Primarily a Single Player campaign, the combat dungeons WILL require more than 1 player however.
It is designed for 12th level, however, it can easily be played by 1st level and new characters as well
Tricks & Traps
Hack & Slash
Ideal for ANY class
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
Good alignments may have an easier time, but there are options for evil alignments as well
This Module is extremely heavy on the Roleplaying aspect. I made it after the fashion of my first Black Isle one, but this one is more polished (learned something), story oriented as opposed to free form. There are Combat areas that are optional, and half have random encounters. These were designed for high level characters, so anything under 12th is unadvisable for them. They are easily avoidable, and the game can be beat without EVER seeing a bit of combat. Talking to others is essential, as is searching chests and items to figure out the one question your character doesn't know...Who are you?
Posted by One who played it... ( 151.47.xxx.xxx ) at 2005-04-04 01:46:00
I'm sorry, I really didn't like it. The ending was disappointing, although I won't make any spoilers, and I didn't find it that much roleplaying-heavy, y'know.
And still, couldn't you make without the advertising of NWNVault?
Posted by The_Flash at 2004-02-28 20:46:27 Voted 7.00 on 02/28/04
I enjoyed the module. I echo the thoughts that a little cleaning would go a long way. I couldnt communicate with a few of the creatures, so even if all they said was "get lost, I don't want to talk to you now." That would have helped a bit.
If I have a concern, it deals with the risk/reward of the treasure and experience given. I walked out with a load of loot that would make any cleric or melee class drool. I must admit I loved reading the items, because they were very interesting, but they sure 'could' upset game balance in other works. I also seemed to level at a very fast rate. I think I went from 12 to 19 or 20. It just seemed a bit too much too soon.
All in all, I feel it was an enjoyable time and I loved the bovine blessing. I have to believe that without it, the ending could have been quite different for me. There were some fresh ideas in this and I look forward to seeing more of your work.
Posted by kargaleth at 2004-02-14 07:16:00 Voted 5.00 on 02/28/04
Not bad; has the possibility to be much better with a little work. I liked the philosophical aspects and think this could become an interesting short module. There are too many spelling/grammar mistakes to list, and when talking to gypsy grandma I encountered " is not your real name". As someone else mentioned, the dialogue should change after you've finished quests and return to speak again (that's really annoying).
I almost didn't find the crystal ball, never got the gold key (my fault!) and never managed to talk to the glitter nymph.
The fetch quests are really simple; I suggest making them a little harder and more interesting than simply going in a straight line from one place to another (use the wilderness better; put things off the road).
I'd also like to see a quest for each (all!) of the gypsies.
I also wondered why the drow have Armoires rather than chests, since they are in a cave.
The crystal ball quest dialogue was confusing; Lance said I'd only get one chance to talk to him, but he told me to come back for the crystal ball later. I suggest that if you revisit him he should give you the crystal ball directly, or give you a clue about where to find it.
The Bovine Lord mentioned a later reward from cows. Was that a joke?
Why don't the dragons talk to you? And what's with all the cows in the earth area?
Posted by Norby ( ..xxx.xxx ) at 2003-06-28 10:45:00
Can't recall if I rated it or not, but I liked it a lot. Just gone back playing some of the modules I downloaded a while ago...and I really like this one.
Posted by Grunt_the_Vegetarian ( ..xxx.xxx ) at 2003-03-09 06:11:00
Argh! I just posted my comment at the wrong mod. Sorry to
Posted by Grunt_the_Vegetarian ( ..xxx.xxx ) at 2003-03-09 06:10:00
Toughest mod I ever played and DEFINETLY not surviveable by
charactes below lvl. 12, my monk-thief crushed, my paladin
torn to pieces, my barbarian-sorcerer fistf... Very good
story and not one crash playing it. The black Slaad Lord...
did I miss some trick to get him off? I couldn`t even bring
him to hurt, recovered from all, was immune to many and for
a boys nightmare quite some creature, especially because I
didn`t find any magic weapon to fight him, nor a way to
avoid the fight (only leaving the house for good).
Posted by GreyLord ( ..xxx.xxx ) at 2002-12-21 22:36:00
Thanks for the comments!
Posted by juv3nal ( ..xxx.xxx ) at 2002-12-20 01:14:00
Without spoiling, clever idea.
the execution was a little bit rough around the edges
(dialogue for a lot of npcs didnt change if you went back
and talked to them after completing some task for them).
I played a pnp campaign where the twist was used as the
closer to the campaign so i pretty much saw what was
coming, but i felt the build up to it was nice in that it
was not too heavy-handed.
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