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.
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