Title | DL1 - Dragons of Despair |
Author | Tim |
Submitted / Updated | 05-12-2003 / 02-28-2011 |
Category | Classic PnP Conversion |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | Dragon Lance - World of Krynn |
Gameplay Length | 2 to 8 hours depending on starting level and amount of exploration done. |
Number Players | Few players (1-2) then use a few henchmen |
Language | English |
Level Range | You can start with a group of first level characters. If so take time to explore the world before going to Xak-Tsaroth. |
Races | Kender is not supported but halfling can be used of course. |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | No prayers exist. Characters must choose a role. |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 04 |
Max # Players | 08 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Teen |
Alignments | Evil is not recommended |
Description | |
DL1 - Dragons of Despair v4.0 DL1 is the first of the Dragon Lance modules. Do you have what it takes to lead the Heroes of the Lance to the depths of the sunken city of Xak-Tsaroth and bring back the power of true gods to the surface of Krynn? This is a singleplayer/multiplayer multihenchman adventure set in the world of Krynn. The module has a lot of new features; It has multiple henchmen support (up to six henchmen), enhanced AI, response to spoken commands, a new random treasure system, henchmen inventory control and henchmen level up system (with xp). Furthermore it is prepared for moving your henchmen to DL2. See more in readme file. Now with a detailed map of northern Abasinia. Have fun! |
Attachment | Size |
---|---|
dl1v40.zip (1770) | 4.84 MB |
Welcome to the world of Krynn, a popular Dragonlance setting. In this D&D setting, and module of PnP conversion, you explore environments on your quest to find evidence of the gods that left the world. I think what makes this setting very unique is that it is much like Faerun, except that there are no gods left. After a cataclysm (which is explained in-game), all the gods left the world. Further, spell casting has a high chance of failure, and healing is rare.
At first I thought this was going to be incredibly bothersome, but you’re allowed to make parties of up to 8 characters, if you wish. There are enough henchmen in the game to accommodate any sort of difficulty, making the game incredibly playable for any class.
Don’t worry if you’re unfamiliar with the lands of Krynn because, before the module starts, there is an area that helps to explain all the background. I would recommend staying in the initial area before starting the module because there are quite a few people to talk to and quite a few books to read to familiarize oneself with the setting.
How about my thoughts on the actual module, though?
I have to say I was figuratively blown away, completely.
There is incredible detail in the module and tons of areas to explore. If you’re feeling up to it, this module could easily take you about 15 hours to play to completion. It’s really akin to something like the Aielund saga. In fact, it’s really a shame that no one else has commented on this module series.
From what I can tell, to what’s more important, the module series is complete. So have fun! I’ve only played the first in the series, and while it doesn’t incorporate anything like the CEP, it does make very creative use of the resources and tilesets being used.
There's a reason this module is in the hall of fame.
My only complaints that someone might have are these:
-Rest requires food
-Spellcasting is practically useless (but don't worry, it's part of the plot, and almost makes the game more interesting!)
-There are quite a few grammatical errors
-Dialogue with some characters may seem wonky at times
-Enemies do respawn (this may seem like junk encounters, but depending on your party size, it didn't worry me)
-A party size of 8 henchmen really lowers the xp gained (I recommend 4 party of henchmen, including your character)
-World is lacking many map markers
Faithful PnP conversion,
This was what I call a "loose" module, where you really have no idea what to do or where to go, so you just wander the too large areas and kill some low level baddies, all while towing along a string of henchies that you really can't talk with or equip. That was frustrating, plus the conversation choise/tendency to ask virtually all the NPCs that you meet to join you! I had three accomplices and that was plenty, although they all seemed fairly capable. You start off with nothing in this module, and you can buy some slightly better gear, eventually but not really needed, if you cheat in some gold. I will not go on to the later Dragon mods in this series based upon this one. Some may like this as all seemed to work...
Tried this again and like it better this time. I take back what I said about equipping the henchpersons, you can. What you cannot do is converse or command them in any way, except to leave the team! There is virtually nothing to find or win, a few things to buy but you really need to cheat in some gold. I actually had 5 henchies all bunched together at Medium distance, as there is no command to tell them the spacing, or not to attack on first sight. Not a bad module and I will try the next one I suppose.
Unfortunately had to bail on this mod. Not a big fan of level/item restrictions on mods, but that wasnt THE issue. And there are many issues that made me quit this one...Farmers quest did not end properly, there are many (too many) Area transitions to make your way thru, most serve no real purpose other than to waste your time going to the next one (wash rinse/repeat) with nothing more than an endless swarm of respawning mobs to torment you. The main quest storyline isnt clear, and after hours of playing and running through endless new Areas, I never got one update to it. One area Darkwood I believe is the name, is supposed to be some dangerous place, I didnt fight one thing there, and it appears whatever storyline is meant for it, is broken. FInally after several hours of going through endless new areas with nothing to show for it, and no end in sight, I decided to call it quits.
Wont be going on to the others, and definitely dissapointed this series didnt work out for me.
I've been wanting to get my feet wet with Dragonlance for quite some time. I recently attempted Heroes of the Lance, and woah boy. That game's an atrocity even for its time. But in my curiousity I did a bunch of reading up and YouTube watching and figured out this D&D module covered the Heroes of the Lance's story and then some.
I have finished the module now, and just started DL2. I enjoyed playing it immensely once I figured it out. It isn't your typical NWN module. You are required to eat for rests, and you have to regularly pick up your weapon and your party members' weapons and re-equip them. It's really frustrating, but I got used to it and knew that it was being faithful to the lore (weapons get stuck in draconians on death regularly in the movie because they turn to stone, so this was the best way to handle it despite the bit of tedium). I do wish it didn't undo my weapon/shield shortcut every single time I lost my weapon, but I continued on because I was enjoying the play anyway.
The module has some dialogue and voice choices that were outright silly and a bit immersion breaking. DL2 has not had this problem so far. It does have some minor bugs as well, but they were all side-effects of things trying to stay true to the setting. The only other thing was I felt a little better direction was needed. I could not find somebody who was kidnapped even though I explored everything in the area I was directed too (I checked every screen North of Solace). And I missed that I was supposed to head to Solace to start. In fact, I felt discouraged from going there because I only had one follower and was avoiding dozens of hobgoblins. Fortunately I figured out that wasn't as dangerous as it appeared, and I finally got the right start to the game.
Don't let the complaints fool you. I really enjoyed having a FAR better introduction to Dragonlance than Heroes of the Lance was offering. I won't lie that is probably the reason I'm feeling like giving it an 8 out of 10 compared to the -8 I'd like to give Heroes of the Lance. And from what I'm seeing so far, DL2 and on may be even better. Warts and all, I'm grateful these modules were converted which I'm sure was a labor of love.