The series will be six modules in length, the fifth of which is work in progress. All will appear under the
campaign title of Tales from the Lake of Sorrows, late in 2012.
Please enjoy the modules and dont forget to vote :)
Sheep and Stone.
Your thirst for adventure has led you to Lakeside, a small town on the lake of sorrows, dedicated, as far as you know, to the passage of quarried stone to Neverwinter and the other big cities of the sword coast.
None of the stories you are hearing about this sleepy town justify the need for persons like yourself. However the request from lord Tysan, the local knight was explicit and help is needed here.
You are to report to Samuel the town overseer and he will sort out pay and your duties, while you are working for lord Tysan.
Despite travelling as a caravan guard to earn some money, you arrive with barely enough to finance yourself having been fleeced by the caravan owner and his men. However the journey was not without event and you do arrive with a little experience under your belt.
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The module has been balanced to allow you to play any class and any race, however you are going to feel most at home with a human or at most a demi human character. The setting is a settled, rural market town, the type and level of risk your character will face reflects this.
The module is for starting characters but a 500 exp award is made at the start to reflect your caravan guarding experience.
The module cannot be played without the single NPC I have provided both in terms of combat balance, and more importantly, conversations which drive the module along. There is no romancing this girl but a friendship can develop which affects the final outcome of the module and how helpful she is during the module. The NPC is a rogue, but this should not stop you playing the same if this suits you.
The module is very much story driven requiring a small amount of role play. Hack and slash is low, though for many of the combats it is useful to have scrolls and healing potions to hand, especially if you are a spell casting class.
Finally I hope you enjoy this mod, please leave feedback on the forum. In order that I could complete this I have left some story lines open to allow me to extend the story into a part two, your feedback will make this project both more like likely and of a higher quality.
This module has been created by me and the work and ideas are mine. That is not to say I have not been influenced by things I have played and read so there may be some ideas in there that sound familiar. If so thank you to the broad casters that sowed these seeds.
I would also like to thank the people on the builders forum who have patiently helped me with my questions and specifically UncleFB. All of the custom scripts in this mod were written by FB and his NPC control program breaths life into the market square.
Stuff you should know:
There is one file for the modules folder and one for the the HAK folder in the my docs Neverwinter nights. The file runs as a module not as a campaign.
1.Talk to everyone, at different times of the day as well � the time at which you talk to certain people will affect the way the conversation pans out.
2.You may choose to be nice to people or not, it does affect the outcome and the helpfulness of some NPC's.
3.I was not able to create a stable and interesting dice game, therefore don't play that conversation string just in order to win money � you will always loose - sorry lose :-)
4.In two places the conversations with placeable objects don't fire on the first left click. I don't know why and was not able to fix this. They do fire on the second click so hang in there. These are a shed and a sundial � you will know when you see them.
Version 3 is now up and can be downloaded. I have posted the fix list below. I hope you enjoy playing the mod.
Things you should know.
1.The way I have balanced this module means that your hardest ride will be with a cleric.
2.The mod ends when you open the inn door. Sometimes it's instant, sometimes there is a second or so delay, but it does fire the ending so just give it time and don't pass through the door.
Please enjoy sheep and stone, and mind your fingers in those doors.
New at version 4
1. I have created a new start area and cut scene to give your character some more background on the fleecing which is only mentioned in text in the current version.
2. The start is more open, you can now wander round Lakeside before meeting Samuel the overseer and pick up quests in a different order. This foils some of the linearity of the previous opening.
3. I have fixed all bugs mentioned in comments accept for the placeable problems. I do not know how to fix these (but you do need SoZ and MoTB to play this with all textures in place).
4. I have updated to 1.23.
5. I have overhauled most of the areas to provide continuity into the caravan club and to make them look pretty.
6. I have been through all the convos again on a typo hunt.
7. I have toughened up some of the encounters.
8. I have streamlined some of the dialogue and created options where there were none before. There was always some roleplay, now there's more.
9. I have added possibilities for skill uses. I counted ten places in previous versions for using dialogue skills. I know have 20 � 30 places where bluff, intimidate, diplomacy, intelligence, perform and apparise can make a difference (ok then, only one place where perform makes a difference).
10. I have relit all the areas � I have been amazed at the difference it makes (thanks to ciViLiZed for that comment).
11. I have sorted the seated npc talking issues (by using NWN1 style in some places.
Version 41
1. I have fixed a bug whereby Ember might not join you if a certain conversation string was followed. Ember is needed or most convos will not progress.
New at version 5.
1.The mod now plays as a campaign in preparation for the conjoining of this and subsequent modules.
2.I have created several new areas and improved existing ones.
3.I have added two new sub quests and several new locations/encounters of interest.
4.The ending is reworked to make it more interesting and to prevent the running away bug that caused a trigger to fire when it should not have.
5.I have extended and rescripted one area to add more interest and liven up game play.
6.In all I have added arouns 45 minutes more to the mod and sufficient exp to ensure your character reaches 4th level.
This module has been tested with Kaedrins prc pack int he override and works well.
Note that the mod now is packed as a file format and not a module file. Functionaly this makes no difference but please read the instructions carefully for installation.
I hope you enjoy the module, please leave me feedback if you come across any bugs though I hope that does not happen.
Thanks for all who have downloaded, please pass on your comments, I appreciate and value them.
This file is Verion 5 of the module. Is it compatable with Kaedrins pack but is not tied to it. You may use this normally without Kaedrins pack in place.
Hello Saamir Thank you for the kind vote and comments and for the bug list. I have responded below: *** HERE BE SPOILERS *** 1. There are quite a few punctuation mistakes in dialoges, usually missing commas and question marks. I have had the final (campaign) version checked. I cannot promise they are all fixed but antoher good few of them will be. 2. Respawn at will feels like cheating. On the other hand, not having to respawn/reload if it's not the main char who is killed feels like even more cheating. In the end, I simply reloaded each time any party member was killed. I am toying with changing the death scripts but I cannot do that until I have balanced the whole campaign. It is likely that I will leave it to the player to use saves as you have. 3. Ember, while an interesting character, is clearly overpowered in comparison to PC, and keeping her around feels like cheating in the game. I suggest changing her build to a less powerful but more optimized one. NOTE: this issue is very subjective, but for me it was the most important one, so I feel it must be adressed and I'll give more detailed suggestions below. This was intentional, Ember can in fact be any class (though Cleric would not suit the plot). I did that so that any PC would find her a useful companion. I may change her to different ststs for the campaign pending rebalancing for the campaign. Note that you will be able to multiclass her at your will in the campaign but the same cannot be said of any of the other npc's 4. Both Ember and Solace have Set Trap skill, but I never found any traps in stores or among loot. I will address this. It is not a skill I use so I forgot. I think there are traps in later mods. 5. The initial conversation needs an intimidate option. Yes, there are 3 fighters against my PC, but he still has a chance to kill at least one of them, so they might prefer giving him another 10GP to risking their lives in battle (this option won't even require NPC dialoge change, only a new line for the PC). Still, if all else fails, I'd like to have an option to fight them. [/b]I need them alive :D ... there is an intimidate I think I will check. If not I will add one.[/b] 6. Ember didn't have a deity chosen for her, so I had to choose one while levelling her for the first time. She should probably have deity chosen before that. Ember is faithless I need to make that clearer in early mods. Her issues with the clerics of Tyr have brought her to this. It is a principle plot point in the last mod. 7. Signpost cutscene (with dockworkers) triggered twice, first time I had Diplomacy/Bluff options, second time - Intimidate option. That's twice XP reward for one action. (Cutscene doesn't trigger the second time if dockworkers dissapear before I try to use signpost again.) That was an early piece of work for me and is broken in this sense. Take the xp while you can I have fixed it. Hint - the best exp is not gained from direct contact with them at all 8. Not sure if I got the 10GP reward for finding the cow corpse. [/b]I will check but you may have refused it at the start? I will look at that, thank you.[/b] 9. Stat damage (from spiders) wasn't healed in the temple, but was healed by resting at the inn. Should be the other way, imho. [/b] I have not changed the mechanics of the game so this is the way it is by the rules sorry.[/b] 10. Known issue: Tan not running away after successful Intimidate (didn't check other options). [/b]Still not fixed, when I find the problem I am going to kick myself I know it Grrrr [/b] 11. At some point Ember gets new dialoge about smugglers expecting our actions but it is not highlighted in any way. I only found this option when investigating Samuel's house, at which point it makes little sense. In that same dialoge Ember said that my PC've known her for a few hours while in-game it was few days. I know the one you mean, it needs tighter time conditions so it makes more sense. 12. In Samuel's convo, if Intimidate (maybe Bluff too, I didn't check) failed, dialoge makes no sense - he didn't say a word about Dragon Scar, but my PC magically knows where Arthur went :) [/b]Thanks I will check that.[/b] 13. Known issue, but annoying still: reloading in the last area triggers initial cutscene for that area. [/b]Not known to me but now it is I will try to fix it.[/b] 14. Solace did not get any XP and did not level with the rest of the party in the last couple of fights. This is fixed. It does not matter for the stand alone mod but matters more for the campaign version. 15. When returned to the town, couldn't enter tavern to speak with Solace - module ended. Good thing I saved before enetring:) I suggest giving an [END MODULE] dialoge option to tavern owner. I understand. I did this to allow players to shop before the mod ended. in the campaign version it jumps to Caravan Club and thus this is less a problem Suggestions on changing companions' stats: I. Ember: 1. Attributes: STR 16 -> 14 (still enough to pack a punch and carry some loot) DEX 14 -> 16 (+ AC to compensate HP loss, better bow attack, better rogue skills) CON 16 -> 12 OR 14 (unreasonably high if we raised DEX, so can be lowed) INT 12 -> 12 OR 10 (can be lowered without much harm) WIS 14 -> 12 OR 14 (can be lowered without much harm) CHA 13 -> 12 (13th point makes no sense, can be lowered without any harm) 2. Skills: only need change if INT is lowered, I suggest dropping either Spot or Listen; alternatively keep both half-maxed (at 2 pts.) 3. Feats: Mobility is seless for rogues and should be changed to either Toughness (more HP) or Luck of Heroes (+AC, better saves) NOTE: only one of the three attributes (CON, INT, WIS) can be changed to its max recommended score to keep the 32 points restriction, but you can lower WIS to 10 to have both INT 12 and CON 14 (but such build would be too generic, imho) Thank you I will consider these suggestions and thoughts II. Solace: 1. Attributes: CON 10 -> 12 OR 10 (more HP, a welcome change) WIS 16 -> 14 OR 16 (16 is really unnesessary) CHA 10 -> 10 OR 8 (if you really don't want to lower WIS, than just lower CHA - Solace is supposed to be scarred and is not very nice person, so below-average CHA is an expected change) 2. Class abilities: Dual-wielding style -> archery style (makes more sense, imho) She is an archer in the final cut and has a bow :D. Also she is a lovely person, you just have not got to know her yet! NOTE: Solace also needs a bow (and arrows) badly; I gave her one and she stole it :) Thanks again Saamir, detailed feedback is much appreciated. PJ
Posted by Saamir at on01/13/13
It is a very good module, one of the best among those designed for 1st-level characters. The story is interesting, and while the module felt a bit combat-heavy, the combat itself was tactically challenging and entertaining, so that is not an issue. The issues are below, though. ***WARNING! Unmarked spoilers below this line!*** Suggestions, issues, bugs and things I didn't like: 1. There are quite a few punctuation mistakes in dialoges, usually missing commas and question marks. 2. Respawn at will feels like cheating. On the other hand, not having to respawn/reload if it's not the main char who is killed feels like even more cheating. In the end, I simply reloaded each time any party member was killed. 3. Ember, while an interesting character, is clearly overpowered in comparison to PC, and keeping her around feels like cheating in the game. I suggest changing her build to a less powerful but more optimized one. NOTE: this issue is very subjective, but for me it was the most important one, so I feel it must be adressed and I'll give more detailed suggestions below. 4. Both Ember and Solace have Set Trap skill, but I never found any traps in stores or among loot. 5. The initial conversation needs an intimidate option. Yes, there are 3 fighters against my PC, but he still has a chance to kill at least one of them, so they might prefer giving him another 10GP to risking their lives in battle (this option won't even require NPC dialoge change, only a new line for the PC). Still, if all else fails, I'd like to have an option to fight them. 6. Ember didn't have a deity chosen for her, so I had to choose one while levelling her for the first time. She should probably have deity chosen before that. 7. Signpost cutscene (with dockworkers) triggered twice, first time I had Diplomacy/Bluff options, second time - Intimidate option. That's twice XP reward for one action. (Cutscene doesn't trigger the second time if dockworkers dissapear before I try to use signpost again.) 8. Not sure if I got the 10GP reward for finding the cow corpse. 9. Stat damage (from spiders) wasn't healed in the temple, but was healed by resting at the inn. Should be the other way, imho. 10. Known issue: Tan not running away after successful Intimidate (didn't check other options). 11. At some point Ember gets new dialoge about smugglers expecting our actions but it is not highlighted in any way. I only found this option when investigating Samuel's house, at which point it makes little sense. In that same dialoge Ember said that my PC've known her for a few hours while in-game it was few days. 12. In Samuel's convo, if Intimidate (maybe Bluff too, I didn't check) failed, dialoge makes no sense - he didn't say a word about Dragon Scar, but my PC magically knows where Arthur went :) 13. Known issue, but annoying still: reloading in the last area triggers initial cutscene for that area. 14. Solace did not get any XP and did not level with the rest of the party in the last couple of fights. 15. When returned to the town, couldn't enter tavern to speak with Solace - module ended. Good thing I saved before enetring:) I suggest giving an [END MODULE] dialoge option to tavern owner. Suggestions on changing companions' stats: I. Ember: 1. Attributes: STR 16 -> 14 (still enough to pack a punch and carry some loot) DEX 14 -> 16 (+ AC to compensate HP loss, better bow attack, better rogue skills) CON 16 -> 12 OR 14 (unreasonably high if we raised DEX, so can be lowed) INT 12 -> 12 OR 10 (can be lowered without much harm) WIS 14 -> 12 OR 14 (can be lowered without much harm) CHA 13 -> 12 (13th point makes no sense, can be lowered without any harm) 2. Skills: only need change if INT is lowered, I suggest dropping either Spot or Listen; alternatively keep both half-maxed (at 2 pts.) 3. Feats: Mobility is seless for rogues and should be changed to either Toughness (more HP) or Luck of Heroes (+AC, better saves) NOTE: only one of the three attributes (CON, INT, WIS) can be changed to its max recommended score to keep the 32 points restriction, but you can lower WIS to 10 to have both INT 12 and CON 14 (but such build would be too generic, imho) II. Solace: 1. Attributes: CON 10 -> 12 OR 10 (more HP, a welcome change) WIS 16 -> 14 OR 16 (16 is really unnesessary) CHA 10 -> 10 OR 8 (if you really don't want to lower WIS, than just lower CHA - Solace is supposed to be scarred and is not very nice person, so below-average CHA is an expected change) 2. Class abilities: Dual-wielding style -> archery style (makes more sense, imho) NOTE: Solace also needs a bow (and arrows) badly; I gave her one and she stole it :)
Posted by Prince at on12/12/12
This is a sort of agregate score across all of the mods in this series. This one has its stong points but it is less polished than the others. I really like the npc's though, the town makes you feel welcome and involved in thier issues. Overall this series is a must have. I don't know that its ground breaking though?
Posted by PJ156 at 23:16:08 Voted8.50
Thank you wes471 your comments are much appreciated. PJ
Posted by wes471 at on10/17/12
Fantastic module, finally after trying a few modules in a row I found this gem. It's short, with beautiful level design, good performance on my laptop, even with full shadows on, nice linear story, just how I like it. Very enjoyable. Thank you for creating it. Going to play next one.
Posted by PJ156 at 13:09:04 Voted8.50
Thank you Picaro that is appreciated. I have just finished the campaign version and I have tried to adress your comments as this module was always the weakest in the roleplaying aspect. There is now more roleplay but I need to be careful not to add bugs so I am a bit limited. Thanks for coming back version 5 is very different from the earlier ones and an excellent(+) vote is nice to have. PJ
Posted by Picaro at on08/15/12
I have replayed this with the lates version and there are some major additions/improvements since the earlier version I voted on - so I am updating my vote to reflect this. Also with hindsight after playing the later mods in the series it's easier to appreciate the storytelling, although the dialogue options and character are still less developed than later mods (understandably filled out as the campaign goes on). _________________________ Take me out to the black, tell them I ain't coming back; Burn the land, boil the sea, you can't take the sky from me
Posted by matuto at on07/23/12
Hi PJ. Thank you. I referred to the hero's wounds and his cure in the end of the game. Await "Vault...". Regards.
Posted by PJ156 at 12:25:43 Voted8.50
BTW matuto Solaces wounds and lost fingers were due to a fire. There is a full background for her in the text document. She does explain this in chapter II also but only if you get on good enough terms with her which can be hard. ****SPOILERS**** she is not the same as Ember, she likes you to be confident and not to lie or bully. She hates you treating her like a child and would rather hear that you dislike her than have you placate her with un sincere words. PJ
Posted by PJ156 at 12:05:58 Voted8.50
Thanks for the great vote matuto I am pleased you enjoyed the mod despite the 2da issues. The vault of the Damned is Wip and will be presented early next year with all the other modules in a coherent campaign. Much work to do :) Pj
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