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NWN2 ENGLISH MODULES

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Name  Scavenger Hunt
Author  Groggie
Submitted / Updated  04-12-2011 / 10-13-2012
Category  Single Player
Module Types  Combat, Dungeon Adventure, Various Settings
Scope  Medium
Content  Teen
TricksTraps  Medium
Roleplay  Light
HackSlash  Heavy
LevelMin  01
LevelMax  12
Gameplay Hours  07
Patch  1.23
NWN2Game  All
Description
Both expansions, MotB & SoZ, are required.

You have been chosen, along with one other contestant, to participate in the Fifth Annual Kingdom of Kronica Scavenger Hunt Contest.

The first contestant to find all seven items needed for the contest will win the grand prize... an all expenses paid trip to the Sunset Isles and a bag of 10000 gold!

The module was play tested with all classes but sorcerers were the most difficult to play as. For Rangers, a good starting favored enemy would be Goblins. Races that have level adjustments (Deep Gnomes, Aasimar, etc.) were not play tested.

Scavenger Hunt v1.6 Changes and Fixes:

- Raised the prices of scrolls at Gera's market stall in the contest facilities. Playtesting with a mage and some spells were WAY too cheap and powerful.
- Changed the Fire Beetles in the Goblin & Bandit cave to look like Bombardier Beetles and changed their names to Giant Beetles.
- Made some goblins & kobolds in the Goblin & Bandit cave stationary so they won't wander around and get stuck in walls.
- Fixed the "check current time" response at campfires.
- Made the wands, available as loot at the start of the module for certain classes, indentified.
- Removed many healing kits and healing potions throughout the module. Players should stock up at vendors before venturing forth!
- The "Kill Gunther" quest is now available to all characters, good or evil.
- Gunther will no longer flee the graveyard if he is in combat.
- Changed the name of the treasure dirt mounds to "conspicuous" looking mounds of dirt.
- Increased the survival DC for swimming across to Sheffield Village and travelling from the Glenshire Woods to Bonnie Bay.
- Fixed the travel bug from the Glenshire Woods to Bonnie Bay. It's now possible to encounter enemies.
- Raised the Rat Race entry fee from 15 to 25 gold.
- Added a Lost & Found chest in the Sparking Anvil Pub, in case the player forgets their equipment after renting a room.
- Player now gains full hit points, reset memorized spells and feats after levelling up.
- After winning an arena challenge, any re-entry fees are waived.
- Added one "Potion of Survival" as loot (+3 survival for five minutes) for certain classes.
- XZ is now available as a companion regardless of Quesh's pickpocket success & to rogue characters.
- Added 8 new creatures to the ambush area.
- Added a Shambling Mound, a Treant and a Panther in the Glenshire Woods.
- Made the dire boar in front of the mines at full health again.

(The readme.txt file has additional changes/fixes but contains some spoilers)

Special thanks to the following authors who produced awesome areas and shared them with the community:

Small Diner
(Sparking Anvil Pub)
Link
Author: Marcelo Lopes

Sharpstone Village
(Sheffield Village)
Link
Author: Jezla9

Island
(Jasper Island)
Link
Author: Mosh_Pit

And thanks to Ryan Jones & Paul Raymond for their patience and play testing.

Files

NameTypeSizeDownloads
readme.txtreadme.txt
Submitted: 04-12-2011 / Last Updated: 10-13-2012
txt13Kb548
Includes a short module description and the latest changes/fixes for V1.6.
Scavenger_Hunt_v1.6.rarScavenger_Hunt_v1.6.rar
Submitted: 04-12-2011 / Last Updated: 10-13-2012
rar90.7Mb618
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Comments (30):

1 2 3

Posted by gergmart at 2012-03-0706:26:30    
There's another advanced workbench but not in Craynis's tower. If you were using the one that wasn't in Kronica, I'd be worried about a bug somewhere. I think if you check with the bookseller, it should work out. *fingers crossed* I uploaded v1.5 and used some of your suggestions. There's an xp bonus if you injure a creature with an exploding barrel. I added medium heavy armor to the vendor in the contest facilities (but they're only available after you reach a certain level.) Also fixed a big bug with the pirate captain fight that I just noticed a couple days ago... playtested the mod about a million times and I never noticed it until now :)

Posted by Avo at on03/04/12
Hm, might be that I talked to the bookseller afterwards. I'll give it another shot. I was planning to use the alchemy bench in the training facilities, yes. The only otehr one I vaguely remember is upstairs in the mages tower (?) which seems to be closed now.

Posted by gergmart at 2012-03-0702:16:20    
Did you talk to the book seller? (the 1st character you meet when entering the outskirts of Sheffield Village from the woods) Tamara's dialog options won't include anything regarding the Glowclaw venom or alchemy training until you've read his book about dragons (or he reads it to you if your intelligence stat is less than 9.) Not talking to the book seller first about his book on dragons is the only thing I can think of that would stop Tamara from not offering training... unless there's a bug. Just out of curiosity, are you using the advanced workbench in the Kronica contest facilities?

Posted by Avo at on03/04/12
That was the first thing I tried. I helped with the first problem and got the first badge. But now all she does is offer me potions for sale.

Posted by gergmart at 2012-03-0614:44:12    
You can get training from an alchemist who needed help earlier in the game. Although, you need to help her with her problem first. Hopefully that helps!

Posted by Avo at on03/04/12
Hi, I gave it another shot and found all the roots. When I want to prepare the poison it suddenly says that I either need an alchemy score of ten, which I do not have, or a advanced badge of trainer. Could you give me a hint where to get the latter?

Posted by gergmart at 2012-03-0506:49:21    
Oops, almost forgot to mention, I'm uploading a v1.5 this week. It fixes a bug where, if you start a conversation with Cpt. Jeffreys during the pirate captian fight, he'll just say "thanks for the help... good bye" and leave without helping in the battle.

Posted by gergmart at 2012-03-0506:43:13    
The villoguile roots will show up with map-pins. They'll be on beaches and in wooded areas. If you play through again, rogues will have a slightly different experience (they can join a "thieves' guild" and a couple of extra quests will be available to them.) Also, playing as an evil character will have the artist Fredrico offer another quest after you help him out. As for spellcasting characters, they can rent a room at the tavern at the docks, so resting is a bit easier... but more backtracking, I'm afraid. The mod I'm working on now is for NWN1. I'm a little on the lazy side and I find making areas a lot quicker with NWN1, although the toolset interface is a lot clunkier. One good thing, there is no "survival" skill, so resting just requires a survival kit to be in your inventory... no skill checks. I definitely appreciate your constructive criticism and honesty. Cheers!

Posted by Avo at on03/04/12
Hey, I am glad you did not take my criticism personally. I always felt that just saying "Yay 10!" or "I died, tis sux 1" doesn't help anybody. You took months and months of developing this and the least I can do is take the time and come up with a reasonable review that reflects my experience. When you say, the plant roots show up on the map, do you mean with map-pins? Any hint in which areas? As for difficulty, I wouldn't say, that you made it too hard. Everything is manageable once you hit the apropraite level. It's just, that the distribution of monsters leads to too much backtracking in my opinion. First clearing out all Goblins everywhere, then do the next tour to clear all boars and wolves, then again for the mid level baddies and then again for the high level beasts. I suppose it's probably more realistic this way. In a "real" fantasy world you would expect to run into something that is beyond your abilities at any given point. Unfortunately in this case I felt it didn't go well with the mechanics of a game like NWN2 and just needlessly lengthened the module. I'll be happy to try anything else you put out. The puzzles and the different quest solutions where very well done. I might even plow through Scavenger hunt again with a higher level char to see what other quest solutions are available.

Posted by gergmart at 2012-03-0421:31:36    
Thanks Avo. In hindsight, I think I did make it too difficult in a lot of areas. I'll know better for next time. In regards to the plant roots, they will all show up on the map. Should reduce the search time :-) Thanks again! I'm starting another module and using everything I learned from this one. I appreciate the vote and the helpful ideas.

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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