Traveling on a Caravan bound for Sundabar, a terrible storm has whipped up forcing Caravan Master Sergei Wettell to pull in for the night in the tiny hamlet of Tragidor. But a sinister secret is brewing in this little town where nothing is as it seems. A town full of life where it's people hack their lives out of the wilderness bearing their children along the way.
A town where everyone has a story... some spanning generations.
This is the remake of the old Tragedy in Tragidor updated for NWN2.
It was made for Good or Neutral Characters, not much choice for evil. In this, you are the hero, not the villain. You can play an evil character but it's limited in what you can do.
General guidelines are...
5th level character for Hard
6th level character for Medium Challenge.
7th level character for Easier Challenge.
This is a harder module and in some places requires some tactics.
If you decide to play this with Bloom on, remember to turn down your brightness a bit, I have noticed the Bloom really brightens everything a bit much. Might want to turn down the shadows in the forest, they get a bit intense there.
This module includes No Rest areas... they are...
Ruined Keep Dungeon
Ruined Keep Catacombs
Goblin Caves
Obelisk/Drow Caverns
Abyss
Tragidor Town Outdoors
Safe Rest areas:
Moonwood
Moonwood Plateau
Moonwood Deepforest
Ruined Keep Secret Passage
Tragidor Buildings
Edge of Nowhere
Strange Room
This has never been tested for multiplayer so I don't know how that will turn out. That said if anyone wishes to adapt it to multiplayer they are more than welcome to.
Partial Walkthrough can be found here...
http://tragidor.pbwiki.com/FrontPage?doneSave=1
Yeah it should work. It was made when the game first came out and so far no patches have broken it. Lariam had offered to test it out for me and pretty much confirmed it's doing ok and playable.
Posted by smdkeef at 2009-02-2111:33:39
Phoenixus - I know you're working on a sequel to this module, but is this one updated for SoZ and current patch? The current patch version is quite old.
Posted by Apricane at 2009-02-2102:54:12
Sorry, closed down the module after the first couple of conversations. I was immediately recognised as a ranger by a villager, who all of a sudden offered me 1000 gold for clearing a camp of orcs outside town, so that his men could earn their living coins. Thats quite unrealistic, since a day of labor is generally worth a single silver coin for an average laborer in Faerun. I know this is a game, and there isnt even silver coins in game, but how a commoner all of a sudden gets 1000 gold, and chose to spend it on an adventurer, so he can get back to work, is a mystery to me. Also, these first conversations seems pretty limited, and i have to click on (more) in a dialog to continue the conversation, it just seems rushed. I wont vote since I havent played for more than about 5-10 minutes. Unfortunately, these first minutes scared me of, from playing the rest of the module.
Posted by tmaramba at on02/16/09
Really enjoyed this mod. Good balance of hack/slash and interaction with NPCs. (What, no romance?) And a sad but interesting storyline. Looking forward to more of your work, Phoenixus.
Posted by Lariam at on02/11/09
Well, I think my earlier comments already sum up pretty well my thoughts on this module. I've now finished it. To repeat, I was very impressed by how everything in this mod felt somehow *real*. The quests really managed to invoke some feelings, the NPCs aren't just NPCs but individuals with stories, the areas allow for free exploration and look good, the fights are challenging and fun (I probably should've played with a 5th level character, though). The story was interesting, and rather moving, at times. Phoenixus leaves it to the player to figure out some stuff. Not everything is made explicit. But the story, the locations, etc., aren't confusing, if one takes a little time to think about things. So, yeah, the mod seems pretty unique in these respects. I thought coming back to Tragidor later on included some great moments. Like the visit to the inn, etc. Not going to include any spoilers here, but I thought that this was very well executed. Any constructive criticisms? Well, not really. I already mentioned the typo-style stuff. Upon meeting Delacya I would've expected some more dialogue - being able to better ask her what she's up to, and so on. That was the only moment where I felt the story didn't really flow very smoothly. The Abyss was pretty disturbing (which is good), but the fights perhaps got a bit tedious at some points. Well, I'm not even sure about that. So, I guess that's my impressions. Thanks, Phoenixus, for this memorable adventure. I very much look forward to experiencing the tale of the Asberdies. _________________________ Forgotten Realms Weave
Posted by Lariam at on02/11/09
Played a bit further, and I'm very impressed. This seems rather unique in some respects. I haven't seen such a realistic game world - I'm talking mainly about the area design here - in any other mod (including the official campaigns). Roaming the woods is absolutely great. A wholly different feel from anything else I've played, as far as NWN2 is concerned. I'm also liking the quests and the characters. The latter feel rather genuine, real. Some pretty moving stuff. I really felt pretty sad when my character had to deliver some bad news, and so on. The fights have been fun, too. And I know I've yet to experience some "legendary ones". :) I also don't really see why some have complained about the companions being silent. I've been glad to notice they've got a lot to say about all sorts of things - you just need to talk to them. There's one thing with regard to which the mod could be improved upon, I believe. There's quite a bit of typos in the writing (names spelled differently on different occasions, etc.). I know some feel that's not important. And it hasn't bothered me, really. Not much, at least. But getting rid of such things can sometimes have somewhat surprising effects - add a feel of a new layer of polish, even if one doesn't really miss anything having not experienced such extra layer. But yeah, the mod's pretty awesome. Good stuff. Cheers! Lariam _________________________ Forgotten Realms Weave
Posted by Lariam at on02/11/09
I'm *finally* actually playing this. I was very impressed by the opening scene - it feels very real and immersive. The dialogue and the cut-scenes create a nice feeling of the folks really being in hurry. One can almost feel the rain pouring down and soaking one's armor. Also, the characters feel real; I love the little details about the different beer brands, the dice games that everyone's so excited about, and so on. A really effective opening. I'm still only at the very beginning; I just entered the woods. The areas look good and seem to allow for relatively free roaming. It looks like you need to think about what to do for yourself. Which seems promising. The only downside thus far is that my low-end machine really seems to have trouble running this module. I've never encountered anything remotely like the lag that I'm getting (for instance with the skeleton attacks in the ruins) here. The forest also seems very taxing for my computer. I'll try to fiddle with the settings. (And I wonder if I might have some sound problems, too, that might be causing the lag - there seems to be a lot of happening on the audio side, too.) But yeah, that's my problem, and not really the module's. I'm below the recommended, after all. I was just a bit surprised, given that this is one of the earliest modules, and I've been doing okay thus far with the official campaigns and all the other modules that I've played. But I'm fine as long as my system doesn't crash. I've got not only a three-and-a-half-years old laptop (it was pretty powerful for a laptop back then) but also a lot of patience. :) I'm looking forward to continuing this one, and I was very glad to see that the sequel is in works. Indeed, that's what provided me the motivation to finally give this seemingly most excellent module a go. Cheers! Lariam _________________________ Forgotten Realms Weave
Posted by Jando at on02/01/09
Thank you, Phoenixus, for a very enjoyable play experience with your module. I stick to the Voting Standard and rate it at 9.00 for a "Outstandig, Must Have" module and I recommend it to everyone that hasn't yet played your module. Thanks again. Surely a "Must Have" that you did here. I really liked that you managed to combine story with challenging combat and outstanding area design like few others manage to do.
Posted by dj1 at on01/21/09
It played PERFECT in multi-player! That alone deserves a 10. It's the first mod for NWN2 that played flawlessly for my wife and I (D J) in multi. We played NWN1 religiously but J had entirely given up on NWN2 because of crappy multi and various bugs. I convinced her to come back and try again and this mod hooked her :) NOTE:We even had several overrides (SexyOC and SOC-Hammer, Charlie's UI/Modifier/Appearance, Spell fixes and classes to start a mystic theurge, sneak attack touch spells, modified 2das and my customized undead turning for classes and holy symbols). That said, I myself played it twice. I also played it single player with Tanithiel (FRW persistent companion) as part of a FRW "campaign" (Subtle Thay/Tragidor/Night Howls). She played flawlessly as well. I estimate I got half-way through her "mod" in Tragidor. This fit her perfectly as there was limited hench interaction. You should recommend running her in this to anyone who gripes for more roleplay. SPOILER************** My one gripe would be the afore-mentioned system lag in the goblin cave battle (and we have decent systems). However, even then, the mod didn't crash like others in multi :D (We got our @zzes handed to us but hey, it didn't crash.) _________________________ "In life, one and one don't make two. One and one make one." -The Who "Bargain"
Posted by Blazerking at on01/19/09
This was an outstanding module. The storyline was well done, and many different people within Tragidor had sub-plots with other people. There was even underlying stories, like that of Prescilla. The battles were scaled very appropriately, even when hordes of bad guys ran after the party. The NPC's were well conceived and played excellently into the storyline. I cannot wait for the sequel. Any idea as to how long it will be? Just curious, so I can mark it on my calendar. :-) The only part of the module that I really did not like was the fact that the henchman were with you one minute, and then just gone the next. I found that annoying, because I had equipped them with everything they had, and I did not know if I was to see them again. So, I had to reload and then strip them, and then proceed. Also, at the end of the module, the script should either export your PC, or give you a choice to do so before ending the module. Still I loved it all in all. Keep up the good work.
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