At the very least, I have a new-found respect for you my Halfling cleric. Three unpleasant characters followed her into the hall. I recognized them all. Grover Ruskadal, the constable of Orlane, and two of his henchmen. Grover came armed for trouble. A shield hung off his arm. A long sword hung at his side.
A loaded crossbow hung over his shoulder. The other two men carried similar gear and weapons. They regarded Myron, wrapped up in his scarves as he was, with extreme suspicion. He pressed his right palm to his forehead, just briefly, and then gave all of us a searching look. We had seen that very gesture, some type of clandestine sign, often enough the previous day.
Constable Ruskadal had some questions for Felligan. How did you get that wound we heard about? Where were you poking around last night? Who are you and what are you trying to do here? My friends were assaulted in your streets last night and our olven friend here was grievously wounded. For your safety, I will personally put your whole party up in the Golden Grain Inn.
I thanked the constable and told him we were comfortable in our current lodge. We exchanged a few more unpleasantries. Either that or find your way out of town as quick as you can.
Otherwise none can say what might befall strangers by night in a place like this. Likewise, it had become obvious to me that the temple of Merikka had been subverted and that the troglodytes had some connection with the enchanted priestess who ministers there.
The Golden Grain must also be somehow involved. Myron assessed the situation, assembling the clues as they stood. He has co-conspirators at the Golden Grain who will assist in the ambush and whatever deviltry is afoot. That clears the old hermit who warned us not to stay at the Golden Grain, or so it would appear.
He is the last an unknown factor. I need to meet him myself. Sometime after the constable and his men had left, Allen and Bruin returned. Indeed, the divine touch left neither scar nor bruise, and even I wondered at that.
Allen and Bruin also had news to report from the Foaming Mug. Allen found fresh wheel tracks made by a heavily loaded cart.
The tracks, he said, belonged to a cart owned by the Suel widow and her three sons. Allen wanted us to take the matter before the constable immediately. Allen returned to his home and to his daily chores. The proprietor of the Slumbering Serpent popped in with loaves of hard bread and a round of cheese in one arm and a skin of wine tucked under the other. He goes by the name Ramne. Occasionally he comes to the inn to purchase a few necessaries, otherwise he keeps to himself.
He seems to be a harmless old man, but I believe that he is more than meets the eye, that is to say, more than just a hermit. I do not think you will find any treachery lodging with him, nor will you find him to be a friend to the treacherous or in league with those wretched creatures which smote our master elf such a wicked blow last night. Why did he warn you not to stay there? We agreed to lunch with the hermit. We took the bread, the cheese, and the wine, and left the inn.
Felligan led us to the path beneath the elms to pay a visit to the recluse. The door stood open, and Ramne was out in front, sweeping the stone pavement in front of his door. He saw us, set aside the broom and welcomed us into his hovel. He did not seem surprised to have visitors. Felligan made the introductions and offered Ramne a share in our food and drink.
Before stepping into the hermitage, I asked Merikka and all the gods to open my eyes to distinguish between evil and good. Likewise, Myron quietly recited a spell of magical detection. He later told that he sensed the strong presence of magical auras. Ramne is a powerful wizard and an evoker, far more powerful than Myron.
Ramne keeps several magic items and active spells within his cottage. After making introductions all around and taking a place on the floor for Ramne had only one chair and a stump for a stool , Felligan recounted all that had befallen us since our arrival in Orlane, just twenty-four hours ago. The hermit seemed keen to learn—interested in every detail. I watched his face as Felligan told the old hermit about the encounter with the lizardmen.
I gauged his reactions, all the while praying for divine insight. Whatever else he might be, I could see that Ramne the hermit was not evil—of that much I was certain. He nodded thoughtfully as I described the enchanted priestess. Yesterday you warned our friend the elf that he should not stay in the Golden Grain. What evil lurks there?
His face looked thoughtful. Many who have stayed there of late have vanished, and others who have checked in have never checked out. The constable has bid us stay the night in the Golden Grain. He has offered to pay for our lodging.
I want to accept his offer in order to learn what may be learned from his treachery. What counsel would you give us? Always let your priest make his blessing before you taste the food they serve you. Let him bless before you drink. Do not even drink the water without a blessing. When you take your room, let no sleep befall your eyes. Do not sheathe your sword. Keep watch through the night. Despite what powerful magic he may have possessed, Ramne seemed frail and delicate to me.
I could not mistake him for an evil spellbinder from the Vale of the Mage. I could scarcely imagine that he had any connection to the sinister kabal of Orlane. Allen secured an appointment for us with the lord mayor of Orlane. Myron suggested dropping in on them and introducing ourselves. Their cottage was a small, square building, freshly whitewashed. Heavy curtains over the window suggested the desire for privacy.
We decided not to honor that desire, and Bruin knocked on the door. Allen stood at the ready, hand on the hilt of his weapon. A fair-skinned, dark-haired man opened the door cautiously and sized up mighty Bruin. As he turned to assess the rest of us, I recognized distinctive olven features. His eyes rested on Felligan, and he offered him a stiff greeting in the elven tongue.
Felligan returned the salutation, and they exchanged a few brief words before switching back to the common tongue for our benefit. The man identified himself to us as Llywillan and he introduced his companion, another half-elf who had stepped outside by then, as Dorian. Felligan handled the introductions for all of us, and the half-elves invited us into their little cottage. We were uncertain of whether or not we could trust them, and they seemed equally uncertain about us.
In any case, they did not appear to be under any enchantment, nor did they seem to hide dark secrets. Allen inquired about their business in Orlane, but they remained evasive, turning back the inquiry with questions about our own mission and objectives. It became evident to us by the manner of questions that they posed that they wanted to ascertain whether or not we might belong to the local conspiracy.
Allen and Felligan, speaking confidentially to them in the elven tongue, managed to win their confidence. We are here on his private business. Allen pressed directly to the concern. You are all strangers to Orlane. For that reason you are all equally distrusted in this village, but during these strange days, perhaps I find it easier to trust outsiders than my own townsmen. The halfling priest and his band have been here less than a day and have already uncovered a lair of Rushmoor lizardfolk, here in town beneath our noses.
What can you strangers tell us about that business? Dorian and Llywillan admitted that they too had seen indications of such things afoot in the area, but they denied specific knowledge. When they learned that we had come, even now, to report to the mayor the tale of our encounter with the lizardmen at the boarded-up ale house, they offered to accompany us.
I saw no reason not to allow it. A pair of great elms partially screens it from view. A wide porch crossed the entire front of the house, and columns of wood supported the overhanging roof. Each of the columns had been carved into leafy patterns by a skilled craftsman. I later learned that the mayor himself is that craftsman, and he has proudly shown me several pieces of his work, including a remarkably lifelike bust of his wife, the Lady Verrel, carved from the wood.
He has two sons and two younger daughters. The mayor is polite to everyone, and he received us kindly. He is a veteran fighter, a one-time warrior, but also a man of many skills and talents. He keeps his own vineyards, manages a considerable number of livestock which he quarters on a farmstead outside the village, and is a devoted patron of the Temple of Merikka. His gray hair betrays his years, but he possesses the boundless energy and eager enthusiasm of a younger man. The mayor brought us into his comfortable home and bade us welcome, but his man at arms insisted we leave our weapons on the porch.
All the while, he spied on us, and he eyed Myron most suspiciously. The mayor questioned us thoroughly about our affairs. I saw no reason to withhold the truth, and I sensed the mayor could be trusted. I divulged the true purpose behind my mission to Orlane, telling him how I had come on behalf of the church of Hochoch and the holy order of our lady.
Felligan, Myron, and Bruin described their encounter with the lizardmen. Allen told about the disappearance of the bodies and his suspicions regarding the Suel widow and her three sons. I related my suspicions about the priestess in the temple of Merikka.
To each of us, the mayor listened attentively, and he frequently asked for more information and clarification. His questions, however, circled back frequently to the old hermit in the woods and to the encounter with the lizardmen. All the while the two half elves listened quietly and exchanged knowing glances with the mayor.
The midnight disappearances have something to do with the change that comes over people. When they come back, they walk like men in a dream, like they are half asleep or listening to a voice in their heads that comes from some other world. Dorian shook his head, indicating that this was a conversation and line of suspicion he had heard before. Dorian and Lywillian took Allen and Felligan aside and they conversed with one another in the elven tongue.
What exactly has the mayor hired you to do? They did not reply, but their silence spoke a great deal. I summoned them to Orlane because I trust them and because I stood in need of some able men upon which I could rely. I asked the two mercenaries if they were willing to assist us if we should call upon them. Myron suggested that the first order of business might be a raid on the Golden Grain Inn. We have laws here in Orlane! That buffoon is complicit in the conspiracy, we may be certain of that much if nothing else.
Let us form our own conspiracy. In any event, do not speak about our affairs with the constable. If it comes to that, we may need both your mercenaries and any other men that can be trusted. We left the mayor to confer with his half-elf mercenaries. Bertram Beswill the proprietor regarded us suspiciously. Your rooms are ready and waiting.
Supper will be served in an hour. Please bring a pitcher of beer and a few draughts of brandy along with our food. Beswill brought the food and drinks, as requested. After the meal, Beswill showed us to our designated room on the second floor of the establishment. The chamber contained four beds with some room to spare.
Myron quickly observed something amiss with the size of the room. The depth of the room seemed too shallow for the size of the building, and there should have been a window or two on the southern wall.
He softly rapped his knuckle along that wall. I helped him search until we found a cleverly concealed door, but it could not be opened from this side. They will most probably come in through the secret door in the night. Others will be waiting to assist. We must be silent and ready, and we must appear to be asleep. We searched the room for peep holes and took note of any potential places where spying eyes might be peering in on us. So we waited. The hours passed slowly.
A single, short-wicked candle burned. Myron used the time to memorize a spell. Bruin paced impatiently, but his footfalls made the floorboards creek, so we bade him stand still, at the ready by the door with his great sword unsheathed. Near the middle of the night came a soft tap at the door. We looked up, but Myron shook his wrapped head and gestured to maintain silence. A moment later, we heard the fellow shuffle off down the hallway.
Then came a faintly audible movement at the concealed door. The four of us exchanged glances clutched weapons.
Myron put out the light of the candle and spoke a quick word of magic. The room became completely dark. Minutes passed during which my eyes flashed in the dark and the sound of my beating heart filled my ears. At last we heard the concealed door in the wall open a crack and a faint light shone through. Just as Myron had predicted, someone peered through it into our room. Slowly and quietly, the door opened wider; dim light spread into the room. A hooded figure carrying a small oil lamp in one hand and a short sword in the other stepped through the opening.
He did not see us positioned along the wall. A second character—the cook from the kitchen—followed with a dagger in one hand and burlap bags in the other.
Over his shoulder hung a coil of rope. As the two men stealthily crept into the room, Rehnnee Bruin stepped into the light swinging his great sword. It was over in a moment. The sword crashed down on the first man, sending him spilling to the floor with a crash, blood gushing from an open wound.
His lamp fell and extinguished itself. Head and body fell noisily to the floor. Blood washed across the floor. Give us some light! A second vicious blow broke the timber, and the door fell in on itself.
Five armed men, one of them carrying a torch, burst in through the broken door brandishing short swords and shields. They attacked savagely and clumsily, tripping over themselves, slipping on the blood-slicked floor. For a moment I panicked. Bruin brought his great sword to strike yet another immediately dead. I swung the sickle of Merikka to topple one of the attackers, and he fell as easily as if I harvested a standing sheaf of grain.
A man on Felligan slashed at the elf drawing blood. Feligan answered with a thrust of his own long sword, running the man through.
The whole battle had lasted only a few brief seconds. Seven bodies lay heaped across the floor and strewn over the beds. I snatched up the fallen torch and waved it around so that we could take it all in. The splatter covered the walls, and blood soaked into all the bedding. The floor ran with blood. It seeped into the floor boards, draining into the common room below us. The dead cook still clutched his dagger.
Myron pried it from fingers. A narrow hallway provided access through similar concealed doors into three other guest rooms, all of which we found empty. At the eastern end of the hallway Myron discovered yet another concealed doorway which opened into a large master suite. A quick search of the room revealed a locked iron strongbox beneath the bed.
We can take it with us and open it later. The lock broke. The chest contained gems and coins and three glass bottles wrapped in a lush velvet cloth, each containing a clear liquid. Bruin emptied the chest into his bag. Standing at the ready with swords drawn, Bruin and Felligan flanked the door out of the room, flung it open and leapt into the hallway. They surprised the innkeeper Bertram Beswill who was just rounding the stairs with a lamp in hand, having come up from the common room below.
Bruin grabbed the man by the hair and shook him. Charm spell or no, the man was terrified. His evasive answers offered no help. Bruin and Felligan returned with another of the guests. Bruin and I will clear the lower level. Please release me so that I may return to my own city. Release me and I can pay you a ransom.
He only stared vacuously into space. Who has poisoned the waters of Orlane? We know that a powerful wizard is at work here. Where is he? Tell him your tale and all you know about the goings on in this foul place, then you may go your way.
Felligan and Bruin found the lower level empty, but they had yet to search the cellar. We lit torches and joined Bruin on the first floor. The fire in the common room hearth had burned low and no guests remained. Blood oozed through the ceiling, dripping from the slaughterhouse we left above. The kitchen was also empty.
The room contained a large soft bed, a desk strewn with papers, and a hard, wooden chair sitting next to the bed. Several plain woolen rugs covered the floor, and large brass-bound chest rested against the north wall.
Myron perused the documents, scanning them quickly. They appeared to be poorly kept bookkeeping records for the inn and nothing more. Bruin used his great sword to cleave open the chest, but as he did, some vial within was broken. A noxious gas released into the room and sent us all coughing and diving for the floor. For the next minute or so, Bruin moved slowly, like a man half-asleep. Before the effect faded, the great bear of a man moved comically slow, like a stage actor in a pantomime.
His hands lethargically scooped the coins from the chest into his great purse. If you need us, shout out and we will hurry back. I never had the opportunity to shout out.
They had scarcely disappeared through the cellar door in the kitchen than Olivero Igglesworth clubbed me from behind. For a brief moment, I felt a rushing darkness, and then I remembered nothing. I later learned the tale of all that transpired in the cellars beneath The Golden Grain that night. Felligan, Bruin, and Myron found a stairway from the kitchen and descended into a dark, windowless cellar where broken tables and chairs stacked against the wall.
Cobwebs covered much of the ceiling, filling the spaces between the rafters. Torch sockets were arranged along the walls at intervals. A narrow door opened into a clandestine meeting room which contained a table, several benches, and a ladder rising to a trapdoor in the ceiling.
Felligan found a door in the south wall, strangely barred from the inside. It made him wonder what the proprietors wanted to keep out of the cellar. The missing people of Orlane? Felligan lifted the bar from the door and opened it, discovering a roughly cut low-ceilinged tunnel, excavated in the soft soil, shored at five-foot intervals with heavy timbers on the walls and ceiling. Felligan described a dirt floor packed smooth by many feet. A foul odor of decay hung in the chill air.
They took torches in hand and entered the tunnel. Felligan led, Bruin followed, and Myron brought up the rear. By the light of those torches, they explored a small maze of earthen tunnels and chambers. Here and there rats fled before them. Click here. Advanced Search. From James Friend. Average Rating 19 ratings. Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. Hi James, great work! Will be running it in a few weeks. My question is very meta but hey Why is Dorian a Warlock instead of a wizard?
How should we justify it; who did he make a pact with? Hi Ugo. Thanks for the feedback. I really need to get back to this and do a few updates and at the same time refamiliarise myself with it.
To be honest I don't remember, but I suspect I wanted to keep the spells he had access to as close to the original module as possible, and that may have steered me to warlock which I don't believe existed when the original was written.
As to the pact etc. I leave that to you! I will try to go through the conversion this weekend and let you know if there was any other reason. Hi Casey, apologies for slow response.
Coming out of a rather busy few months. I will hopefuly get time to update all the small issues people have pointed out in the next month or so. Hi Alejandro. As per DM's Guide rules you need to buy the original as well. We are not allowed to produce conversions which replace the originals completely. It seems to reference page 28, for seeds for further adventures, but there are only What else is missing?
Hi Keith, thanks for the feedback. I see the reference you mean on page 6. The page 28 reference is actually to the original adventure, which has further seeds on page For the life of me I can't remember why I put that in the conversion! But to answer your question, the conversion ends on page 14, so there is nothing missing. I seriously need to post an update to this as there are a number of small changes that have been suggested by users that I have not had time to get to.
Thanks again. This seems to be an oversight, but i Could be wrong; why do most of the NPC spellcasters not have their cantrips at will spells listed? Hi Karen, thanks for your feedback. There are three possible reasons. I'm going to go with number 3 because it makes me look better :- Seriously though, there are a number of suggestions people have made for small changes, and sadly, real life has not given me the time to make them. I will make a real effort shortly and perhaps state in the text that the DM should remember to assign cantrips, as well as listing the number of cantrips available to each NPC etc.
Again, thanks for your feedback! I was just curious :P. I thought this might be helpful. The module being my favorite low level adventure in the Greyhawk settings, i gotta say i really enjoyed this one. I did not play the original module pre EE beyond the starting area when i got the offer to test this one out. From the starting area all the way to the end, i felt invested in progressing and exploring the world. Without spoiling the various locations you will come across, i can safely say you will feel immersed.
Be it from the very start all the way to the end, each zone is worth exploring. Thanks to it's very well built world, be it graphically and design, or the well chosen music for each of the area, the world felt truly alive. I have to admit that the town of Orlane is my favorite part of the module for that reason.
Almost every npc is named and a part of a family or some relationship. Also most villagers have their actual occupations which leads to a good night of sleep and relaxation, giving a natural town's authenticity to Orlane.
The town is not all peace and quiet though. Some of the villagers leaving overnight, some disappearing This module brought my character to level 8 after 12 to 15 hours of adventure. You can probably play any class through it and you'll be able to see the ending.
An ending that brought a smile to my face. The enemy's variety is really good considering that this is a low level adventure. Another thing i really enjoyed were the puzzles, never too easy or hard, the author left natural hints through various forms to help you solve them.
Reading notes you find and books will help you there, giving the PC a good reason to explore the various locations you'll come across. In the end, i felt this module was a labor of love to details. From the well written notes, dialogues to the choice of music for the various locations you will visit, the author showcases a talent to world-building and most importantly giving it life.
Easily one of the best modules i played in recent memory. Thx to Rich letting me test this one out for it's EE launch. I'm definately looking forward your next work, be it a pnp conversion of classics or something entirely new. Thank you for such an amazing review, Whorror, it's everything I could wish a player to experience and enjoy, and a whole lot more!
And thanks for taking the time to write a review, it's always appreciated, and the detailed feedback you give is amazing, thank you! Just wanted to say congratulations, well deserved!!
Thanks Elorian, that's very kind and much appreciated! And thank you, because feedback from players such as yourself is what kept me motivated to update and improve for the EE version! I played through this module when it become available with the new EE patch. I didn't encounter any noticeable bugs during my playthrough.
The story was excellent and I had a lot of fun playing a Brownie, a race I didn't know much about, but after reading them up, I think they made a very fitting player character for the story, especially in some of those earlier zones.
Highly recommend, one of the best NWN modules I've ever played. Thank you so much for playing, and taking the time to vote, Lillipad :- I'm so glad you enjoyed it and the EE patch has made it visible to some players who might enjoy it. And you're right, a Brownie is really appropriate for the early part of the game! It's only available I think as part of the CEP, so it never crossed my mind to give a few 'special brownie bonuses' - which is a shame, because that early part of the game would have been perfect for some!
Completely flew under my radar in all these years until the EE's curation tab put a spotlight on it. And at first, admittedly I didn't think it looked that special compared to others, with the introductory dialogue and starting town area. But boy was I wrong about that! As soon as the first cutscene was triggered, the excitement started, and in the following scene I could immediately witness how much care had gone into the area design and how well scripted the module is.
The story-telling is great and immersive, the dialogues are highly polished, the encounters truly original and varied, and exploration, crafting and puzzles felt very rewarding to me. There were many unique consumables and class-specific items, although the module caters particularly well to druids and rangers, with loads of funny animal chats, nature knowledge checks and rewards for helping critters in distress etc.
I had a lot of fun with this adaptation, it was so much more than the PnP module it was based on - the best parts weren't even in the original - and I could hardly find any flaws in it.
Thank you for playing and taking the time to vote and review, Olivier :- And I'm glad the curation program has given new players visibility to try out the module. You're right that the start is a little 'weak' and if I had my time over I'd do something different, but it's too much ingrained into the rest of the adventure at this point - but I'm glad you carried on and enjoyed it.
You've also given me some great feedback and questions, and I truly appreciate that and will be acting upon it! Only minor problem was that there was this aquarium in a chapel, and when I looked through the viewport into the aquarium the game got stuck there - there was no way for me to stop looking through the viewport. I had to save my game, reload and that got me unstuck. Also there was a note that if I could breather under water I might be able to get a better look, but I never found a way to breathe underwater.
On the bright side there were no bad bugs, the play moved along at a decent pace and there were also some custom recipes - I always like to see those. I think I need to find a better way for the player to exit, so I'll look into that, as it's been mentioned before I was ok with 'not always immediately obvious, but not happy with 'couldn't get out and had to reload'! Great adventure! I was aware of the classic PnP but I'd never played it myself so when I found it on a list of recommended low-level modules I took the plunge and I don't regret it.
I finished it with a Gnome Wizard at Level 7 which probably isn't the easiest class to play this module, especially at low levels, with the rest restrictions something I'm not that used to with the base campaigns. I relied a lot on my Panther throughout the game but it was a nice challenge. Not too hard, not too easy, just right, I thought. The events are well designed and the large dungeon crawl to finish it off is hugely satisfying.
The puzzles were interesting and I think I was able to finish all quests except for the Fallen Paladin one, as I wasn't able to find the sword in the temple could be I just walked past it or something. I have to say that I started playing this before Beamdog announced this module going into the new curated community content section so I couldn't be happier to see that great modules are being picked and given visibility.
Actually, I don't know if this is relevant by I started playing it on NWN Diamond which I had bought years ago and then seeing that Beamdog is putting a lot of work into the game and the community I decided to buy the EE a few months ago and I transferred my save games from Diamond 1.
It's wonderful to see this game still alive and kicking almost two decades after I played it for the first time! Great job! That's great to hear, capsicum! Thanks for playing and leaving feedback, and very glad you enjoyed it! I agree that it's great that Beamdog have invested in EE, it's given fans the chance to breathe new life into the game - and it let me add a number of generally minor improvements to the original, and the curated content has given it some amazing exposure I could never have dreamed of!
I guess that if you transferred your saved game from 1. It's great you could get a wizard through relatively safely - there are obviously increased resting opportunities using 'Mana Nodes' or 'Tears of Empryea' depending on the version you played for casters, and there are a few additional rest points in the EE version.
Generally I wanted players to battle on and use their items to survive, but it's a fine balance, and even finer for a spell-caster - but I'm glad you proved it possible!
The sword in the temple for Fallen Paladin is just off a side corridor from Misha Devi's chamber, so I imagine you just didn't see that door - it would have given you a temporary henchman, but as you survived without her it's to your credit Yeah, that's what I thought. Because I started playing when I still only had the Diamond version I had loaded the module manually back then. When I'm playing through a module I usually don't pay too much attention to the NWN news and I don't go open the New Game dialog, so the fact that this module was plastered right there was a late discovery of mine.
I'll probably play it again later with a new character, the EE version this time, so that I'll get a chance to see the new area you mention. Unless there's around a rewrite of the original pnp which i'm not aware of, i really don't understand the ENDLESS diversion on hunting fairy dragons and useless goblins and yes, getting into ambushes always without a single saving throw. See all titles. Publisher Website.
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