About this mod
Another classic aD&D P&P adventure, for character levels around 3-4, first published in White Dwarf #65 back in 1985, written by Graeme Drysdale, now converted for NWN2.
- Permissions and credits
Another classic aD&D P&P adventure, for character levels around 3-4, first published in White Dwarf #65 back in 1985, written by Graeme Drysdale, now converted for NWN2.
Many years ago, a legendary hero named Escatha and his band of warriors defeated a tribe of fierce Sahuagin that gave the archipelago its name. Now something is once again attacking ships sailing through the islands.
The Baron Hochoch - patron of your previous adventures in the area - calls upon your skills once more to investigate the cause - and put an end to it!
Like previous adventures in the series, this is designed for Single or Multi-players, so there are Henchlings available in the starting town if any are needed to add skills to the party.Depending on your level, experience & play style, you may need more or less of them to help you on your way.
Create your own Party:
All the adventures in this series are set up as 'campaigns' (not one single campaign) which means that to start the adventure, choose 'New Campaign' rather than module. This allows you to start the adventure with a single character, then add more of your own characters either at the Purple Sloop or aboard the Swallow. Although why you would prefer this to being enlightened and entertained by Dav's witticisms, Halvdel's wide knowledge or Cirfel's keen elf eyes, is beyond me.
Death - Because of the way this adventure is structured, unlike previous adventures, death is now final - please remember to save often -(remember quick-save is F12 by default).
Your companions don't suffer that fate if they're overcome in combat - depending on how much damage they took, they'll merely be out cold for a few rounds, then get up & wander round a bit, or they'll be gone for good (although Resurrection or Raise Dead should work fine).
Encounters - Think tactically. Some opponents may be too tough for your party - before you start any fights, make sure you can finish them, and maybe take a look at your environment to find the most advantageous positions to fight.
Its not an MMO - Unlike MMO games, you may benefit from learning to scout, and pausing the game at the start of each encounter so you can best organise your characters. Running in & hoping for the best isn't what will keep you alive.
And maybe save often.
XP - you DON'T get much experience for killing things. What you DO get it for is exploring and completing both the main quest and the side quests that you may come across as you explore.
By the end of this chapter of the Crystalmist Campaign, your character/s should be level 6.
IMPORTANT - Custom Content - Like the other adventures in this campaign, Sahuagin Heel uses community created content, in the form of 2 HAK files:
1. The Crystalmist HAK you already have from 'Against the Cult of the Reptile God' - so if you haven't already played that adventure (why not!?) you'll need to head ovewr to that page & download it now - it contains a lot of custom content - creatures, interior tilesets & such that all of the adventures are using).
2. The Lichway Hak - A smaller HAK file with content just used by this adventure, namely:
Tridents
http://nwvault.ign.com/View.php?view=NWN2Models.Detail&id=165
custom loadscreens & such.
Finally, I know NWN2 is getting a little long in the tooth now, although I'm not aware of any other game allowing you to build D&D adventures in such detail (I'm reserving judgement on Neverwinter until I've seen the Foundry, but so far it doesn't look like much of a competitor due to the limitations of the game mechanics).
Therefore, I'm still building for NWN2 & any feedback is gratefully received, so please let me know anything you liked, didn't like, or just anything at all. If its major, or just easily fixed, I'll sort it.
Keep rolling 20's!
Clyordes.
ps - Next stop: Oasis of the White Palm...........