NeverWinter Nights Module

Module Name:

Valley of Shadows

Created by:

Travis Sidelinger nwn@ilive4code.net

With storyline, charactor development, and general help from:
Duke Duque <Dukealoha at hawaii.rr.com>

Download Website: http://nwvault.ign.com/View.php?view=Modules.Detail&id=56353&id=4239

Synopsis:

You were hired to help protect a band of traders and travelers. Eleven days ago you set out from the City of Remir. The first days of the trip were uneventful. On the seventh day the party guide, a ranger they called Whistler, spotted orc tracks on the road. Fearing an ambush ahead, the party decided to take a different route through the old Murenock Forest. The maps showed there should be road over the second mountain range which would leads to the seaport city of Forlorn and a small village just south of the city. You reached the road to find it has not been traveled in many years. With supplies running short the party decided to try for the village anyways. The village should only have been one day's travel to the north. The forest grew darker and darker the further north you went. Then sound of wolves could be heard in the distance. The howling sounds drew closer and closer. Wolves don't normally attack a party of people, but these did, as if pushing you in that direction. The wolves attacked from all directions except the north. One by one the party weakened. Now, only you remain. You must hurry north. The village is only a few hundred yards away.

You end up a small village that has been isolated for the last 53 years. Trapped by the curse of the forest and packs of hungry wolves, you begin to investigate the village's surroundings to find these villagers have a lot more to fear then wolves. With a little luck and lots of cunning, you may be able to unravel the curse to the “Valley of Shadows”.

Features:

  • Ravenloft like module
  • Areas: 115
  • Quests: 18
  • Starting level: 1-3 (The game will not let you enter at higher level, unless you already have the module token)
  • Expected finishing level: 10-12
  • Total play time: 20-30 hrs
  • Recommended Party Size: 3-4 (Henchman included)
  • Bleeding/Death System: HABD
  • Henchman System: HCR Henchmen system 2.0 (HARK)
  • Resting System: CS
  • Thieving skills are actually rewarded with XP
  • Holy water and cure light potions are free
  • A number of potions can be made in town after finding the right ingredients
  • First and second level wizard scrolls can be made without the loss of XP
  • Difficulty Rating: Medium to hard.
  • Missile weapon ammo (arrows, bolts, and bullets) have weight
  • All the known crafting supplies have been added to the game

Notes:

  • If you are looking for lots of gold and godly magical weapons for everyone, then this module is NOT for you.
  • If you are looking for a challenging module that will test your character's skills and wit to the limit, make you work for your treasure, and provide foes that will leave you thinking twice about coming back; then this module is for you.
  • You must work for the magic items you will find as they don't come easy. Thus, your character will be forced to use their skills to the maximum.
  • If an area seems hard, you probably should explore somewhere else instead. The game is not LINEAR, nor do I want it to be.
  • If you like Ravenloft adventures, then this module is for you. Plan on fighting lots of undead.
  • Thieving skills are highly recommended in your party.
  • Magical traps exist in the game. Think like a wizard and you will get past them.
  • The game was designed with magic users in mind. Thus, the module does NOT strongly favor warriors like many other modules do.
  • A strong attention to physical world realism was stressed in design, except were the tile-set would not cooperate.
  • It actually gets dark at night. Torches will be a must.
  • I tried to add stuff for all class types, but magic users are a little favored over the others.
  • You cannot rest while carrying weapons or wearing heavy armor.
  • On death your equipment items will be dropped and you will awaken in the church. A reasonable XP and gold loss will ensure.
  • On henchmen death they will reappear where you met them.
  • A player can have multiple henchman.
  • Most of the areas do not scale to larger parties. Thus, if you go back and get more help (henchmen) the fighting actually gets easier.
  • More then 4 players (including henchman) is not recommended as the fighting gets too easy and XP will be limited.
  • Magical bags of holding are limited few purpose. Several do exist in the module. Alternative suggestions:
    • Role play the actual strength of your character
    • Carry extra strength potions
    • Have a wizard cast Bull's strength on you
    • Leave the extra 7 sets of full plate armor behind
    • Make multiple trips
    • Get a room at the Inn and store your extra stuff there
    • Have your henchmen carry some stuff
  • Additional custom potions can be created upon gathering the right ingredients.
  • Fire and holy elixirs are available in town. These will prove invaluable.
  • Fire based projectiles are available at Rebecca's shop

Character Classes:

  • Wizards and sorcerers - Will find some nice things have been especially tuned for them. Check out the magic shop where you can create scrolls and potions.
  • Rogues - Will have plenty to keep them busy with lots of abandoned places to loot with plenty of traps and locked doors. Plus, you get XP for locks and traps.
  • Clerics - Will have plenty of undead to banish. Also, note the free items in the church. These will be almost a necessity.
  • Warriors - Check out Rabecca's fletcher shop and get her special fire arrows. There are an unlimited number of wolves to kill. So if you need a level or some cash, start hacking. Although, brute force hacking alone will not get you through this module. The use of specially skills and acquired resources will be a must. Don't expect to have magical weapons any time soon. Quin's blacksmith shop has some nice items too.
  • Rangers - Animal companions are available. Rabecca's shop will provide you plenty of arrows.
  • Monks - Your level 10 ki strike won't come soon enough. Suggest you look for some magical weapons, or keep holy elixir on hand for you kama. Otherwise, a monk will do just fine.

Images:

Requirements:

  • NWN version: 1.68
  • Expansion Packs:
    • Hordes of the Underdark
    • Shadows of Undrentide
  • Community Expansion Pack (CEP) 1.53
  • This module: valleyofshadows-3.x.x.mod
  • Hak Packages: valleyofshadows3.hak
  • Music files: vos-music-1.tar.bz2

Testing:

Server testing has only been done on Linux and FreeBSD. Client testing has been done on RHEL4, Debian 3.1, and Windows 2003 Note - Some of the areas in the module are quite large with a lot of objects.

Downloads:

Installation:

  • You will need a program that can handle bz2 files. For Win32 I recommed 7-zip: http://www.7-zip.org/
  • Uncompress the following files and place them in the corresponding NWN install path directories:
    • valleyofshadows-3.x.x.mod.bz2 ⇒ ./nwn/modules
    • valleyofshadows3.hak.bz2 ./nwn/hak
    • vos-music1.tar.bz2 ./nwn/music
  • Now start the game and select to play valleyofshadows-3.x.x.

Bugs and Issues:

  • I've done a lot of testing, but I'm quite sure there are still plenty of bugs remaining. Shoot me an email if you find a bug. Make sure the email is titled something like “NWN Valley of Shadows - BUGS” or it may get deleted as spam.
  • There are several known potential improvements with the main quests. Until these are improved, shoot me an email and I will try to help.
  • Yes, XP loops are bugs, not features.
  • Version 3.x tower tileset crashes on enter. (Linux FC4 with Nvidia GeForce 6800)
  • The Full forest/rural tileset used on Dreylan Pass, Dreylan Keep Hilltop, and Mine Entrance have crashed Win3k with a GeForce 4800 card. Workaround ⇒ don't spent extra time in these area and save often.

Version 3.1.1

  • Perin's conversation about Me'Grin fails to trigger the store password conversation with Me'Grin.
  • House 12 in town ports to the wrong location on exit.

Version 3.2.4

  • Unconfirmed misc henchmen problems.
  • Male vampires have female voices
  • General store pin map missplelled
  • Possible issue with swamp cave pin map
  • Can't reach loot in Lost City Palace storeroom
  • Nightbase quests completed, but can still talk to Friar Nobel.

Version History:

2006Mar17 - 3.3.0

  • Swamp tower chests and traps are harder
  • Flesh golems are now harder to kill
  • Changed magi staff to +2
  • Trolls now respawn
  • Tower iron golem is now harder to kill
  • Bone golems are now harder to kill
  • Nevechar's items are changed to require an evil alignment
  • Added traps in Nevechar's lair
  • The final battle is now more difficult
  • Fixed selling of various items
  • Fixed several portals

Known bugs:

  • Final pre-battle conversation does not always start.

2006Nov15 - 3.2.5

  • Cleaned up Nightbase quest variable tracking
  • Created house for Evani
  • Fixed swamp dragon cave
  • Fixed several map pins
  • Fixed behavior of woodsman
  • Updated for NWN 1.68 and CEP 1.53

2006Sep04 - 3.2.4

  • Fixed Claris still followed after quest completion
  • Fixed Akara's shop, Scroll of Light did not create
  • Fixed Akara's shop, Potion of Aid does not work
  • Fixed Akara's shop, Potion of Swiftness is missing ingredient description
  • Removed second ghost quest amulet from game
  • Increased maximum henchmen to 9
  • Adjusted some werewolf spawns to re-spawn only twice

2006Aug23 - 3.2.3

  • Added three new quests
  • Werewolves are now more integrated into the main plot
  • Added a new werewolf area
  • Added three new NPCs
  • Many improvements to the main plot conversations and scripting
  • Customized the area load screens
  • Werewolves now turn back to villagers when they die
  • Over a 100 other minor tweaks, fixes, and improvements

2006Apr02 - 3.1.2

  • Fixed Perin's conversation about Me'Grin
  • Fixed XP loop for sorcerers using the scroll table at the Mystic Raven. In scripting I am not able to determine whether the memorized spell slot is from a sorcerer or not. Since decrementing the memorized spell does not work on sorcerers this results in an xp loop. Code has been added to prevent sorcerers from being able to create scrolls using the scroll table. This effects multi-class sorcerers too. Thus, a multi class wizard/sorcerer will not be able to use the scroll table. Also, you must have as least one level wizard to use the scroll table.
  • A magical sword found in the game has been changed.

2006Mar13 - 3.1.1

  • Mentioned the city of Forlorn in the starting story.
  • Re-created Whistler's armor as a new object instead of a modified object
  • Re-created the starting area item wizard staff
  • Tweaked Fang forest day time light, tweaked rain and lightning %'s
  • Adjusted the cloak that Akara sells
  • Fixed Akara lore potion xp loop
  • Changed holy elixor price to 100g
  • Added raise dead to Friar Noble's healing services
  • Added 4 new potions for sale from Friar Noble:
    • restoration
    • remove curse
    • lesser protection from evil
    • protection from evil
  • Added some standard robes to Friar Noble's store
  • Adjusted Quin's sell mark up from 140 to 130
  • Added a Kama +1 to the shadow thief hideout
  • Added monk armor +2 to the shadow thief hideout
  • Adjusted the scrolls found in the old church
  • Created a new zombie corpse for Janus, changed zombie trigger
  • Added another prient to the old church lower level
  • Old cemetary and crypt
    • Removed pop-up text from elven sign post
    • Fixed arrows on wall
    • Fixed friendly wrath
    • Turned around a few coffin to not face the wall
    • Removed fog on wall
    • Used less anim fog and more fog fog
  • Tweaked fighter's house → made it harder
  • Changed friendly animal spawn in the farms
  • Replaced short bow of speed in cemetary with composite short bow +1
  • Added ironwood tree to Dreylan pass
  • Windmill wraith now disappears after quest is complete
  • Added new potion component (mushroom) in the marsh lands and Dreylan Pass
  • Changed Akara's strength potion to now use the new mushrooms
  • Changed how the rooms in Drake's inn work. You can now get a permanent room with a chest for storage.
  • Changed several town's poeple to work slower
  • Created new clothes for Rebecca
  • Added crafting items to the following stores: Quin's, Rebeccas', and Akara's

2006Mar09 - v3.1.0

  • games crashed when entering forlorn tower lower level
  • add water drop sounds near water drops in forlorn tunnels
  • forlorn crypt shadows not attacking
  • change forlorn tunnel ivy and vines to static
  • forlorn trolls too hard
  • make forlorn trolls shamman unique
  • temple of the sun appear on wrong side of door
  • stop Perin fron locking house door
  • lockland barn rats friendly
  • look farm door 1
  • move starting jump directly to farms instead of fang forest
  • starting area noble lady's clothes do not display
  • fully test the Lost city of Forlorn (fixed)
  • Added faction shift code to cabin in the wood to ensure the werewolf does not attack too soon (added)
  • Add cart rails in front of old mine shaft (added)
  • Add crafting items for sale in general store
  • Look into changing the music in the general store (no change)
  • Look into changing the music in Dreylan keep and catacombs
  • Changed starting area sign to start a conversation instead of pop up text (changed)
  • path trans to lost city of forlorn is broke (fixed)
  • farms house 1 door trans broke (fixed)
  • old mill door trans broke (fixed)
  • Perin conv MeGrin needs fixed (fixed)
  • add new barn area (added)
  • add small swamp stone dwelling area (added)
  • changed starting area music (changed)
  • Akara - add ingredients to Scrolls & Potions (fixed)
  • Akara - Potion of Aid (Pending - Cherry seeds)
  • Akara - Scroll of Swiftness (Pending - Cherry seeds)
  • Bronze Dragon - typo (fixed)
  • Deadcryptknight - typos (fixed)
  • Dichan - typos & grammar (fixed)
  • drake_inn_01 (Gypsy Warrior) - typo (fixed)
  • drake_inn_02 (Halfling) - typo & grammar (fixed)
  • drake_inn_03 (Violet) - typos & grammar (fixed)
  • drake_inn_04 (Human Mercenary) - typo & grammar (fixed)
  • drake_inn_05 (Old Man) - typo & grammar (fixed)
  • drake_inn_06 (Bar Maiden) - typo & grammar (fixed)
  • farmer_npc_2 (Noblewoman Farmhouse3) - grammar (fixed)
  • farmer2 (old Woman) - typos & grammar (fixed)
  • frem - grammar (fixed)
  • friarnoble - typos & grammar (fixed)
  • friarnoble - 200 hundred years ago [really mean 20,000 years ago?] (fixed)
  • Changed water drop sounds in Forlorn tunnels
  • Fixed Forlorn tunnel ivy
  • Changed undead encounter in Forlorn tunnels
  • Changed Temple of the Sun door
  • Removed King Rether Tomb area, moved tomb into lost tomb are and renamed area back to Rethen's Tomb.
  • Added new powerful items: King Rethen's (scepter, belt, amulet, ring)
  • Added more power to the holy relic
  • The tomb guard will now not attack on thieving after completing conversation
  • Toned down the trolls in Forlorn
  • Locked farm house 1
  • Made barn rats hostle
  • Moved starting area jump to the farms
  • Fixed noble girl's clothes in starting area
  • Fixed swamp tower entrance
  • starting area noble girl still no clothes (done)
  • test starting area sign, it should start a conversation (done)
  • fix starting area jump to the farms then jumps you back into the forest (done)
  • fix barn rats attacked each other (done)
  • fix Perin's conv about MeGrin. For some reason it ends early. (done)
  • Change light in MeGrin's house. Too dark. (done)
  • Change the doors on the shops. I like the door on the inn. Resuse that for all shops except Mystic Raven (done)
  • Game crashed upon entering swamp tower. Try creating a seperate model and testing the tower tilset. Look for updates to the tower tileset. (not an issue with the module)
  • Gorgonauth conv: fix hide sale conv ordering (done)
  • Start the game earlier in the day, maybe 9am
  • Close thief store quest on conv with MeGrin (done)
  • Inn halfing conv: change wearing your town guard ⇒ s/your/a/ (done)
  • change thieving store quest to “Black Market Quest” (done)
  • Old man in Inn conv: Continue goes nowhere (done)
  • Add lowing alignment and reputation to thieving items in the town (done)
  • Drake conv: “into into” (done)
  • Change area name: “Last Hope” into “Inn of Last Hope” (done)
  • Check in music and make sure it works (good)
  • King Rethan's Holy Relic - Shepherd & Friar's convos (ya, that needs updated and quest counter flags need looked at again.)
  • friarnoble - typo & grammar review (done)
  • gabe - typo & grammar review (done)
  • generalstore - typo & grammar review (done)
  • gorgen - typo & grammar review (done)
  • gorgonauth - typo & grammar review (done)
  • hammer_quest - typo & grammar review (done)
  • hark_hench_dlg - typo & grammar review (done)
  • kirby - typo & grammar review (done)
  • lordreylan - typo & grammar review (done)
  • lorena - typo & grammar review (done)
  • megrine - typo & grammar review (done)
  • merin - typo & grammar review (done)
  • minewall - typo & grammar review (done)
  • mysticraven - typo & grammar review (done)
  • nevuchar_final - typo & grammar review (done)
  • oldmine - typo & grammar review (done)
  • perin - typo & grammar review (done)
  • portalmirror - typo & grammar review (done)
  • qstbarnwolves - typo & grammar review (done)
  • qstholyrelic2 - typo & grammar review (done)
  • qstironbark - typo & grammar review (done)
  • quinsblacksmith - typo & grammar review (done)
  • rebeccasbowarrow - typo & grammar review (done)
  • rolanden - typo & grammar review (done)
  • shadowmaster - typo & grammar review (done)
  • shadowthief - typo & grammar review (done)
  • sherherd1 - typo & grammar review (done)
  • sign_crossroads - typo & grammar review (done)
  • sign_elventomb1 - typo & grammar review (done)
  • sign_farms_fangf - typo & grammar review (done)
  • signdocks1 - typo & grammar review (done)
  • signdreylanpass1 - typo & grammar review (done)
  • signfangforest1 - typo & grammar review (done)
  • signfarms1 - typo & grammar review (done)
  • signfarms2 - typo & grammar review (done)
  • sing_farms_south - typo & grammar review (done)
  • sing_murenock1 - typo & grammar review (done)
  • startingstory - typo & grammar review (done)
  • store003 - typo & grammar review (done)
  • store004 - typo & grammar review (done)
  • store005 - typo & grammar review (done)
  • swamphag - typo & grammar review (done)
  • tamia - typo & grammar review (done)
  • towergolem - typo & grammar review (done)
  • town_kid1 - typo & grammar review (done)
  • town_kid2 - typo & grammar review (done)
  • town_kid3 - typo & grammar review (done)
  • town_npc1 - typo & grammar review (done)
  • town_npc2 - typo & grammar review (done)
  • town_npc3 - typo & grammar review (done)
  • town_npc4 - typo & grammar review (done)
  • town_npc5 - typo & grammar review (done)
  • town_npc6 - typo & grammar review (done)
  • townofwolfdale - typo & grammar review (done)
  • trashbarrel - typo & grammar review (done)
  • trent - typo & grammar review (done)
  • trent2 - typo & grammar review (done)
  • valena - typo & grammar review (done)
  • windmillwrath - typo & grammar review (done)
  • Corrupt module :( , reverted back to 3.0.6
  • Hakpak update: removed both hakpaks 1 & 2, added valleyofshadows3.hak
  • Re-build Dreylan Keep Hilltop area (Rural Pasilli no longer needed)
  • Re-build Dreylan pass with “Full - RuralForest”
  • Added two new portrails
  • Fixed Forlorn town level 2 doors
  • No sleep in Forlorn tower cellar
  • No sleep in Forlorn crypt tunnels
  • Added 2 more traps in Forlorn tower
  • Fixed windmill door
  • Fixed Dickan quest final journal entry
  • Fixed lost city tunnels, tower side, appear on wrong side of door
  • Changes farm wolf spawns to player only
  • Fixed Dreylan keep main enterance
  • Fixed backwards barrel in forlorn tower level 3
  • Made a number of door unbreakable for now (until more quest logic can be added)

2006Jan22 - v3.0.1

  • Created a new hakpack (both new and old haks now required)
    1. lok_Dungeons.hak (parts)
    2. Full_ForestRural.hak
    3. codi-ddswamp.hak
    4. Ruined Castle Interior.hak
    5. TowerInterior.hak
    6. ctp_genericdoors.hak
    7. Lilawolf.hak
    8. WereReskin.hak
    9. SwampTemple.hak
    10. New music from nwvault.ign.com
    11. New portraits from nwvault.ign.com
    12. Several items weight tweaks
  • Created new area - Lost City of Forlorn (6 area total)
  • Recreated WolfenDale farms. Now map size down from 32 to 21.
  • Added thieving store with small mini quest to find it
  • Perin's house too dark - fixed
  • Added new area - Old Mine Entrance
  • Bishop now heals henchman
  • Therena conversation fix
  • Changed some door appearances
  • Removed lit torches from the Old Cemetery Crypt
  • Ryan Carndon conversation - fixed spelling error
  • Bigrin conversation - fixed spelling
  • Elven Tomb - fixed spelling
  • Many other minor fixes and tweaks

2005Nov30 - v2.7

  • Added more items in starting area
  • Adjusted some NPC names
  • Added more backdrop items near and in town
  • Fixed church quest xp loop
  • Fixed final quest conversation with Shephard (un-tested)
  • Adjusted the wolf respawns to be more random
  • Fixed double tree in town

2005Nov06 - v2.6

  • The Dichan Oders quest now raises alignment
  • Removed a floating tree
  • Fixed a bug where you could still buy special items with zero gold
  • Replaced all high treasure with medium treasure
  • Add cep1patch152
  • The mage staff in the starting area is now identified
  • Fixed henchman death issue
  • Fixed spelling and grammer type-o's

2005Sept19 - v2.5

  • Fixed inn room doors would not open
  • Lowed Drake's store buying price
  • Changed Valena's appearance
  • Misc conversation changes
  • Fixed a tree on rock
  • Increased Fang forest herb limit
  • Gave Gogon some better items

2005Sept15 - 2.4

  • Fixed numerous conversation spelling errors, several converation flow errors, and one storyline error.

2005Sept14 - 2.3

  • Re-built the thieving quest. It is now much improved.
  • The theiving debug message has been fixed.
  • The henchman now cost less. Some will join your party for free.
  • Many conversations have been improved.
  • Two XP loops have been fixed.
  • A starting area sign has been added.
  • The vampires have been improved.
  • The final battle has been completely re-designed.
  • Many many minor tweeks.

2005Aug21 - 2.2

  • Added map pins.
  • Dichan Ogders now approached the player for help.
  • The Nightbane quest has been internally re-structured.
  • Fixed Trent's issue where he would conflict alignments with an existing henchman and his conversation would not unfold correctly

2005Aug19 - 2.1

  • Fixed a but with the Undead Knight quest. Other minor tweaks were added

2005Aug15 - 2.0

  • Added the HARK henchman system.
  • Many bugs fixes
  • Many changes

2005Apr03 - 1.0

  • Initial document release

Development

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