Search String

Tyrants of the Moonsea Walkthrough Guide


Tyrants of the Moonsea Walkthrough



Tyrants of the Moonsea is a NWN module for BioWare's cRPG Definition of 2002, Neverwinter Nights 1.

The Moonsea, lad? Imagine this, if ye will: A land as hard and unforgiving as a steel blade, ruled by tyrants who covet power as greedily as a dying man clings to his last breath.

So high a price / So willingly paid / Hot blood is spilled / And a ruler is made. - Mintiper Moonsilver, "A Tyrant's Trade".


Tyrants of the Moonsea is the third and final AL-series adventure module by Alazander. Note that it is best to play through Siege of Shadowdale and Crimson Tides of Tethyr before playing TotM. This is because imported characters will have the levels and gear required to get through the initial stages of the adventure.

I have imported my Fighter (1) Rogue (14) from CToT.


Tyrants of the Moonsea Voonlar: Main Quest: The Dead of Winter



TotM is probably the most polished of the AL entries, even though the scrapping of the Premium Module programme by Atari adversely affected the quality of the adventure and caused it to be cut down from its initially projected size.

Voonlar: So let's begin at the beginning... it's a good place to start. We have just arrived in Voonlar...


Follow the dwarf, Madoc the Uncouth, into the Swords' Meet Inn and strike up a convo with him. The Bron, drinking at a nearby table with the Zhentarim, recognizes Madoc, accuses him of skimming off Black Network profits, and apprehends him. He also demands a duel with you outside [Insight: 250 XP].


Head back outside to duel The Bron. No, no. Stop saying LeBron, damn you! It's THE BRON. Anyway, upon knocking him down Gormstadd of the Zhentarim will have Madoc executed and prepare to execute you as well, but the town will suddenly come under attack by fiends led by a balor, and the cowardly Bron will run off back to his tower and board it up. Take out the fiends, map-wide. You can rest in the barn but first you'll have to clear out the bebilith inside, which is dining on the town's cows.

Fear! Fire! Foes!


The inn and other buildings will be locked up, and you won't be able to leave town by way of the gates due to the lockdown. Therefore, enter the Temple of Bane in search of those responsible for the attack.

The arrogant Gormstadd will accompany you, confront the Mysterious Mage of the Order of the Crippled Fang who is orchestrating the razing of the town, and be killed off by him in a rather gory manner: he has his flesh burned from his body and collapses to the ground as nothing more than a skeleton. Reminded me of the DragonLance novels. The Mysterious Mage will then teleport out of the temple leaving you to take on the 2ic, Zacharus. Slay this guy, loot his corpse for the Striker quarterstaff (it's nothing special; 20 Lore is not enough to ID it!) and then leave the temple.


With the assault on the town put down, the buildings should be unlocked for exploration and questing.

Main Quest: Order of the Crippled Fang


You've had your first encounter with members of the mysterious group calling itself the Order of the Crippled Fang.

The mystery mage with the eye-patch. It is revealed later that his name is Maganus.


Back outside you will be approached by Sharalyn Lockleaf, a half-elf who will unveil herself as a Harper, give you the key to the second floor of the inn, and request that you meet her there before hurrying off.


You can now recruit three companions for a party of four. These first two are found in the common room of the inn:

Astar Graysteel Tyrants of the Moonsea


Human Neutral Good Fighter (15). You have been joined by a gray-haired, blue-eyed warrior named Astar Graysteel. Despite being well into his middle years, Astar remains in peak physical condition. He moves with a deadly grace that indicates a swordsman of expert skill and despite his insistence that he is but a simple mercenary, you suspect there is much more to his tale than that. Perhaps in time you will learn more.


Eremuth Silverwand Tyrants of the Moonsea


Half-elf Chaotic Evil Wizard (15). A half-elven wizard from Waterdeep named Eremuth Silverwind has agreed to accompany you on your quest. The mage is highly intelligent and obviously possessed of no small power, but behind his delicate good looks and rapier wit you sense a darker soul. Eremuth's contempt for those he perceives to be beneath him is obvious and his main motivation for joining you seems to be the pursuit of power rather than any desire to help make the Moonsea safe from the Order of the Crippled Fang.


The third companion is found in the Boring Pig Tavern, just across the street:

Lyressa Tyrants of the Moonsea


Undead Chaotic Neutral Rogue (15). An undead rogue calling herself Lyressa has decided to accompany you on your journey. Unlike most undead, Lyressa appears to be in complete control of herself and harbors no ill will towards the living. She claims to remember nothing of her former life and her memories stretch back only a few years from when she awakened in a necromancer's laboratory in Suzail. Whoever she was in life, Lyressa is a thief of almost unsurpassed skill. Despite her state, she maintains a good sense of humor and a sane outlook on 'life.'


All three companions come with their own custom gear, which is welcome. And unlike CToT, you have control of their inventory. CToT imports should have access to several perma-Haste items, so I'd be quick to give each companion one of those. Eremuth should be gifted the Ring of the Lich for the bonus spell slots it confers. I gave Lyressa the Robe of the Darkmoon and Boots of the Sun Soul +3.

Head upstairs to the suites. Sharalyn's suite is directly opposite the stairs; pretty hard to miss. Agree to hunt down the Order of the Crippled Fang who are threatening the region of Moonsea.

Completed Main Quest: The Dead of Winter (2,500 XP).



Main Quest: The Road East.

Sharalyn Lockleaf has suggested that you start the search for the Order of the Crippled Fang in Hillsfar. - DM Alazander.

But first, it's probably best to complete the two optional quests offered in Voonlar.

Optional Quest: Locktower Rescue.

This quest can be acquired from Lashan Waters, who is lingering just down the hall from Sharalyn's suite. You can use two approaches in dialogue, depending on your social skills.


You've agreed to rescue the father of a young man named Lashan Waters from the Locktower; a foreboding keep and the base from which the Bron terrorizes Voonlar.

Deputy Grimswold's suite is right here. The deputy is passed out on the floor due to drunkenness. Gotta have empathy, we've all been in this situation, and not just once but numerous times. And we always say we're never drinking ever again. What a joke that is! Anyway, loot his chest for his deputy armor and helm; you can wear it as a disguise.

Ok, time to save Lashan's father! Head over to the Locktower and knock on the door. Deputy Noric will answer but he won't open it unless you bribe him with 10,000 GP, pass a difficult social skill check, or impersonate Deputy Grimswold with the disguise (armor and helm). Either way, you get 500 XP for getting in.

If you got in by means of the bribe, you can tell Noric that you were lying about the gold (Chaotic +4). Enraged by your deceit, he will attack you and you will be forced to slay him and the other four deputies in the Locktower as you go in search for the one who has the prison key (Deputy Dazel). If you do cough up, Noric takes off and you have to storm the hostile tower in search of the key, anyway (Lawful +2).

If you got in by means of the disguise (party temporarily disbands), head upstairs and talk to Deputy Dazel. You will be time-lapsed down to the Locktower dungeon in order to beat up on the father of Lashan Waters, Bennart Waters. You know, sort of like Sipowicz in NYPD Blue (you can actually beat Bennart to death, or beat him and convince the Deputy to allow you to take Bennart to a temple for healing). But I beat up on Darzel, instead, and then carried Bennart out of the clueless tower.

Where is The Bron, btw - didn't he flee here? The Bron is on the top floor but his chambers are boarded up and you cannot gain entry to them.


Note how you can cast Stinking Cloud from Bennart's body :P


Level 5, too. Damn, that's some serious pong. Anyway, the smelly Bennart will be removed from your inventory once you have exited the tower. Be sure to talk with him. Before going home to have a bath he will request that you inform his son of his escape.

Back at the inn, Lashan and Grimswold will be gone... where the hell is Lashan? Well, after looking everywhere for ages I found him in the center of town, getting taught a lesson by Grimswold. Confront the deputy and he will become intimidated and run off back to the Locktower. Talk to Lashan and then follow him back to the Waters' home.


Here you will be rewarded by Bennart, who is still dressed in rags. Note the lack of wife. That's what happens when you don't wear Rexona. Anyway, I got Good +4 and a Lesser Ioun Stone: Pink & Green out of him.


Optional Quest Completed: Locktower Rescue (2,000 XP).

Ok, next optional quest:

Optional Quest: Evil Beneath Voonlar.

This quest is acquired from Lady Shrae in the Temple of Chauntea. She will give you the key to East Gate, which is required to continue the main quest, but more on that later. First:

There is more to Voonlar than meets the eye. Lady Shrae has told you of an extensive series of tunnels and catacombs beneath the town that have for decades been used as the final resting place for priests of Bane. She believes that in recent weeks the priests of the Dark Lord have been animating these corpses for use against the Order of the Crippled Fang.

With the undead now free of the priests' control, it won't be long before they discover an exit to the surface and start wreaking havoc. You've decided to investigate the catacombs and if they really are infested with undead, put a stop to the problem. The entrance is believed to be inside an abandoned house in the west of Voonlar.


Ok, head to the abandoned house in the west of town, and enter. The desk is holding a Brooch of Shielding but most importantly the Symbol of Bane - Upper Right Quadrant and Gormstadd's journal.

Also, you will spot a secret trap door in the living room. Descend the ladder into...

The Old Catacombs.


Be prepared for a dungeon crawl in which you will face off against myriad custom undead such as Baneguard, Banedead, Direguard and Zhentarim Spirits. But most importantly are the Minions of X based on the three undead types:

  • Skeletal: The Minion of Hatred is lurking in a large chamber in the northwest. It is holding the Symbol of Bane - Lower Left Quadrant.
  • Spectral: The Minion of Darkness is lurking in a small chamber to the southwest. It is holding the Symbol of Bane - Lower Right Quadrant.
  • Cadaverous: The Minion of Tyranny is lurking in a small chamber to the southeast. It is holding the Symbol of Bane - Upper Left Quadrant.

So yeah, lots of undead. Holy warriors like Paladins and Clerics are gonna clean up down here.


As you explore the dungeon you will locate the remains of Priests of Dark Lord Bane. The corpse of Charon is holding a Belt of Fire Giant Strength (+5 Strength) and the corpse of Merkul is holding Boots of Striding +4. Charon is not far from your starting position.

The various sarcophagi are holding several decent items such as Ring of Elemental Resistance, Bracers of Dexterity +4, Armor of Command, Ring of Protection +4. Plus, some gold and gems.

The only thing an import will really want is the Strength belt (since CToT only itemized up to Hill Giant Strength).

Now, in order to gain access to Shrazgul's lair, you will need to place the four quadrants of the symbol onto the rune pillar in the extreme north. The door to the lair opens...


Of course, Shrazgul is a Banelich! You know what to do! (Run away, screaming your head off in terror.)


Loot its corpse for Bracers of Armor +4, The Black Lord's Caress (light flail +4, Massive Criticals 4, Negative Energy dmg +3), Talisman of Pure Evil (amulet, Cha +3, Wis +3, SR 12, Evil only).

Back in the abandoned house... there is the sudden manifestation of the Black Lord Bane.


Return to Lady Shrae in the Temple of Chauntea and tell her what went down. She will be grateful but will not reward you materially.


Optional Quest Completed: Evil Beneath Voonlar (2,500 XP).

Now, you should have the key to Voonlar's East Gate in your possession, given to you by Lady Shrae of Chauntea. When you're ready, take your leave of the town and head into the snowy wilderness, with the city of Hillsfar as your destination.

Ok, the adventure takes a bit of a nose-dive at this point: it becomes very linear. We are simply making our way east through the wilderness, from Voonlar to Hillsfar, by way of the Shind Road, solving a few problems along the way. Things pick up a bit once you reach Hillsfar, but the sheer amount of cutcenes began to bore me, and I found the Arena segment to be tedious.

Now, you should have the key to Voonlar's East Gate in your possession, given to you by Lady Shrae of Chauntea. When you're ready, take your leave of the town and head into the snowy wilderness.

The Shind Road Tyrants of the Moonsea


Astar will spot a force of Zhentarim on the road, triggering the first intra-party banter.


Speak with Captain Malakar: it seems a shadow dragon has decimated his force, and he has no desire to hunt it down. Morale-broken, his party of survivors will run off back to Voonlar with their tails between their legs.


Follow the raven (it's Sharalyn's and is carrying a message to Hillsfar) east along the corpse-littered road, taking out packs of assorted fiends along the way. Note that even more fiends lurk atop the north and south ridges.


Optional Quest: Fiends on the Road. This quest can be acquired from Kazz'Temmet, a balor who stands on the south ridge.

You have met a balor lord by the name of Kazz'Temmet on the road east to Hillsfar. The demons and slaadi summoned by the Order of the Crippled Fang are engaged in a conflict and you have agreed to hunt down and slay the slaad lord, who is named Grazkahn, in return for great reward. The white slaad is apparently somewhere close to Hillsfar.


It's advisable to slay these three fiends here and now, since Kazz'Temmet is going to betray you, anyway. Loot his corpse for the Abyssal Blade (bastard sword +3, on-hit vorpal DC-14, Outsider only), loot Morgana's for the Luckstone, and loot Asamoth's for the Soulrazor Minion (longsword +3, Vampiric Regeneration +3, 1d6 acid dmg vs. Good).

This quest is continued below, when we catch up with the white slaad lord, Grazkahn.

The cave entrance in this area is blocked by boulders; it will be accessible later when we acquire the relevant quest (search: A Merchant's Tale).

The Shind Road: Narrow Valley: Here you will be waylaid by Gloomfang, the shadow dragon that littered this region with the corpses of Zhentarim. It is in the employ of the Order of the Crippled Fang, and mentions a mage by the name of Maganus (who is actually the eye-patch guy we met in the Temple of Bane). The party slew this dragon like it was nothing.


This was a very small area; head north to the next one.

The Shind Road: Outside Yulash: Second intra-party banter.


There is another event just up ahead. Resolve the issue as you see fit.


You can find Ogson the Trader just to your right. You might remember him from CToT. He sells some good gear: up to +4 in most cases. The only upgrade for me from CToT was RoP +4 and shield. I now have 54 AC...

You can't get into Yulash, atm, so keep heading east towards Hillsfar.


The Shind Road: Nearing Hillsfar: Help Artemis Entreri fight off a pack of slaads. For those who don't know, Artemis Entreri is a famous character from R.A Salvatore's Drizzt novels.


Whether he ends up helping you against the white slaad or not, Artemis will seek to take out Astar. Upon being overwhelmed by the party's assault, he will take his leave. Coward.


Next, confront Grazkahn the white slaad lord. You already have the Abyssal Blade looted from Kazz'Temmet's corpse, so give it to Grazkahn to cap off this quest. (You could also just slay the slaad but it's a tough fight that doesn't yield good XP or loot.)


Optional Quest Completed: Fiends on the Road (2,000 XP).

Continue east along the road...

Hillsfar Tyrants of the Moonsea


Well, we're not really in the city as yet. We're stuck outside the locked gates. But there are two optional quests to pick up here before we try to convince the gate guard to grant us access to the city proper.

Optional Quest: Madmen and Villains.

Upon your arrival here you will be accused by an old man of stealing his spoon. Trivial alignment shifts aside, it doesn't matter how you respond to the accusation; the man will just run away.

A crazed old man dressed in filthy rags approached you near Hillsfar's gates. He ranted about some kind of spoon, which he believed you had stolen from him. The raving old man made little sense and tottered off after you pushed him away.


This quest will be continued when we get into the city.

Optional Quest: A Merchant's Tale.

Next up, speak with the merchant couple standing nearby: Cheswick & Amberlyn.


You met a merchant named Cheswick and his wife Amberlyn outside Hillsfar.


Return to the map Ogson the Trader is in (Outside Yulash). Cheswick will come running up to you as you approach the caravan.


Ok, head all the way back to the first wilderness map, where the boulders were blocking the entrance to a cave. You will see that the boulders are now gone. Enter the cave.

Frost Giant cave: Storm the cave, slaying all the crap in it without a second thought. Giants, wolves, bears. There is even a token white dragon to take out, too. Loot it for dragon blood. You will find Jarl Bashnagg in the southeast. Slay him and loot his corpse for the key to the kitchen, where Amberlyn is being held by the cook.


Slay the giant cook, free Amberlyn, and escort her back to the caravan outside (time-lapse).


However, the treacherous Cheswick will be gone; his location a mystery. Amberyln will give you Cheswick's Dagger as a reward (dagger +3, Polymorph 7, 1/day; True Sight 9, 1/day). The dagger enables you to polymorph into Zombie, Troll, Umber Hulk, Fey and Giant Spider. Pretty cool.

I hit my sixteenth level at this point. I notice here that companions do not lvlup with the PC.


Optional Quest Completed: A Merchant's Tale (2,500 XP).

Ok, return to Hillsfar and march up to the Red Plume guard at the gates.


Persuade got me an audience with Kalor Onehand, who then granted me admittance. Note that non-Humans will need to cast the Scroll of Illusion on themselves in order to enter Hillsfar.


Main Quest Phase Completed: The Road East (3,000 XP).

Hillsfar: Merchant District.


What the hell? Where is my party? I really hate it when your party disbands without warning!


Main Quest: The City of Hillsfar.

I have started writing this walkthrough again, but with a new character (I lost my savegames). I was able to get back to this point very quickly thanks to my own walkthrough. A lot of people have been reading this walkthrough so I feel compelled to finish it.

Note that you will want to upgrade your items through Zeltoon or Titys Emporium (Ring of Protection +5, for example).

Enter the inn and speak with Kalor Onehand. The Crazy Old Man you met at the gates will appear in the inn and cast a spell on you. The CoM is actually an evil Wizard called Wak Rathar [Opt. Quest: Madmen & Villains].

Main Quest: Arena. You will find yourself in the Hillsfar arena. Speak with Father Garth, Elf and Blizzard. The door to the cell should unlock and open after that. Speak with the Innovator of Pain in the next chamber.

There are several weak-as-piss opponents to duel: Tanarukk Tiefling, Driders, Magic Golem, Red Minotaur and Kalor Onehand. The on-hit Stun of my katana kicks ass because follow-ups are then Sneak Attacks. Also, I'm inflicting 60s on crits with AC 59 for DEFENSE.

Hillsfar: Temple District. You will now find yourself in the Temple District of Hillsfar.

Tell the Ilmater priest of Garth's sacrifice (1,500 XP).

Dreadspire Tower is unmissable: Slay Wak Rathar and loot his red key. Slay the elemental and loot its gem as well. The key opens the door to the second elemental. Slay the fire and earth elementals and loot their gems. There is a rusty key in a chest that opens the door to the air elemental. Place the gems onto their corresponding pedestals. If you can't work out which gem goes on which pedestal, then you must lack basic human intelligence.

2nd floor. Pit fiend. Just slay it. There is a mirror in one of the chambers. It doesn't matter what you choose to do. Wow, how original: you fight yourself just like in HotU. If you're a tank/physical-based damage dealer like I am, and you don't want the battle to go on forever, activate the mirror after unequipping key items. Then, put the items back on when the duel commences. That way, when it spawns, the duplicate will only have a weapon (which wield is definitely checked pre-portal; perhaps upon entry to the tower or even before; I didn't bother checking). Take the shard of glass from the mirror (a dagger).

3rd floor: Smack down Wak Rathar and the Innovator of Pain, and loot their corpses for the Black Robe of the Archmagi and Robe of Vecna. IoP might be immortal until you have whacked Wak. [Completed Quest: Madmen & Villains: 3,000 XP]

Proceed to Laris's Curios. Nightshade will open a portal to Elventree in Cormathor [Completed Quest: The City of Hillsfar: 3,500 XP].

Cormathor: Elventree Tyrants of the Moonsea



And yes, we can walk on the ramps:


Pretty cool.


Make your way to the Swaying Bow inn, in Elventree. This inn reminds me of the Inn of the Last Home in the DragonLance novels (built in the boughs of a Vallenwood tree).


There are some good lore descriptions here as we approach landmarks. alazander does a good job of infusing his modules with Realmslore (though in dialogue they can feel a bit lore-dumpy).

Anyway, Eremuth, Astar and Lyressa rejoin for a party of four. In the common room, speak with Sharalyn Lockleaf and Hilrad the Patient. Now, head to the Great Forest from the initial Elventree area (exit Elventree to the south).

We begin in the west of the Great Forest. There are a few mobs of the Order of the Crippled Fang to battle here. Rip them new assholes as you explore the zone. There is a non-hostile Gray Render in north-central and a deceased Green Dragon in the southeast (Dragon Blood). The GR has nothing to say to us before or after slaying the upcoming draoclich. Anyway, the entrance to the Order Encampment is in the south.

Loot the chests in the encampment and then slay the Crippled Fang dracolich that spawns as you leave it. What a joke that encounter was (420 XP).

Return to Elventree, slaying the half-dragon, Karandas on the way (240 XP, Insight: 250 XP). He's wielding the Dominion greatsword and wearing the Boots of Haste and Ring of Fortitude +4. (He's in the "Near Elventree" map).

Deliver the greatsword to Hilrad the Patient in the Swaying Bough inn.

Slay the mobs of Zhentarim around the inn. Then, watch a cutscene.

[Completed Quest: Elven Hamlet: 3,500 XP]

Take the northern exit out of Elventree to arrive in the Southern Coast of the Moonsea (an area that was accessible upon our arrival to Elventree, but in which we could previously do nothing). And now, we can do naught but watch a cutscene.

Final character:


The End.

Well, that's it for the trilogy. CToT is clearly alazander's best effort. SoS is an early module so I don't like to judge it harshly, and TotM's incompleteness should not be judged harshly because it's a cancelled premium module.

Take me back to the overview of the trilogy (another overview is posted here).

Tyrants of the Moonsea Enhanced Edition


The Enhanced Edition version of Tyrants of the Moonsea extends the campaign beyond Elventree; there has been about +20 hours of gameplay added.

A voiced-narrated introductory FMV has been added to the beginning; presented as pages of a book turning, lit up by candlelight on a desk.


It is reminiscent of Icewind Dale:


DE Tyrants begins in the town of Voonlar whereas EE Tyrants begins in a wilderness area, on the road to Voonlar. 

The draw distance is ok:


However, there are problems with the snowfall at certain camera tilt angles:


NW Shader for DE has an infinite draw distance with no distance-obscuring fog, and also features a more powerful and more flexible camera than EE does. Compare this, for example.

The protagonist/PC is travelling to Voonlar by wagon with the Dwarven merchant, Madoc the Uncouth, but the wagon has broken down. Unfeatured by DE Tyrants, this new area gives an opportunity for the PC to equip themselves, rest to memorize spells, and level up to 15th if they are not at that point already (by having imported a character that had first gone through the preceding FR Trilogy modules, SoS and CToT). Note that imported, DE character files are still compatible with EE modules.

Presumably due to the added placeable density and complexity of the area design, loadtimes are much lengthier than in DE Tyrants. In fact, on my system, they are on par with the largest and most ambitious module of all: Swordflight Chapter Two

A few screencaps of the EE:

The trees look nice:


Foliage density in the Great Forest:


Mist outside a reworked waterfall cave:


Rowboat by a river:


The Arena:


A pretty fountain in Hillsfar:


Malaugrym:


Orcus:


Casino:


Screencap comparisons Tyrants of the Moonsea


DE Temple:


EE:


DE Boring Pig Tavern:


EE:


The lighting and fireplace placeable gives the tavern much more warmth; it doesn't look drab anymore. 

DE Elventree:


EE:


DE:


EE:


DE:


EE:


Tyrants of the Moonsea Map


An overworld map has been added, similar to the one for Darkness Over Daggerford:


Daggerford overworld:


Custom portraits and voicesets have been added for our initial three companions: Astar Graysteel, Eremuth Silverwand and Lyressa.


Custom portraits and voicesets have been added to the main players, too, such as Sharalyn Lockleaf.

They fixed the notorious arena bug but there are a few new bugs such as cutscenes locking up, companions attacking the wrong faction, and being able to farm alignment shifts and experience points through dialogue loops. There are also many pathfinding issues due to terrain complexity/placeable density.

My biggest problem with Tyrants EE is that its designwork doesn't seem to have evolved beyond the DE version: it's just an extension. The quests, dialogues and campaign structure are still simplistic, for example. The visuals and aurals have been improved, and the terrain sculpting is vast and complex (coming at the cost of performance), so what we're left with is a casual plod, a doddle of a campaign, that is now just longer. Free modules such as Swordflight offer a lot more than Tyrants EE.

cRPG Blog Swordflight NWN Snow Hunt NWN
Neverwinter Nights 1 Hordes of the Underdark Cave of Songs NWN
Neverwinter Nights 1 Best Builds Aielund Saga NWNDefense of Fort Tremagne NWN
Neverwinter Nights 1 Spells Bastard of Kosigan NWN Cormyrean Nights NWN
Best Neverwinter Nights Mods Bone Kenning NWN Siege of Shadowdale NWN
Best Neverwinter Nights Modules Sapphire Star NWN Crimson Tides of Tethyr NWN
Darkness Over Daggerford NWN Orcs: Awakening of Arak-Hur Tyrants of the Moonsea NWN

17 comments:

  1. AnonymousJuly 30, 2017

    I always love the music in this module. David John is the composer:

    http://www.david-john.com/

    ReplyDelete
  2. I didn't like the gladiatorial arena; for me, it sucked the life right out of the campaign. I enjoy Alazander's Realmslore and writing, though.

    ReplyDelete
  3. Did my message just disappear? In case it did, how do you defeat the Magic Golem? Can't do a dent of damage with a +5 magical longsword (18 something level Fighter).
    Have I encountered a bug?

    ReplyDelete
    Replies
    1. I got burned out on this module before that point, but Magical Golems in Baldur's Gate 2 can only be hit by non-magical weapons. Perhaps that is the case in TotM, as well...

      Delete
    2. Thanks on your reply Lilura1, that seemed to do the trick - take on the creature with a "plain" longsword. However, the game seems to crash after the bout; Arena announcer runs away from his box and nothing happens.
      I believe that's a common bug, from what I've gathered...?

      Delete
    3. Yes, it seems to be yet another bug caused by cutscenes. A solution was posted here.

      Delete
    4. That's a dead link from my computer's point of view.

      Delete
    5. Works fine for me, but here is the relevant part of werelynx's post:

      Or you could try skipping the cutscene by pausing and using console commands before you kill the golem
      try entering:
      ~Debug Mode 1
      ENTER
      ~dm_runscript cac_tm_announce3
      ENTER
      ~dm_runscript cac_tm_announce2
      ENTER
      ~Debug Mode 0
      ENTER

      In case you play evil character replace "3" with "1"

      Delete
    6. Thanks for the advice, I'll give it a try :)

      Delete
    7. Glad you asked this because I just got to this arena fight and had the same bug. Also if you talk to the potions guy before you go into the fight you can persuade him to tell you about the magic golem's weakness.

      Delete
    8. Oh, the console commands don't work for me.

      Delete
  4. Just wondering if there's a continuous walkthrough of this, for the enhanced version. Either by you or someone else, I sadly doubt it as I can't find one. My current issue is, the journal at a certain point is very lacking in description and you have a very vague idea of where to go. It could be several different places, the looking in a haystack if you will. Anyway, I do thank you, good walkthroughs from you. HoTU one for example was very helpful.

    ReplyDelete
  5. I'm having trouble mounting my horse. Party mount works for the henchmen, but not for the PC. Individual mount results in either "that is not a mount" or a "talk" icon.

    ReplyDelete
  6. I'm having trouble entering Hillsfar. I know I need to use the Scroll of Illusion, but have no idea how to get it. Does anyone know where to get the scroll?

    ReplyDelete
    Replies
    1. You will have to go back in voonlar and sharalyn will give you when a quest is completed. She is at the temple

      Delete
  7. Can anyone tell me how to find the Stronghold (Kur-Tharsu)? I have tried all I can think of and I'm stuck. I'd hate to give up on this module at Level 21.

    ReplyDelete
  8. Need help with the Laris's Curios place. I can't get inside!

    ReplyDelete

Note: only a member of this blog may post a comment.