Vault link.
Now to cross my fingers and hope no one finds any gamebreaking bugs. :-)
Crimmor is a module for solo rogues of level 8 (you can level up and
receive appropriate gold ingame). Use skills and rogue abilities as a
Shadow Thief in the streets of the Amnian city of Crimmor.
You may like this module, you may not. Crimmor is experimental and
is focused primarily on the urban environment and providing the "feel"
of a city, as well as rogue focused non-combat gameplay. If you are all
about combat, this is probably not the module for you.
Crimmor pushes the NWN2 toolset's hard limit on objects in the
external city areas, additionally, there are numerous npcs in the city. I
recommend a modern pc. You've been warned.
Crimmor takes many things, from food, street, shop, and npc names,
to the unusual relationship of the Shadow Thieves to the city, from Ed
Greenwood's article on the city in Dragon Magazine issue 334. Thank you
Ed. Some things I had to change in the interest of gameplay.
Characters without rogue levels are unsupported, though bards will
probably work fine as well. You are not required to have levels in the
Shadow Thief of Amn prestige class. You are not required to be evil.
Magic levels are low, there are few +2 items. Don't worry about
that, Crimmor isn't a module about "powering up". You can reach up to
level 14 in Crimmor. There are four possible endings, not all of which
are good for the pc, and it is possible to end the game via decisions
you make before the "end".
Among other things, Crimmor uses a custom lockpicking system
(courtesy of RWS), all custom sound in the environment (courtesy
freesound.org). It has custom weapon and item classes, and pseudo
prestige classes (Crimmor does not change any 2das except for the
loadscreens and trees.2das, so it works with any custom content that
does not alter these, including class packs). Finally, the thieves speak
cant. A pdf guide has been provided that goes over gameplay things, and
includes a dictionary of the cant used as well as some background on
Crimmor.
The module is completable without killing anything. There's no
secret achievement or bonus for doing so. No xp is awarded for combat,
only quest completion and exploration. There are approximately 10 hours
of content.
There's a lot going on behind the scenes with things, and some
things are pretty complicated. As with any 1.0 release, there are bound
to be some bugs that managed to slip by, but there are two I am aware
of:
Lockpicking does not consume lockpicks (yay for you, freebie!).
Lights do not affect the hide skill though the DM will tell you it does,
as there were seemingly unsolvable problems with this (I hope to get
this fixed via patch). These have minimal game effect and were
significantly delaying release, so I chose to go ahead and release.
Thanks to my testers: Arkalezth, PJ156, GFallen01.