Shadewood Info | 10.01.07

This is the online version of the shadewood.txt file.

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: Shadewood . 09.04.08 Public Release by PJH :

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I hope your fingers have itched in the past few months while Shadewood was in development and no doubt, your character from Almraiven has been waiting to continue his or her adventure.

This module was created for a single player level Wizard or Sorcerer of any sex that has completed the first module in this series, Almraiven.

If you have not played Almraiven, you will not be able to play Shadewood. Shadewood is a continuation of Almraiven and not a stand-alone module, thus you must have completed Almraiven to continue.

If you have completed Almraiven but reinstalled Neverwinter Nights and did not backup your Neverwinter Nights\Database directory, you will not be able to play Shadewood. You'll need to replay Almraiven so the information from that module can be saved to the database file.

The adventure takes place within the nation of Calimshan on the south-eastern shore in a wood called the Forest of Mir.

Shadewood is a full wildreness adventure and is the second and final installment of two modules.

Contact information :

E-mail : p2k__@hotmail.com
Forum : Fester Pot
Web : http://aurensociety.blogspot.com

Thanks to the following for offering to beta test Shadewood:

John, Courtney, Rich, Lennox, Tyler and Gangster No.1.

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--[0]-- T O C <---- :
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[00] Table of Contents
[01] Software Requirements
[02] Hardware Requirements
[03] About the Module
[04] Introduction
[05] Currency
[06] Reagents
[07] Experience
[08] Build Suggestions
[09] Exploring the Wood
[10] Conversations
[11] Companions
[12] The Database
[13] Build Notes

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--[1]-- SOFTWARE REQUIREMENTS <---- :
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Shadwood requires the following :

+ Neverwinter Nights 1.68 or higher

+ Shadows of Undrentide

+ Hordes of the Underdark

+ Almraiven Hakpak [REQUIRED] (from the first module)
- almraivenhak.rar
- Install jts.hak to your NWN\hak directory.

+ Almraiven Music [RECOMMENDED] (from the first module)
- almraivenmus.rar
- Install all .bmu files to your NWN\music directory.

+ Shadewood Hakpak [REQUIRED]
- shadewhak.rar
- Install jtsfom.hak to your NWN\hak directory.

+ Shadewood TLK [REQUIRED]
- shadewtlk.rar
- Install dla_treant.tlk to your NWN\tlk directory.

+ Shadewood Music [RECOMMENDED]
- shadewmus.rar
- Install all .bmu files to your NWN\music directory.

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--[2]-- HARDWARE REQUIREMENTS <---- :
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Do not attempt to play this module with an integrated graphic card. This means that the graphic card you have is built into your motherboard. Shadewood uses many placeables and an integrated graphic card may not be able to keep up with the high demand.

1 GIG of memory is suggested.

128MB Graphic Card no older than the 2001 GeForce 4600 TI cards.

200 megs of hard drive space.

Shadewood was built with the requirements noted above. If your system is better than that, you'll be fine.

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--[3]-- ABOUT THE MODULE <---- :
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+ Single player.

+ Wizard or Sorcerer.

+ No death respawn.

+ No familiars.

+ Light to Medium combat.

+ Estimated 10+ hours of gameplay.

+ 60+ side quests.

+ Resting available in designated locations found in and around the wood.

+ Three henchmen available via quests completed in Almraiven.

+ Intended for characters that have completed Almraiven.

+ There are a number of cutscenes during the game that you cannot break out of.

+ Play this module alone in the dark with the lights down low for best gaming results.

+ Breaking out of a conversation may create problems. Just go with the options and always complete a conversation properly.

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--[4]-- I N T R O D U C T I O N <---- :
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"The creak of branches catch your ear as you come to the boundary of Shadewood. Known to many as the Forest of Mir, this wood has grown out of control over the past few months.

The trail left behind in Almraiven has brought you here; a foul wood that has been attacking those along the Western Passage, or so the locals of Almraiven have said. Branches reaching a little too far, roots curling upward to entangle the passer-by and spirits have been on the tongues of many.

It is here your investigation continues and it is here the journey will come to an end. What started as a simple investigation will end with the Auren Society of Weavers closing the pages of old and opening up a new chapter in the arts of the arcane.

Bring your skills Weaver, for you will need them all."


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--[5]-- C U R R E N C Y <---- :
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The currency in Shadewood are small colored gems of various sizes known as Dinars. Their size, color and shape reflect a specific value. Due to the nature of the wood and what has become of it, Dinars will be of little use to you. Bring them along just incase, for you never know.


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--[6]-- R E A G E N T S <---- :
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Reagents are very important in Shadewood as they are required to mix and brew potions that will assist you during the adventure. Some spells will also require reagents so the weave can be complete and the energy of that weave released. Failure to have a reagent for a particular spell will mean the spell simply will not be cast.


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--[7]-- E X P E R I E N C E <---- :
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You will receive experience during your adventure. Particular points of interest that will earn you experience :

Combat
Avoiding Combat
Using a Skill
Brewing a Potion
Learning Something New
Receiving a Side Quest
Advancing the Investigation
Completing a Task
Solving a Puzzle
Surviving a Dangerous Task
Saving Someone
Reading a Book/Studying
Creating a Weave
Gaining Knowledge

Do take the time to explore the wilderness. By doing so, you will find side quests that can help you gain more experience.


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--[8]-- B U I L D S U G G E S T I O N S <---- :
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Shadewood can offer many experience advancements and quickly too depending on how many side quests one decides to explore.

I highly suggest to go the route of a Pale Master if and when you reach enough experience for fourth level. This particular prestige class can offer a closer representation of what the Auren Society becomes in the Land of the Dead.

This is purely a role-playing suggestion but can also advance the story if the Auren Society of Weavers happen to be explored in Neverwinter Nights 2.

Being a Pale Master will also offer options that lean more toward the dead and since the Auren pull their power from the Land of the Dead, it's a perfect fit. Shadewood is also a lot darker than what one would have experienced in Almraiven, thus a Pale Master makes a good choice.

Of course, you may continue to go up in levels as a pure Wizard or Sorcerer if you so desire.


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--[9]-- E X P L O R I N G T H E W O O D <---- :
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Shadewood is all about exploring. A wilderness is nothing like what you would have experienced in Almraiven and due to this, you won't come across helpful people to guide you or point you in the right direction.

Resting is limited and this is made very clear once you leave the protection of particular locations that are otherwise safe havens.

Exploring will not only help you come across side quests but will also assist you in finding reagents required for spell casting as well as potion brewing.

Since this module is a focus on a wilderness adventure, finding a laboratory will be difficult. Of course, once one finds such a laboratory, the pieces will begin to fall into place.

I must stress, if you want to concentrate on the main plot, what you'll need to do can all be found within the Forest of Mir. Leaving the wood while you're exploring will take you elsewhere and events in which you find yourself in will not follow the main plot nor will those you happen to come across care, although some may.

Although the main plot is linear in nature, you will be free to explore the entire region as you wish, as fast or as slow as you wish. Some side quests will require that you complete another side quest before you're able to continue. This is also the case with the main plot.

I've taken many of the comments from Almraiven and made Shadewood much more open ended. Due to this, the module might become vast for some, as well as confusing. If you find yourself lost, return to the wood and start chipping away at the journals you've received for that particular area. This will allow you to focus on the main plot and also give you some general direction. The journal is your friend and is used as often as it can, even for some basic quests.

Explore everything. I can't stress that enough and take your time doing it too.


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--[10]-- C O N V E R S A T I O N S <---- :
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Kind of conversations :
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Descriptive -

These will pop-up to give you more detail of the area you have entered or a description for something that is only a few feet away. If you have brought along a companion from Almraiven, they may inject a comment or two along the way. Always complete these conversations properly.

Companion -

As you venture forward in your investigation, find quests and new places to explore, your companion will converse with you. Always complete these conversations properly.

Non-Player Characters -

These are your typical conversations that will allow you to dig for information and learn a little bit more about your surroundings.

Conversation options :
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These will vary depending on the situation and those you are speaking with.

Skills -

Skill checks are offered and made against your character based on the choices you make or questions you ask. Skill use are Bluff, Intimidate, Lore and Persuade. Even if you have 0 in the three cross-class skills, there's still a chance to gain information by other methods.

Offering Dinars -

When a skill check fails or there is no other option remaining, offering a certain amount of dinars can change the course of the conversation. The higher amount you offer, the better.

Weaving Spells -

Spells in conversations continue in Shadewood and have been expanded in an attempt to offer more conversation variety as well as make use of spells that don't make the popularity list. The following spells are used a lot in conversations:

Harmful: Acid Splash, Electric Jolt, Ray of Frost
PASS : NPCs will fear the power you're able to wield
FAIL : Dinars or skill check or attack or nothing

Horror : Fear, Scare
PASS : NPCs will see things and quickly spill the beans
FAIL : Dinars or skill check or attack or nothing

Rigid : Ghoul Touch, Hold Person
PASS : NPCs will only be able to move their eyes and lips
FAIL : Dinars or skill check or attack or nothing

Friend : Charm Person, Tasha's Hideous Laughter
PASS : NPCs treat you like a close and trusted friend
FAIL : Dinars or skill check or attack or nothing


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--[11]-- C O M P A N I O N S <---- :
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Shadewood can be a lonely place, so having a companion from Almraiven will certainly spruce things up.

Annex [Druid Female (Grower)]

"The very eyes of this Human Female pierce right through you as she catches you watching her. There is a feeling of calm that suddenly washes over you. Her blue hair sparkles in the sunlight while her black and cyan robe changes color as she moves."

Annex is a result from completing the Darwien's Disappearance quest in Almraiven. You saved Darwien but also had to kill Falis for not saving his sister Wundra.

Annex is a good companion to have in Shadewood because it takes place in the wilderness. She's also a Druid that comes with an animal companion named Patterfoot and is the most difficult of the three companions to attain.





Falis Goodmane [Fighter Male, (Dancer)]

"Fine cloth and stitch drapes down and over the muscular features of this Human Male. Curls and knots make much of his light colored hair but it is his crisp blue eyes that capture your gaze. A black and blue tattoo circles his left arm."

Falis is a result from completing Wundra's Wonder quest in Almraiven. You helped find his sister and saved her from the Werefolk who had her locked up in the sewers.

Falis specializes in the quarterstaff and is very quick on his feet but does not have any experience in adventure travel. He also has a problem with bugs and his long golden locks always come first before anything else.





Shayla Shay [Sorcerer Female, (Guardian)]

"Brown hair with red highlights dangles over the left shoulder of this female that catches your gaze with her cyan colored eyes. Her robe is not from Almraiven and bears colors from a distant land. Her staff pulsates a cool green glow, shifting in size and design as if alive."

Shayla is a result from completing the Something in the Works quest in Almraiven. You helped find her sister and save her from the slave traders who had her locked up and ready to be shipped out.

Shayla also experienced fighting Blackend Souls and knows first hand what the Darkness did in the depths below Almraiven. Her knowledge of this will continue in Shadewood as the two of you move to unlock the mystery.

Shayla comes with an intelligent staff named Nala that she is bound to by magical means.


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--[12]-- T H E D A T A B A S E <---- :
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Shadewood will use a campaign database in your NWN\Database directory that was created during your adventure in Almraiven.

These files should not be tampered with or deleted and if they have, you will be unable to play Shadewood.

When you've completed the module, your character will be exported and particular events you encountered during the adventure will be stored. If it's possible to pass this information to Neverwinter Nights 2, other modules surrounding the Auren Society of Weavers may surface in the future.


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--[13]-- B U I L D N O T E S <---- :
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++ SPOILERS REMOVED ++

! = Fixed.
+ = Added.
x = Removed.
* = Completed.
# = Latest NWN Patch.
@ = Unavailable.
? = Bad bug / no fix yet.

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