how I could have missed this gem for so long. A great story driven module with focus on character developement. I was hooked right away.
As far as I realized it ran totally bug free and the plot was decent with a lot of nice little twists and turns.
I can't really add anything else that hasn't been said before. I found the orcs and wyverns somewhat out of place as well, but on the other hand I wasn't bothered by the area design as well. It was far from spectacular, but it worked well within the story.
I found it strange that the PC was the perosn with the least involvement in the whole plot. While everyone else had their part to play, the main character seemed to be tagging along for the most part. After a few minutes into the mod I started anew with a lawful good cleric and found that this worked very well from a roleplaying perspective. I filled some roleplaying gaps in my head and in the end had a fantastic run through an overlooked module.
Thumbs up. Also, I'm happy to see that Rasvar is still modding. I'd be happy to play anything you release.
Posted by sirchet at 2011-08-02 15:44:05 Voted 9.50 on 08/02/11
Wow! I just finished experiencing this adventure and I feel like I actually went on the adventure with them.
What a great job of immersing the player into the story. All aspects of atmosphere were carefully cultivated and produced exactly the right effect on this player every time.
Every time I thought I knew what to expect next ... BAM! I was wrong.
Outstanding, excellent and certainly one of my now all time favorites.
Thank you very much for producing, updating and supporting this wonderful adventure. _________________________ Help is good when asked for,
Better when needed.
Thanks for the review. It's nice to notice that people are still playing my old mod. Your comments on the areas have been noted, and are very constructive. It is true, area building is not one of my talents. But I like to think that I managed to improve a bit since Howls in the Dark.
I am still building mods, but due to life I do not have as much time as a few years ago. Progress is slow, but when I'm able to I will submit a mod again.
Posted by TikiHat at 2011-07-02 16:17:03 Voted 7.50 on 07/02/11
This was a hard module to score. Some aspects were quite remarkable, others were... unfortunate. I only encountered one definite bug. I found Jakey, and even got the experience points, but the Quest never completed in my journal. The update notes say this has been addressed, but it still seemingly exists. I also encountered one weird dream sequence that might have been a bug. The entire party was in a stone room with only a pinkish window, a pink doorway to nowhere, and a pillar of awakening. The convos were for awake characters, and I could do nothing. When I touched the pillar, I awoke back in the Inn instead of where I rested near the gnomes helmet.
I'll start with the Bad areas of this module first, to get them out of the way. These may sound harsh, but they are meant to be constructive.
Number One is Area Design. Aside from the Forest, Area Design is by far the weakest link in Howls. The biggest single problem was the use of sunken roads. I can see how they allow you to steer the Party where you want or need them to go, but they really break reality for both practical and tactical reasons. In a climate as green as this, with the amount of rain I encountered on my play through, any such road will be a muddy, mucky mess at best. At worst, it will become filled with a raging flash flood. No traveller would subject themself to that. Paths in nature tend to follow higher ground for this reason. Tactically, the paths are death traps. You have no way of seeing whether an adversary is ready to rain arrows from atop those bluffs at all. Any adventurer who has survived to 7th level will avoid such routes at all costs. It was immersion-breaking at several points. I found myself wondering what was going to ambush my party after my ranger passed through without being able to scout. Eventually, I started the game over with a RDD since I couldn't play my favorite class. Since no matter what I did, my party was going to get jumped, I figured I might as well be able to go all Quisinart on the enemy afterwards.
A second aspect of the area design was that it wasn't polished at all. Numerous trees were mis-anchored or floating just off the ground in the hills, odd lumps of ground predominated for no discernable reason. The broken bridge violated the laws of physics worse than Wyle E Coyote ever did in the old Road Runner cartoons. Varying vegetation and coloring could have added much more life to the areas. In the end, it looked like you were trying to fill areas instead of imagining "real" locations. The lighting was reasonable, except in a major cave. Why was it more brightly lit than my kitchen?
Enough bad stuff. On to the great. The Story started out as a stock tale of Adventurers Stumble Across a Village in Need of Help. You told it extremely well, with multiple nice twists and some truly humorous details. I'll never see a chicken in NWN2 the same way again. The method of escaping "V" was novel, to say the least, and the goblin's diary became a side-splitter one cut-scene later(evolooting!).
As to the Companions, you did an excellent job of remembering that stereotypical characters became stereotypes for a reason. The 4 were exactly as they should be... with the possible exception of Isobel mentioning "adventurer's ethics". Slight continuity break, but that was all. The opening cut scene clearly showed me that the Elf, the Barbarian and I had been together for long enough to have established banter and running jokes amongst ourselves. You didn't tell me this, you showed me this. Extra credit for that. You also showed the Companions growing throughout the module, and did a very good job of showing the natural stresses and friction involved as newer members joined the Group. This let the stereotype story and characters become living things that more than made putting up with the weaknesses in the Mod worth the effort. The Elf's grief and reaction to one notable Event were icing on the cake, and his reaction to "V"s first appearance was beyond priceless. I also want to call attention to the ending. You took care to tie off the main lines of the story nicely. The only improvement would be a chance to export the PC. Your ability to write a module is between a 9 and a 10.
In the end, I voted a 7.5 on this module. The graphic execution is poor, to be blunt. The story itself was outstanding. I truly cared about my companions, and wanted to see how the story ended. The limitations make it unlikely that I'll replay Howls, but I am glad that I did play it. I consider it to have been a good investment of my time on a pair of rainy evenings, and I will be playing your other submissions.
Posted by Galeocerdo at 2010-11-23 19:31:46 Voted 8.25 on 11/23/10
A little late playing through this module. A few bugs were encountered (as described in previous posts)but no game breakers. The storyline was well played out.
Thank you for producing a fine module.
Posted by darant at 2010-08-19 17:52:47 Voted 7.00 on 08/19/10
While there were some good elements, I was rather disappointed with this module. The PC is merely a passenger and not the lead in the adventure. It's all centered on a certain NPC who doesn't have enough hit points to last long, and the adventure stalls without. Why an adventure follows an NPC is beyond me. I quit after the died, which was soon enough, even with adequate protection. That blew it right there. I want MY character to be the center of fantasy attention--isn't that the point of this game?
Posted by Faernethue_Vrinn at 2010-06-11 08:33:29 Voted 8.75 on 06/11/10
Bug report: The cave in Craggenmore mountains won't go anywhere if you try to enter it. I click on it, my characters move to it, then they just group up by the entrance and nothing happens.
And one minor point: According to the 3E Forgotten Realms Campaign Setting, Shining Hand monks (like Tang) generally worship Azuth, but you had him as "no deity." Don't know if it was intentional or not, but...
A nice mod, otherwise. _________________________ Faernethue Vrinn
LG female drow Cleric 3 of Amaunator / Fighter 2 / Sunmaster 3
Posted by Zemlock at 2010-05-27 19:41:58 Voted 4.50 on 05/27/10
I'm just going to cut to the chase, no hard feelings, just keeping it brief as my time is limited.
I enjoyed the plot ideas, your creation is definitely oriented near the right direction.
I would have liked to been able to choose when to leave a dungeon or area on my own accord in multiple instances. This specifically stole from the immersion of the mod and I felt like I was just a tool in a story rather than a character in the module.
The battles were especially easy, my companions started off at level 10 and I leveled everyone down to 7 inside the goblin cave. They encounters were still child's play. ( I use puppet mode and tactics.)
I especially disliked that shadow wolves (i understand they are shadows but if I were to have true sight then their abilities would be null) and orcs none the less teleported directly on top of my character. It completely shattered the experience and It was unrealistic.
I encountered a bug and was unable to turn the remove the polymorph on the wizard.
Over all I wouldn't play it again if I had the opportunity to send a referal to my past self.
Hi Taltamir, thanks for your extensive review! Apologies for not responding sooner, but I have been (and still am) very busy with job-related issues.
It was a concious decision to not give the characters the most efficient gear. In my next mod I will make more shops available in case players want to min-max their characters, but this is not my personal style of playing.
You obviously have a knack for spotting points of improvement, if you would be interested in beta-testing my next mod (which will not be in ready for testing any time soon) please drop me a line at [email protected]
Posted by taltamir at 2009-12-04 04:59:54 Voted 9.00 on 12/04/09
that was fun. very well done module. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-04 04:28:23 Voted 9.00 on 12/04/09
after clearing cragenmore castle, I was forcible "quick traveled" back quite a bit, but I have not finished clearing the castle. So I traveled back into the now empty castle:
1. I found the tome still there and "damageable" (although it seems to have infinite life, it lists damage).
2. After I was done looting (especially the random drops from wolves spawned in the final battle there, since I killed a lot of them), I tried leaving. I found out I cannot leave, in the area that says "craggenmore castle" (the entrance to the castle) there are two travel points. one says "to craggenmore mountains" (from which you come to the castle) the other says "enter castle craggenmore". Problem is, the one to craggenmore mountains does not bring me back to the mountains, it just teleports me to the transition that says "enter castle craggenmore" on the same map. Also, I somehow doubt that the bridge I jumped across has a working manual way to travel back. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-04 03:16:12 Voted 9.00 on 12/04/09
the shadow wolves and the 4 adventurers at the bottom of the maze are said to be undead; but are not subject to undead turning. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-04 02:41:50 Voted 9.00 on 12/04/09
oh, and the monk's kama +1 is another nerf. He does more damage and identical to hit with his unarmed strike. (he has weapon focus unarmed which nullifies the to hit bonus, his unarmed strike does 1d10 vs 1d6 of kama, and he has round kick that gives him extra free attack per round if using unarmed strike, that is wasted using kama) _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-04 02:39:35 Voted 9.00 on 12/04/09
after escaping the black dragon (why not just slit its throat when it is unconscious? it should be an escape scene where it is unable to properly chase you due to the stun, not fall unconscious and have you leave him alive).
Anyways, after escaping, I buffed up and came back to kill it. Well, to my surprise when I interacted with it, it just wanted to talk, specifically asking "did you get the tome yet" and I got the option to use his store again. I guess you did not expect anyone to come back after the dragon. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-04 02:28:25 Voted 9.00 on 12/04/09
I rescued a boy from a hag, but I cannot tell nadine that I have saved her son for some reason.
If I save the game in the maze after having found and cleared the last room, then when I reload it see the cutscene of the portal opening a second time. (that is, I saw the cutscene, saved, reloaded, then I get to see the cutscene again, even though I am at a different part of the maze now and it has already been opened.) _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 18:53:30 Voted 9.00 on 12/04/09
so far, very impressive character design, dialogs, grammar (I have yet to spot an error!) and even NPC design (from the goblins to the ones in the inn to ones I shall not spoil). Very well written dialog, a huge plus. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 18:09:57 Voted 9.00 on 12/04/09
the dream sequences are cool, however, they interrupt your rest in such a manner that you do not regain spells / daily abilities whenever one occurs. they should have a timed delay of an additional second or two to allow rest to complete before engaging the cutscene. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 17:45:42 Voted 9.00 on 12/04/09
actually, I made an error, isobel should wear a chain shirt for a +4 over her current clothes. not studded leather for a +3. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 17:42:36 Voted 9.00 on 12/04/09
why is heather wearing a robe +1 when a non magical studded leather would give her +2 AC at a fraction of the cost. And a +1 studded leather give her a +3? she is a warlock, she does not incur ASF in light armor.
same for grimgar who should wear a chainmail or breastplate (the breastplate is always better; just 50gp more expensive, chain is 100gp, breastplate is 150gp. But if its +1 then they cost about 1400gp extra, so that 50gp makes no difference and the superior breastplate should be used).
I can understand Aramir's choice of armor though, although a chain shirt (not chain mail, those are two different things) would give him +1 to AC, it would also mean that as soon as he improves his dex he will need to switch armor. And that he would have a -2 from armor check penalty instead of the current -1 to all rogue (well, essentially) skills.
Also, a +1 dagger for isobel? she does 4d6 per warlock blast (14 average damage), at will, as a touch attack that ignores all armor, shield, and natural armor. The AC she needs to hit is 10 + Dex mod + dodge (from dodge bonus items or feats)
dagger +1 gets also gives 3.5 (2.5+1) average damage on other hand and has much tougher AC to hit, and is not ranged.
A +11 dagger would do less damage then her current blast, only a +12 or higher dagger would beat her blast damage. And it would still not be ranged. it needs to be a +8 dagger to match the "to hit" on a person wearing full plate, and +12 dagger to match that of a person wearing full plate and a shield. and more if they have amulet of nat armor or something.
Basically she should never use a weapon when she has her warlock blasting ability; so giving her a +1 dagger is ridiculous. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 16:33:27 Voted 9.00 on 12/04/09
btw... your indication was that you need to be "ready for action"... aka, spells prepared and all.
I know how to use the console, so I could make a character, then pause the game, level him in debug mode, and give him items in debug mode (although I wouldn't relish looking up all the item codes, gah). _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 16:31:19 Voted 9.00 on 12/04/09
yes, I went ahead and downloaded FRW character creator 2.
But it still goes by DMG recommended wealth and available items and not what you might necessarily expect for your module. What is appropriate wealth? what is appropriate items?
If you expect us to export a level 7 character from one of NWN2 official campaigns than it means I am horribly under equipped since money flows like water in those.
It is also unnecessary extra work and involves mixing in additional modules and hak packs (I keep each downloaded campaign completely isolated normally by making a new copy of the documents\neverwinter nights directory.)
And there are characters creators modules that are open source so to speak, meant to be downloaded and integrated into any campaign (aka, you make a campaign where the first module is a character creator someone made, with a few modifications, and have it send the player to your module when he is done there).
It is really standard procedure to have a built in leveler module in any module that doesn't want a level 1 starting character. In fact I think this is the first hall of fame module I have seen that doesn't have one. Heck even mask of the betrayer starts you out in a "leveler" room where you are set to level 18. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 07:50:21 Voted 9.00 on 12/04/09
"It is assumed that your character is already equipped and prepared for trouble at the beginning of the mod."
That is a pretty bad asumption. You should make a small "leveling" area where you get set to level 7, get stripped of all equipment, and given X gold to buy stuff from merchants in that area. Only then enter the module.
Because, what is an appropriate amount of gear? too much magical gear or too little completely upsets game balance. Even if you made a new character and used the dm console to award yourself the right amount of XP and equipment you still need to prepare spells, learn spells you need from buying scrolls from merchants, rest, buy the right weapons and gear, etc. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by taltamir at 2009-12-03 01:51:49 Voted 9.00 on 12/04/09
"After having defeated the Kobold King and rescuing a woman from death by burning at the stake, you travel to the village of Lost Acres. You find that the inhabitants of the small mountain village are being terrorized by shadowy creatures, and have no one to turn to. In addition, it seems that one of your companions hasn't been telling you everything. "
Greatest plot hook I have heard in a long time! I am playing this ASAP! _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by LeslieMS at 2009-11-14 18:33:50 Voted 10.00
Gah! Cats... ignore previous post =) _________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
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