Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Resurrection Gone Wrong Module Walkthrough
By kookoo88
This is a guide for the Neverwinter Nights module "Resurrection Gone Wrong".
   
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Module Description
“Resurrection Gone Wrong” is a humorous module that you can start with a 1st through 6th level character. If you have ever imagined what it would be like if you were suddenly transported to a world where fantasy and magic exist, then this is the module for you. I made this module partly because I wanted to see if I could and partly because I love writing and I thought it would be fun. It is largely filled with humor and banter between the PC and npcs, though it has a decent storyline as well.

This module starts with you walking along through the local park and getting stuck in a surprise thunderstorm. You run for shelter when suddenly you experience an explosion of light and sound. You feel yourself falling and everything becomes dark.
The next thing you know, you are in a room. There is an altar and a cauldron in the room as well as a mat that you were laying on. Your very skin feels wrong. Two very strangely dressed ladies are there and they begin having a conversation with you.

This is set in the world of Janopsye, originally created by Mark Sturgil, and worked on by Mark, myself and Ralph.

Made with help from the NWN community, in particular, the NWN Lexicon, Lilac Soul's script generator, numerous scripts borrowed from Valine's ADWR (no content though), Help from Thaladar9, FesterPot, Cereborn, Beerfish, Nereng, Axe Murderer, Sunjammer, Sharona Curves, Sir Elric, Corysia, nereng. (possibly a few others that I've missed) The entire community is great.

Also, the concept of the Zombie Master was borrowed from Piers Anthony's Xanth series. I intend to give him back when I'm done.
Henchpersons
HENCHPERSONS:

There are four henchpersons that you can take with you in your adventure. It is very possible to complete this adventure without the henchpersons if you only ever like to play alone. However, xp and levels are really secondary considerations in this story. All of the encounters are based on the level of the PC. My main concern was that it be an enjoyable story. The henchpersons are there as part of the atmosphere and the conversations that they have with you are entertaining and amusing. They are worth taking with you for the enjoyment of the module.

Merina
The first henchperson you can get is Merina. She is a sorceress/druid (the only multiclass hench), and you find her at the very beginning as one of the witches that brought you back to life in this world. She begins the game as a first level npc. If you come into the game at a higher level, be sure to have her level up through conversation.
Merina is good to have as a spellcaster. She also can identify magical items for you. Her conversations tend to be a little more serious.

Gothiya
The cleric of your party is Gothiya. This is the character my daughter created for the PnP game that I ran for our group. Gothiya can be found at the Temple of Taberum. Blaen, the Archpriest of Taberum, will advise you to take her. She is standing behind him. Gothiya will start at level one. Even if you started with a new character, you should be at least level two by now. Be sure to level her up through conversation. Gothiya can also identify your magical equipment, though not quite as well as Merina.
Gothiya is an able cleric and fighter. She is invaluable in the Deimler Ruins when fighting undead, however, she will not enter the temple of Chalvette as it is opposed to her alignment and religious beliefs. Gothiya’s conversations lend themselves to a good amount of humor, especially when you try to explain the meaning of “cool” to her.

Note: Both Gothiya and Merina will almost always cast spells if they have them. It is good to rest whenever you can so that they can rememorize them. You will receive no penalties for resting often.

Kasath
When you go to see Captain Callren of the Choik City Guard, he will advise you to take Kasath with you on your adventures. Kasath is possibly the best hench you can take with you. He is a lizardfolk barbarian. Be sure to level him up through conversation right away. Kasath is an incredibly strong fighter and will help you to handle nearly any fight. The best reason to take him however is for the conversation. Some of the best humor in the module is when he spars with the PC.

Zombie Bob
The last henchperson (or hench-undead as the case may be) is Zombie Bob. This is the rogue of the group. He is excellent at removing most traps and unlocking doors. I would recommend having him use his ranged weapon as his bows and zombie arrows are quite useful. You will find Zombie Bob at the temple of Chalvette. You must first talk to Veris the Archpriest of Chalvette and he will let him join your party.
It is highly unusual to have a zombie as a hench. However, I loved the zombies in Piers Anthony’s Xanth series. I thought it would be awesome to have that kind of scenario here. Keep in mind that it is in a custom world where this sort of thing can happen.
Zombie Bob will be the favorite hench for a lot of people. There is a fair amount of humor in his conversations. It’s great if you love falling body part humor.
A couple of things to be aware of; you CANNOT give Zombie Bob healing potions. The will harm him as undead cannot handle positive energy. There are zombie potions that he has in his inventory and that you can buy at the Temple of Chalvette that will heal him. He also gives you a wand of inflict wounds that will heal him. You can use the wand as a weapon against normal enemies as well. Another thing is that he has a ring that protects him in case Gothiya should try to cast a healing spell against him. It will not protect against the spell “heal”. That will kill him outright. Gothiya will not turn Zombie Bob when she turns undead. That’s the good news. The bad news is that opposing clerics will turn Zombie Bob. Also, you can resurrect Zombie Bob. He will still be a zombie though. I don’t know how that works, but I just chuckle to myself and let it go.
Main Quest
MAIN QUEST:

The main quest is set on the premise that you have been resurrected into someone else’s body in a different world and now you want to try to get back. It does not matter what class or race you are, as you gain the abilities and the languages of the body that you were resurrected into.
You face the two witches in the tower; Merina and Talini. They tell you that you are lucky to be alive. After this conversation, talk to Merina and she can join you as a henchperson. You can get some minor treasure out of the containers in here. You can also rest on the sleeping mat. When you exit, you will get a conversation about being in a different world that advises you to go back and talk to Talini. You may as well go back in now as you cannot leave this area until you do. When you go back to talk to Talini, she will express surprise and then cast a spell at the cauldron. After that, you can talk to her again and she will explain what happened and you will be stunned (literally). Then you talk to her again and she’ll tell you to go talk to the clerics in town. Then you can leave.
In the area outside the tower, you can have a small fight with stirges before you leave the area. There is also a conversation with Merina if you have her with you. You can fight a zombie encounter if you go to the bottom right side of the map.
In the next area, you will have another conversation with Merina. Then go to the right. The left leads to nowhere.
Now you come to the City of Choik. This is a fairly large town along the Smuggler’s Road. You will have a conversation explaining what you see in the town. If you go north on the map, you will find the Temple of Taberum on your left. You can get part of your quest in there as well as the henchperson, Gothiya. You will also see a map pin for Captain Callren’s house. Go in there to get Kasath. Talk to Captain Callren first.
Go further up the road and you can click on the area transition to get to the Temple of Chalvette. That is where you will get another quest and Zombie Bob. By now you should have two primary quests and all of your henchpersons. Be sure to talk to each of them and make sure that they level up to match you.
The Temple of Faloft is where you get your third primary quest. It is on the other side of town from where you first entered. All of the temples are marked by map pins. Now you are ready to begin exploring.


Final Quest:

Once you have all three of the cleric’s quests done, you can go back to anyone of them and you’ll come up with a conversation that allows you to say that you can get all three of them to work together. Tana will accept this easily. The other two will need to be convinced. (note, the skill check will automatically succeed. I had it to where you could fail originally, but that was unpopular.) Once you have all three of them in agreement, go to Tana. All of the henchmen will be removed and you will be taken to a ceremonial room. Then there will be a cutscene and you will be transported away. Afterwards, it turns out that Veris had a zombie smudge on his scroll and something went wrong. (to be continued in part two. . .)
Taberum’s Quest
Taberum’s Quest:

Taberum is the god of good and nature. Oh joy. Speak to Blaen. He is the Archpriest of Taberum. He will give you a quest to go into the Diemler Ruins in the hopes of finding a book that may have information to get you back, although there are no guarantees.
For all of the quests, you leave town to the east. (East Smuggler’s Road) To get to the Diemler Ruins, you go north. There will be a choice of two roads in the northwest corner of the area. Watch out for the bloodsucking rosebooshes, although if you defeat them, you can get some pretty good treasure right away. Go to the north to get to the ruins. This is where you really want Gothiya as you are about to face undead. Zombie Bob is good if you need traps disable and doors unlocked.
As you enter the ruins, there will be an encounter to the left and another in the building to the right. Right before you get to the ruins, you will suddenly stop and go into a cutscene that takes you into the past. This is supposed to happen and gives you a little insight into the history of the ruins. When you come back you can go forward into the ruins.
After entering the ruins, you trigger a small conversation with Zombie Bob if he is in your party and then you go on. There will be a large entry area. You can explore this for a couple of encounters and minor treasure. From here, you can go immediately to the right to continue the quest, or you can go forward to find adventure and treasure. If you go forward toward the back of the room, you can find a body with a ring in it. This is part of another quest. There is also a diary there. You have three passageways to the right of the screen. The one closest to the entrance is the quest passageway. The other two will take you to the kitchens. There are numerous encounters and some decent treasure here. If you go to a room at the top of the map, you can find a secret passage. There is a chest with good treasure and more secret passages. These lead to another area, the dining room. When you get into the dining room, you will be taken into another cutscene that is pretty neat. There are more monsters and treasure here, including a wand of resurrection that can be useful for your henchies.
When you go back to the other passageway you can continue the quest. Here you can go into a new area. You will have three choices; left passage, right passage, and room in front of you. If you go to the room, you will enter the last cutscene; that of a ballroom of the past. If you go to the left, you can find a secret door. This door leads you to an altar with a golden idol in it and a ghost in the room. Talk to the ghost and there is opportunity for humor and a fight.
Go to the right and you are on your way to complete the quest. There are side rooms with monsters and treasure if you like. Keep going down the hallway and you come to the last area transition.
The next area is rather large. There are a number of encounters here. If you want to go straight to the goal, then find the room in the middle of the area. I recommend buffing up first. There will be an evil cleric and a sorceress in here that will be leveled to match your party. There are also supporting monsters that can give you a bit of a fight. Good luck. After you kill the cleric and the sorceress, you can get a key for a chest on either of their bodies. There is a book in the chest. When you take it your journal will update and you can go back to Blaen at the Temple of Taberum.
Blaen will tell you that he needs a day to look through the book. When you come back after twenty four hours, he’ll tell you that the book gives him part of the clue, but he can’t send you back because there are things he doesn’t know. Don’t worry, the other clerics will have the other parts of the clue. Go see one of them.
Chalvette’s Quest
Chalvette’s Quest:

Veris, the Highpriest of Chalvette will want books as well. If you talk to him, you will discover that there is a dragon in the jungles south of Choik. If you get him some books from this dragon, the information from them may give him the answers you need to get back to your world. Talking to Veris will also make Zombie Bob available to you. He’s a good hench, definitely worth taking.
Go to the East Smuggler’s Road and then take the road south. You’ll have a couple of Troglodytes to fight here, they shouldn’t be too hard to take out. Then go to the south east exit (bottom right of the map). This will lead you to the village of Zinf.
There are lizardfolk here, don’t worry, they’re friendly. There are also a couple of conversations with Kasath in these areas. Don’t take anything he says personally. Remember that he has a 20 strength, just what you need to deal with all those troglodytes. This is the village of Zinf. There is a cave to the north of this area that you’ll want to go into. The chieftan you want to talk to here is towards the back of the cave. You can talk to the shaman and the chieftan, both have info. There are a number of shops here you can get basics from as well.
Go back out of the cave and then go to the southeast again. This will lead you to the Ruska Mine Road. There will be a couple of small encounters here. You can go into one of the doors to the south up on the hill to get to the upper mines and a trog village for xp(no real treasure), or you can go straight into the main mine. In the mines there will be an encounter with flying kobolds and a couple of traps. The door going up goes to the trog village, you want to go down. The lower levels will have a few encounters and some treasure. Zombie Bob should be able to remove the couple of traps here. There will be an encounter with young dragons before you can go into the dragon’s lair.
Once you get to the dragon’s lair, you may notice that the dragon is friendly. The dragon has a long name, but you end up calling him Bob(no relation to Zombie Bob). Do not try to get into the treasure chests yet. The dragon will attack you and unless you came in at epic levels, you will not defeat him. Also, there is an option to step into his mouth. You will die and the game will end if you do this.
The dragon will tell you to bring him the head of the chief and the shaman from Zinf. You can do this (it’s an easier fight than the dragon) or you can kill the dragon (right) or you can say you’ll do it, go back to the chief and ask if there’s a wand of dragon slaying. He will ask you how you know about that and will give it to you if you convince him. The wand will kill that dragon (it won’t work in other modules). It has only one use, so don’t use it on anything else. You can take the heads of the chieftain and shaman back to the dragon, or you can go kill the dragon with the wand, your decision. If you take the heads to the dragon, he will give you a key to open the chest next to him (he will still attack you if you take anything else. That has the three books that Veris needs. If you kill the dragon, you can get the key off of his body and you can take all of the treasure. You can also pickpocket the dragon if you have an extraordinarily high skill in that. Take the books back to Veris.
Veris will need a couple of days to look at the books. When you come back, he will tell you that he has some information that is needed, but not enough to send you back. (are you getting a theme here?)
Faloft’s Quest
Faloft’s Quest:

Faloft is the goddess of knowledge. She is neutral in alignment. Her Archpriest here in Choik is Tana. Go to Tana to get the last quest. She will tell you that she knows of a book. This book is in the possession of dryads in the forest and they will not likely give it to you, but you’re welcome to ask.
At this point you go back to the East Smuggler’s Road and go north. In this area, you have two ways you can go. In the Northwest corner (top left) you have two roads, take the one to the left. This leads you to the dryad’s grove. It you go to the Northwest corner of the area you will find the dryads. They will not give the book to you, however there is a paladin prancing around the forest killing fey. You can go to the paladin in the southwest corner (bottom left) and kill him, or he will ask you to kill the dryads. Warning: if you have Zombie Bob, or Kasath, you will have to bluff your way out of a confrontation and your decision will be made. As far as whether or not you kill the dryads or the paladin is a moral choice you must make. You can also lead them to each other and have them fight. You can kill them both if you like. Also, the dryad sisters will not seem to attack you even though they are hostile. I was never able to fix this bug. You can kill them or leave them as you wish. If you kill the dryad, you can take the book off of her body. If you kill the paladin, see the dryad and she will give the book to you. Then go back to the temple of Faloft.
Tana will need a day to look it over (do you see how this is working). When you come back, she will tell you that it has some info that would help, but there are still things that she does not know and cannot send you back.
Side Quests
Millren’s Quest:

In the southeast corner (bottom left) of Choik is Millren’s Tower. If you go here, you will get a side quest. Millren is on the second floor and it turns out his niece and familiar were kidnapped by an evil sorceress and her rogue husband, living in Castle Blepp. (nice name, huh?) He will offer to teleport you to the castle to rescue his niece and familiar, and he gives you a wand of teleportation to send them back to him. If you say you need supplies, he’ll be pissy, but you can ask around town about him. You’ll get a couple of different versions of who he is.
Once you go to the castle, a troglodyte will lead you to Lowthan (rogue) and Aleena.(sorceress)(Yes the cutscene with Sklink the troglodyte is supposed to fire every time you enter the castle. You’re not allowed to run around in the castle, nyah (you can push escape on the conversation if you must.)) If you talk to them, they will tell you that the girl is there daughter and that they kidnapped Millren’s familiar as insurance. Their daughter has been put under a spell in which her soul was placed into a gem. They would like you to go back and get the gem and a scroll with instructions to remove the spell and they will gladly give back the familiar. You get to decide who is right. The harder battle is killing Lowthan, Aleena, and all the trogs they have. If you do that, you can get the key and use the wand of teleportation to send the girl and the familiar back to Millren. If you do that, go back to Millren and he will say thank you, he won’t give you a reward unless you and Kasath bully him a little. Leetha really is his niece.
If you go back to Millren and kill him, or pick his pockets for two keys, you can go up to the third level of the tower and get the scroll and soul gem. Take them back to Lowthan and a cutscene will follow. Aleena will lead you to a room and will cast a spell on the girl. Then you will get a very nice reward and the girl will tell you that she is really Millren’s niece. You can still send her back if you haven’t killed Millren and get that reward too. You may also note that the prices of goods from Aleena and Lowthan becomes better. Lowthan is a good place to get poisons if you play like that.

Bloodsucking Rosebushes:

When you go into the Boars Tusk Inn, you can talk to the bartender about work and he won’t have any, however, when you go back to him, he’ll say he has a ♥♥♥♥♥ upstairs that keeps raving about bloodsucking rosebushes. Go talk to the ♥♥♥♥♥, if you tell him that you are a bloodsucking rosebush, he’ll attack, otherwise, he’ll tell you about some terrible bloodsucking rosebushes that he found in the forest north of the smuggler’s road. I recommend having all the henchies for this conversation. It is much more humorous.
When you leave him, go out to the East Smuggler’s Road and then go to the northern forest (the same way you went for the Diemler Ruins and Dryad’s Forest. The Bloodsucking Rosebushes are in the northeast corner (top right). Kill them and you can get a bunch of scattered treasure on the ground. Go back to the ♥♥♥♥♥ for a nice little reward and some xp.

Abusive Mother:

If you go to the southwest corner of Choik where the windmill is, you will find Darla and Sile Undt. Darla will tell you that her mother beat her. Go to Sile, her mother, and she will explain that Darla dumped the cat in the well, so she spanked Darla. Go back to Darla, and she will insult you. Not really a quest, but amusing nonetheless.

The Missing Son:

There is a noble lady in the top level of Lump’s Inn. She will tell you of her missing son who went off to adventure. If you see anything of him let her know. In the first area of the Diemler Ruins, there is a body of a young man. You will find a diary and signet ring. Read the diary to find out what happened if you like. Take them back to the lady and you will get a reward and some xp.