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ATTENTION: THE SERIES WILL PROBABLY NOT BE CONTINUED...
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Ever since you were born, you were carrying a strange amulet, not knowing where it came from. You just know that
you may never lose it. But today, your life is going to change. It is your birthday, you are grown up now and the
mystery of the amulet begins to unravel as you embark on a journey that will alter not only your destiny forever...
The Prophecy of Aracas - The 8th Guardian
Demonstration Version / Chapter 1
by Carlos Rahlwes
Fusil @ NWN2Vault & NWN2 Multiplayer
painFusil @NWN2Forums
Player Character:
Players: Singleplayer Only.
Races: Any
Sex: Any
Classes: Any
Create a new Level 1 Character for this module. It is the first part of a campaign to come, and is meant to get to
know the campaign ideas and your character in his/her world.
Key Features:
-> Part of the "Aracas Prophecy" Campaign, which will feature 7 Chapters
-> 1 - 3 hours of gameplay depending on your playing style, character choice etc.
-> You shall reach level 3 before that time is over.
-> Experience points are granted for progress, exploration, quests and skill/feat/attribute use, but NOT FOR KILLING.
-> The world reacts to class and race of the player...
-> Thus trying to give the player diverse options in conversation, ways through "dungeons" and quests
-> Non-Stereotypic views on Good, Evil, Chaotic and Lawful.
Installation:
Put the .mod files in your "My Documents\Neverwinter Nights 2\modules\" folder.
Put the "The Prophecy of Aracas" directory into your "My Documents\Neverwinter Nights 2\campaigns\" folder.
Put the file Heeds_boardable_ships.hak into your \Neverwinter Nights 2 Gamefolder\hak\" folder.
Start the game via the New Campaign(!) screen and enjoy! :D
Design Notes:
-> It has been suggested that rogue-like characters could have more fun with the module as of now. I liked playing it with all classes of course, but... it is SKILL-focused, after all :)
-> Be sure to do all the sidequests as they are a big part of the content so far.
-> As this is actually an introductory module, gameplay so far is quite linear. The later parts of the campaign (starting right
where this module stops) will feature a "playable" worldmap which will allow the player to choose which way to go, or at least which way to go first.
Credits:
Heed for the Boardable Ships.hak and the nice people at NWN2 Toolset forums as well as everyone who has ever written a tutorial.
Thank you!
It took me some time to confess to myself. But the project is now officially on ice. I have stopped playing NWN2, got enough work to do and last but not least, summer is coming. I just cannot get myself to sitting in front of the toolset for hours when the sun is shining. I am very sorry because I disappoint a lot of you. I just bit more than I can chew. Eventually, I will get back to the project but for the time being, do not expect anything new for a while. My Apologies Fusil
Posted by gomer at on05/19/07
Not my kind of fun, but it was definitely worth the time to play. Some tough battles with no reward, was a little annoying. But, I'll probably play it again in a week or so.
Posted by shaughn at on05/19/07
Very good opening to the story. Spoilers -Played as a wizard and being able to take control of the elemental was a huge help and an interesting way of gaining a party member. -Felt some of the areas were very compact with a lot going on with possibly conflicting groups, bandits, gnolls, and lizards all within spitting distance of each other. -Several locked chest unbashable and immune to magic. -Like the multiple skill checks in the game with placables and in conversation a thing that is often over looked. Look foward to continueing the story.
Posted by Chuey at on04/17/07
Enjoyable short introduction to the campaign. I must admit I prefer mods that give XP for progression rather than killing, and I truely love the class and skill dependant options available, makes for an easily replayable mod. SPOILERS Few niggles though: I dont know why I would start attacking the Smugglers when I first happen upon them, other than they are red and getting too close they attack me. Some dialogue "What you doing here, turn back or I'll kill ya" or whatever woulda made it easier to press on. Also, I entered the room where the 3 guys were talkin and killed em. When reporting to the Captain though he set off to kill them again.... well maybe I didnt do as good a job first time round. _________________________ Dont Panic!!
Posted by madchem at on04/10/07
Fusil you definetly are my kind of builder! I enjoyed the module a lot and await impatiently for the next one. I expecially love all the small details you put into your areas, the plants in the elder house, for example. You fully deserve the "outstanding" vote, in my opinion. My only minor gripe has already been mentioned. It would have been nice to sneak trough the lizard cave without killing anyone and then confront the cieftain about it. It is actually the only reason why my chaotic good character took that quest-in the hope of finding out what was happening without further bloodshed. Good luck with your next one, and the university - I'm in university too, I know how taxing it may be :).
Posted by Fusil at 2007-04-0705:42:47
Thanks a lot for the detailed review and suggestions. I'll try and incorporate as many of them as i can. Some, however, belong into the category: It's not a bug, it's a feature. Like the idlelist quote you gave, that's what the stupid half orc says and he is corrected in the next sentence by his smuggler companion. I'm still burdened with university work but your comments will be considered, promise!
Posted by PaulBlay at on04/03/07
* vote post * (Looks like the forum ate my last attempt to post this). Overall fun and promising but lost points for the 'mountain pass' and various minor glitches. I hate "full respawn in place" but I resorted it for the second group of gnolls past the bandit camp.
Posted by PaulBlay at on04/03/07
Smugglers: "... captain is an idleist ..." -> idealist Mutiny documents: The text is a bit muddled. "This log book contains a big list of everyone that is involved in the weapon transfer to Aracas that Roger Sharrot, who seems to be the head of the organisation." Captain Logan: I had no opportunity to give him the mutiny documents (probably because I'd already got passage with him but even so it's a bit odd). Final(?) Cutscene crashes after "What do you think of the girl?"
Posted by PaulBlay at on04/03/07
Burdoc: "I've solved your little lizard problem." "Ha! Already heard from tha captain! Good job, girl!" Only problem is that the captain _hadn't_ accepted the agreement was valid. Regarding the captain's reaction - I want the opportunity to _earn_ my +evil points with a judicial stab in the back. The close proximity of the gnolls to the bandits was a little unrealistic. Unless there is an actual bandit/gnoll alliance why should a 'scoundrel' come to the aid of a gnoll I'm fighting? I agree that there should be a route point back to the village from the road to the pirate bay. If my first level (tiefling) thief doesn't get lucky in sneaking up on the first gnoll winning that first 2 gnoll battle is very difficult. Also the gnolls seem to have _very_ good spot rolls. The pair of gnolls after the bandit camp were a pain as well. I didn't have any cure light potions left by then and (of course) they spotted me sneaking past. All in all the route from the village to the sea was an exercise in frustration. "Look at this. The slayer of Assiris" Only I hadn't killed the lizard woman so they're busy swearing vengeance for something that hasn't happened. Shirra the red blade doesn't respond to a 'talk click'.
Posted by PaulBlay at on04/03/07
Elder: "I suppose you already know why I summoned you lass? Apart from congratulating you on finally becoming a woman, of course." When I find out who's been talking about me behind my back he'll be lucky if I just kill him. "I use to abide to the laws ..." Maybe "I try to abide by the laws ..." ? "Living of the Pirate Trade ..." -> "Living off the pirate trade ..." "... what it's presence means ..." -> its Ildalon : The conversation is a bit mixed up. First he starts by saying "Can I do anything else for you?" when he hasn't done anything for me in the first place as far as I recall. Secondly there is the following exchange: "Can you join me?" "I cannot leave this guardpost ..." "1. I will be careful. Thanks." Eh?
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