Crimmor is a module for solo rogues of level 8 (you can level up and receive appropriate gold ingame). Use skills and rogue abilities as a Shadow Thief in the streets of the Amnian city of Crimmor.
You may like this module, you may not. Crimmor is experimental and is focused primarily on the urban environment and providing the "feel" of a city, as well as rogue focused non-combat gameplay. If you are all about combat, this is probably not the module for you.
Crimmor pushes the NWN2 toolset's hard limit on objects in the external city areas, additionally, there are numerous npcs in the city. I recommend a modern pc. You've been warned.
Crimmor takes many things, from food, street, shop, and npc names, to the unusual relationship of the Shadow Thieves to the city, from Ed Greenwood's article on the city in Dragon Magazine issue 334. Thank you Ed. Some things I had to change in the interest of gameplay.
Characters without rogue levels are unsupported, though bards will probably work fine as well. You are not required to have levels in the Shadow Thief of Amn prestige class. You are not required to be evil.
Magic levels are low, there are few +2 items. Don't worry about that, Crimmor isn't a module about "powering up". You can reach up to level 14 in Crimmor. There are four possible endings, not all of which are good for the pc, and it is possible to end the game via decisions you make before the "end".
Among other things, Crimmor uses a custom lockpicking system (courtesy of RWS), all custom sound in the environment (courtesy freesound.org). It has custom weapon and item classes, and pseudo prestige classes (Crimmor does not change any 2das except for the loadscreens and trees.2das, so it works with any custom content that does not alter these, including class packs). Finally, the thieves speak cant. A pdf guide has been provided that goes over gameplay things, and includes a dictionary of the cant used as well as some background on Crimmor.
The module is completable without killing anything. There's no secret achievement or bonus for doing so. No xp is awarded for combat, only quest completion and exploration. There are approximately 10 hours of content.
There's a lot going on behind the scenes with things, and some things are pretty complicated. As with any 1.0 release, there are bound to be some bugs that managed to slip by, but there are two I am aware of:
Lockpicking does not consume lockpicks (yay for you, freebie!). Lights do not affect the hide skill though the DM will tell you it does, as there were seemingly unsolvable problems with this (I hope to get this fixed via patch). These have minimal game effect and were significantly delaying release, so I chose to go ahead and release.
Thanks to my testers: Arkalezth, PJ156, GFallen01.
Use: replace the existing file of the same name, savegames will update based on the new files in the hak. (You can update from even earlier versions, but only scripts and conversations will be updated, not maps or journal issues (such as typos or incorrect journal information)
If I install 1.02 can I carry on with my saved game or do I have to restart? _________________________ Take me out to the black, tell them I ain't coming back; Burn the land, boil the sea, you can't take the sky from me
Posted by kamal at 2013-04-1211:44:29
ok, i'll look at those and get an update up as soon as I'm able to, busy this weekend. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by Runestaff at 2013-04-1200:10:34
Here's a few bugs I've encountered playing version 1.02: 1. At least one of the White Tern's quests is definitely bugged, and the other two may be. To wit: a) The Linyth the Elf quest appears to be the broken one. My strategy has been to sneak upstairs, acquire a guard uniform, then use that to bluff my way into the dungeons. This works, and I'm told to speak to the Helm. The first bug occurs if you open one of the (unlocked) corridor doors before speaking to him. In this event, the Helm will have no dialog options other than "End the conversation." The second bug occurs when you speak to the Helm first. He instructs the PC to follow him, whereupon he heads towards Linyth's cell, then walks back to his post without unlocking it. The third bug occurs if the PC responds to this event by pickpocketing the key. The Helm gives his "She's your problem now" line, but when the PC speaks to Linyth and informs her he's there to get her out, there appears to be no way to actually get her to leave. She does not follow the PC or give any additional conversation options. As a strange aesthetic issue, she also appears to have a male voice set. b. For the Auramma quest, Auramma does not appear to spawn anywhere in Drover's Gate as suggested. Possibly not a bug as I may be looking in the wrong place. c. For the Rudlan quest, Rudlan's house is not marked with a quest marker. 2. Completing the Book of Jormundgandr dead drop quest fails to remove the quest marker from Moruld Rithtyn's house. 3. The Crying Swindler is marked on the PC's map from the beginning of the game. I assume this is a bug given that few people supposedly know where this is. 4. Greasemang's observation that the lapel pin quest cannot be turned in if the protection money quest is turned in first is still the case in this version of the module. 5. In the unique lock quest, I've attempted to research the lock at the Crimmor library, yet my only conversation option with the Advanced Locks book is "Leave." 6. Although possibly intentional, the Crytrapper quest appears to stall if the PC fails to break the code as there is no option to retry it.
Posted by roadsaint at 2013-04-1107:43:23
Thanks Kamal, I got past it ok on Rolo's advice the second time. Just wasn't expecting combat there, and it threw me how fast I went down, figured I had missed something vital that would have avoided confrontation there altogether.
Posted by kamal at 2013-04-1105:06:11
roadsaint: Those two will only speak to you if you are in the room they are in, and not hidden behind the wool batting they put up to muffle their own noise. Further, they only speak to you if they detect you, there is no speak trigger there, they roll detection against your stealth (which means both hide and move silent) on their heartbeat when you are in the trigger area. Also, there are about 20 different side quests you can do from various dead drops marked on your map in the two wards of the city you are responsible for (Purse and Alandor), along with the other major quest given to you at the start of the game (which by itself gives at least two levels worth of xp). _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by Rolo at on04/10/13
Fight or flight, and ixnay on the ightfay, cappice? ;-) And sneak sneak sneak. Also, Kamal makes excellent use of skill checks, seriously develop a broad skill-set. you never know what you'll need to get you out of a "situation" :-) _________________________ Rolo Kipp Humor is the only viable response to pain
Posted by roadsaint at 2013-04-1017:34:46
Thanks again Rolo, I should promote you to "Guide Savior". I guess the real clue should have been the auto-save...
Posted by Rolo at on04/10/13
@ Roadsaint: This is where that belt of haste comes in handy. Run away. =) They won't follow. Then sneak back in and look for incriminating evidence you can bring to the Shadowmaster. _________________________ Rolo Kipp Humor is the only viable response to pain
Posted by roadsaint at 2013-04-1016:19:36
OK, so read the comments above. Apparently I was supposed to avoid them, but as soon as I entered a back room they spoke to me. Was in stealth mode, and no where near the two. Should I have completed another quest first, or just left the building once I saw them back there? Did I miss a clue that they are going to attack?
Posted by roadsaint at 2013-04-1016:16:24
Could use a little help! From the above I was under the impression that you could get through this mod with no combat, so I was only armed with a hidden dagger. On the very first quest I was sent to check on 2 companions and was slaughtered instantly. Can anyone tell me where I went wrong?
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