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NWN MODULES

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Title  Dragontale Prologue beta
Author  Grithnir
Submitted / Updated  10-20-2004 / 10-20-2004
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Faerun
Gameplay Length  5-7
Language  English
Level Range  Will take a new character through to level 4-5
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Fighters have an easier time then magic wielders.
Scope  Part of Series
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  Teen
Alignments  Any.
Description
This is a story based module. It is a stand-alone story that is designed as a prologue later to be incorporated into a larger story. For this reason the title makes little sense, as there are no dragons present in this version. Once this prologue is incorporated into the larger story this will change. Still, this shouldn't affect the local story and hopefully it will appeal to anyone, who likes a small single-player adventure every now and then with both hostile encounters and conversations unravelling the tale.

Files

NameTypeSizeDownloads
Grithnir1098285792562DragontalePrologue10beta.zipGrithnir1098285792562DragontalePrologue10beta.zip
Submitted: 10-20-2004 / Last Updated: 10-20-2004
zip861.63Kb291
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Comments (8):

Posted by Turold at 2004-11-25 11:45:00    
I thought the mod was pretty well done, The areas are a little large and I would agree that it fairly combat intensive. I tried to play through it with a rogue but ran ito problems near the end. Perhaps adding a +1 shortsword or some magic armor would help. It's not a rich mod loot-wise and I couldn't buy enough potions to offset my weaker fighting ability.

Posted by Grithnir at 2004-11-12 06:26:00    
Hi thudson,

Thank you for your comments. On reflection I find them all valid. This was my first module and I kept it simple in order to learn the basics. This is also why it is conceived as an optional prologue to the bigger story, which I now hope, I'm better geared for.

The story is linear and simple, yes, so the conversation choices does not affect the outcome. It's alignment that is affected. The bigger story is meant to be more complex. Still, alignment will be the key element here also.

Personally I love big areas with room to roam. To my surprise reading forum posts have made me realize, this makes me something of a freak. I'll keep in it in mind.

Greetings from Grithnir.

Posted by thudson at 2004-11-02 12:18:00    
Umm... If this is the prolog, I probably won't play your follow-on modules.
My take is Hack/Slash: heavy RP: light. There are a few amusing conversation choices but none seem to affect the linear gameplay.

How do I get from level 1 to 2? Kill 50 rats. Oh, no, it was 48 rats and 2 fire beetles. Kill, kill, kill. Then, at fourth level, I'm up against dire wolves - even for a PSS fighter with difficulty set on Easy that's an end-boss level difficulty, not something you fight a whole pack of. Thank goodness that there's no respawn penalty, although the backtracking is a little tedious.

I like your plot ideas. I might play through this module if the areas were 1/3rd the size, the enemies were 1/3rd the number, there were any XP from non-combat activites, and it were possible for a non-combat-optimized PC to survive on normal.


(The statistics for the dire wolves: PC fighter with best armor+shield+one magic defense gives you AC 22; dire wolves have AB +11. They're hitting you on nearly half their attacks, doing around 10 points of damage. Combat-monster PC has 10 rounds to kill them; a few more if you have potions to burn, but money is scarce enough that they're probably only cure moderate wounds, which don't heal you much faster than you're damaged.)

Posted by Grithnir at 2004-10-24 06:39:00    
Thanks Alcarin,
Good suggestion. I hadn't considered the obvious fact that it could be seen as an error, I had missed. Not everyone is blessed with my rather conveluted sense of humor. ;)
Greetings from Grithnir.

Posted by Alcarin at 2004-10-23 09:04:00    
Well, as long as it's not a plot-related note that I should read to find out something vital, it's okay if it stays untranslated. But, maybe you should include a translation in a ReadMe file or something? :)

Posted by Grithnir at 2004-10-22 12:35:00    
Lew and Alcarin,
Thank you for trying out my module. To Lew: The bottle of wine lies up against the wall on the floor close to the Back Cellar door - after all, this was where Ublug and his brother was on guard duty ;). To Alcarin: The Grunt's letter is my little "calling card" (you know - like Hitchcock always appearing in his own films) :). The "civilized language" it is translated into, is my native tongue. If you like, I shall post a translation into English here. Just say the word.
Greetings from Grithnir.

Posted by lew at 2004-10-22 04:21:00    
Where is the bottle of wine? Can't find it anywhere!

Other than that, from what i've seen so far looks promising but cellers and store house could be smaller

Keep up the good work. not that i'm able to see much!

Posted by Alcarin at 2004-10-21 15:25:00    
Just to let you know... Grunt's letter is not translated into English. :) I don't know if that was intentional or not.

Other than that and a few grammatical mistakes, which is natural if you don't speak English as your first language, this seems to have a very good start.

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