Roleplay, small story, some side-quests, crafting available, some hack'n slash, traps
Patch
1.03
Description
You realize you've been following the road for days, almost as if driven by some unknown compulsion. However, you cannot recall even when you started or where you're traveling from. As your head begins to clear, you notice again a sense of urgency within you, that you must travel further. Perhaps the answers to your past lie somewhere ahead. Your fate beckons from Avendale...
This is my first adventure with the NWN2 toolset. I'm still learning the program and I'm not an incredible scripter, but hopefully this will be a fun beginning-level adventure to play. I apologize in advance for any minor bugs (this toolset has a steep learning curve.) Have fun, and I look forward to any feedback!
Notes:
If playing as single player, I recommend using the two available henchmen in Avendale. If playing multiplayer, try to keep the party to 3, max 4 players for balance purposes (or any mix of players and henchmen up to 4 total.) I also recommend starting at level 1.
Once I have a new computer and the toolset doesn't randomly crash when I try to save, I will begin work on the sequel which will start where Avendale leaves off.
I can't coment too much yet because I hit a snag.
I am in the crypt and I met the thief (added to my party), we found the sarcophagos but when I aproach it it starts a dialogue with the thief: "thanks for making my job easier..." when I reply it locks up the game.
Any ideas on ways to fix or ways around this? _________________________ Ranger's have Lead the Way since there was a way to be lead!
Posted by Gwydion669 at 2009-01-27 09:39:28 Voted 6.00 on 09/26/08
An understandable point of view. And I would agree with it if no other factors beyond what is listed on the voting standards were involved. Others believe that the score should reflect the reviewer's recommendation.
"Technically" (as in keeping with the voting standards), I consider this module a four. If I believed it was no better than that, I would not be downloading it once again to play it yet again. "Technically," Dark Waters is a ten. I disliked it so much that I could never bring myself to finish it.
I don't like rate creep, either, but I would arrogantly submit that people should look at a score and then look at the comments given to find out why such a score was given.
I see a lot of people on this and other modules posting a score higher than they say the module is worth, usually on grounds such as "it's the author's first module." While I can appreciate wanting to encourage new module builders, isn't this a bit deceptive and a disservice to the rest of the commmunity? Other players use those ratings to decide what modules to try out. Shouldn't the score be an accurate reflection of the module's quality, regardless of the author's experience?
I would humbly submit that anyone who posts a score while stating in their comments that the module "should really be a (lower score value) should have their rating changed to reflect such statements, as otherwise it is artificial and false inflation of the module rating.
Posted by MikeLM9215 at 2008-10-15 17:20:33 Voted 8.00 on 10/15/08
Probably the best NWN2 module from 2006, it ends with the promise of another module which never appears. Some scripting problems. Quests may continue even if you never got them. Interesting use of NPCs. Loose ending. _________________________ The road to Ravenloft is paved with good intentions.
Posted by Gwydion669 at 2008-09-26 21:17:12 Voted 6.00 on 09/26/08
I've run several characters through this since it first came out and just realized I never rated it.
Truthfully, it _is_ a 4. As ususual, smorpheus gave a very detailed review and breakdown and is correct on all points.
My "bump" comes because of two simple points: This was the author's first work with the NWN2 toolset AND it was one of the first "real" adventures available. Just about everything else out at the time was a simple leveller. "Uncharted territory" and all that ....
Too bad the author hasn't submitted anything since early 2007. I really would have liked to see how this story and the author's modding skills would have developed.
Posted by helmo1977 at 2008-09-08 09:47:35 Voted 6.50 on 09/08/08
Fairly solid module. Don´t expect anything spectacular, but it´s a decent module. I ranked it half a point higher because it´s the author´s first module. As I said nothing special about it but nothing bad either. Only thing I think needs tumbling down is the lots of tresure. My characters were very rich at the end (around 18000 gold) which, for 4th level characters is too much IMHO.Anyway, I would like to encourage you to keep on the history, because it´s a good beginning. My congratulations.
Posted by ActorOfVeil at 2008-07-30 04:19:55 Voted 6.25 on 07/30/08
Well, nothing wonderous but quite enjoyable little adventure. Although combat is little too easy and there's not a solid plot but the atmosphere and those little things to do are something that have kept the first story-driven NWN2 module among the most downloaded modules.
Too bad the story wasn't finished. Does The Road to Ritahn come some day? _________________________ A good module author is PAG: Patient, Ambitious and Gutsy.
Posted by foil at 2008-05-17 18:31:08 Voted 10.00 on 05/17/08
You know what...I'm gonna rate this just for nostalgia. This was the first NWN2 module I played and for the quick release, was very good. In fact it was the best out there for quite a while making it a 10!
Posted by darant at 2008-05-02 03:35:37 Voted 9.50 on 05/02/08
What a fantastic adventure. You are very free to be your character. I have played many, many modules in NWN and NWN 2. This ranks amongst the most enjoyable. The combat is well-balanced with some tough near-death experiences but nothing is outlandish. Hard but realistic for low levels. The best aspect of this module is that you aren't forced too much into a linear plot. There are many great, small-scope experiences. Well done. This is classic D&D. An intelligent, fair mind has created this adventure that can easily fit into any world.
Posted by smorpheus at 2008-04-17 13:10:38 Voted 4.00 on 04/17/08
Avendale Review
Dialogue
Dialogue is very limited in this module, there are only a handful of conversations throughout. The dialogues that are there have limited options, and from what I could tell no skill checks. I found the dialogue to be dry and bare bones, and some weak attempts at humor that don�t really work.
Characters
No memorable characters, almost all of them clichéd RPG archetypes. Even the companions are uninteresting. The Bard certainly started off interesting, but his story goes nowhere.
Quests
Quests felt broken to me. As others have mentioned, they often don't connect properly. I wasn't sure why I was supposed to keep playing after clearing out the Wizard Tower.
Overall Story
There isn�t much of a story here, in fact, you often are wandering around not really sure where you should be heading. The story that does emerge towards the end is unfinished and not intriguing.
Level Detail
Both the interior and exterior areas are sparsely decorated and uninteresting. There�s no music in any area, and some of the larger outdoor areas are pointless and bland.
Level Creativity
There�s a forest, a mountain, an outdoor fort, a very small town, a wizard tower, and a catacomb. As mentioned earlier, all of these areas come off as very bland.
Overall Level Design
Not much more to say, pretty unimpressive.
Items
Very mixed balance on the items. Later in the module, you�ll find a lot of extremely high-end items, but early-on you're stuck with a poorly-stocked merchant. By the end of the module, you have found a disproportionate amount of loot, which I suppose is balanced by the fact that the only merchant in the game quickly runs out of money when you try to sell off your loot. By the end of the adventure, you will be level 4, with 20,000 gold which seems very high to me.
Enemies
Enemies are inconsistent, the Imp found in the library of the Wizard tower is significantly more difficult than the Wizard himself. There are Wights with level-drain. If you are level-drained, you have to use a Scroll of Restoration, which may or may not be possible depending on your class.
The final boss is a level 5 rogue who even with copious amounts of healing potions, can�t really stand up against 3 other PCs only one level lower than he is.
Puzzles
No puzzles to speak of. I think there was supposed to be a puzzle in the final catacombs room, but I just bashed the door.
Overall Balance
It can be challenging at times, but it�s never satisfying. XP and loot comes too freely.
Bugs
There is a general air of sloppiness in the mod. One cutscene doesn�t have cutscene bars, and there�s lots of pathing issues. All of the Arcane Circles Z-Fight in the Wizard Tower, etc.. However, no game-breaking bugs were found.
Grammar
Actually pretty good.
Overall Quality Assurance
Definitely needed to be tested much more thoroughly before released as a �Final� version.
Overall Pluses:
*Quick adventure, good way to go from 1-4 in a short amount of time if you don't want to use a trainer.
*Several Areas to explore
*Not awful for a first-effort.
*Cool use of skill checks at triggers.
Overall Constructive Feedback:
*The whole thing feels really bland and generic. You need to add more detail to just about everything, the characters, the areas, the quests.
Final Score based on Voting Standards:
4 - Some Merit, Requires Improvements
_________________________ Smorpheus' Toolset Visual Index Link
Posted by doo-monster at 2008-04-11 08:01:04 Voted 6.25 on 04/11/08
No journal entries. An undeveloped plot. Fighting elementals at this level is unrealistic. It definately has potential but needs more work. I did like the skill checks. I think there were a couple of times to use spot and listen.
Posted by Carlo at 2008-03-21 15:09:06 Voted 7.25 on 03/21/08
Played this multiplayer over at Neverwinter Connections, party of four in total. We started out a bit high-level for the adventure, but still enjoyed it.
This is a good starter module for a party, certainly enough to do, but not having too large a scope. The town and NPCs are well-constructed and the quests are reasonable. I like the fact that you start out on the road, makes for a good transition from whatever backstory you want to think up, and the setup is logical for going to Avendale with the first quest. The part about being mysteriously drawn to Avendale doesn't seem to be followed up on, though, so we just dispensed with it.
A few minor points for future consideration. Would have liked to see the journal entries a little clearer - we were a little unsure about the main quest with the wizard. The random loading screens sometimes felt inappropriate. Few actual door transitions, even when doors were there (area transitions used instead).
Thanks for making this an enjoyable experience, hope to see your future creations.
Posted by RolandGR at 2008-03-08 16:51:06 Voted 10.00 on 03/08/08
Thanks for the comments and votes, ericdoman, RolandGR, and dj1. I'm glad you guys enjoyed the module.
dj1, regarding your more detailed comments (thanks for the feedback), I appreciate your ideas. Many people would have written things differently, but I can't please everyone. The NPC's had some personality, but the extent of their conversation tree represented the extent of my programming abilty--too many variables get involved and eventually it becomes a buggy nightmare to write (for me, at least.) So, I kept things simple, while still giving a lot of the NPC's some personality quirks.
SPOILERS:
I understand that you would prefer more depth with some of the quests, and people have complained in the past about the rat quest and bug quest. While these are cliche, I also see such quests as being realistic--people in fantasy worlds have small problems that can be quickly solved by an adventurer. I don't think everything has to have a lot of meaning behind it--sometimes a rat/bug infestation is just that.
I totally disagree regarding the assassin--his speech was meant to deceive, and while you talk about creating depth and avoiding stereotypes, you suggest that he should merely sneak attack the character and not say a thing. He was using the characters to get through the crypt, and attacked when at their weakest.
The fairies "quest" could have also been developed further, yes, but the some of things you are suggesting would have required a bit more programming savvy than I have. I could probably change the druid so she'd complain, but I liked the tree-change surprise and wanted to keep that for combat. They're basically on the warpath with humans and aren't open to diplomacy. I could have developed this quest more, but it wasn't the main focus. The area was meant to close off exploring at that end to redirect the player on the main path, so the fairies were a small addition, not meant to be anything significant.
Finally, the mutants idea isn't bad, but it just wasn't the way I wanted things to go. They were angry, close to mindless (as indicated by one of the prisoners) and supposed to be a threat. Having one pal around with the player just didn't work with my intent on them being a perceived threat in the game.
Posted by RolandGR at 2008-01-14 14:19:51 Voted 10.00 on 03/08/08
A good low level mod. Hope we get the sequel soon.
Posted by dj1 at 2008-01-10 19:22:00 Voted 8.00 on 01/10/08
Pros:
The mod was enjoyable, providing adequate challenges and not overextending into something beyond it's scope. I even played through without a glitch.
Cons:(SPOILERS)Sorry if these are repeats. I didn't read all 250 posts.
The mod should be listed as roleplaying=light traps=medium. It definitely plays like a hack and slash and there are more traps than roleplaying. The disconnected quests didn't bother me so much because I'm used to non-linear gaming, but they definitely need fleshing out:
1.) Most of the characters are automatons. I don't expect a lot of development in the scope of a short mod, but they have to have some personality. "Do this. Thanks, take this." doesn't feel real. The boy was good and even the merchant had an opinion. The banter with the assassin, however, was misplaced with the dryad. He would sneak attack while the dryad would first observe, if only to gauge the pc's strength. Yet he talks while the dryad just outright attacked like a lunatic.
2.) Much more should be done with the fairies. You posted earlier about the boy being responsible for the hostility. This practically begs for interaction with the dryad: plead innocent, offer help, and possibly even quests from her, especially for a druid. Interaction with animals could affect these outcomes.
3.) Why should all the mutants be hostile? A mutant out for revenge would make a very interesting, if temporary, companion.
As a final note, rat quests are bad enough but to have TWO? (The farm bug hunt is really just a rat quest in disguise) At least tie the bugs to something. They're sent by the dryad to kill the fairy murderer? The wizard "helps", giving a sense he's an ally, but really he's protecting the eggs? Or both of these, leading to misplaced choices of helping the wrong person.
Well, these are all just opinions, so take them with a grain of salt. I'm an old pnp DM and haven't written a Crpg mod so perhaps I expect more flexibility, story wise, than I should. It was still fun and that's what it's really all about. _________________________ "In life, one and one don't make two. One and one make one."
-The Who "Bargain"
Posted by ericdoman at 2007-12-19 04:12:20 Voted 8.50 on 12/19/07
Prob the best mod for taking a character from 1st to 4th lvl. (I would think if you took down a 2nd lvl character, you'd prob reach 5th lvl). Used a ftr, saved game for part 2 and looking forward to that. Could not find one of the eggs, small mts by wheatfield?
Thanks Luinel! I'm really glad you have enjoyed Avendale so far, and I especially liked that you appreciated the skill checks. I hope to do more of that in future work, because I also think it does really enhance immersion and exploration. Thanks for the feedback and it's encouraging to know that you had fun with a year-old module like Avendale.
Just wanted to say that I am currently playing your module and enjoying it very much. It is involving and very stable, even with the latest patch, which is nothing short of amazing for such an early work. Stylistically the story reminds me of the early Shadowlords modules for NwN1. What I particulary liked, however, was the use of Spot/Listen checks and the essential fairness of the set-piece encounters. If you had right skills and payed attention to your surroundings, you were forewarned. That is one of the things which is sorely lacking in CRPGs and it really helps to conjure the feeling of exploration. It also seems that the player's actions can really affect the outcome. Even if it is only an illusion, it enhances the experience a lot. Once I finish "Avendale" and have a chance to play a few more mods for comparison, I'll be back to vote. Thanks a lot!
Thanks for the comments and vote, Aredhel371. That's interesting that the merchant was ignoring you despite having been to Vith's. I'll have to look into that, but maybe you could tell me how much you did at Vith's before you went back? The trigger, I think, is set to you finding an item of Vith's once you defeat him, so that may be why it didn't trigger? Let me know more specifics, and I'll go bug-hunting.
As far as the area north of Vith's, the only real incentive to travel that way was that your henchmen wants to see the city that way, plus, you're an adventurer looking to explore and perhaps find some answers to your memory loss. This is only implied at the very, very beginning of the adventure, and you're right, I didn't develop it very far.
Thanks again for the vote and review!
Posted by Aredhel371 at 2007-08-06 05:28:35 Voted 7.00 on 08/06/07
Agreeing Nonas comments I'm even voting the same! ;-)
Perhaps I should mention, that I didn't experience any crashes and freezes. What I did appreciate most, were the dense atmosphere and the interactions with it's inhabitants, although some dialogue-structures are in need of some polish (for example, the village-merchant Jenson (?) is constantly ignoring that I had already reported my first visit to Vith , so that I had to repeat this part again and again in order to trade with him before I set off to Vith for the second time).
SPOILERS??
Second, I didn't get a hint for exploring the area north of Vith's Tower(with that fort on the hilltop and the crypt on the other side of the valley) - well, I did it nevertheless, but.. (did I miss anything?)
_________________________ Aka Gront0307 - because of a second adress..;-)
Hi Donuts, thanks for your feedback.
Frequent crashes and freezes sounds like a problem with your computer, not the module--no one has reported my module as causing that. As far as autosaves, that is something I believe you can set in the options menu. If you're not saving frequently, then play anything (my module or someone else's) at your own risk.
As for total party kills, you are right that venturing into gnoll territory or the kobolds will be a challenge, but the information given to you through dialogue in the game indicates these are tough areas that you should not attempt on your own. The kobold quest is mentioned intially by the farmer, and he says you should try gathering some friends from town before going up there. Try hiring the two available NPC's--the game is balanced for that. Also, if you work on the minor quests throughout town, you'll gain enough XP to level up to 2, so venturing out to do the other quests, with NPC's, will result in a much more balanced experience.
As for shadows, I have had numerous complaints about lighting in this game so, because I am tired of trying to please everyone, I have matched the light settings to that of the official campaign. If you have a problem with the shadows and lighting, then complain to Obsidian, because I'm using their settings instead of my own.
The conversation with the kid's father can happen with the kid standing near, because the kid is on random walk. The chance to mention the fairies depends on how much you've talked with the kid and what conversation path you choose. If you can indicate the exact order of options you chose, I can see if there is anything unusual actually happening and can look at the conversation tree.
Yes, you're right, there aren't many opportunities for diplomacy, but there are a couple, later in the game (involving the wizard.)
Thanks for taking the time to comment. Some of the problems you're having sound like they are outside of any module-designer's control, but I do hope you will find the module a fun experience overall.
I've been having a lot of trouble with this module, including frequent crashes & freezes. This isn't the mod maker's fault, but auto-saves would save me a lot of grief as I don't save the game very frequently.
The initial difficulty is pretty high. The first time I played, I got killed by the first batch of kobolds in one hit. :( In another attempt, my entire party was slain by the longbow gnolls shortly after entering the pass. Overall, I'd have to say the difficulty is better geared towards level 3 starting as opposed to level 1. A fighter or barbarian could probably handle it at level 1, but anything else will be struggling and a single well placed or lucky hit from the enemies will quickly end your game. I cheated and leveled my character up to level 2 with the console and had much better luck but there were still a few TPK (total party kills) - and with my negligence in saving and lack of auto-saves it's always a pretty hefty setback.
Others mentioned the visual shadow problems, I have to echo this. Please fix the shadows, the biggest offenders are the chandeliers in the taverns.
I didn't notice any obvious use of the social/diplomacy skills, but I didn't get very far in the module.
A minor problem with the Father & Kid - the father mentions his kid (who is standing right next to him?) - but I did not get any chance to mention the fairies until after the kid told me about the strange egg.
Fix the shadows and add some auto-saves at various transitions and it would be much better.
Posted by Nona at 2007-06-17 18:32:08 Voted 7.00 on 06/10/07
My pleasure giving the feedback schatten9--I figure it's the least we players can do as thanks for the mods that are created for us to enjoy.
*Spoilers*
As for the rogue assassin, I think what I would do is have it that like 2 buddies of his secretly followed, and reveal themselves at the same time that he betrays the player. The same idea could hold for it all--the assassin joined up with you to ensure that you'd venture down to uncover the treasure of the tomb, and then his buddies join in to kill you for their secret mission and at the same time to get the treasure of the tomb. If they're all slightly more powerful than the PC, that'll make for a tough battle indeed.
I hope you're able to return to mod-building soon and make a sequel!
Thanks for the vote and excellent feedback, Nona! I really appreciate the time you took to respond in such detail. I would like to address a few of your comments: I agree about the dialogue very much, and plan to write better dialogue in the sequel. This module began as an experiment with the toolset to get used to it, then grew into a few small quests, and eventually became what it is now. I wanted the NPC's to have some personality, but to serve as functional in conveying quest goals and setting a little atmosphere. I found myself cutting a lot of conversation because the variables were getting hard to track and I wanted to keep things moving. I will check out Tragedy in Tragidor for dialogue ideas, though--thanks for the recommendation. I'm glad you felt the challenge level was good and that you enjoyed the open-ended nature of the quests. I do hope to produce a sequel someday, but things have not gone very positively towards that lately (time, career, family, and lack of a better computer--this one has the bare minimum specs, and the toolset has not treated me well on it.)
SPOILERS:
I understand the confusion about the fairy-wood. There isn't much of a point to it, but it does fit in to the story some. The little boy had collected fairy dust (how do you think he got it? This is implied, but by killing fairies), despite his father's warning, and had angered the fairies. I intended their attacks (and that of the dryad) to be the result of that kid just being a typical, destructive boy. It's not very significant, but I hoped it would add a little extra character to the world.
Yes, the rogue assassin was not very wise in attacking you when your entire party was there. For someone playing it single-player, it's more reasonable, but there's not much I know to do if you have a larger party present. I had thought about having him try sneak-attacking the PC's while they were engaged in battle, but then it would be tough to get the full impact from his dialogue. He is 2 levels higher than the PC's and has an undroppable magical rapier to make him more powerful, but being a rogue, this of course doesn't help much. I am open to suggestions on this, but my scripting ability is very limited and I'm probably unable to do much more than I've done with him.
Thanks for the bug catch! I will have to try and fix the bartender and make sure he doesn't repeat himself!
And yes, the loot level is a little high. I continue to struggle with loot balance, and I need to remind myself that most players do try to carry everything they find. When I've played through the module, I pick up what I think would be in-character (ie, if I'm playing a rogue, I don't carry the plate mail, dwarven war-axes, etc. to town) I'll continue to work on loot tweaking, though, thanks for the comment.
Again, I really appreciate all your comments. Thanks so much for taking the time!
Posted by Nona at 2007-06-10 09:33:15 Voted 7.00 on 06/10/07
I think this mod is fairly rated "Very Good, Deserves a Look," as it was indeed very well done. It was predominantly a conglamoration of sidequests with the hint of a future story. The side quests were all very well done, and could be approached in pretty much any order that the player preferred. Challenge level was good. My entire party died once, but in addition there were a number of fights that left us limping or with one or two characters dead. So overall enough to keep me on my toes. I didn't spot any typos or misspellings, and the lack of scripting didn't slow down the mod at all.
There is some room for improvement in the mod. (spoilers ahead). For one, the dialogue had no errors in it, but it was merely functional. What I mean is that dialogue almost without exception gave you a quest, some basic information about how to accomplish the quest, and then a reward for completing the quest. None of the npc's really developed any character apart from being quest-givers. For contrast in this, try out Tragedy in Tragidor if you haven't already. The townspeople come alive in that game, carrying on dialogue that concerns the quest, but from personal perspectives, highlighting the impact on their lives. That makes for a more "real" feeling to the town.
I also found myself kinda scratching my head about some of the segments of the module. Most pertinently, the fairy wood. The farmer told me that the fairies would put people to sleep and cover them in flowers. That's not what they did with me...they attacked without even a comment. Why were they attacking? I never understood that, and there didn't seem to be any closure to the quest, even after clearing the whole wood.
I was also a bit puzzled how the lone rogue assassin figured he would slay my entire party. I mean, that was a really dumb assassin, and indeed, that was a very quick and easy battle.
One very minor technical glitch I hit: after completing the hermit's tower, and finishing the egg quest and returning the lost daughter, I went to the inn to rest. Talked to the bartender, and his dialogue had been reset, as if I had never talked to him before. He could tell me the various rumors around town, and even reward me a second time for clearing the rats out of the cellar.
Finally, this is a personal issue, but I feel that the loot level in the game was a bit high. Completing the module with a fourth level character, I had around 20k gold, full plate, a good weapon, some nice accessories, and a pack full of trophies to sell from the mausaleum.
All that said, I do hope we see some more modules from schatten9. This one set up a nice world and I'd definitely play the sequel.
Thanks for the vote and comments, morphousblob, and I'm glad you liked the story and had fun! I was very encouraged that you appreciated the nonlinearity and low-magic environment of Avendale. I've always thought it's more fun and rewarding to discover a magic item in the field than be able to buy it, though I've heard the argument "then what are we supposed to do with all this gold?" Low level adventures are great for that, but I'm going to have to be really careful with it as I write higher-level mods.
Regarding the magic crafting, I was wondering if you could mention which low-level scrolls would be needed for some of crafting? I certainly want to make sure it's available and I don't think I did my homework enough on what was necessary for it to work.
Wow, thanks--I'm glad you think this could be in the top ten! The eta on the sequel is still up in the air, unfortunately. I would like to say by August or so, but the truth is, I haven't even started. After I finish with a few concerts I have to give this month, I'm hoping to have some free time to get back to NWN2. I'd sure like to get myself a new computer to work with so it doesn't take so long to use the toolset, too!
Posted by morphousblob at 2007-05-13 13:40:46 Voted 9.00 on 05/13/07
Highly entertaining romp.
I really liked the mod, more than some of the others and I do hope this mod ends up in the top 10 where it belongs. Story was good, had several layers, and was more sophisticated than a straight-forward hack and slash.
Was pleased with the way certain areas such as the gnoll or goblin caves were not necessary for the completion of the mod, but could only be found by exploring, thus giving a nice feeling of nonlinearity. Also the fact that its a low magic/farm community. Really makes finding the odd +1 magic item fun, and you dont always even have access to your favorite martial/exotic weapons at start, which I found fun.
Agree with the comment by others that the spell casting level makes item crafting not doable, although you have certainly put in a good effort to seed the areas with enough raw crafting materials. I would suggest either an alternate henchman, or that the merchant sells the required scrolls for crafting, such that the required spells for crafting are made available.
Near the end I had one blank journal entry, between entries about The Rogue, and Fort Boulderguard, possibly triggered by conversations with the rogue.
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