This module is a short story set in a fictional land made up especially for this story. It is centered around a community of forest dwellers who are trying to protect their home from invasive undead dwelling in the desolation beyond the forest. The hero is sent on an investigation full of perils which ultimately leads them to unravel a plot spanning for over centuries.
The module is meant to be played with either a ranger, druid or barbarian, but can be played with other classes too.
Classes that should probably not be used as they don't make sense in the story are cleric and monk.
Classes that will probably perform poorly are rogue, wizard and sorcerer.
The module takes approximately 5-10 hours to complete
Recommended starting level: 15 (there is a leveler at the starting area)
Please provide bug reports if you encounter any bugs.
Version 1.1:
Added rest system where players can choose how long they would like to rest.
Version 1.2:
- Small lighting and sound improvements
- Small quest related bug fixes
- Several NPC's were made plot
- Prevented players from getting stuck in cutscene mode at the gate of the northern kingdom
- Added item descriptions to several quest items
- Spelling corrections
- Balance changes: The last chapter has been made slightly less brutal.
- Added some subtle hints to some quest entries
Version 1.3:
- Improvements to Derctia city to make it less laggy.
- Improvement on the design of the Mausoleum level 1.
- Added more arrows to kill wraiths.
- Improved loadscreens.
- Improved some descriptions of certain creatures.
- Spelling corrections.
- Minor bugfixes.
Attachment | Size |
---|---|
Mod file and world map version 1.0 (277) | 2.71 MB |
Mod file and world map version 1.1 (253) | 2.71 MB |
Mod file and world map version 1.2 (307) | 2.71 MB |
Mod file and world map version 1.3 (273) | 2.71 MB |
Off topic: This is a very beautiful world map! May I ask, how you created it? Nice job!
I found this cool online tool where you can make maps like this. It's really cool.
https://inkarnate.com/users/sign_in#/new?skin=fantasy-world
May I make a suggestion on the file? I would compress it into a zip or rar file so people can just left click and download. Also it would take up less space.
Done
Just started, but I can tell already you have talent in designing and developing a story. looking forward to continuing on.
I like it, but why did you not make rangers at the camp plot? :(
Thanks for the feedback.
Mainly due to time and scope creep, which is something I wanted to avoid. This is my first project, so I tried to limit the scope a bit.
Perhaps in a later version I will make more distinct changes for what start option you pick.
Edit: I think I misunderstood you. You mean it is possible to kill the rangers? well, maybe you just shouldn't kill them then :p That's your responsibility.
In the creatures properties on the advanced tab there is a check box marked plot. Checking that box ensures that a creature can't die either accidentally or by being killed a silly adventurer. This can be cleared by script at any point in the module. So they can start as immortal and killed at a later date.
TR
Yes, I'm aware. I just don't think it's necessary to make these particular NPC's immortal.
But thanks for the advice, maybe I'll add some extra fool proofing if more people complain.
I didn't kill them, the skeletons did!
Really? I guess you lured them into the camp huh? I didn't think of that. Maybe I should make them plot then.
I did because the skeletons and the wight kicked my butt as I was terribly underleveled ha!
Either that or perhaps you could consider preventing enemies from entering the area camp?
I made them plot in the next unreleased version. It's funny how during all my testing this scenario never came up. Players will always surprise you with doing things you never thought of.
As for being underleveled, it is meant to be played with a level 15 character. There is a leveler at the starting area, and a shop where you can get some starting money to buy some equipment.
Just downloaded. Hope it doesn't get unbalanced by some gear I bouught in the "Ye Grand Shoppe"
It shouldn't, but tell me if it does. Balancing remains one of the most difficult things when making a high level mod.
Yep, so far it didn't. I was splatted down by a bunch of skeletons right at the beginning (started as ranger). Good! Playing hardcore mode.
I had a look at the shop in front of the leveler to have an idea for the equipment level available and used mine according to that.
So far I just noticed some little typos, I'll give you more details later.
Nice druids' cave!
Nice. I tested the mod at normal difficulty, so hardcore mode might get a bit...hardcore, especially in the end :p. Good luck anyway.
Typo's, typo's everywhere. The more you look for them, the more you find. Thanks for spotting them for me.
Pretty well done story and mapping so far. I'm having a hard time figuring out what to do against the shadow wraiths. I found a set of scales in a small temple to the North, but can't seem to do anything with them. If they are supposed to go on the alter in the room I found them in, I can't get past the wraiths in order to start a conversation with the alter.
2 tips I would suggest: 1) Put some descriptions on items found. Several have the default desc. 2) Since the wraiths come out at night, make a custom OnRest script that advances the clock 8 hours when the PC rests so they don't have to stand around and wait for daylight. I think that should be a standard practice on any rest scripts anyway. Time should pass when resting.
*
Thanks for the feedback.
Yeah, those wraiths are tough bastards aren't they? You might want to just run away from them at the start. They won't follow very far because they're bound to their remains. Perhaps later you will find a way to destroy them :p.
As for the scales that you found, you might just want to hold on to them for now :p.
I was thinking about the time advancement on rest before, but I wasn't sure if it would be needed. I thought maybe giving the player several options for how long they want to rest, and maybe add an option to rest until dawn. What are your thoughts on that?
Given the choice I'd say that the player would choose the 8 hours rest, only.
There was a fantastic choice in the "Ayelund Saga" where you can rest and fully recover 8 hours in restricted areas (rooms into inns where you have to pay for that, otherwise 24 hours in the wilderness, in example).
Other mods give you a partial recover if sleeping outdoors due to the (i.e.) cold of the night (you recover roughly at 80%). I know that would even get worse to adjust if dealing with a spellcaster: should you recover just a limited number of spells? By level and/or number?
I made a system where, when rest is pressed, a conversation starts in which the player can choose between 1 to 8 hours of rest. I think this will do for now. Maybe I will add some more complicated system later.
No they're not tough, they're indestructible. The armed wraiths are tough (rather, they are dangerous with called shot or whatever). I got a bit further into the ruins but it's still close to impossible. Meh, when it becomes not fun, that's when I walk away from a mod.
They are indeed indestructible, kind of. But it seems to me that you have stumbled into an area that is too challenging for you at the moment. By design I did not restrict the higher level areas from lower level characters. I think adventurers should be allowed to explore and get themselves killed should they so desire.
I suggest maybe reading your journal and using the map that I added to see where else you can go.
I hope you don't give up on it, I value your input. Anyway, thanks for your feedback and thanks for playing.
I started out going East of the dessolation when if fact North is where you are supposed to go. I at least had a fighting chance there. Finally found a staff that damages the wraiths though it's still tough. If my boar is buffed with greater fang he will do 5 points on them while I sometimes can hit them. Still have to do hit and run. Even easy diffuculty overall is challenging enough. I'll have to switch back to normal or HC when I'm just fighting skeletons again and see how that is. Shouldn't be too tough. I went into the crater before finding my way North and that was definitely a no go.
My intention was that the wraiths were something to avoid until you are strong enough to face them. They're something to be afraid of. Kinda like little bossfights. Your gut reaction should be "Oh shit, wraith. RUN!" and then you run and prepare for the encounter.
Also, check out all the abilities the staff has. It's pretty good against those wraiths.
This is getting good. Did about everything there is to do in the N. town. I didn't realize I had to talk to a random townsperson. Got some good equipment now. Should be able to circumcise those wraiths with the scrotum smoker 2000 now.
I added a new version with a new rest system. I kept the old version up for now, so people can still decide if they like this new system or not.
This looks promising. I'll surely give it a try. :)
That sounds pretty good. I was reminded of the old Eye of the Beholder series where there were options on rest for the party. It made a lot of sense based on how injurd or spell depleted the party was. In the mod I'm working on, I just automatically advance the clock 8 hrs and the only restrictions are: must be near a bed or campfire. I based it off of a campfire rest system and added the, "or must be near a bed" part myself + some graphic options I found.
Anyway, I'll continue my saved game, I just don't know where else to go. The ruins area to the East seems just as tough.
Good so far, I'm going to restart and try sorcerer/rdd with a lvl or 2 of barbarian. i think that works with the story start
Let me know how it works out for you.
Great so far - playing a druid, which I've never done. The first few forced wraith encounters were impossible; after loading a dozen times I just went into invulnerable mode and let the fights play out for as long as it took.
I'm playing a druid too. Try going to the North town and doing everything you can. You will find some gear which will be more effective against wraiths. When I fight them, I still have to switch to easy mode, then back to normal or HC for other fights.
Hi, thanks for playing
The wraiths aren't really supposed to be beatable at the start. You're supposed to avoid them. The only reason why the animal companion with the magic fangs are able to damage them is because of a bug in nwn.
Where oh where is the old library key?
Added extra line in the description of this module:
"At some points in this module you might find yourself to be stuck, and not know what to do next. This is normal, and it means you should be looking in places where you haven't been before, or perhaps revisit places you have been before, but haven't checked thoroughly"
Well-designed module. I had to lower my rating because I did not finish the module and found it to be filled with more bugs than I thought. It it well developed but needs a better storyline with help line built in not suggestion of looking harder to find solutions. For example the Necromancer ignorance should either give telltale in the location or have a hint document, same with the temple and issues in other areas. You can tell there was some good development but clues left out to force deeper research. Although not much help when a linear thought is not found.
I think I need to do more searching, cannot find the king's key. Keep wanting to play a new character/class every time I die(this is a GOOD thing)
2 minor items: on completing the missing wives, no one takes the necklaces.
on entering the mausoleum map weary should be wary
looking fowards to vating when you complete this excellent mod
Thanks for the feedback.
Keep searching, you'll find it :p. When no open door holds the threasure, look behind closed doors.
On the missing wives issue: not really a bug, but I could fix it. I'll think about it. Thanks for reporting.
Thanks for pointing out the spelling error.
As far as content goes, the module is pretty much complete, and I probably won't add anything to it. I'll just do some more bugfixes as players report them.
Thanks for playing.
oops, that should have been an I not a you hehe. great little adventure if swordflight and Ailund saga did no texist it would be a 10
Thank you for this generous score.
So you finished it entirely huh? I'm very curious how you liked the final 'act'.
But don't spoil anything though :p
Well done enough to be going back for each "End"
Just finished, it was a fitting ending
My only critical comment would be: once entering the dark forest and onward the combat gets a little overwhelming (ie impossible with the class and level going solo). I had to use invulnerable mode and step away for 10 minutes to let the combatants just beat each other until the enemy had fallen. Otherwise, the repetitve loading of saved game detracted from the otherwise excellent story.
I sent you a PM regarding the criticism you mention here, it would be nice to know a bit more information about this.
Good solid module so far, well crafted and but unnecessarily large areas and lack of direction is starting to bore me.
Playing a straight Elf Druid (level 14) from Runes of Blood, so fairly well kitted out, and most combats are not a real problem, apart from the Wraiths. However, most fights, so far, are the same as I trek back and forth over the same undead infested landscape.
A hint and tips sheet would not go amiss.
NB Just wasted a day re exploring every area I could to no avail. Dropped my vote from a solid 7 to a bore 4 as a result.
Upped my score back to 7, as the author kindly spent time tosend me some hints.
Where did you get stuck at?
Spoiler alert!
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Some elements:
Necromancer would not speak to me.
Could not get into the temple.
Could not find the hammer.
Only found a secret door by cheating with debugmode.
Enjoyed it very much.
Yes, there seems to be much potential for further enhancement. And sometimes I simply felt lost. That was the beginning of the real challenge. Well I took my time and finally finished the quest (with an extraordinary good feeling). That's what the game is all about, is it not? Being optimistic I'd rate with a 9. Having read the previous rating and comment I do not feel that is quite appropiate for the effort as well as the result so I must answer with a 10.
Good work!
Thank you very much for this generous rating.
I'm starting to get a feeling that opinions are going to be divided because of the old skool adventure game style of solving quests.
Some people like it, some don't.
I'm going to do some more balancing and possibly add some hints here and there.
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