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.
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.
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.
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.)
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.
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? :)
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.