Title | The Road North |
Author | Søren B Jensen |
Submitted / Updated | 01-15-2003 / 06-11-2003 |
Category | Dramatic |
Setting | A road going North :) |
Gameplay Length | 10+ hours |
Number Players | Designed for one player |
Language | English |
Level Range | Designed for level 1 |
Races | All |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Classes | All |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | Any |
Max # Players | Any |
Min # Players | 01 |
Min Character Level | 01 |
Content Rating | Adult |
Alignments | All |
Description | |
SECRETS! I've always enjoyed finding secret places in games, so in this module there are major and minor secrets scattered all over the place. If you've found the floating guardian swords, the slavegirl henchman, and 'married' the succubus - then you've done extremely well! (Adults only. - Sorry, kids). |
Attachment | Size |
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![]() | 2.64 MB |
Boring, but there is direction... north.
People with patience will have fun doing this.
Nice straight forward hack & slash.
*****SPOILERS*****
I have a question. When you kill the slaves working for Serux, their blades dropped indicate that both the weapons and the slaves themselves can be turned against the necromancer as long as the night hag was still alive. Is this an actual option or "secret" or merely just there for show and has no in-game plot purpose? I have killed the necromancer in a tough battle, but was wondering if there was another way to go about it, according to my above question. Can the slaves turn on their master and fight him for my character? That would be nice to know, though am hesitating to go back several saved games just to find out. And it may not even be an option, making me replay the whole thing a waste of time, so would like to know beforehand if anyone knows?
Thanks in advance.
******END SPOILERS******
I liked this one a lot, as you can tell! A good amount of action, interaction with NPCs, a nice sprinkling of merchants through out the trek, and no areas that were too huge. I did have a couple of gripes: Too many slavegirls, if that could be possible! The problem is as you release them, they all gather in front of the main exit, and then you cannot get by them. There is no place for them to go. There is also a Zombie Wizard that is unkillable (not sure why?) that keeps on coming after you in one area, just basically annoying at best.
Lots to do, some decent items to find or buy. No real henchman, but that is alright in this case. My one regret was that I promised to get back to my special slavegirl and couldn't, due to the aforementioned crowding issue. Oh well. And the Little Girl Quest did not seem to have an ending. A great effort. Thanks so much, Soren!