Title | Doom of Daggerdale v1.1 (Rar) | Doom of Daggerdale v1.1 (Zip) |
Author | Ice-Child & Suedomsa |
Submitted / Updated | 01-23-2003 / 01-27-2003 |
Category | Classic PnP Conversion |
Setting | Dalelands |
Gameplay Length | 2 to 3 hours long |
Language | English |
Level Range | Minimum of 2nd level for single player |
Races | Any |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | Any |
Scope | Part of Series |
DMNeeded | Part of Series |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 04 |
Max # Players | 04 |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Everyone |
Alignments | Any but chaotic evil. |
Description | |
Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. This seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered and opened; things just haven't been the same since. Constable Tren is displeased with the situation, what with suspicion being cast in the Zhentarim's direction as well as toward Cyric's priesthood. He's undoubtedly making the Dalesfolk's lives more difficult than usual because of this upheaval. Randal has sent out the call for aid to all who are interested and able to help; his freedom riders have their hands full already. A missing evil priestess, a mage-lord's crypt-curse, a plague, and possible Zhentarim involvement: all the elements of a rousing adventure in one place! Where do your characters sign up? Step right this way, won't you? |
Attachment | Size |
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Very nice layouts; it just feels like there was no true ending.
not bad. Felt unfinished and needs improvement. Played through with a party of four. Some observations in no particular order of importance:
As I said, Doom of Daggerdale was not a bad module. Maybe we did things "out of order." I really could not say. We had fun and the combats were mostly typical and balanced. It just felt unfinished and bit disjointed, as if the author expected and planned to add to it.
Six Stars - a few tweaks here and there, and some added polish would spice this adventure right up.
~
TL;DR -- A not bad, not good module that is a decent conversion of the PnP module whose name it bears. Most valuable to a live DM looking to base a campaign in Daggerdale.
The other two have summed up this module fairly well but I gave it a recent replay and thought I'd give it a vote.
Doom of Daggerdale (the PnP module) will always hold a special place for me among D&D modules. It was the first campaign I played in as a kid that had any semblance of a story. It led into an epic and long running campaign through the Dalelands and beyond. I subsequently ran the module the first time I ever DM'd and made all the mistakes a first time DM could make.
This adaptation is decent--nothing mind numbingly bad but certainly nothing special. I'll echo the points made before by saying that the areas were overly large which compounded the fact that the content is sparse. There were dozens of named NPCs who didn't have any dialog (one that stuck out the worst was when an innkeeper told me to speak to a female NPC in the area who did not have any dialog).
The areas are fairly close in layout to their PnP equivalent. Noticeably absent is a certain wizard's assistant who was a star in our PnP sessions. There were some oddities with the antagonists prowling around town during the day (should've only appeared at night).
I may be wrong, but I honestly believe this module was used as the jumping off point for a DM'd campaign. It has the hallmarks: the 3 area town that could've been cut to 1, the aforementioned named NPCs who have no reason to be, the interiors that were not used at all but stocked with Zhents or placeables, and the anticlimax of an ending. This module would be a great starter for a live DM to work with. You could easily DM the handful of quests here and then add areas as needed.
The custom content for this module, while appreciated, has not aged particularly well. I haven't played an early NWN module in YEARS so I forgot how rough things were back then yet how exhilirating it was to see at the time. The Dagger Falls sign is worth the price of admission by itself. One aspect of this came from how the rural and city tilesets had been merged--which made my typical patch hak consisting of ProjectQ and Zwerkules' Facelifts look weird (the city tiles injected into the rural set or vice-versa kept the original textures which was jarring).
A very strange module with way too many transition points! Why have a transiton when you go through a gate, when you can see the area on the other side just fine? It was very hard to figure out what to do or where to go, just wandering around. Little in the way of fighting was to be found, even the Big Bad Guy you could not engage due to Good restrictions. Overall a disappointment, to me anyway.