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Title  Steadfast Isle
Author  keith huber
Submitted / Updated  02-08-2003 / 02-08-2003
Category  Dramatic
Setting  made up island just of the Sword Coast.
Gameplay Length  2 - 3
Number Players  If you must go multiplayer then should be no more then 2 people
Language  English
Level Range  This is made with a level 1 charector in mind
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Mature
Your small village has been trading goods with the isle of Steadfast for generations... that is until they suddenly stop the shipments with nmo word as to why. A Tenday pass and the village elder finally decides to send an investigation party. A great storm smashes your boat and you plunge into the freezing sea... awaking on Steadfast, voices on the wind, your crew dead and an entire island deserted. Survival Horror just got scarier!!!


Submitted: 02-08-2003 / Last Updated: 02-08-2003
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Comments (5):

Posted by Mirgalen at 2009-09-29 06:53:45    

I don't think this one is worth the trouble. The module "Surviving Horror" does a much better job.

Well balanced? So reloading 10 times is considered OK? You start at level 1 and you are facing creatures far beyond your abilities.

Posted by Shadowkatt64 at 2007-05-18 21:50:40    Voted 8.00 on 05/18/07
Just finished it and had fun with it. I enjoyed the nonlinear feeling to it while still having a sense of direction. However, I did feel like a lot of the spoils were overpowering for a low level character which made many of the mobs too easy for me. (figher/thief) It also needed a bit of spellchecking, but I give it an 8 overall as it was a lot of fun. Keep up the good work.

Posted by Ithual ( ) at 2004-10-16 14:17:00    
Not quite a bug... spoiler ...

Use the bastard sword...

Posted by Ithual ( ) at 2004-10-16 14:17:00    
Not quite a bug... spoiler ...

Use the bastard sword...

Posted by Ironthew ( ) at 2003-02-15 10:20:00    
Nice, well balanced module for a fighter type, not sure how magic classes or rogues will do. Did find a serious bug at the end though. I can't open the gate in the monastery basement. I assume that the dagger in the chest in the basement is supposed to be the key, but when I checked it in the toolset I saw that you had missed changing the tag on the dagger to match the key tag on the door. Other then not being able to finish enjoyed the mod.

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