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NWN2 ENGLISH MODULES

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Name  The Caravan Club
Author  PJ156
Submitted / Updated  05-23-2010 / 08-14-2012
Category  Single Player
Module Types  Various Settings
Scope  Medium
Content  Teen
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  03
LevelMax  04
Gameplay Hours  04
Categories  Forgotten Realms.
Story led.
Patch  1.23
NWN2Game  All
Description
This module is the second in a series of four available on the Vault. The others are:

Sheep and Stone.
The Caravan Club.
The last days of the Raven.
These Dark Days of Waiting.
From This Comes Strength.

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 don't forget to vote :)

The Caravan Club.

After two weeks of kicking your heels in the Masons Rest Inn, Ormin the Cleric finally has some work for you. A farmer and his family, missing, presumed dead, a wayward Mielikki priest, missing, presumed drunk. Both require locating, and you are the person for the job.

Should be simple enough?

But life for you has been anything but simple over the last few weeks and it's not about to change now.

Two murders committed miles apart but somehow connected, the evil Samuel still at large and out for vengeance and the little matter of some unfinished business with the smugglers you put down. Your investigations take you from your comfortable room in Lakeside to the fortified Waggoners Inn, through a vast cave system and to the city of splendours itself. What starts as simple quests quickly becomes a dangerous game of cat and mouse with the most challenging enemy you will ever have to face, a superior adventuring party.

******************

This is the second module in what will become a series under the title Tales from the Lake of Sorrows. The Caravan Club takes place two weeks on from my first module, Sheep and Stone picking up the story where where the first module leaves off. It can however, be played as a stand alone. It will take your character from level 3.5 to around 5.5. It also develops the plot lines which will be the backbone of the third mod in the series, which I hope will be completed by early 2011.

This is a linear story led mod, there are some side quests and conversations which boost your exp but this is not a sandbox mod by any means.

=======================
Loading instructions.
=======================

You should have:

One folder titled The_Caravan_Club
Two hak files
seven sound files (in the override folder)

To install.

Put/copy the *.hak files to you hak folder.
Copy the sounds files out of the folder I sent them in and place them in your over ride folder.
Copy the module file The Caravan Club to your modules folder.

The module will now run from your modules start up screen.

========================
Things you should know:
========================

The mod should be fine for any class though magic users may need the respawn button in the earlier combats. There are no race restrictions but Humans are the order of the day. You can start at any level, there is a little intro section that will take your character to around level 3.5 unless you are higher than this. New characters, and to some extent, less new characters get some money to spend in town. Also in the chest in the bedroom I have placed 1000 gp and a dagger. This is there to reflect your time spent in Sheep and Stone. I expect you to reach around 14000 exp by the end.

Your facilitators are Ormin and Isla (in the first third of the mod). If you find yourself not sure what to do and the journal does not help then you probably need to be talking to Ormin.

Transition are made without a world map. In each outdoor area you will find either a stone, a sign or an area transition that will get you out. For indoor areas, that are not big caves, use the door like everybody else.

Your npc's are Ember and Solace. Solace is optional after the first main quest is complete however, if you don't have a fighter type class I suggest you keep her with you. If you do drop her you can pick her up in the Waggoners as long as you have sufficient influence with her. Once you have done this she is with you till the end. You should be aware that you need to treat her at least moderately well to have her stay with you. Look at the pop up text for clues on what she finds acceptable and what she dislikes.

You will know how well you are treating the npc's by the way they talk to you. The less well you treat then the less you will get out of them.

The npc's both have back stories which you can access if you have a good enough relationship with them.

=====
Time.
=====

This mod is very time based. Shops shut at night and certain npc's are not available at certain times. Resting is restricted. You have a room; in this you may rest and pass 8 hours. Many transition points allow you to jump to this directly. All of the innkeepers will allow you to pass up to 4 hours without resting so you should never be stuck waiting. Note however, at night most, if not all, npc's go to one of the inns. If they are not there then they are not plot movers. While the general rule is shops close at night you can always buy potions from Melissa and when you are in desperate need the shops will open.

==================
What the mod has:
==================

This is a linear story driven module. There are side quests but limited possibilities for sandbox style play. That said there are places to explore with rewards for doing so. Talk to everyone at different times of the day, there are hidden exp rewards with some of the characters. Hint � Talk to Melissa, while she is studying during dinner, for a chance to use craft alchemy.

The module has a good degree of npc interaction and the npc's have back stories which will be revealed as the mod plays out.

============================
What this mod does not have:
============================

SoZ style conversations.
Flexible npc hiring and firing.
A romance � however you can develop the relationship with Ember and there are rewards associated with that.

===============
Big thanks bit:
===============

Thanks go to the following for their parts in the making and testing of the mod.

Uncle FB- for the Uncle FB's NPC control.
Lilac soul- for the script generator � all other scripts were written using this.
Jet Truebow- for his play testing input.
ciViLiSed- for his play testing and comments.
SGK73- for the black skydome Hak.
Gordon Gregory- for his playing of Grien Sluis. This is a piece of Lute music written around 1550 credited to John Dowland, it is a variation on Greensleeves. Gordon plays both the treble and the ground in this piece. (A WORD OF WARNING; I have permission to use this piece not you lot! If he catches you with it his people will come for you in the night and turn you into a frog � probably.)
Jhonen Olains Eberron journal elven translator provided the Elven Language used by Min and others.
Finally thanks to the forum users who helped me with all the techie bits which I cant do, which frankly is all the techie bits.

I hope you enjoy The Caravan Club and hope also than you can find time to vote and comment.

Thanks and enjoy,

PJ

=====
Hint
=====

If at some point you find yourself in a big cave and it's a long way to get out.

1.Move to where you can look down on some mushrooms and click there to move to them.
2.Your character will cross a river on the way, stop there. Look down the line of the river and click as far up stream as the cursor will lets you (past the second waterfall).
3.When you arrive there you will see the entrance you can click there and travel the rest of the way. If you don't have the dexterity use the side entrance.

=====================================
Version 1.1
=====================================

In this version I have fixed or responded to pretty much every comment that has come up to date, and a few that I have seen or found off line.

1. I have moved some journal triggers and keys to ensure the flow of the module is not easily stalled.
2. I have changed the CR so creatures appear as tough as they are - You know when to fight and when to run,
3. I have fixed a few convo probelms with barkstrings appearing as cutscenes.
4. Some Typo's have been fixed.
5. I have extended some convo's so that npc's respond appropriatly to a mid game event.
6. I have balanced the fighting so that the ride is not so difficult if you choose not to take Solace I still strongly advise that non combat classes take Solace along

Files

NameTypeSizeDownloads
Caravan_Club_v20.7zCaravan_Club_v20.7z
Submitted: 05-23-2010 / Last Updated: 03-23-2011
7z71.2Mb2711
--
SCORE OUT OF 10
9.29
59 votes
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SCREENS

The Waggoners Inn


Great balls of fire


Lakeside


Heading home


Ormins office


A woodland temple





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Comments (30):

1 2 3

Posted by PJ156 at 2012-03-1612:35:06    
Hello PCkeen Thanks for the kind vote and comments. I am pleased you enjoyed it. I would say the mods do get better from here onwards so I hope you will not be disappointed. The Helem plot is convoluted and, to be frank, it was a while ago so I'm not clear on it myself. It should all make sense though and is developed a little more in the next mod. I am pleased you liked the soundscapes I was experimenting in CC (and the screaming spirits were a later addition) but there are more and better in the next mod in my humble opinion. I look forward to hearing what you think. PJ

Posted by PCKeen at on03/15/12
What can I say, you've done it again! Thank you so much for an exciting and capturing adventure that makes me crave for more. Sheep and Stone was really good, and The Caravan Club even better. Partly probably because I felt at home in Lakeside and loved to meet familiar faces, places and continuing stories. That's what makes a pen n paper campaign so fun, and you've really managed to create a module that feels like one of those I used to play way back. This time around there was captivating soundscapes, as in Dragon scar with the screaming spirits among the roaring flames. Or the background sounds as in the woods around Parsons farm. The characters stood out even more, and I really enjoyed getting to know Ember better. Her background with arachnophobia and being a non-stealing rogue gives her an rare depth. And as always, the landscapes look just perfect, the pacing/difficulty is just right and the story makes it hard to stop playing. Can it get better? Well, I'm saving a couple of points here cause I still believe you're saving the best for last. *SPOILER* The part with the portal stones and Helem posing as decoy was kinda messy and there was the moment where she tries to explain what had happened that I lost trail. Maybe it gets clearer later on. Keep em coming! /PCKeen

Posted by PJ156 at 2012-02-2600:04:29    
Thank you sirchet for the very kind words. I hope that Chet does well in the next two mods ... (four mods when I'm done) PJ

Posted by sirchet at on02/25/12
Well, I'm currently finished with chapter two of the early adventures of Chett Lostdawn and I must say ... I don't remember this adventure being this good. I remember it being very good, but not the freaking masterpiece I just finished. Everything just works ... what can I say, the npc's, the bad guys and girls, the drama and of course the companions, (well one for certain). The story had me, (keep in mind I have played this before) on edge and blown away at the abrupt changes in direction. I have to mention Ember's spider story, now that's a nice touch. I think I could go on and on, but I'll spare you folks my blathering. Bottom line, if you have not played this series get playing, if you have, it's certainly worth another run through. Now, off to see what's in store for Chett Lostdawn in the third chapter. Bravo!! Job well done PJ156 _________________________ Help is good when asked for, Better when needed. Gaming Parents Studios

Posted by PJ156 at 2012-02-2516:29:50    
Hello Wild Sage Thank you for the vote and comments I am glad you enjoyed the mod. I find your comments realy useful particularly the dislikes. I hope with the likes part you will find more of the same in the next two mods. I am most interested in your thoughts on the PC not being personally involved. I will think about that as I develop these mods into the campaign versions later in the year. There may be some opportunities to weave more into the story. I take your point about exp chasing using the skilled nodes and I will think on that as well. The shops are a result of my balancing the mod. When I play test I tweak the shops to keep the cash flow right. I accept they might have turned out a little tight I guess I went with more items and less for them. I am glad you like my bad guys. I have tried to keep them like that for the whole of the series. They are not so much evil as people who are motivated in different ways some are bad but others are forced into wrong doing by circumstance. I hope you play the next mods and find that to be the case. Thanks again for taking the time to write your thoughts and vote. It is very much appreciated. PJ

Posted by Wild at on02/25/12
Well PJ, I must say that you have put a tremendous amount of time and effort into creating this mod, and it shows. Thank you for that. The least I can do is give you feedback and vote, as you have requested. Being particularly sensitive to subtlety, I could ramble on and on here, but I shall restrict myself to constructive feedback and simply list my likes and dislikes in point form as follows: ***MAY CONTAIN SPOILERS*** What I really enjoyed: - For the most part, the dialogue and prose was tight and well scripted. Only once or twice did I notice a grammatical/spelling/typo error. It really is amazing how much this impacts enjoyability. - Strong role-playing element where the player interacts with other personalities, not just one dimensional props. And the "bad guys" were wonderfully developed in the sense that they had character flaws. Simon(?) Landry in particular was a tragic life unfolding before our eyes, not just some simple evil-doer. He brought it all upon himself, and there were consequences, just like with real life. And the pale mage who spoke of fearing her Master's wrath for having failed him, thinking of not going back to face the music. This is the kind of subtle interaction that creates immersion and depth. Excellent work! - The environments were well thought out and suited the plot elements of each encounter. I particularly loved the serene ambience of the temple area. And I agree with another voter that the huge cave system was at first tricky to navigate and somewhat frustrating, but oh so much more interesting than typical open area caves. Great work! And yes, a quick jump option back to town after exploring would be a worthwhile plus. - The main antagonists in your module are indeed the most dangerous of enemies -- other (evil) adventurers with spells and magic items! I absolutely loved these encounters, and they were perfectly balanced to be challenging but not frustratingly difficult. So few other mods focus on this most obvious source of "nemesis" material. LJ wasn't a problem after my bard hit him successfully with a Tasha's Hideous Laughter spell. The final battle however was more problematic, and I really got emmersed with anxious anticipation as to whether or not we could beat this guy. On several occasions I seem to recall, NPCs were warning how powerful he was and not to be underestimated. That sort of lead up really made this "boss fight" memorable for me. I have to thank his wizard companion for directing a fireball at my party while they were fighting him. It really hurt them, but it nearly killed him too. My bard was dueling it out melee style with the wizard, the cleric and a guard all on her own in the end. Nail-biting stuff to be sure. Again, it is always the close victories that remain memorable, and this was one of the best combats I've ever had! What I didn't enjoy: - Merchants who are only willing to pay you 900 gp for a magic item +1, worth 2200 gp, which normally players can sell for about 1600gp. Any adventurer with one to sell would simply take it somewhere else to get a fair deal, and the stingey merchant would soon be out of business for lack of stock to sell. - Being forced to choose a response in conversation to earn xp, or not get xp and select the response that you prefer, based on how you want to role-play your character. I like the idea of bonus xp, just not implementing it so that it restricts player freedom. - A lack of personal motivation on the part of the PC to be engaged with the story. The whole plot basically was about Ormin and his situation, hiring the PC as a lackey to clean up the problem. Would it not be possible to somehow hook the PC into the plot as well by making it personal? By that I mean giving the player a reason for going through it all other than just because it was a job. For example, having had a good friend from the first adventure killed or harmed by what was going on, thereby really wanting to find out who was behind it. Or easier still, having found some nice magic item, again in the first part (Sheep and Stone), only to have it stolen by that Landry miscreant to fund his self-serving lifestyle. Just a suggestion that would make it even better for me. Hope my feedback helps. Thanks again! Keep up the brilliant work.

Posted by PJ156 at 2011-12-2903:22:43    
Thanks EliamnusMeliamne Glad you enjoyed it. For a fighter the final fight is realy just about keeping the bad guys off Helem until she fires off a few lightning strikes. From then on it's mop up time :) I will be modding that battle to balance it to the campaign game it is causing some grief. Thanks again, PJ

Posted by Enialus at on12/28/11
Great fun! My character build is, shall we say, a less optimal build for the modules final fight it seems, so I opted for the DM God mode (I hate doing that, but I wanted to progress the story). All in all, a must have! _________________________ We fight not to enslave, but to set a country free and leave room upon the earth for honest men to live in. Thomas Paine 1776

Posted by TikiHat at on12/08/11
As promised, I have come back after completing all four Chapters. The only complaint I still have is that the areas are a bit too linear and constraining. Not the plot, mind you, but the areas themselves tend to drive you unwaveringly towards set encounters. Aside from that, CC is a masterpiece.

Posted by M. at 18:29:48    Voted9.75
I might have bought Skyrim if I wasn't so busy playing this series over and over. _________________________ The Wizard's Apprentice - A single player adventure for spellcasters guaranteed to rumple your robes and warp your wand!

1 2 3

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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

 
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