Title | Chill of winter nights |
Author | Bill Neary |
Submitted / Updated | 02-10-2004 / 02-10-2004 |
Category | Dungeon Adventure |
Expansions | SOU-1.31 |
Setting | a blend of several |
Gameplay Length | 15 |
Language | English |
Level Range | really doesn't matter |
Scope | Epic |
DMNeeded | Occasional DM Needed |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 20 |
Max # Players | Any |
Min # Players | Any |
Min Character Level | 03 |
Content Rating | Mature |
Description | |
I spent a lot of time putting this together and ran into problems cause i don't know too much about doing so. I lost interest and gave up. has some good plots i think and lots of areas and items. Someone who knows what they are doing could really make something out of it so feel free please. it is playable as is but i know it has some bugs and faults but i dont have the patience to go back and fix them all. Main issue is creatures are too hard in some palces too easy in others, and some others too. |
Attachment | Size |
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This was a huge module in scope and quests. One thing you notice immediately is that the areas are overly large and complex, making this a bit of a slog. There are also too many containers and corpses lying around, making for a very distracting adventure. No real respawn, which is good, but no real direction on where to go or what to do to find the components that you are sent out for. One note, there is a small transition point located right in your inn room where you start off, don't take it, as it lands you right in the middle of a fairly tough and again, large area in the crypts. If you go out the room door, you can have an easier time of it!
I cannot say that map pins were not used, as indeed in any town or city they are all over the place, mostly stating "House". This means a building that you can enter and presumably rest in, after sometimes clearing out the inhabitants if they are not friendly. In the very large outdoor areas, with multiple transitions, they are not used, right where you need them! There are some road signs that you can read when you are close up. And also some NPCs that chime in with sometimes useful drivel.
Thousands of low level monsters abound in this adventure, so many that I was extremely pleased that I had a great area effect weapon that could wipe out 10 or so at a time! This was the only way I would have kept playing, as killing one goblin, thief or kobold at a time would take all day.This mod cried out for a Stone of Recall but there was nothing like it, or portals either. You had to retrace your many steps to get out of areas or back to Winterton, the center of it all.
Unfortunately as the author states, there were a number of bad transitions and conversations, that basically killed some of the main quests. Very frustrating that I could not pursure the dragons in their caves, or the Dark Elf for that matter. Also, if you get down to the bottom of the Crypts area, filled with hundreds of vampires, and kill them, guess what? Their gaseous forms head for the exit, blocking it from being used! I was lucky to have had a save game before I went down, as I would have been stuck, game over. I have seen other mods with vampires that do not have these annoying and impervious forms on death, and that is what should have been implemented here. But this killed that quest ending.
In some areas there are bosses who are friendly and have to be force attacked, in order to move ahead. Of they do not have any conversation at all.
And still I give it a 9 sstar rating. Perhaps I am just getting old, but I appreciate all the work that went into this thing! Too bad that all did not work, but as it was extremely non-linear you could just go off in a different direction and do a different quest. Try this if you do not mind having some dead ends along the way!