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NWN MODULES

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Title  A Night of Blood
Author  William Hughes & Jim Bambra
Submitted / Updated  12-26-2003 / 12-26-2003
Category  Roleplay
Expansions  SOU-1.61
Setting  Warhammer Fantasy Roleplay
Gameplay Length  2
Number Players  One can if high level
Language  English
Level Range  Some Rogue leves are helpful, but not required
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Any
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  08
Max # Players  04
Min # Players  01
Min Character Level  02
Content Rating  Teen
Alignments  Any neutral or good alignment.
Description
The rain falls in torrents from the dark, roiling clouds. Overhead, lightning flashes across the sky. In the distance the strangled cry of some strange creature can be heard. It is a night to be indoors, for who knows what lurks under dark trees in The Empire;s forests.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-01-18Duck a la Orange4.39Nice areas, good documentation.Some bugs, gameplay issues

Files

NameTypeSizeDownloads
anightofblood.zipanightofblood.zip
Submitted: 12-26-2003 / Last Updated: 12-26-2003
zip309.2Kb1376
--
SCORE OUT OF 10
6.69
6 votes
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Comments (24):

Posted by katclanman at 2006-10-22 02:02:47    Voted 6.75 on 10/22/06
I happened to like the module. I had only two problems with it, first it was kinda short, and second trying to get from the inn basement to the inn was hard. The way the ladder was constructed, it covered the spot you needed to be on to trigger the option to climb it. I finally manage to hit it just right, but it took me 5 minutes to get it. Of course, I didn't wait for the summoning to be completed. I had figured out by the time I got there that they had massacred the inn folk. I figured only a wenie waits for the bad guys to get a bigger weapon to beat you with!! However, maybe that helped to shorten it.

Posted by Sambucus at 2005-03-04 09:52:12    Voted 1.00 on 03/04/05

Posted by William Hughes ( ..xxx.xxx ) at 2004-03-23 13:46:00    
Just to let people know that the "BCOG Server" is hosting this mod now, under "Story."

Posted by LoCash at 2004-03-06 16:11:07    Voted 4.00 on 03/06/04

Posted by West316 at 2004-02-28 20:47:12    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 8   Originality / Creativity 7   Quality Control 7   

Posted by feralthallid at 2004-02-28 20:39:21    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 8   Dialogue 9   Originality / Creativity 9   Quality Control 7   

Posted by Amerikan at 2004-02-28 20:31:41    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 8   Quality Control 9   

Posted by Duck_a_la_Orange at 2004-01-27 09:52:00    
After I finish my current projects, I'll take a higher level character through and have a look at the summoning. I will definately be keeping an eye out for anything you release in the future.

Posted by William Hughes ( ..xxx.xxx ) at 2004-01-27 06:38:00    
I certainly have no complaints about the review. I appreciate the time everyone has taken to download it and play it. Some of the player feedback (first time I have ever really received any!) indicates changes that I really do need to make to future work.

The reviewer noted two basic flaws in the module design, and these are the same two that the player feedback I have received noted as well.

While I think that some of the best parts of the module were missed by the reviewer, that is *MY* fault for not making it more clear. I think that they have been by and large missed by others as well, due to mistaken attempts by me to be subtle.

I by and large finished this one off since I wanted to write my own story, and not convert an old pen and paper one any more. I submitted it to the vault because, even as flawed as it is, I think it is pretty neat, and I wanted other people to see some of it. I submitted it to the review process, because it gets a bit more publicity that way, even with a low score!

Watch the summoning scene to the end sometime, it is pretty cool. I was quite proud of the NPC AI I wrote as well. The perception based interaction is also quite interesting, as well as NPC equipping torches in dark places. This will be more integrated in the next module.

Thanks to everyone for the kind words, and to the reviewer for taking the time to review it, and to the players for checking it out. Hope you all like the next one better!

Posted by LoCash at 2004-01-26 12:49:00    Voted 4.00 on 03/06/04
In defense of Duck...

The way he wrote his review is how they are SUPPOSED to be written. NWVault reviews are MEANT to hold modules to a very high standard. Basically, even the recent BioWare offering (HotU) wouldn't get more than 6.5 or 7.5 if it was reviewed according to the NWVault reviewing standards. Despite the fact that everyone supposedly "loves" it and all the review sites give it 85%+.

In addition, a module that gets 4.5 today might have gotten 6.5 a year ago. As time passes, reviewers have to get more critical - it only makes sense.


Posted by Duck a la Orange ( ..xxx.xxx ) at 2004-01-26 10:21:00    
Ghallant - Yes I am a novice writer, in fact that was my first review. But we all have to start somewhere don't we? I am a little confused as to what you mean when you state that I was "(obviously)just looking to drain some confidence." I thought I was giving a fair and honest opinion. If that wasn't the case, please point out where you think I went wrong. As a novice reviewer, any feedback is useful after all. I can assure you that I was in no way attempting to belittle the author, if that was your implication.
Thanks, Duck a la Orange

Posted by Duck a la Orange ( ..xxx.xxx ) at 2004-01-26 10:21:00    
Ghallant - Yes I am a novice writer, in fact that was my first review. But we all have to start somewhere don't we? I am a little confused as to what you mean when you state that I was "(obviously)just looking to drain some confidence." I thought I was giving a fair and honest opinion. If that wasn't the case, please point out where you think I went wrong. As a novice reviewer, any feedback is useful after all. I can assure you that I was in no way attempting to belittle the author, if that was your implication.
Thanks, Duck a la Orange

Posted by Ghallant at 2004-01-23 12:03:00    
Hey I just played through this. I don't wanna take sides, but William- the reviewer was a novice writer and (obviously) just looking to drain some confidence. I like this mod and it is pretty good, yet not "perfect". Hell, no module is "perfect"! :D You take care buds.

Posted by William Hughes ( ..xxx.xxx ) at 2004-01-12 05:40:00    
Fan:

You need to get your AC down before Hans stops hassling you about the weapons and armor. I didn't script the removal of the armor, and that seems to have been an error...

The bulk of the module occurs after the inn. You need to speak to the NPCs in order to rest.

William

Posted by Fan ( ..xxx.xxx ) at 2004-01-11 21:57:00    
Yeah play this with friends. Single player Barbarian level 5 had trouble. Where do you rest?

Entering some building in some town, there are NPCs that ask you to disarm in dialog if you enter with your weapon drawn. Removing it does nothing, they continue to walk up to you and ask you to disarm even though you have.

Good atmosphere, not enough pull for me though or direction. Just lots of running around and away from things.

Posted by LoCash at 2004-01-07 15:27:00    Voted 4.00 on 03/06/04
I don't think this mod will appeal to most solo players since there doesn't seem to be any healing potions/kits/healers anywhere. As well, there appears to be only one resting location - not enough. A group might find this "tough and fun" but unless it's modified rather significantly, I can't reccommend it for solo'ing -- unless players really are using a high-level/high-magic character or entered the mod with a dozen "Heal" potions. I didn't, so...

Also, you might want to work a bit on improving compatibility with "stealthed" PCs. I have a feeling certain sequences/scripts might have been broken because I was playing in stealth mode 99% of the time.

The creepy/mysterious atmosphere of the module was done very well, however.

Played solo with a Level 6 rogue with NO EQUIPMENT WHATSOEVER except what the NWN engine gives every level 1 character. ;)

Posted by William Hughes ( ..xxx.xxx ) at 2004-01-06 06:02:00    
Please let me know about the dialogue bug, drop me an email, as I would like to fix it.

The module will send you back to the start area and the story teller when it is over. It will then roll credits once you have spoken to the storyteller.

The ending is rushed, and I would like to make the story more clear. I would like to re-work it, but have become enamored of the next module. Any suggestions gratefully accepted via email!

Thank you for the kind words, and suggestions for improvement, for I do aspire to greatness!

Posted by feralthallid at 2004-01-05 22:40:00    Voted 8.00 on 02/28/04
This was a decent module. I ran into a dialouge bug about halfway through. I got around it by leaving the building and then coming back in. The atmosphere is nice, and it was VERY hardcore. Either be very careful, or save a LOT. or both.

Posted by West316 at 2004-01-05 19:07:00    Voted 8.00 on 02/28/04
It was a good module. You did a good job of creating an intense atmosphere and creepy scenario. There was one technical flaw in the middle of it, but all around, it was pretty good. You should have some difinitive sign to leave the final area. I ran around that area for a couple of minutes looking for something else to do. It seemed like the story was still going on. I would drop the use of the story teller as well. Other than those two problems, it was a good module. If you had fleshed out the module's story a little more, then it could possibly have been a great one though.

Posted by Jung ( ..xxx.xxx ) at 2004-01-03 20:21:00    
That's sounds interesting. Have you ever considered posting that as a separate script add-on?


Posted by William Hughes ( ..xxx.xxx ) at 2004-01-03 09:15:00    
The NPC AI is driven by a (finite) state space machine. There are several states (related to the plot) for each NPC. Each state has several sequences of animations based on the information available to the NPC, and other trigger conditons, (such as being in a dark place, or perceiving a PC).

Each state also has conditions for transitions to another state. The states are, generally, driven by the plot information that the NPC knows.

Some of the simpler NPC have one or two states. The most complex has about five.

The idea is very old, but I wrote the code myself.

Posted by Jung ( ..xxx.xxx ) at 2004-01-02 11:28:00    
What exactly is a "state-space NPC AI" system? Is that something you came up with yourself? Or from one of the NPC AI scripts on the Vault?

Posted by William Hughes ( ..xxx.xxx ) at 2003-12-31 09:06:00    
I built it with SOU and the 1.61 patch. I would imagine that you need the SOU disk in to play?

Posted by Joe C. ( ..xxx.xxx ) at 2003-12-31 04:41:00    
Have a question...I tried to run the game after installing HotU. But it still says it was created using another toolset or something and it won't let me play.

Do I need yet another update to play this module? I have NWN/SOU/HOTU installed already.

Thanks,

Joe C.

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