Revenge! The need to pay back the people who destroyed yours, and your fathers, life is the only thing that has kept you sane these past four years. Now, with Samuel dead, you can see an ending to this, one way or another.
Reece is now your target, the man who stole your fathers property and position, the man who now has the ear of Hal Tysan, newly appointed to the Tysan estate since the death of his father just a few short days ago.
For weeks now you have been living in the wilds, camped in the Neverwinter Wood with only the woodland creatures for company. Watching for a chance to get to Reece, to find a way to discredit him ... to destroy him; but the chance has not come.
Now it seems you position is compromised. Reece knows you are out there and your target is him; he is as keen to see you buried beneath the soil of the sword coast as you are him.
He has resources: men, money, the ear of powerful allies; you have your sword, your wits and the continual pain from the wounds you suffered at Samuels hands to remind you of who you are and what you have set out to do.
The odds are against you but perhaps the answer lies in your new found friends. The adventurer who you helped to track down the bandit, Taneth; or his friend, the rogue Ember. Perhaps you can seek comfort and aid from your past, from the fact that the Tysan household are the closest you have to family beyond your own father.
Perhaps these things will be enough ... perhaps at last, with the help of your friends, you can find peace.
This module is the fifth in a series of five available on the Vault. The others are:
The series will be six modules in length, the last of which is work in progress. All will appear under the campaign title of Tales from the Lake of Sorrows, late in 2012.
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Things you should know.
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Location : Forgotten realms in the area of Neverwinter.
Setting: The module is set at the same time as SoZ against a backdrop of hard times in Neverwinter brought on by the war with the King of Shadows.
Play time 5+ hours
Level 9 - 11
Class Solace (Ranger)
Companions 2 - Sometimes
This is module five in the series Tales from the lake of Sorrows. The story begins just a few hours after the ending in The Last Days of the Raven and carries on with the story threads from that module. It takes place at the same time as These Dark Days of Waiting, while your PC is away from Thunder Bay. The Module tells the story of what happens in the town and develops the story thread that will form the basis of the last part of the series, The Vault of the Damned.
This story may be played using any character of ninth level but it is written for Solace, the ranger your PC met in the Caravan Club. The story will make sense who ever you choose to use but I have included a Solace.bic file to give you the character the story was written for and you can use this by copying it to your c/mydocs/neverwinternights2/localvault folder.
Some classes may find this easier, some harder but it is balanced for a 9th level ranger and the tactics you might employ as a ranger (partcularly one dedicated to an archery style) will be useful here.
I do not provide a level up area so which ever character you use must be equiped and ready to play.
******** There is combat right from the outset in this module. *********
You do not need to play this module to progress the plot in the Tales campaign but much of what goes on here builds on the themes I will use in the last part.
Note on combat ¡V Unless you are an experienced tactical player keep all the companions offered to you with you when you can. Consider the character class you have and remember your animal companion. The combat is balanced to be challenging at times but with preparation and tactics none of the encounters will be too difficult to manage.
Note on npc's ¡V If you pass time in the keep or Thunder Bay and the npc's do not appear then walk into a building and out and all should be well.
Note on loading ¡V Load times on these modules are long, particulalry the first one whihc will hang on area 20 for a minute or so. Keep with it, it has not failed to load on me yet �º
Loading instructions are included in the zipped file. It is important to follow these carefully as several folders have similar names.
The module will run from your campaigns start up screen.
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Things you should know:
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Transitions are sometimes made without a world map. In some outdoor areas you will find either a stone, a sign or an area transition that will get you out. For indoor areas use the door like everybody else.
Your npc's are Ember(fighter/rogue) and Silas(rogue). Npc¡¦s are not always available and in the first part of the mod you are one your own. Even there one of the story thread will allow you to pick up companions for a short while.
The npc's have back stories which you can access as the module progresses. Ember in particular will develop her romance with your main PC if you choose to keep her with you.
On two occasions you will tell some of your own story through PC conversation nodes. These are short and allow you to develop Solace in way that suits you.
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Time
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This mod is very time based. Shops shut at night and certain npc's are not available at certain times. Resting is restricted in places but generally you can rest where you need to. All of the innkeepers and the sundial in the market square, 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 in Thunder Bay you will hear a bell from time to time. This rings on the sixes, giving you a general idea of the time of day.
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What the mod has:
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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 and in the early part there are several ways to complete the main quest. If this gets a bit mixed up I apologise for that. Talking to every one may reveal opportunities to gain exp.
The module has a good degree of npc interaction talk to them and they will talk right back :)
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What this mod does not have:
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SoZ style conversations.
Flexible npc hiring and firing.
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Big thanks bit:
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Thanks go to the following for their parts in the making and testing of the mod.
M.Reider for all his continued support in the development, testing and scripting for this series of modules.
Arkalzelth for his play testing and advice on character builds.
Officerdon for playtesting and advice on lore.
Seagloom for advice in this and previous mods on lore relating to the cults of the sword coast.
Uncle FB for the Uncle FB's NPC control.
Lilac soul for the script generator ¡V all scripts, not written by Matt, were written using this.
Pains for his moster and apperance compilations.
Sean Caldecott for his Island tower with cave prefab which is the only prfab area I have used in this mod.
Nicethugbert for his excellent eroded hills and valleys area sets. Many of my areas have these at thier core.
All of the modders who have placed most excellent custom content on the vault in particular RWS for the creatire and tile set mods.
Finally my thanks to the forum users who helped with my questions.
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Music
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There is a lot of custom music in this module. Credit is due to the following persons.
For the playing of La Manfredina which may be heard in Thunder Bay, Grien Sluis which is played in the afternoon in the market Tavern and the Trotto which in played in the Market Tavern late at night thanks to Susan Sandman and Derwent crocker. If these sound good to you then you can find these and other tracks on The Medieval Lady, available on Leonarda productions. I payed royalties for these tracks please do not rip them.
For the playing of the many guitar tracks used in the taverns and inns of my modules thanks to Jon Sayles. Check out his website for an enormous free resource and also develop a love for his art.
Much of the area music may be found on freesound, the composer of all the track I use is Tillman Sillescu, big thanks to him for his art and for making the music freely available.
Some area music is the work of the Celestial aeon project again I give my thanks for thier providing thier music for free use.
Sorry I have not been more specific about tracks used. If you want to know more PM me one the forums and I will hook you up with any tracks that interest you.
I hope you enjoy From This Comes Strength and hope also than you can find time to vote and comment.
Posted by wes471 at 2013-03-30 00:40:36 Voted 9.75 on 03/30/13
You were right PJ156, this chapter is the best one yet, enjoyed it immensely. It got all of the elements I love � ranger class (which is my favorite), beautiful landscapes, loveable characters and story, awesome music, etc. Conclusion to the Solace�s storyline was sweet.
Only minus was very long first loading, but as long as you don�t quit the game and finish first quarter of the module it disappears.
You are very talented module creator and storyteller, it fantastic to see how your skill increases with each venture. Looking forward for the final chapter. Thank you.
_doug_, thankyou I am glad you had a good time with the mod.
The next mod is all but done and will be in playtest at the weekend. Right now it is only available packaged with the whole campaign but I will separate it out if enough people want to play the mod alone.
**** SPOILER ****
The thing to realize with the tunnel under the tomb of the seven sisters is who lives either end of it. That will be mentioned by Ember in the last mod :D mostly it's a side plot to the story which I was going to do something with but have left alone for now. You can get into the rooms at either end but not directly from the tunnel for both of them.
Kamcheck Thank you, your coming back to vote is much appreciated. I am pleased you enjoyed the module.
PJ
Posted by __doug__ at 2013-03-26 18:54:21 Voted 9.75 on 03/26/13
I didn't know if I would like a ranger only module and I had some difficulty getting into it but I really ended up enjoying this one! It made me play a bit differently than I am use to which was fun. The story was interesting, the areas were well made and the combat was well balanced. Though it did seem a bit more difficult at the beginning than at the end. Having multiple paths was also nice. Looking forward to the next module in the series! Thanks for making these great modules.
**Possible Spoiler**
What was the reason for the area below the "ghost" room? I fought a couple of difficult guardians but there did not seem to be anything of interest down there. Did I miss something?
Posted by Kamcheck at 2013-03-25 17:46:10 Voted 8.75 on 03/25/13
An interesting twist to the series. Nice. Really Nice. The dark side of the main character is apealing. _________________________ ----------------------------------------------------
" Never underestimate the power of human stupidity "
Go to the main bar room in the tenements, that is where Garvin was in earlier mods.
You will see a small room of the main bar area with a man standing by a trapdoor in the floor. Approach him and you are on your way again. Good luck and come back to me if you have any problems.
(and to vote - don't forget to vote and give me your comments :D)
PJ
Posted by __doug__ at 2013-03-08 18:48:06 Voted 9.75 on 03/26/13
I need a little bit of help:
**Possible Spoiler**
I have defeated Burgess and I am in Thunder Bay with Ember. My journal says I am to take on Gravin next. However I can't seem to find him in town and can't leave. I know I am missing something obvious, but where am I suppose to go next?
Hello Darant The story is for Solace from my principle campaign but any 9th level character can play it. There is a certain amount of back story that assumes pre knowledge on the part of your character but that should not stop you enjoying the mod I don't think.
This is very much the forgotten Realms and ties in more closely with the OC than my other mods to date. I hope you enjoy it.
Hello Darant The story is for Solace from my principle campaign but any 9th level character can play it. There is a certain amount of back story that assumes pre knowledge on the part of your character but that should not stop you enjoying the mod I don't think.
This is very much the forgotten Realms and ties in more closely with the OC than my other mods to date. I hope you enjoy it.
It appears you have an option for an unrelated character of the PC's choosing to enter into this mod and enjoy the adventure as a stand-alone product--is this true? I already have a 9th level character--who I initially started in 'Gathering Storm'--whose running from the Zhents in the last mod I played who I'd like to bring into this with some sense of realism. And yes...I'm clearly locked into a fantasy world right now.
Thanks morgane I much appreciate you coming back to vote. The next part is well advanced now. Still some stuff to do but a couple of months may see it complete.
PJ
Posted by morgane29 at 2013-03-03 10:16:37 Voted 9.75 on 03/03/13
Hello Arne005, thanks for taking the time to come and vote it is much appreciated. This will always be part of the campaign story arc but will stand alone because of the character swap. My skills with the tools won't allow me to do that if it is even possible :(
PJ
Posted by Arne005 at 2013-02-15 16:24:57 Voted 9.50 on 02/15/13
Nice Introduction in advanced Rangery.
I hope it will be integrated in the awaited campaign.
Thanks for some well spent evenings
Thank you AZVaquero you are welcome. Not sure who you mean by all though, there's only me here :D
Seriously though, I have used some community content but the rest is me. My wife has a crafting hobby called "project life" she refers to this as my "project no life", that's not strictly true but regardless it is worth it to know that people have played it and enjoyed it.
As for it all working out? The shows not over yet ...
PJ
Posted by AZVaquero at 2013-01-23 18:32:16 Voted 9.75 on 01/23/13
PJ, Thank you for letting us play and continue to delve into your story! Great music too. The best group of stories I've ever played!! For my part, thank you for ALL your hard work and dedication to the community!
Hello Zorgbert. I don't know this is but it does load, it takes minutes though so just leave it and make a cup of tea. It will load eventually at least it has for others.
It is something to do with one of the areas I think but I cannot identify which nor what the problem might be.
Please come back and vote on the mods I would love to hear your comments.
PJ
Posted by Zorgbert at 2013-01-18 17:28:34 Voted 10.00 on 01/19/13
Hi, I just finished playing through the first 4 in this series and they were great but I'm having trouble starting this one, it keeps freezing at 20 of 28 areas while unpacking, I've re-downloaded and extracted the files again but it's still not working.
Please can anyone help?
Hello Dave I am just completeing the first module of the last part (it will have two) the second module should go faster as it is shorter and will reuse some areas. April May would seem about right.
The first one went slow because the first two modules have a lot of new content, some plot related and other bits to make the areas consistent in build quality across the series. That is all done now and all the modules are in one campaign.
I think the last part will add around 6 - 8 hours of play, depending on how much content I keep.
Thank you Prince Argrath for this and all your comments on the rest of the mods. Your time taken to vote on each is much appreciated. Especially from an RQ player?
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