Edinmoor Court holds a sinister secret. For as far back as Men can remember, the keep has stood as a utopian beacon of peace, where artisans flock to share their skills, creativity, and imagination. But now the unthinkable has happened, and murder is committed inside these walls.
Blood on the stones of the citadel.
Will your party have the courage to seek the source of the evil that has taken place? Will you help or hinder the investigation...
*This is a party-based adventure designed for 5 characters of 7th level. Click on the White Stallion
and choose the option to Gather your Party, which will bring up the Party Editor Menu
*This campaign uses the Storm of Zehir Party Chat style conversations throughout. I have tried to
spread a broad selection of class, alignment, stats, skill ranks, race, deity, and even gender
attributes throughout the various dialogue options, which will give those party members a chance
to make their voice heard. I would say that Bards, Clerics, Wizards, Rogues, and Druids are well
represented. Paladins should be a welcome addition to the Party. And also intelligent or charatcers with high wisdom. Diplomacy will come into play in many conversations.
*The campaign is designed for characters of Good or Neutral alignment.
*This campaign uses the Storm of Zehir death system. Characters will start bleeding
if they drop below 0 hitpoints, and will die when they exceed negative half their total
hitpoints. There is no Respawn. When a character dies, you will need to use a Raise Dead
scroll to bring them back. There are 2 NPC priests who have such scrolls for sale.
Use the members of the party tactically. Save early and save often.
*This campaign uses restricted resting. You will find campfires scattered about the various areas.
Clicking on the campfire will bring up the option to Rest.
*Click on the White Stallion to travel between wilderness areas, once those paths have opened up.
*There is one companion available to join the Party.
Known issue: The companion has a deity of Hoar. The first time you get to level him up, the game
will force you choose a Nature deity, due to his class. One option is to level the companion as
a new class such as Fighter, and keep Hoar as the deity. However, if you do select another deity,
Kelemvor might make a good choice.
Known issue: I had hoped to make use of the crafting system from the NWN2 Origianl Campaign. Unfortunately,
due to conflicts with the SoZ scripts, I have not been able to get the crafting items and workbenches to
function properly.
INSTALLATION INSTRUCTIONS
place the "Edinmoor" folder in the following directory:
Neverwinter Nights 2\Campaigns
place the .mod file in the following directory:
Neverwinter Nights 2\modules
place the Edinmoor.hak file in the following directory:
Neverwinter Nights 2\hak
Start the adventure by selecting a New Campaign.
CREDITS
This Campaign uses the following Custom Content:
JasonNH's "Empath Abbey" pre-fab.
RWS "Deep Halls" tilesets and Ceature pack.
Shaugn78's "Boulder Toss" Giants.
Ugly_Duck's "Forest" pre-fab.
Jezla9's "Sharpstone Village" pre-fab.
In addition, I would like to thank the following members of the community for their assistance:
*Jason NH, besides the "Empath Abbey", which is stunning, also combined all the haks and overrides
int the single .hak file.
*PJ156 for a thorough playtesting of this module and giving me much needed feedback on combat balance.
Any remaining issues or questionable design decisions are me own fault, either through stubborness
or oversight.
*Kaldor Silverwand for his scripts granting XP for picking locks and disabling traps.
*Nicethugbert for background information about the Forgotten Realms deities Garagos and Hoar. And
a couple of dialogue options as well.
*All the members of the NWN2 module forum, for their support and encouragement, especially those
who offered suggestions for dialogue lines before the big battles.
This adventure is dedicated to Ronnie James Dio.
VERSION HISTORY
9/9/10 Edinmoor V. 1
9/12/10 Edinmoor V. 2
*Fixed an optional enemy that was flagged as "plot", thus making him unkillable.
9/18/10 Edinmoor V. 3
*Added map pins for the horses in the Forest and Mountains.
*Fixed it so if you choose to release the companion from your party, he will not be able to join again.
11/25/10 Edinmoor V. 4
*Changed the On_Module_Load to the default script. This appears to fix the issue with crafting as items that have an Activate Item script like the smith hammer, should work. And also Rods of Buffing.
*Added a couple of lines of epilogue to two other NPCs after finishing the adventure.
*Gave the stirges a more appropriate description.
Thanks, Winwood! I'm glad you enjoyed the adventure. I've got a sequel in the works, as well as a shorter module that I started on, which ties into this campaign.
Hey, roadsaint, thank you very much for your comments! I truly appreciate the vote and most of all just playing this adventure. I think you're right about the Mage not taking his cat back. I had added a new line once the main quest was over, and that probably prevented the dialogue option when you have the cat from coming up again. I can go back and take a look at that, it would be easy enough to fix. Thanks again!
Posted by roadsaint at on08/17/11
Yet another great mod that should have a higher score and more votes. This one is top 10 in my book, great story, great characters, mystery, challenging fights, etc. Only minor issue was that the mage would not take his cat back, but that could have been because the mod was basically over at that point.
Posted by Dorateen at 2011-05-1806:14:32
Hey, PJ Thank you very much for the vote upgrade, and for playing again! Actually, I think your initial scoring was very fair, but I always appreciate the boost. (Dwarves do need that extra hand in getting over the wall, but don't tell the elves!) I was especially grateful to hear that you could go through the adventure again with party of favorite characters. There are a couple of branching paths/choices in the story, which might help it feel like a new experience.
Posted by PJ156 at on05/17/11
Just played again with an afternoon or two to spare. I think i was unfair with my vote. As others have said create your own party mods is uncommon fare. I put some of my favorite characters through thier paces and gave it an odd mix of levels. It has been a while and I had forgottoen most of the goings on. tis time it seemed fresh again and I had a lot of fun. So here's my new vote. Thanks Dorateen, Looking forward to Sons of Edinmoor and helping some dwarfs over that wall :) PJ
Posted by Dorateen at 2011-05-0718:54:04
Good grief! It's one thing to have spambots, but now they're voting? Ah well, at least it voted a 10. I should enjoy it while it lasts. Harumph!
Posted by Dorateen at 2011-04-0513:23:42
Hi Arkalezth, thanks very much for that! I've always been a big fan of create your own party RPGs, and I'm glad to now be able to do this in NWN2. I have made some progress on the start of the sequel. However, I put this on hold briefly because I am designing an area for the upcoming Tarrasque community project. I expect to be back to work in full force on the Sons of Edinmoor this summer.
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