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Title  An Island in Bondage
Author  Ignatz
Submitted / Updated  10-13-2002 / 01-16-2008
Category  Dungeon Adventure
Expansions  Works on all versions
Setting  Middle Earth Variant.
Gameplay Length  2-3
Number Players  Really takes mutiple players to do all quests. They are hard.
Language  English
Level Range  Really takes mutiple players to do all quests. They are hard.
Races  All races can play the module
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  All classes can play the module.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  20
Max # Players  07
Min # Players  02
Min Character Level  14
Content Rating  Teen
Alignments  For this mod, you would basically want to be a chaotic good type or possible a lawful evil.
The knights of the Gron'dagor have gone too far! Their self-righteous reign must end. It is up to you to destroy them! Seventeen quests in all. This is a module designed to be played online with many players. All but the final quest automatically respawns to accomodate new players. -now updated to include respawning henchmen, and other enhancements. 11/17/02, Update includes: Bug fix for module not restarting after completion. Bug fix for ending conversation More experience given for completing final quest.


Submitted: 10-13-2002 / Last Updated: 10-13-2002
Submitted: 10-13-2002 / Last Updated: 11-17-2002
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Comments (15):

Posted by MikeLM9215 at 2005-05-06 23:05:08    Voted 6.75 on 05/06/05
Don't run around blindly or you'll die a lot. The boatsman at the end keeps being killed by the guards preventing the module from completing.
The road to Ravenloft is paved with good intentions.

Posted by wtf ( ) at 2004-03-05 21:31:00    
This module is unbalanced. Half the mobs give 2 experience and half the mobs completely rape you. Decent theme but sorry, you need to fix the mob power and balancing. Don't say a module is for a certain level if it isn't.

Posted by Nightsblood at 2004-02-28 21:33:26    Voted 7.00 on 02/28/04
Fun: 8   Layout / Design: 7   Dialogue 5   Originality / Creativity 8   Quality Control 8   

Posted by Sly at 2004-02-28 21:33:19    Voted 7.00 on 02/28/04
Fun: 8   Layout / Design: 7   Dialogue 6   Originality / Creativity 6   Quality Control 9   

Posted by xsnake at 2004-02-28 20:47:03    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 9   Originality / Creativity 9   Quality Control 8   

Posted by Mags at 2004-02-28 20:42:20    Voted 6.00 on 02/28/04
Fun: 1   Layout / Design: 7   Dialogue 6   Originality / Creativity 7   Quality Control 7   

Posted by Nightsblood ( ) at 2002-11-04 15:16:00    
As one of Sly's compatriots can I add that we had all
decided to re-do part of your module (before we knew about
the 5 potions)so we could have another crack at Gothmog
with refined tactics designed to take him out.
Hopefully you will take this as a compliment as I believe a
challenge like Gothmog shouldn't be easy (to characters of
the specified level for the mod) and should require either
luck or several attempts or superb tactics - perhaps a
combination of all 3.

The good thing about Gothmog is that he is not essential to
the plot and can be easily bypassed thus he serves as both
a challenge to uber characters and a warning lesson to
weaker characters that not all fights are winnable (or
I must say that I don't agree with Sly's statement that
Gothmog's self-healing spoiled the challenge (You give up
too easily SLY, told you we should have had another go) but
I do agree that the 18th level restriction in the Mine felt
a bit artificial. Perhaps you should have a locked door
guarded by a tough opponent (like Gothmog) who has the key
in his treasure when defeated. Perhaps a note too
saying "Keep intruders out or I'll have you for breakfast"
That way prospective explorers have to prove themselves
equal to the challenge of the mine before entering. Still a
contrived restriction on entering but one that would feel
less "artificial".


Anyway thanks for an enjoyable mod - even if I did die a
lot. It's not a good module unless I die at least once.

"Oh My God...They've killed the bard"

Posted by Ignatz ( ) at 2002-10-25 17:00:00    
Thanks for playing Sly! Igput just disappears when he
dies, unfortunately. I think I could put in a script that
will resurrect him and put him back where he started.
Also, he gives you the feather, because I imported him
from the official campaign and renamed him. Also, Gothmog
has about five heal potions, I could reduce the number to

I guess it seems a bit paternalistic to have the Kimli
quest be only for level 18 + because of the danger
involved. I'll lower it to 15 and update the mod. Please
keep in mind, you can't just run away from the monster.
It is truly kill or be killed, just a warning. I hoped
you liked the mod, maybe you'll get some more fun from the
Kimli side quest.



Posted by Sly ( ) at 2002-10-25 05:31:00    
What happens to IGPUT when he dies?

Where does he go?

And why does he give you Daelans feather?

Posted by Sly ( ) at 2002-10-25 03:13:00    
Well, we completed all the quests last night. The party
was a 12th level bard, 15th level cleric and a 10th/5th
level Rogue/Ranger.

Sir Warwick (Tol'Raam?) was a little easy but all the rest
were the correct level of difficulty for us. Even the bad
guys at the end were okay. We waited until he stopped
talking and the knights joined in the combat. It was good.

We tried Gothmog as well last night and managed to get him
down to badly injured THREE times and after this we decided
to give up on him. I know what you said about the module
catering for uber characters, but I must disagree. We felt
a huge sense of satisfaction when we got Gothmog badly
injured because we worked really hard as a team and our
tactics were sound.

The fact that Gothmog continually healed himself,
effectively made him unbeatable for us and at least for me
really spoiled what had been up to then a most enjoyable
game. Please reconsider Gothmog - I am not suggesting you
make him any easier just don't let him heal himself (more
than once).

I also ask that you lower the entrance into the mine to
level 15 so that we can at least see the big bad guy. We
can always run away if need be. That would be much better
than simply not letting players in there.

We had a huge problem when the game reset itself. Our PCs
blue screened and then went completely black and doing
control-alt-delete did not solve the problem.

Posted by Ignatz ( ) at 2002-10-18 15:53:00    
Yeah, Gothmog is really tough. One of the reasons I made
him like that was in response to the totally uber players
that would come on to my server. I had to make something
that would be a challenge combat-wise. As far as Kimli's
mine goes, the creature in there is much harder than
Gothmog, hence the level restriction. You could party up
with someone who is 18+ and go down there.

There really isn't much to see in Kimli's mine. Just one
main monster and really it's a death trap. Have you
ventured into the vaults of the Gron'dagor? Hit the
enchanted hall? The quest itself has several other
dungeons as well. There are four Vaults to get into.

Posted by Sly ( ) at 2002-10-18 00:28:00    

Well, played it some more last night. The Hunter was spot
on, as are the Forest Drakes.

The 'Horror without a name' was just the right difficulty
for a 10th/5th level Rogue/Ranger and my buddy a 14th level
Cleric. I died but the Cleric finished him off.
Splendid. Lots of treasure - maybe script 'mediumtreasure'.

I've lost count of the number of times we have attacked
GOTHMOG, wow is he heavy stuff. Last night we summoned a
Balrog and hit him with everything we had, spells,
everything and the best we got was 'barely injured'.
Exactly how high is this guys AC, and stuff as he is sure
on mean bugger. Any tips on this guys weak spot

The Adult black dragon is proving easy in comparison to
Gothmog. And he is by no means easy.

Apart from Gothmog, I think the difficulty level is spot on
(so far). :o)

Only one real disappointment and that's Kimli's mine. I
can't understand why we have to be 18th level before we
descend. Any chance of you changing this to 15th level?

Just a few more traps on the chests, and maybe a few less
chests, again so people get less teasure.

Did I suggest increasing the size of the sewer and
populating it with few monsters?

Posted by Sly ( ) at 2002-10-17 01:43:00    
I'll be playing your module again tonight, but I have one
small comment. I haven't tried it a lot but the one thing
which 'spoilt' the NWN module was that you could rest
absolutely anywhere.

IF you can do the same with your module can I suggest
players can only rest in specific areas, e.g. Inns,
campsites, etc.

Posted by Ignatz ( ) at 2002-10-16 14:42:00    
Thanks for the feedback Sly, it is always appreciated! I
think you are right about the items. There are probably
too many magical items. The chests are set for random
spawn, and I have them on "bosstreasure" I'll probably
need to set them to "hightreasure." It would be simple as
changing one word in one script since all the chests
contain the same script.

Posted by Sly ( ) at 2002-10-16 01:56:00    
Just started your module last night and first immpressions
are quite good, although I do have a couple of comments.

1. You give way too many magic items. I think you could
safely remove 90% of these.

2. For example just give something like a scroll, a
potion, a gem or some gold (eg. 57gp). I would remove the
chests in the first encounter and just give a few goodies
when the monsters die.

3. Mercenaries, again remove all the magic items and
replace with something else.

4. I know a treasure house should have lots of treasure
but this is way over the top. Remove all chests until the
end. Beef up the traps and the monsters in the treasury.
Suggest more gems & gold and less magic items at the end.

5. In the Hunters forest - I liked the Forest Drake -
don't change him. I went down the trap door and met the
dead guy, I couldn't kill (yet) him but took all his
treasure instead, suggest you only have a couple of magic
items and maybe a gold necklace, a potion, some gems.

6. Also I suggest you increase the power of the orc
shamans a little.

7. I'd expand the city a bit more, maybe the sewer could
contain some powerful monsters?

I'll provide more feedback when I have done more.

Well done.

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