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.
Just upping my vote a little. There aren't many modules out there where you can create your own party (which I enjoy), and this one is a good example of that. Forgive me if this is not the best place to ask, but, how's the sequel going?
Posted by Dorateen at 2011-03-2708:24:12
That's great, Dave! I hope the sequel will tie up some loose ends. Thank you very much for playing!
Posted by DaveFritz at 2011-03-2613:42:53
Hi, Dorateen, That worked just fine! I and Chara's Chums are eagerly awaiting the sequel. Cheers, Dave
Posted by Dorateen at 2011-03-2608:39:09
Hi Dave, *SPOILER* The epilogue conversation with Commissioner VonBuren is keyed by you having the Spirit of Edinmoor item in your inventory. You should still have that, since that is how you got back to Edinmoor. See if you can drop that item. (Or sell it, as unbelievable as that may seem, since you were able to sell the other plot needed items!) Once you no longer have the "Spirit of Edinmoor", then talk to the Commissioner again. It should default back to his "Carry on with your search. There is a killer on the prowl." If you have Cyrus in the party, you will get a third dialogue option to discuss the murder investigation. From here, it is up to you, as you will be presented with a heavy role-playing decision. It may not be to everyone's tastes, and people may agree or disagree with the outcome. Keep in mind, it is not necessary to close out the murder case in order to achieve your objective and complete the adventure. *END SPOILER*
Posted by DaveFritz at 2011-03-2509:43:17
Hi, Dorateen, I've completed the Anvil of Time and have now run into a problem. I took Cyrus with me through the Anvil and now that I'm back at Edinmoor Court, I can't complete the murder quest. I'm thinking that it's necessary to complete this before proceeding to the Anvil. I'm not keen on replaying the whole Anvil. I assume this is all controlled by variable settings. Can you send me the necessary settings to reactivate the murder quest when talking to the guy at Edinmoor Court? Cheers, Dave
Posted by Dorateen at 2011-03-2107:17:14
Dave... someone actually purchased "Innocence Slaughtered" ?!!! What a hideous merchant! Thanks for that feedback, I need to go back and make the item plot, so it is un-sellable. Hope you enjoyed the Caribbean. It's also been a hideous winter.
Posted by DaveFritz at 2011-03-2010:50:51
Hi, Dorateen, Sorry to be so long replying. I was on vacation in the Caribbean. :-) Iaccidentally sold the item from the Bard. That was the problem. Fortunately, I was able to buy it back and have now opened the portal. Thanks! Cheers, Dave
Posted by Dorateen at 2011-03-1209:32:24
Hi DaveFritz, thank you for playing! If you have Cyrus in the party, and want to keep him, then by all means you do not have to let him go. That does not affect the second key. SPOILERS As you have the companion, I am guessing that you finished the Villa. You should have picked up one key from the Bard. (Looting his corpse.) Have you finished exploring the tomb where the pedestals are? Defeating the main boss at the end of that dungeon will yield the second key. If you talk to Cyrus, I think I put in some conversation that reveals a little about his past, but it might change based on the quest state. Also, when you first found him and talked to him, there were dialogue options that give more information about what he did, and his rationale. In other words, you found the "murder" suspect... but it is up to you to decide if he is justified in his actions. Hope that helps!
Posted by DaveFritz at 2011-03-1109:05:09
Hi, Dorateen, I'm having several sort-of-interrelated problems. The main one is that I can't find the second item for the pedestals at the end of the Fortress, and have no idea where to look. I have not been to 12 areas, so I know there's more. I also apparently have solved the murder quest, but I have no idea how I figured out who it was, whick kind of bothers me. Do I have to talk to him? SPOILER Tying these together is that I don't really want to lose Cyrus from the party, and I'm guessing that is how to get the second key. Is that what is supposed to happen? Cheers, Dave
Posted by Dorateen at 2011-02-1410:26:25
@Picaro, I'm glad you were able to go back and and resolve that part of the adventure. Hopefully should make things better, combat and story wise. By all means, I appreciate the feedback, and look for ways for me to improve the next campaign. @_MAU_, Thank you very much for playing and for the awesome vote! I do think, depending on the composition of characters in your party, 5 could be a bit overkill. But I like how with the Party Menu, players can try different levels and class combinations, and find the right balance. Those neutral NPCs are definitely an issue. As you saw, a lot of battles are started from conversations. So those enemies have a defender faction until becoming hostile. I tried to avoid other NPC's joining in by making their perception range "short", but that unwanted involvement still happens from time to time. Love the giant throwing a boulder at the cat. Hey, saved an attack from the party!
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