For single-player module for characters of level 1. It can be characterized as a linear hack and slash with some role-playing options.
Set in the Forgotten Realms, this module begins in The Greypeak Mountains.
You can have up to 5 companions, and there are a total of 14 potential companions, which all have developed personalities. During a single play through, you can encounter up to 8 companions to choose from. Just about every class and race is represented in the companions.
Your PC can reach level 7 or 8 by the end.
The Greypeaks includes many features of randomness (cdaulepps random treasure, NESS spawn system, random encounters). You can't go to all the areas, do all the quests, or meet all the available companions in one play through.
____________________________________
RULES:
PLEASE MAKE SURE YOUR OVERRIDE FOLDER IS EMPTY. FILES IN THE OVERRIDE FOLDER MAY CAUSE THE MODULE TO PLAY IMPROPERLY.
Designed to be played on 'Normal' or 'D&D Hardcore Rules' settings;
Crafting components and workbenches are available;
Although designed for a party of companions available in-game, you can also create your own party of up to four of your characters (as in SoZ).
Multiple Autosaves are built into the module.
DEATH SYSTEM: If your PC dies, you must reload from your last save, unless one of your companions survives and can raise you.
_______________________________________
INSTALLATION:
Unzip the 7z download file, then:
1. Place the extracted module folder (Greypeaks) into your My Documents\Neverwinter Nights 2\modules folder.
2. Place the extracted "Greypeaks Campaign" folder into your My Documents\Neverwinter Nights 2\Campaigns folder.
3. To play the module, choose NEW CAMPAIGN (not new module) from the game selection screen.
_______________________________________
KNOWN ISSUES:
Due to the way I implemented cdaulepp's random treasure generation system, it is possible to get a uniquely-named item that has no magical properties, or has odd or conflicting magical properties.
CREDITS:
This module was designed using the contributions of the following generous community members:
The Forgotten Realms Weave (FRW): The FRW Persistant Companion System and for testing and support;
Random Loot Generator 2.0, by cdaulepp
Neshke Narovken�s Extendable Spawn System (NESS);
Module Testing Toolkit by Barry The Hatchet;
Lip Flappers by Rogue Dao;
Customized Humanoids, Undead, Lizardfolk and other creatures by Storyteller;
Masterwork Weapons by Dirtywick;
Tombwatch Pass and Dungeon area prefabs by SKG73;
Tank's Prefab World areas by Tank6ge;
Lost Ruins of Zartoff 1 & 2 area prefabs by Eshin;
G_Mines area prefab by ChaunceyBillups1;
Underdark Bazaar areas by Elminster_Falcon;
Lord Niah's FRW Base Module scripts;
Lilac Soul's Script Generator; and
Valain Orcsplitter - A Persistent Companion by powerboy.
Special thanks to the beta testers -- dwarvendervish, ericdoman, Jet Truebow, Rondo GE, sirchet, Lanessar, Juan Valera, and Wyrin! You're input was invaluable!
_______________________________________
Updates:
10/24/09: Added an out-of-character failsafe line of dialogue to allow you past the five-lock door, if you are unable to collect the necessary keys.
Posted by karen at 2012-07-26 17:02:42 Voted 8.00 on 07/26/12
Thanks for the fun! I liked the fact that you could choose your background at the beginning. I enjoyed the story and the rather unusual party members were interesting. I hit a few glitches, but none were game stoppers. I did have a problem at the very end - it took a long time to find the exit in the pitch black after saving the kidnapped people. I woud have liked to get back to the caravan leader though!
Forgive me, but I am not understanding how a 1st level party can possibly achieve this.
Posted by Avo at 2011-01-02 12:46:06 Voted 4.75 on 01/02/11
Hm, the idea behind this module is interesting, yet it does not seem to work quite well withing the boundaries of NWN2. I expected a solid Hack 'n' Slay with a fair amount of replayability. I got quite a bit of fristration in the end.
Ok, I finished it, but I was short of quitting a few times. The randomness of this module leads to a lot of buggyness.
Besides a lot of pathfinding and "wall" issues there were some irritating fights. At one point, when my party was about level two, I came to a point where the module either spawned a mummy or a wraith and my only magic weapon was a +1 Sling at that point. Later I encountered some trolls, but the random treasure had not handed me anything with fire damage.
The random companions in my playthrough were two rogues and a cleric. My own character being a druid some fights were ridiculously hard. The Frost Giant King was able to kill my whole party in one round in some cases with his great cleave and 20+ dmg each hit.
Only towards the end, when it abandoned the randomness and focused on some properlöy designed combat it got interesting.
Good idea, but it "requires imrpovements".
I know that the author is capable of designing good modules. This thing is just not working for me.
Posted by harpolekaren at 2010-12-05 07:08:14 Voted 7.75 on 12/05/10
A nice hack module. I noticed a few strange glitches, though I imagine it is more the fault of the engine. One door in particular was fought through even though it was still locked. The five-lock door quest wasn't really to my liking, it had more the feel of a boardgame to me.
Otherwise, very nice. I played through with a pure bard (hardcore), and the battles was exactly the level of difficulty I like. Thanks for a few entertaining hours!
Posted by PaulBlay at 2010-10-31 13:20:04 Voted 10.00 on 10/29/10
I've just finished this module. Very nice - and nicely balanced (for a fighter type PC). I felt a bit 'monty-haul' at the end, but that was mainly because I stripped my companions of all their equipment before booting them off the team. :-P
There was only one encounter that warranted the 'mature' tag, IMO. Although I guess there might have been something else if I played a male PC?
Posted by PaulBlay at 2010-10-29 13:31:50 Voted 10.00 on 10/29/10
It's been good so far - but there's a lamp that it is 'active' but impossible to reach (a sarcophagus is in the way).
I'm increasing my score to 10 to spite darant, as this isn't anything like a deathtrap so far. And I have gone through the second level at least. It would be tough going with a rogue (quite a lot of undead = no backstab kills) but a fighter type should have no problem.
Posted by darant at 2010-10-26 04:37:50 Voted 2.00 on 10/26/10
Good graphics sure, but a ridiculous deathtrap module. What a waste of time--precisely why I get tired of playing some of these submissions. No way out and no way to survive. The second level of the catacombs was comical as enemies start running in from every room. When a writer traps you unrealistically in his dungeon for your slaughter I have to vote as low as possible. It's petty.
Posted by PaulBlay at 2010-10-03 10:25:20 Voted 10.00 on 10/29/10
****NOTE FROM THE AUTHOR: This module is no longer supported. It is over a year old, and it will not be updated to fix any bugs or problems related to any future patch or game change. I thank everyone who played and provided feedback.
Quick question: I'm looking at my (low-detail) map of Faerun, and I can't find the Greypeaks. Where are they? _________________________ Faernethue Vrinn
LG female drow Cleric 3 of Amaunator / Fighter 2 / Sunmaster 3
Thanks Justicar Walt! I appreciate the feedback and kind words.
Posted by Justicar Walt at 2010-05-02 14:46:45 Voted 9.00 on 05/02/10
Seryn,
Very cool Module. Played it twice to see if it really did random companions and monsters (Yes), and then role played both as to how I'd approach it and who I'd take with me. Worked great.
Only gripe is that, like some good movies it's a bit too long! Both times I had to fight the urge in my head to not continue given the length.
(Spoilers) What disrupted the story for me was why the 1st baddies that had the kids would camp so deep and not have their own Fortress and take them there. The last Boss made sense but it took so long to get there that some times I actually wanted to abandon the captives to their fate.
That said though, a great DnD adventure with good companions that change with your choices (I would of liked a bit more dialogue, spontaneous and otherwise) and good combat. All should play and have fun with this. I'm putting it on my Notebook permanently for those down times at work.
Thanks Seryn for a great time, now and in the future :D _________________________ "You take a look around and you see that the law is there only to protect power. You'll see plenty of law but what you won't see is any justice."
Thanks Lanessar! I'm glad there's still a niche of players that enjoy the 'old school' dungeon-crawl type adventures. They're my favorite, and why I like making them. Must be because I'm an old fogey, too :-)
Posted by Lanessar at 2010-02-16 14:18:10 Voted 9.25 on 02/16/10
I truly enjoyed this module. I wish there were more on the Vault like it - plain, simple fun. Not much in the way of saving the world.
I know that many love adventures which have you thwarting evil plots to rule (insert Realms area here), but many miss that the old B2 "We're here for glory and adventure" was one of the funnest type of adventures for us fogeys. _________________________ Lan's Placeable Groups v1.5
Thanks Rosie! That's good to hear. I'm glad you enjoyed it!
Posted by Rosie at 2010-01-21 15:09:57 Voted 8.50 on 01/21/10
Meant to add, by the way (just in case no-one's mentioned it yet) that this works fine with Kaedrin's PRC pack (latest release, 39.6)
Posted by Rosie at 2010-01-21 15:05:30 Voted 8.50 on 01/21/10
A truly enjoyable dungeon crawl, thanks! Areas were very well-designed (I especially liked the giants' cavern, there was a definite sense of vastness), the scripting was tight, I didn't experience any bugs, there was a decent number of companions to adventure with, and I found a couple of very nice items for my rogue. Plus, even though it was a hack n slash, there was a solid story to give it all some meaning. A very entertaining way to spend a couple of evenings. Cheers.
Thanks, Seryn!! Somehow I never wandered through the light columns in all my searching. I did guess that maybe the other patterns on the floors were the solution, but of course they weren't.
Hi, Seryn,
Stuck again! I'm in the Sverf Complex looking for the Drow thief. I have taken out the corrupted golem on the west side and cleared the lower tier of rooms. I've searched for a secret door or something (been around what I could access three times) and even bashed the workbenches to see if something was behind them. There must be more, because the Captain just asks if I've found the thief. What's next?
SPOILER
I tried once and found the way back locked, so I figured that I needed to find more parts of the area and more keys BEFORE using that door. Guess I should have realized that I was still in the same area, so that door was different than the ones that changed areas. Thanks!!
Based on the information you've given, it's hard to tell if you've explored enough.
*********MINOR SPOILERS**********
Before getting enough keys for the 5-lock door, you'll have to use the random door that asks "Do you want to use this door?: Yes, Definitely, Absolutely, etc." at least 3 times. If you use the "random" door enough times that it no longer gives you any options to proceed, then you are stuck like trevassi.
However, if you're trying to find all 5 keys in the first area, it is not possible.
I hope that makes sense--it's kind of hard to describe. Let me know if that didn't help.
Hi, Seryn,
I, too, am having trouble with the 5 key door. I can only find two keys and I've double-checked all the containers I can find so far. With only two keys, I must be missing a lot of the area, but can find no access after searching everywhere. I do know that something is beyond what I can get to at the moment, since the Ranger can detect enemies outside what I can access.
I also think something may have broken. I was leveling the party to L3. In the middle of leveling the Ranger, I got a message that he had spotted some tracks. Before I could react, the message disappeared, the leveling canceled and I was fighting an enemy.
I have two questions. First, are some of the keys found in areas prior to the one with the actual door, ie am I going to have to replay from a save back in Dawn Pass? Second, if not, how do I get access to the parts of the area I know exist, but can't get to?
Thanks Anadra Tir'Gedlen! Glad you enjoyed it (and it sounds like you played with a female PC!). I'll take a look at that issue you mentioned. Thanks for the suggestion.
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