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NWN Neverwinter Nights (NWN & NWN2) Modules Thread

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,625
Gargaune my man, I have a problem with the Fernigold the Younger quest. I have placed all the items on the throne (checked with the walkthrough to see if it's correct) but nothing happens.

https://neverwintervault.org/rolovault/projects/nwn1/modules/5122/Daggerford_Readme_v1.2.txt

Here it says that there used to be a problem with the obelisk not teleporting you inside despite placing all the required items. Can you confirm this quest is still bugged?
Never had a problem with the quest, did it once on the old PM and twice on the new EE version. After placing the items on the throne, you need to activate the obelisk again and touch it, did you do that?

Activate the obelisk, if you got the map from Klevtor at the Daggerford docks, you'll be able to speak the password and get the instructions. Put the large bone, the badger heart and the berry on the throne, then activate the obelisk again and select to touch it, at which point you should be teleported inside.
 

0sacred

poop retainer
Patron
Joined
Feb 12, 2021
Messages
1,912
Location
MFGA (Make Fantasy Great Again)
Codex Year of the Donut
I've finished Darkness over Daggerford.

4/5

The most important thing (for Codexers) first: combat is piss easy. And I'm not a combatfag or even buildfag. If you're a combatfag and you can't appreciate other things about RPG's, give this game a wide berth.

The game revolves mostly about minor puzzle/detective gameplay with some minor combat thrown in. I really enjoyed the writing in dialogues etc., which was a high point of the game. Seriously, it puts (modern) AAA games to shame, very atmospheric, a bit witty and pretty humorous at times. The plot is not worthy of praise, however. It can all be seen coming from a mile away.

I solved the quests in the order they came up, or clearing the map from north to south. It's really an open world game though, especially because there are basically no tough enemies gating anything. Some quests offer multiple solutions, but most of the early ones didn't. I especially missed evil approaches to quests and dialogues (this is remedied a bit later on). Also there are practically no alignment changes happening, you can pick good dialogue lines and literally accept doggy saving quests and remain evil. So the roleplaying options and replayability are limited, I don't know if I'd play the game again.

The world is very well realized, with a lot of backtracking (which isn't a problem because of fast travel and many waypoints) because people and events keep referencing each other. Just like with the later Ultimas, you get to know people on a personal level and can connect to their everyday problems which makes the world feel very alive. There's a bit of reactivity and skill and class checks in dialogue.

There's good loot in abundance, but not too much, just the right amount to round out your build.

tl;dr if you enjoy the later Ultima's, you'll very much like this game. Combatfags look elsewhere.
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
Yo, is my copy of the module funky or something, or is the no ammo allowed for selling restriction in Swordflight Chapter 5 I've read about been rolled back? I couldn't sell no arrows, bullets and bolts prior to doing the monk quest, as I assume it is supposed to be. I'm currently back in Nashkel and merchants suddenly like buying my arrows, bullets and whatever, is this intended?

Good to see the class specific quest formula making a return btw, the monk quest was pretty fun, going to do the rogue one next now.
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
366
Yo, is my copy of the module funky or something, or is the no ammo allowed for selling restriction in Swordflight Chapter 5 I've read about been rolled back? I couldn't sell no arrows, bullets and bolts prior to doing the monk quest, as I assume it is supposed to be. I'm currently back in Nashkel and merchants suddenly like buying my arrows, bullets and whatever, is this intended? ...

There are a couple merchants (those at the fair) who will buy ammo, but most should not.
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
Yo, is my copy of the module funky or something, or is the no ammo allowed for selling restriction in Swordflight Chapter 5 I've read about been rolled back? I couldn't sell no arrows, bullets and bolts prior to doing the monk quest, as I assume it is supposed to be. I'm currently back in Nashkel and merchants suddenly like buying my arrows, bullets and whatever, is this intended? ...

There are a couple merchants (those at the fair) who will buy ammo, but most should not.
Ah I see, so it's intended. For whatever reason I thought that you flagged all ammo as unsellable, no matter the merchant, while I briefly skimmed through the vault comments on Chapter 5's page. The fair merchants are the ones that buy my ammo, the others do not.

Could understand the rationale of forbidding the sale of ammo though for balancing reasons, even though the two class quests I've just finished swamped me with gold like crazy anyways so the ban on selling ammo, as expensive as those bullets are, wouldn't have helped much anyhow, if you'd intended a huge gold squish for the chapter(though the little fucker Vitiare and the informant shaking you down are good enough tools for that). The quests got me fat stacks all the while allowing me to pimp my character further - sitting at 70(+1 Dodge) AC fully buffed, unless I'm missing something and can push it even further, got my two +5 Kamas as well.
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
Uhh, anyone have an idea why the items in my henchmen's inventories are suddenly all non-interactable by my character when I return them to my inventory? It's not a big deal for most of the stuff which I planned on selling anyways, but it'd kind of suck if some of the epic traps I gave to Zarala are rendered unusable. I'm on EE.
 

rogueknight333

Arbiter
Joined
Jul 31, 2017
Messages
366
Uhh, anyone have an idea why the items in my henchmen's inventories are suddenly all non-interactable by my character when I return them to my inventory? It's not a big deal for most of the stuff which I planned on selling anyways, but it'd kind of suck if some of the epic traps I gave to Zarala are rendered unusable. I'm on EE.

Known NWN bug. Close your inventory and open it again (or switch to a different inventory page and back again) and it should be possible to use the items again.
 

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
258
qxwmoj.png


Playing through Swordflight Ch. 2 again, EE's lighting updates really makes some areas shine
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
I can now proudly state that I've finished the entirety of Swordflight, all that is left - the upcoming final sixth chapter.

What a ride, I've already sang my praises about the first three chapters for being excellent and after binging chapters 4 and 5 the past two weeks I can say the same for those two as well. Even though Chapter 4 does indeed suffer from some long and drawn out combat segments and filler encounters, I enjoyed it overall. I quite liked the strongholds and their puzzles, as well as the more gimmicky boss fights, which I found fun. It was a surprisingly open-ended chapter as well, arguably more so than Chapter 3 in some respects - the optional Xerxkatun/Shadow dragon quests were cool and it felt like a whole adventure in itself to scour every nook and cranny in Underdark in order to find their lairs.

As for Chapter 5 - I think it is perhaps the second best installment to the series so far, at times it eerily felt like playing Chapter 2 for the first time in terms of excitement and wonder. The main quest in particular I found quite enjoyable, the dragon I choose to kill in order to progress was Tarakondazum and his mega-dungeon lair was awesome as well as all the things you have to do and piece together in order to loot his hoard and free the demon. Class specific content makes a return too, after more limited usage of it in the previous two parts - not only that but prestige classes have a piece of the cake this time around too. A pleasant surprise was the amount of reactivity from actions done as far back as in the first two chapters. Completely forgot about the whole Khachar shenanigans I did back in the second chapter and then I suddenly get reminded of them here and because of that I get to be offered another solution to the main quest. The stuff with the "useless" item really caught me off-guard as well, thank fuck I did not bother to throw it away.

My Monk/Rogue/Shadowdancer is poised and ready for Chapter 6 whenever it releases. It was a very rough and slow start with this build and I had to resort to some hilariously goofy and cheesy tactics in the first chapter and the beginning of the second, but it was worth it. I've gotten quite fond of my build and it's hard for me to imagine playing a character without the fairly long skillset I manage to cook up with the help from this thread. An AC in the 70s coupled with Epic Dodge, mind/poison/disease immunity, great saves, HiPS, spell resistance of 30, can pick locks, set and disable traps, easily pass Persuade checks, use scrolls and wands and last but not least - is fast as fuck. Definitely recommend my toon to people who can handle a tougher start, eventually you do reap rewards. It is by no means a top-top build like the usual suspects of sorcadins, weaponmasters, clerics and whatever, but I think that my build should be able to carry most people through Swordflight's difficulty and not only that, but unlock more content than other builds, due to its versatility.
 

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,264
Location
Australia
Does anyone knows some EXCELLENT modules that came out in the last few years? Seems hard to find highly prasied/voted modules that aren't from 10+ years ago. From an outsider perpsective Neverwinter nights seems dead outside of core fans with a massive backlog of old modules to try
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,625
Does anyone knows some EXCELLENT modules that came out in the last few years? Seems hard to find highly prasied/voted modules that aren't from 10+ years ago. From an outsider perpsective Neverwinter nights seems dead outside of core fans with a massive backlog of old modules to try
Depends on your definition, Swordflight's Ch.4 and 5 are rather recent and get tons of praise. A few older modules have gotten revisions, like Crimson Tides of Tethyr Enhanced Edition, Almraiven Enhanced Edition, or Lord of Terror 2, though that's probably not what you're asking, and there's still a steady stream of smaller PnP conversions or original modules, e.g. Shuruga's Demons of Tyrbas and Ruins of Tyrbas look good, but I haven't had a chance to play them yet. It's been twenty years so the issue isn't just builders making new NWN content, but also having enough players to get recognised.
 

Turn_BASED

Educated
Joined
Jul 2, 2022
Messages
258
Does anyone knows some EXCELLENT modules that came out in the last few years? Seems hard to find highly prasied/voted modules that aren't from 10+ years ago. From an outsider perpsective Neverwinter nights seems dead outside of core fans with a massive backlog of old modules to try
I would say the recent premium modules are all worth playing even if they are going to be easy for most powerbuilds to chew through. They ain’t free though.
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
On the topic of new modules, I intend to give The Texts of Thaan a whirl myself, mainly because I'm familiar with Ravenloft as a setting. It's very recent - 2023 for the first chapter iirc, and it's supposed to be a series of mods. According to comments on the vault and the author themselves, it's a pretty difficult mod, Swordflight more or less cited as an inspiration.

Anyone played it?
 

Shuruga

Educated
Joined
Jul 4, 2022
Messages
83
Does anyone knows some EXCELLENT modules that came out in the last few years? Seems hard to find highly prasied/voted modules that aren't from 10+ years ago. From an outsider perpsective Neverwinter nights seems dead outside of core fans with a massive backlog of old modules to try

Like Gargaune mentioned, the fact that fewer people are voting on the Vault these days makes it hard to pick out good modules if you sort by votes. I've found some success sorting by new and just reading the posted comments (even if just 4 or 5) to get a feel for what the module is like.

There are a lot of good older modules that still work fine on NWN:EE, too, so I wouldn't hesitate to try out some of the classics if you haven't already. In addition to sorting lists of modules by votes, a few fairly extensive lists are posted on the Vault here and here.
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
Finished the Texts of Thaan. I liked it overall and the presentation and atmosphere of the module is top notch, it really excels in its gothic horror aesthetic and the module author has really done their homework in regards to all things Ravenloft. Helping the atmosphere is the fact that it's one of the more visually appealing mods I've played - I'm guessing that's a mark of its age as a contemporary campaign and CEP 3.1, not to take anything away from the creator's great work in picking and curating the assets presented of course. The storyline is cool and the writing is good as well, even if the main quest follows the formula of "find X" mcguffins - it still got me invested in the plot and said mcguffins are pretty cool. You have to find several books of evil nature for a shady guy, who's supposed to help you return back home. The books in itself are implemented as usable items with interesting mechanics - upon using them, you get evil points and certain segments of the game make it incredibly hard not to use the second book you get, which offered an interesting dilemma both IC and OOC for my paladin character. Similar evil shifts you get from respawning(plus an xp penalty) and from raising your henchman, both of you being shifted to evil.

You have a pretty interesting companion in the face of Wynn - a Caliban bardess and an Ezrite zealot, whom you have a ton of opportunities to influence in regards to her alignment via dialogue. She often has something to say after a major milestone is reached in the main quest and commonly reacts to some of your decisions. There are two other more fleshed out characters for whom things go horribly south in a delightfully terrible Ravenloft-esque fashion, but I'll keep it spoilerfree.

A major flaw of the mod is its difficulty IMO. It is challenging alright, as it is advertised, but I found the mobs too overtuned for a lvl 1-6 adventure and it was seldom strategic in encounter design and more so a RNG fest. I love difficult encounters when they are fair and reasonable, but oftentimes this was not the case. A vast majority of the mobs stealth and ambush or spawn via triggers, removing or at the very best limiting severely your chance of managing their packs via classic low-level strategies of either taking them by surprise, bottlenecking them at a doorway or pulling them one-by-one. The fairly rare times when mobs don't spawn out of the blue, they are too condensed together for you to manage their numbers via the aforementioned ways. Some of the mobs themselves are fucking bullshit - you have petrifying gargoyles, fish that spam chain-lightning, squids that paralyze you and so on, the latter two reminding me that the underwater segments were pretty fucking disgusting - especially the second one where you have to fetch items underwater with limited air supply all the while undead and fish-people pop out of nowhere and sandwich you. There were also a few very beefed up undead(i think?) which destroy your held weapon on a failed Fortitude save for some fucking reason - thank fuck I played a pally and rarely failed a roll. Wynn, your henchman, is pathetically useless and has some serious brain damage, even compared to the usual one suffered by henchmen. She really enjoys taunting for some reason, which sometimes helped I guess, and also has the knack of completely ignoring my instructions for her to use whatever weapon I'd like her to use or to attack with ranged weapons - randomly deciding to go melee when she feels like it.
Things that slightly remedy the often unfair difficulty is the abundance of items and consumables you can get your hands on fairly easily and early. The itemization for gear is pretty interesting, a lot of items giving you feats and even +2 to ability stuff this early in a campaign. There's some boss battles thrown in and they're very cool thematically, but a sneak attacking dual-wielding baddie spraying you with chain lightning was too much.

A 7/10 module for me, all things considered. The minus points are mostly directed towards combat design, it has already been proven that you can make a challenging and strategic low level adventure without resorting to some of the BS present here. Key in making a difficult low lvl module enjoyable is shifting the focus to resource management and clever itemization rather than a pure numbers game and praying you don't get critted. Sadly, it was mostly the latter for Texts of Thaan, at least in my book.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,860
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Finished the Texts of Thaan. I liked it overall and the presentation and atmosphere of the module is top notch, it really excels in its gothic horror aesthetic and the module author has really done their homework in regards to all things Ravenloft. Helping the atmosphere is the fact that it's one of the more visually appealing mods I've played - I'm guessing that's a mark of its age as a contemporary campaign and CEP 3.1, not to take anything away from the creator's great work in picking and curating the assets presented of course. The storyline is cool and the writing is good as well, even if the main quest follows the formula of "find X" mcguffins - it still got me invested in the plot and said mcguffins are pretty cool. You have to find several books of evil nature for a shady guy, who's supposed to help you return back home. The books in itself are implemented as usable items with interesting mechanics - upon using them, you get evil points and certain segments of the game make it incredibly hard not to use the second book you get, which offered an interesting dilemma both IC and OOC for my paladin character. Similar evil shifts you get from respawning(plus an xp penalty) and from raising your henchman, both of you being shifted to evil.

You have a pretty interesting companion in the face of Wynn - a Caliban bardess and an Ezrite zealot, whom you have a ton of opportunities to influence in regards to her alignment via dialogue. She often has something to say after a major milestone is reached in the main quest and commonly reacts to some of your decisions. There are two other more fleshed out characters for whom things go horribly south in a delightfully terrible Ravenloft-esque fashion, but I'll keep it spoilerfree.

A major flaw of the mod is its difficulty IMO. It is challenging alright, as it is advertised, but I found the mobs too overtuned for a lvl 1-6 adventure and it was seldom strategic in encounter design and more so a RNG fest. I love difficult encounters when they are fair and reasonable, but oftentimes this was not the case. A vast majority of the mobs stealth and ambush or spawn via triggers, removing or at the very best limiting severely your chance of managing their packs via classic low-level strategies of either taking them by surprise, bottlenecking them at a doorway or pulling them one-by-one. The fairly rare times when mobs don't spawn out of the blue, they are too condensed together for you to manage their numbers via the aforementioned ways. Some of the mobs themselves are fucking bullshit - you have petrifying gargoyles, fish that spam chain-lightning, squids that paralyze you and so on, the latter two reminding me that the underwater segments were pretty fucking disgusting - especially the second one where you have to fetch items underwater with limited air supply all the while undead and fish-people pop out of nowhere and sandwich you. There were also a few very beefed up undead(i think?) which destroy your held weapon on a failed Fortitude save for some fucking reason - thank fuck I played a pally and rarely failed a roll. Wynn, your henchman, is pathetically useless and has some serious brain damage, even compared to the usual one suffered by henchmen. She really enjoys taunting for some reason, which sometimes helped I guess, and also has the knack of completely ignoring my instructions for her to use whatever weapon I'd like her to use or to attack with ranged weapons - randomly deciding to go melee when she feels like it.
Things that slightly remedy the often unfair difficulty is the abundance of items and consumables you can get your hands on fairly easily and early. The itemization for gear is pretty interesting, a lot of items giving you feats and even +2 to ability stuff this early in a campaign. There's some boss battles thrown in and they're very cool thematically, but a sneak attacking dual-wielding baddie spraying you with chain lightning was too much.

A 7/10 module for me, all things considered. The minus points are mostly directed towards combat design, it has already been proven that you can make a challenging and strategic low level adventure without resorting to some of the BS present here. Key in making a difficult low lvl module enjoyable is shifting the focus to resource management and clever itemization rather than a pure numbers game and praying you don't get critted. Sadly, it was mostly the latter for Texts of Thaan, at least in my book.
Sounds good dude. This for ee or old nwn?
 

Pikoman

Literate
Joined
Dec 30, 2023
Messages
33
Finished the Texts of Thaan. I liked it overall and the presentation and atmosphere of the module is top notch, it really excels in its gothic horror aesthetic and the module author has really done their homework in regards to all things Ravenloft. Helping the atmosphere is the fact that it's one of the more visually appealing mods I've played - I'm guessing that's a mark of its age as a contemporary campaign and CEP 3.1, not to take anything away from the creator's great work in picking and curating the assets presented of course. The storyline is cool and the writing is good as well, even if the main quest follows the formula of "find X" mcguffins - it still got me invested in the plot and said mcguffins are pretty cool. You have to find several books of evil nature for a shady guy, who's supposed to help you return back home. The books in itself are implemented as usable items with interesting mechanics - upon using them, you get evil points and certain segments of the game make it incredibly hard not to use the second book you get, which offered an interesting dilemma both IC and OOC for my paladin character. Similar evil shifts you get from respawning(plus an xp penalty) and from raising your henchman, both of you being shifted to evil.

You have a pretty interesting companion in the face of Wynn - a Caliban bardess and an Ezrite zealot, whom you have a ton of opportunities to influence in regards to her alignment via dialogue. She often has something to say after a major milestone is reached in the main quest and commonly reacts to some of your decisions. There are two other more fleshed out characters for whom things go horribly south in a delightfully terrible Ravenloft-esque fashion, but I'll keep it spoilerfree.

A major flaw of the mod is its difficulty IMO. It is challenging alright, as it is advertised, but I found the mobs too overtuned for a lvl 1-6 adventure and it was seldom strategic in encounter design and more so a RNG fest. I love difficult encounters when they are fair and reasonable, but oftentimes this was not the case. A vast majority of the mobs stealth and ambush or spawn via triggers, removing or at the very best limiting severely your chance of managing their packs via classic low-level strategies of either taking them by surprise, bottlenecking them at a doorway or pulling them one-by-one. The fairly rare times when mobs don't spawn out of the blue, they are too condensed together for you to manage their numbers via the aforementioned ways. Some of the mobs themselves are fucking bullshit - you have petrifying gargoyles, fish that spam chain-lightning, squids that paralyze you and so on, the latter two reminding me that the underwater segments were pretty fucking disgusting - especially the second one where you have to fetch items underwater with limited air supply all the while undead and fish-people pop out of nowhere and sandwich you. There were also a few very beefed up undead(i think?) which destroy your held weapon on a failed Fortitude save for some fucking reason - thank fuck I played a pally and rarely failed a roll. Wynn, your henchman, is pathetically useless and has some serious brain damage, even compared to the usual one suffered by henchmen. She really enjoys taunting for some reason, which sometimes helped I guess, and also has the knack of completely ignoring my instructions for her to use whatever weapon I'd like her to use or to attack with ranged weapons - randomly deciding to go melee when she feels like it.
Things that slightly remedy the often unfair difficulty is the abundance of items and consumables you can get your hands on fairly easily and early. The itemization for gear is pretty interesting, a lot of items giving you feats and even +2 to ability stuff this early in a campaign. There's some boss battles thrown in and they're very cool thematically, but a sneak attacking dual-wielding baddie spraying you with chain lightning was too much.

A 7/10 module for me, all things considered. The minus points are mostly directed towards combat design, it has already been proven that you can make a challenging and strategic low level adventure without resorting to some of the BS present here. Key in making a difficult low lvl module enjoyable is shifting the focus to resource management and clever itemization rather than a pure numbers game and praying you don't get critted. Sadly, it was mostly the latter for Texts of Thaan, at least in my book.
Sounds good dude. This for ee or old nwn?
Should be compatible with the Enhanced Edition only I think, it's a pretty recent mod and I doubt the creator made it in DE Aurora
 

VHS9000

Novice
Joined
Feb 7, 2016
Messages
47
Location
Moscow
Finished the Texts of Thaan. I liked it overall and the presentation and atmosphere of the module is top notch, it really excels in its gothic horror aesthetic and the module author has really done their homework in regards to all things Ravenloft. Helping the atmosphere is the fact that it's one of the more visually appealing mods I've played - I'm guessing that's a mark of its age as a contemporary campaign and CEP 3.1, not to take anything away from the creator's great work in picking and curating the assets presented of course. The storyline is cool and the writing is good as well, even if the main quest follows the formula of "find X" mcguffins - it still got me invested in the plot and said mcguffins are pretty cool. You have to find several books of evil nature for a shady guy, who's supposed to help you return back home. The books in itself are implemented as usable items with interesting mechanics - upon using them, you get evil points and certain segments of the game make it incredibly hard not to use the second book you get, which offered an interesting dilemma both IC and OOC for my paladin character. Similar evil shifts you get from respawning(plus an xp penalty) and from raising your henchman, both of you being shifted to evil.

You have a pretty interesting companion in the face of Wynn - a Caliban bardess and an Ezrite zealot, whom you have a ton of opportunities to influence in regards to her alignment via dialogue. She often has something to say after a major milestone is reached in the main quest and commonly reacts to some of your decisions. There are two other more fleshed out characters for whom things go horribly south in a delightfully terrible Ravenloft-esque fashion, but I'll keep it spoilerfree.

A major flaw of the mod is its difficulty IMO. It is challenging alright, as it is advertised, but I found the mobs too overtuned for a lvl 1-6 adventure and it was seldom strategic in encounter design and more so a RNG fest. I love difficult encounters when they are fair and reasonable, but oftentimes this was not the case. A vast majority of the mobs stealth and ambush or spawn via triggers, removing or at the very best limiting severely your chance of managing their packs via classic low-level strategies of either taking them by surprise, bottlenecking them at a doorway or pulling them one-by-one. The fairly rare times when mobs don't spawn out of the blue, they are too condensed together for you to manage their numbers via the aforementioned ways. Some of the mobs themselves are fucking bullshit - you have petrifying gargoyles, fish that spam chain-lightning, squids that paralyze you and so on, the latter two reminding me that the underwater segments were pretty fucking disgusting - especially the second one where you have to fetch items underwater with limited air supply all the while undead and fish-people pop out of nowhere and sandwich you. There were also a few very beefed up undead(i think?) which destroy your held weapon on a failed Fortitude save for some fucking reason - thank fuck I played a pally and rarely failed a roll. Wynn, your henchman, is pathetically useless and has some serious brain damage, even compared to the usual one suffered by henchmen. She really enjoys taunting for some reason, which sometimes helped I guess, and also has the knack of completely ignoring my instructions for her to use whatever weapon I'd like her to use or to attack with ranged weapons - randomly deciding to go melee when she feels like it.
Things that slightly remedy the often unfair difficulty is the abundance of items and consumables you can get your hands on fairly easily and early. The itemization for gear is pretty interesting, a lot of items giving you feats and even +2 to ability stuff this early in a campaign. There's some boss battles thrown in and they're very cool thematically, but a sneak attacking dual-wielding baddie spraying you with chain lightning was too much.

A 7/10 module for me, all things considered. The minus points are mostly directed towards combat design, it has already been proven that you can make a challenging and strategic low level adventure without resorting to some of the BS present here. Key in making a difficult low lvl module enjoyable is shifting the focus to resource management and clever itemization rather than a pure numbers game and praying you don't get critted. Sadly, it was mostly the latter for Texts of Thaan, at least in my book.
Playing it just now. The atmosphere and writing are solid but the difficulty is absolutely anal especially considering that it doesn't give a damn about my sneak skill and keeps spawning enemies out of nowhere.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,371
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
The most important thing (for Codexers) first: combat is piss easy.
Considering this is NWN, which is a game with dogshit combat, that's actually a good thing. Makes the worst part of the game less obnoxious if it's easy to breeze through.
 

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