Dramatic, Dungeon Adventure, Final Version, Hardcore Rules, Mountain Adventure
Scope
Medium
Content
Teen
TricksTraps
Light
Roleplay
Medium
HackSlash
Medium
LevelMin
05
LevelMax
06
Gameplay Hours
08
Categories
Single Player
Patch
1.21
NWN2Game
NWN2:SoZ
Description
"Wondrous was the Hall of Dwarven Kings, a crucible of History and Legend..."
The events of this module take place eight hundred years after the founding of the Dwarf Kingdom, which has undergone a rich and tumultuous history. Now rumors abound of an old enemy threatening the dwarves once more. You, the Player find yourself willingly or reluctantly drawn into the unrest.
This is a story-driven, party-based adventure designed for a 5th level character of Good or Neutral alignment.
There are 4 companions, 3 available at the start: a cleric, rogue, and wizard. A fighter can join the party later in the module.
You can also make your own party from scratch. Access the Party Creation menu by talking to Mulligan the barkeep in the starting Village.
You can still bring along companions, but this will affect combat difficulty. I suggest going with a max party size of 5, using player created characters plus companions.
Let me underscore, you do not have to play a dwarf for this adventure. In fact, the story probably works better for a non-dwarven race, an Outsider who finds him or herself caught up in the whirlwind of events. However, if you do play a dwarf, you will receive some greetings that are friendlier. (Well, friendly for dwarves.)
The module has some Party Chat style conversations, which will give dwarf characters an added opportunity to be heard.
The module uses the Storm of Zehir death system. There is no respawn. In addition, companions will start bleeding when they are reduced to negative hit points, and may die. You can use a Raise Dead scroll to bring them back.
Save early, save often.
Resting is restricted to "safe" areas only.
You must start this module by selecting a New Campaign.
This module now uses the Robinson Workshop Deep Halls tileset. Download the Hak files and place them in your Neverwinter Nights2\hak folder.
This module uses Rogue Dao's Lip Flappers. The sound files and .fxe files are in the compressed .rar file. You must copy these files to the Override folder, or else NPC conversations will go by too quickly.
SPECIAL THANKS
In addition to Rogue Dao Studios for their Lip Flappers, Robinson Workshop for the Deep Halls tileset, and Lord Niah for his FR Base Mod that was previously used, I would like to express appreciation to the following members of the NWN2 community:
*Phoenixus for giving the starting village a much needed face-lift with better texturing and height-mapping, and for testing the module. As well as for inviting me to the NW Citadel to help with the beta test.
*Melirinda for testing the module and giving very helpful feedback, and most importantly, for convincing me to use Rogue Dao's Lip Flappers. Also, for your forum post that inspired the ogre dialogue on Halls Level 2.
*JasonNH for initiating the bi-weekly updates in the NWN2 module forum, where builders can report on their progress. It was crucial in keeping me motivated and focused over the months of putting this module together. Also, I would like to thank everyone who posted in those forum updates, for your words of support, encouragement, and suggestions.
*Being a veteran gamer and PnP player, I would like to dedicate this humble module to E. Gary Gygax, for creating the enchanting RPG hobby of Dungeons & Dragons.
Harumph!
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Version History
August 2, 2008: Hamhock v 1.01
*Important NPCs that give/complete quests or initiate dialogue via speak triggers, will only converse with the PC. Ambient NPCs, random guards and such, can talk to party members if the Player selects the companions to do so.
*Set multi-use speak triggers to destroy themselves when no longer needed. Also, repainted some speak triggers for better placement.
August 3, 2008: Hamhock v 1.02
*Bugbears are entrenched on the battlements of the Grand Entrance Hall, and they are very good at pushing back the advances of their opponent. This is why the dwarves have had trouble rooting them out of the corners. There is a chance during battle that your PC may be driven away from the enemy, and this quick fix adds a message that explains what is happening. Approach these encounters strategically.
(THIS IS NO LONGER AN ISSUE)
August 9, 2008: Hamhock v 1.03
*Some cosmetic changes: Added Mulsantir Walls to the Hall of Gathering; added some more placeables to the Mayor's Estate; added more corpses around the Grand Entrance Hall.
August 17, 2008: Hamhock v 1.04
*Cleaned up some journal entries.
*A dwarf soldier runs up to greet the party when they first arrive on the Mines level.
*Beefed up the final encounter a little.
*There is a secret way to avoid battle with the Undead Dwarven Veteran, which is alluded to in the Mines Walkthrough.
August 31, 2008: Hamhock v 1.05
*Companions now have XP independent of the PC. They start as 5th level characters, no matter what level you bring in your PC.
*Fixed a couple of cameras; expanded Thraigin's "rah-rah" pep rally speech.
September 21, 2008: Hamhock v 1.06
*Made some of the monsters tougher on Level 2.
*Added the possibility of skill checks before the encounter triggers, which will warn players about the respawning bugbears.
December 13, 2008: Hamhock v 1.07
*Converted to Campaign format
*Rebuilt levels using the Deep Halls tileset
*Streamlined the Mines, getting rid of extraneous passages and areas
*Incorporated Storm of Zehir features such as some Party Conversations and the bleeding/death system
*Added full party customization as an option
December 28, 2008: Hamhock v 1.08
*Fixed the door to the Miners Quarters on level 1. This happened because I unknowingly swapped out a tile when I redesigned the Mines. Now you will be able to access the door that will transition you to a small area where it is safe to rest.
February 12, 2011: Hamhock v. 1.09
*Changed almost all conversations to SoZ style "Party Chat" conversations. Tweaked a few lines of dialogue.
The Mines are the lowest level of the Mountain, designed to be an old-school maze/dungeon crawl. This walkthrough was created for the earlier module versions. As of v 1.07, the Mines have been more streamlined. If you get stuck, you can still consult this document as the key items of interest are still in place. Or you can consider this a prototype of what the Mines used to look like. Gameplay should be much improved in this area.
Thanks for the reply. I missed the first book, I didn't enter that room. I'll make sure to check it out if I play again. I wasn't sure about the export thing, that's good to know. I was unable to test it when I wrote the comment. A bit more about the 2nd level: I got a message at the beginning saying something like: "An ogre spots you and attacks!", but he stayed there, non hostile. I reloaded, but no change. There's also a fight with a conversation at the north, with gargoyles and ogres. The room has two entrances, I used the north one. Again, I got a message, but nothing happened. My controlled character changed when I tried to move in, and when I eventually reached the speaking gargoyle at the other side of the room, the conversation window triggered and after that, the fight. Maybe it works correctly if you use the south entrance? I think there was another buggy (not so much, though) conversation, but I can't tell for sure. As mentioned, the one with the shamans at the altar went correctly. I chose the "wait and listen" response. Hope it helps you somewhat.
Posted by Dorateen at 2011-02-1706:18:58
Thanks for giving this a second run-through, and for the vote, Arkalezth! I am concerned about the fights not triggering after conversations. One of things I had to do with the conversion to all party-chat dialogues, which includes the Ogre battle, was make sure there is a final PC node. Then I use the ga_attack script on that node. It is possible I missed one of the PC response options, which unfortunately you may have chosen. Characters switching randomly seems odd. Could have been some remnants of speak triggers. But now with a SoZ party, all characters can initiate conversations, so I'm not sure why that would switch. I'll poke around a bit more on the 2nd level. For exporting at the end, you can highlight the other party members besides the Main PC, and then choose export from the Esc menu. *SPOILERS* For your reference, and curiosity, the library books are located at the following locations: *Back guest room of the Inn in the Starting Village *Bookshelf in the temple on the 3rd Hall *Lost and Found box in the "Ax and Anvil" Tavern on level 5 *Bookshelf in the Deephill library on the 2nd level.
Posted by Arkalezth at on02/16/11
It seems I hadn't voted, after all...
Posted by Arkalezth at on02/16/11
I played this module some time ago, and I believe I voted and commented it then, so I won't add much more. A couple comments/bug reports, since I've been replaying it these days: I had some bugs at the second level. The ogres at the beginning didn't go hostile, and some of the fights after a conversation (except the one with the shamans at the altar) were a bit buggy. The conversations wouldn't fire correctly, or the monsters wouldn't attack, and sometimes my controlled character changed randomly (never happened to me before). I don't remember if I ran into these bugs the first time. Also, a suggestion: You could add a party creation menu somewhere at the end, to export the characters. I believe the ESC menu only lets you export the first PC, but I haven't tested it, so I could be wrong. The rest was well, though I didn't find all the books for the librarian (could you point out their locations, just in case I play it again, or add them to the walkthrough?). I think I liked this module better the second time, and it's always good to be able to create your own party. Looking forward to play The Sons of Edinmoor!
Posted by Dorateen at 2011-02-1506:49:27
Hi darant, No, you are not auto leveled. You can choose your 4th level character to start. If you talk to the innkeeper in the starting village, there is an option to give XP to lower level characters, but you do not have to level up. I don't believe there are any Forgotten Realms references. I made this adventure a while ago, and the story is based on a custom DD setting. Thanks for checking it out!
Posted by darant at on02/18/11
Dorateen, are you auto-levelled to 5 or can you come in at a lower level? Are there any Forgotten Realms references? I want to play this but my current character is at level 4 right near the levelling point and I don't want to get to 5 without earning the XP.
Posted by Dorateen at 2011-01-2218:07:59
Thanks, NWN DM I have put aside the current project I was working on, and have been fixing up this module. I plan to release an updated version that cleans up some rough spots. Your comments have kept me encouraged!
Posted by NWN at on01/20/11
Nice module. Thanks.
Posted by Dorateen at 2011-01-1515:39:16
Brutus, I am sorry I missed you comment! Thank you very much for playing and for your great vote. The SoZ stuff was added in after the earlier released versions of this module. There are probably some settings to key the journal entries to all party members, which I need to go back and look at. I have wanted to get around to fixing this up again, but have limited time to use the toolset. The campaign I made after this adventure should run smoother, as I think I learned from many of the mistakes. And I am working on another module right now, that has kept me from giving much attention to this one. Thanks again!
Posted by Brutus_Brainless at on12/31/10
had a lot of fun finding my way thru the hill. ++ suberb balanced combat for my taste, kept challenging until the end! ++ good story and dialogs, nice dwarfish setting and visuals. - got the same problem as "Blatob" with the NE section battlements, but it worked with the console command - another critical bug happens, when a cutscene starts and your "active" char is not the party leader then no journal entry is given. as example: Halifax first speech and first talk with Drachenvain. (played with a soz-party) thxs for your work Brutus
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