Title | Onwards to Adventure - Chapter 2 |
Author | JohnR |
Submitted / Updated | 11-11-2002 / 11-13-2002 |
Category | Classic PnP Conversion |
Gameplay Length | 5 hours |
Language | English |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 10 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 05 |
Content Rating | Adult |
Hakpak | |
Description | |
WARNING - ADULT CONTENT! SEX, STRONG WORDS & VIOLENCE! This might be Chapter Two in the series but you don't have to have played Chapter One to enjoy it - there is a 'catch up' briefing. Don't forget that Respawn is turned off in most of my modules - and this is no exception! Includes a conversion of the Runequest booklet, Apple Lane. Version 1.10 |
Attachment | Size |
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![]() | 728.43 KB |
Nihil Trilogy: Awakening |
92.5% |
A Fairy Tale |
80% |
Lanterna |
75% |
Night Howls in Nestlehaven V1.17 |
93.3% |
The Cursed Land |
82% |
SoZ Trade System Demo and Documentation |
100% |
Dark Avenger Chapter 2 |
91.7% |
Serene |
84% |
The Last Days of the Raven |
93.3% |
The Crystalmist Campaign Chapter 2: The Lichway |
85% |
missing hak file
Anyone know how to to find the name of a hak within the module?
It doesn't show up on the logs list.
It's called cw_njt_v1_22-2.hak
You know ... it's the LINKED hak here on the project page. Maybe it wasn't there when you made your original post? It's there now.
FP!
I think this could have been a very fun module. But for me anyway, the faction issues took a lot of said fun out of it.
So much so, that it was hard to get anywhere with the quests, with so many of the key players turning hostile. To say nothing of the various townsfolk. And even penguins, forcryingoutloud.
I had to quit playing because of those faction issues giving me a headache.
As stated above, the fact that at one point all are red and against you, for no reason, is at best disappointing. The henchgal is bent on attacking innocent bystanders also, near the end. Could not finish the story due to this status.
I agree with the above comments on the faction issues - extremely annoying and finally got disgusted enough to quit when the little boy turned hostile and my henchie and my PC were forced to kill him. The falcon and raven also turn hostile for no reason as well. If this module series gets updated, and these problems properly addressed, I will give it another go. But the way it is now is unplayable.
I got no further than killing the bandits on the way to the Rainbow Mounds (which was a really tough battle by the way), though was a cinch when polymorphed into an iron golem. There is an NPC in the nearby forest that can polymorph your character for a small fee into a variety of creature types. However my glee quickly ended soon after because the faction issues just got to be too much to deal with.
A shame because the module seemed to be shaping up to be quite interesting.
Things turned sour on me when I talked to the traitor who set up the miners. that is not far into the first part. I do not know whether playing without the mass murdering healer sidekick would help, but being the public enemy when all you do is try to help looses charm fast.
too bad for an otherwise maybe nice mod.