UPDATE NOTES: Traveller is compatible with the 1.20 (Storm of Zehir) and above update, but you may suffer serious frame rate drops in one or two areas due to the new "enchanced" NPC AI. If you do, the frame rate should go back to normal while the game is paused. So pause to issue orders and set a destination ect, then unpause it again and so on. But I would recommend you try using Tony K's AI mod. I've tested it and the area in question runs much better. Link. BUT the mod causes enemies to behave in ways I didn't intend when I placed them, in particular you may find it very difficult to defeat the guards in Harcourt manor. If you have trouble try disabling the AI mod until you've got through that bit. I know it's awkward and I'm sorry about that. That is the only bit that is a problem though.
In addition there's a bug that's caused by the toolset corrupting one of the areas (the mountain area), so I can't change or fix anything there (for example the load screen). There is a corpse associated with the Dragon Hunter's quest near the mountain fort which can easily be destroyed by area effect spells. If that happens you can't complete the quest. I'm sorry about that.
As always feedback and bug reports appreciated.
If you have any trouble, please feel free to email me at [email protected] Seriously, feel free. I'm starved for human contact.
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Your wanderings bring you to the manor of the honourable Lord Harcourt, north of Waterdeep. You have spent many weeks on the open road and need a rest. Luckily the manor is in need of a captain of the guard and you are offered the position. You decide to accept and stay for a time. Your lodgings are comfortable and your duties non too strenuous.
A bonus, or a problem whichever way you choose to look at it, is that the fetching Lady Delphine, Lord Harcourt's daughter seems to have taken a shine to you.
Let's hope you have the sense not to do anything foolish where the lady is concerned while you are here.
Though she is extremely fetching.
GAME NOTES:
Not recommended for younger gamers due to grownup content.
Requires both Mask of the Betrayer and Storm of Zehir.
Sign posts act as area transitions.
Party chat box used for aesthetic purposes only.
The dungeons are dark. Really dark. You'll finally have a use for your Dark Vision and all those torches and light spells that are totally useless in the commercial games.
Single player, recommended for levels 6-10. It's intended to be very challenging for the equivalent of a sixth level fighter, starting with moderate level gear (on hardcore D&D rules) with the rogue companion (you're going to need a rogue). Since it's sort of a sequel to my previous mod, The Corruption of Kiahoro, I balanced it for the character that I used for that module, with the rogue accompanying them. There are four companions that can join you permanently, and one that will join you temporarily. If you take all companions you will likely find it too easy. It's up to you to decide what level to play at based on your class and how tough you like it. For weaker classes likes bards and rogues I suggest playing at level 8 or 9 or taking all four companions with you. There should also be enough loot to buy all the potions you need for buffing. If you find the battles are too hard a few buffing potions can make all the difference. If you find it too easy don't take as many companions with you. Use your companions and potions to adjust the difficulty to your liking. If you're simply finding it way too hard then play at a higher level.
It's fine if you start the mod with your own gear, as long as you have stuff that's appropriate to your level and won't unbalance the game. If you have a lot of high end stuff you're likely to find it rather boring because most of the loot is low to medium level (mostly +1 with a few +2 items).
I tried hard to balance the loot and gold that's available. I didn't want this mod to make you rich and overpowered with high end stuff. All of the merchants have a limited amount of gold on them and they may not have enough to buy all your loot (although it's not as severe as my previous mod).
This module is a low magic environment, but I hope it's still playable and enjoyable for magic using players. There's a character who sells basic magic supplies so hopefully you will find what you need.
BUGS: I've noticed a couple of bugs that I have no idea how to fix. Sometimes the rogue companion fails to recover her own traps. Sometimes transferring items from one character's inventory to another's by dragging and dropping doesn't work. The journal sometimes doesn't work properly for companions so make sure you're in control of your own character when you check your journal. If NPCs who are former companions continue to follow you despite no longer being in the party just talk to them once and they should stop.
One more thing you should be aware of is the script that strips your items at the beginning deletes containers (such as Bag of Holding). Nothing I can do about that, sorry. You will however get all your other stuff back, so don't freak out.
Thanks to falloutboy, Berliad, Brendan Bellina and many folks on the Bioware NWN2 forum for the use of their scripts, and Aleanne for the female clothing pack.
Specail thanks to all the people who contributed to the beta testing process, especailly Tauschitz, masuli, ThosRTanner, Alabore, resistorman, eb52t, sirchet and Eric Doman (sorry if I forgot anyone). It was an enormous help.
Human_male (chaotic good commoner), 2008, Auckland, New Zealand.
I liked this a lot, although I found some of the battles too strong to beat without cheating. Admittedly I did have a rather week character, but even all the companions weren't enough to let me win. I quite liked the 'travelling adventurer' theme, and I was quite glad that you weren't forced to move on to the next location until you were ready. I also liked that (within one location) you could usually go back to places you'd visited before.
Posted by Alan at 00:41:23 Voted9.75
Replayed this module again and I simply recommend it to everyone. It's one of the best I've seen so far. Especially the maps are so wonderful. Hat's off, dear sir! I hope you will make a third module one day. Yours, AdL _________________________ "If it had been the Captain doing it, the cat would be lost, the tree burned down, and the old lady would be traveling with us now." - S.J.
Posted by cemeteryschild at on09/07/10
good mod.
Posted by Lanjane at on07/23/10
Even better than Kiahoro. Simply amazing. Played it with exported character from previous chapter, so the story was integral for me. What an enjoyable experience. P.S. Poor lady Sparrow...
Posted by Fanos at on07/13/10
Solid FR ;)
Posted by sirchet at on08/01/12
Reviewing the comments I see that once again I failed to place a vote on one of the most enjoyable adventures available. It's my opinion that human_male is one of our best story tellers and a boon to the NWN community. _________________________ Help is good when asked for, Better when needed. Gaming Parents Studios
Posted by Edhelras at on06/16/10
Finished the mod now. As I noted above - this mod strikes me as fabulous for a PnP adventure, with a live DM. There were lots of situations where NPC interaction and skill uses might have come in handy - if a DM was present. Also, the area design was great, and would have made for many interesting combat encounters - in PnP. The creator must have me excused, for somehow I felt while playing that this mod kinda highlighted the shortcomings of the NWN2 CRPG compared to the flexibility of PnP - something that's not the creator's fault. Still, I think that the mod might have been improved quite a bit by using much more skill checks in conversations (if they're there, I couldn't notice them). Personally, I think that's a prerequesite for a real masterpiece - that all or at least most of the character's abilities gets to shine somehow. As for the story, I liked it although I admit that this travelling thing made it somewhat hard for me to keep submerged in the story. Again, in a PnP adventure where each encounter would require much more time, information gathering and skill uses, this structure would be okay. But in the faster-flowing CRPG, it made it a bit difficult to engage. This might have been improved if, for instance, the shadow of that angry baron (or the consequences of slaying him) had lingered longer into the module (making me a fugitive a bit longer), or if the crisis in Fernleaf had been foreshadowed more, like Eudora receiving troublesome news, or telling me stories of her hometown (perhaps with cinematics). I do feel a bit guilty for being "harsh", but I feel I have to be honest since this aspects that I mention felt quite tangible during my playing this mod. As noted, I probably started the game with a too weak character, even though I ended up with the full party. In principle, I'm alway frustrated when mods don't include all four basic party roles available as companions. In this case, I really missed an arcanist. To end on a really positive note - this mod did intrigue me, and I'm quite certain I want to replay it, this time with a wizard or sorcerer of much higher level. I do hope this author will make some more modules, for he's very, very talented.
Posted by Edhelras at on06/16/10
I've not finished this mod yet, but so far there is really much good to say about it. The areas are great, for the most part. There are numerous points where you could use tactics. Although I often get a feeling that the NWN2 is not really allowing us to get the most out of tactics, at all times. In particular, the apparent lack of functioning cover makes it somewhat less worthwhile to secure choking points. I've started this game with a lvl 6 half-drow cleric, taking all the companions I can get. I play on HardCore. In hindsight, I realize that I went too far in order to get a not-boring combat. Some of the fights have been game-breakingly hard, forcing me to reduce to "Easy", despite using all the potions and buffs I can get my hands on. I like a tough game, but there are limits to it... As a comment, though, I feel that many of the monsters are a bit too tough for being generic. Like the zombies - I don't know if they have been buffed by the creator, but I find it somewhat hard to believe that ordinary human bodies would produce so tough zombies. And this Lord Kromm guy was almost impossible for me. Is vampire regeneration really that fast? There ought to have been some way of weakening him prior to combat, IMO. As a general comment, I feel that this module might be a terrific basis for a PnP adventure. In NWN2, where everything moves so fast, the lack of overriding structure/goal becomes somewhat of an impediment to my immersion in this story. But this is, of course, nitpicky. The conclusion is that this seems to be a well-done module, I will rate it when I finish.
Posted by Valmont at on04/28/10
Charming story, pro level area designs.
Posted by Silmariel at on04/25/10
Great story (I like this travelling-spirit), tough fights for my shadowdancer (some of them were really difficult), nice charakters although a mage and a cleric from early on (instead of two fighters) would have been nice! Also it do not have to be not-human companions all the time! I would have liked that I meet this halfling-assassine again! I hated the not-working diary... All the other things (except the length ;D) was excellent! I thin i'll play it again...(with a mage-eldritch knight this time)!
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