Title | Citadel By The Sea |
Author | BlueAres |
Submitted / Updated | 05-28-2005 / 02-06-2008 |
Category | Classic PnP Conversion |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | Generic |
Number Players | 1-3 (approximately) |
Language | English |
Level Range | 1-3 |
Races | Any (Elves get a few more conversation options) |
Tricks & Traps | Light |
Roleplay | Light |
Hack & Slash | Medium |
Classes | Any |
Scope | Small |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 03 |
Max # Players | 03 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Everyone |
Alignments | Any |
Gameplay Hours | 08 |
Description | |
What have the sage Sethus Maximi and the scholar Crommard uncovered in the ruins of the Citadel by the Sea? Hired as a caravan guard to escort a journey to the small coastal village of Awad, you have arrived to discover the town in a state of panic. Strange things have been happening recently, and the villagers think it's related to the old elven fortress near their village, the Citadel by the Sea. You'll need to lend them a hand in finding out what is going on if you want to get out of this rural backwater. This module is a conversion of a 1st edition AD&D module "Citadel By The Sea" written by Sid Fisher. It was first published in the October 1983 issue of Dragon Magazine, and was meant for 4-8 characters of 1st-3rd level each. |
Attachment | Size |
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Nice conversion, made me want to dig out some old dragon Magazines
I'm surprised this one hasn't got many votes, that was really fun to play through! Sizable conversion, detailed and interesting
The PnP story that the module is based on is nothing particularly memorable, but this conversion by BlueAres is very well done, with nice and thoughtful area design, free exploration, balanced and varied encounters, and several side quests, making it a really enjoyable adventure.
I tested it with NWN:EE and played through it with a new lvl 1 elf wizard who reached lvl 5 at the end of the module, and it all worked out perfectly, no compatibility issues, no overwhelming difficulty spikes. You don't have to go alone either, you get one ranger henchman, although on two occasions I had to get up close to a boss in order to trigger the fight, which gave the opponents a chance to strike against my mage in melee, but since the design is so open, I could just postpone the encounter and come back prepared later on, when I had learnt better protection spells or acquired some potions. Recommended if you're looking for a shorter, polished exploration module.
A pretty good one, and all seemed to work. And the henchperson interface was the good one, where you can equip your buddie. I think I screwed up though...Spoilers:
Killed the Half Orc when I ran into him in the ruins, which I think effectively stopped the module from progressing. I found the crown and spear of the Orcs below, but of course they do not look like much. There is no one left to talk to about this, so I think that the baddie had to be alive to keep things progressing. My save games, (and I do keep two for just this type of thing!) still did not go back far enough for a redo, once I realized my error, so I guess I am done. Too bad, but I did get some of the minor quests done and explored the keep. This was an improvement over the first version of this mod to be sure!
Tried this again but let the half-orc live. About the same outcome as I ran out of things to do and people and talk with (very few indeed!). No way forward after exploring all the available areas. Was not able to do the chalice quest, but got the kid.
You might have missed the secret door in the Temple of Gruumsh?
Probably. Thanks for the tip, Isewein! I may try this again.