Title | 'A Mountain of Trouble' v1.06 |
Author | Dave Mason |
Submitted / Updated | 12-01-2002 / 06-01-2005 |
Category | Official Campaign |
Expansions | Works on all versions |
Setting | Forgotten Realms |
Gameplay Length | 3 - 6 hours depending on style of play |
Number Players | Single player only. Three different henchmen are available from which to choose. Not tested or intended for multiplayer. |
Language | English |
Level Range | 13 - 16: References are made to the PC from the Official Campaign. Level depends on many factors, including class, your level of skill as a player, and your desired challange. |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | All, but a higher level might be considered for weaker classes |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 16 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 13 |
Content Rating | Teen |
Alignments | All aligments supported. |
Description | |
After solving the problems for Mayor Walsken in Float, you decide a nice cruise down the coast to your home in Neverwinter is just the ticket. You board the Marilyn, a ship owned by a Captain Amraphen, whom you have commissioned to take you home. A terrible storm ruins your plans to get there right away, however, and the captain is forced to get his ship out of the fierce weather and dock it in the mid-sized port town of Riffton. Once again, an unplanned adventure awaits! |
Attachment | Size |
---|---|
a_mountain_of_trouble_v1.06.zip (579) | 1.07 MB |
I played this module because it had a score of 8.86 with 155 votes on the old vault.
This is the sequel to module "Where Am I'. The author did a much better job on this module than the first.
Unlike the first, the story is pretty good and "believable"!!
I played this one with a 13th Level Paladin with 1.69 and CEP 2.6. I did not experience any bugs.
I like this module. The story is decent and the subquests fit nicely with the main quest. The encounters are well balanced. I did pick up one henchmen and the encounters were still quite nice. My only complaint would be the encounters in the story began to get a bit tedious as they did end up being the same, though some of that could be attributed to the story.
The author clearly put a lot of hard work into this module and it shows. I would play this one again.
This was okay and played well with no issues. The old henchperson interface made it difficult to keep my dwarf alive, so I gave up after a short while. Story was okay and had a bit of a twist. Not really 3-6 hours of play time.
I liked this more after almost four years and it played well. The hench interface was really a weak point once again, and there is no way to keep these folk alive, especially on the mountain with all the elemental damage going on. I think this and susceptibility to Mind-affecting spells are my biggest gripe with helpers that are non-equippable. Aside from that, this played perfectly and was an interesting ride.
Thanks Dave Mason!
Definitely a more mature job than the first adventure. The script and dialogues were more attentive and the battles were balanced. I would not say that I needed to get help to finish the adventure. I liked it.
Most of what I wrote about the predecessor, "Where Am I?" still holds true, especially the parts about overall polish, quest and area design, but I actually liked the sequel a little bit less. I didn't really think the story much better or more believable, but very similar to the first module and therefor more predictable. It's true that everything ties into the main story this time, but I also noticed less original ideas. It felt a bit more standard - at a high quality level, but less surprising. And the variety of encounters was much worse; there were too many of the same type, and not just in one dungeon but all over the module, which made the game more repetitive to me than the first. There was no puzzle this time, just hack and slash, and I thought there were fewer interesting items to buy after the first one, too.
My level 15 wizard from the first module (level 17 in the end) felt a bit too powerful, even on Hardcore D&D settings. In the end, many enemies were shown as "Effortless" and gave few xp, and bosses went down with a single spell. So I think the minimum level recommendation of 14 for the first module might have been too high, and players would be better advised to pick something lower, like other commenters did (e.g. 12/13?) - especially considering that you can rest everywhere and get a Stone of Recall and free healing at the temple.
All in all, it was still a very competent and solid module though, and I think part of why I liked it less is just connected to expectations. (I had none for the first module, but now I knew what to expect, even expected better due to the other comments; and because I played the modules in a row, it just felt a bit like more of the same, if still nice enough.)