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Title  Cauldron of Plenty
Author  Killer Axe
Submitted / Updated  12-19-2002 / 12-19-2002
Category  Roleplay
Setting  Mostly City & Cave, but has Farmlands & Forests.
Gameplay Length  3-5+, depending on how much exploration you do.
Number Players  Designed for Single Player, but has Multiplayer considerations.
Language  English
Level Range  Characters will start out at Level 1.
Races  Any race
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Light
Classes  Any Class
Scope  Dependant on Module
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  05
Max # Players  04
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Designed for Good characters, but can play any alignment.
Hakpak  Included in module zip.
Review Others  dharam_khalsa
*****You MUST have the Neverwinter Nights 1.27 patch or better to play this module.***** This adventure is set in the small kingdom of Tiglas, ruled by King Luachra. The kingdom of Tiglas is currently being afflicted with Kobold raiders, who are stealing farm animals, most notably cattle. King Luachra has charged his advisor, Dertol, to find adventurers to retrieve a magical cauldron called The Cauldron of Plenty. The cauldron is currently owned by a giant by the name of Bolg Mor. The PC is to get the Cauldron of Plenty from the giant WITHOUT killing the giant, and bring the cauldron back to the castle in the city of Dunluachra. All Characters will start out at level 1 with 0 Experience, regardless of how they were before they enter the module for the first time.


DateReviewerFinal ScoreQuick ProsQuick Cons
2003-10-19J'Dai5.75You'll find an interesting twist in the storyline and a number of different quests in a afternoon's worth of playing.Due to the released 'age' of this module, some of the features are negatively impacted by the latest version of NWN.


Submitted: 12-19-2002 / Last Updated: 12-19-2002
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Comments (11):

Posted by Mirgalen at 2009-12-03 02:07:24    Voted 3.00 on 12/03/09

This could be a pretty cool PnP conversion BUT all the good things implemented here ruined by very poor combat balance (as pointed by other players and reviewer). So one would either have to cheat (like hunting a bunch of will-o-wisp to lvl) to have a chance or reload over and over. Without doing that I had a few characters killed in a cellar (too many bugs in there). I figured that a character with an animal/familiar may be able to do better but no because instead of one kobold you see 8 at a time (I even got a giant scorpion joining the bugs in the cellar).

Posted by Zovesta at 2008-01-18 04:03:57    
*Sigh* Another kobold-portrayed-as-bad-guys module, eh? I'll give it a try... honestly, you'd think someone would make a kobolds-aren't-always-evil module... Guess I gotta head to the toolset and 'make new module' button, eh?
I try to make modules, never finish 'em. Working on one now.

Posted by DrFraud at 2006-01-22 03:50:07    
While people freaking out when you enter their home might be more true-to-life, it made it hard to loot *ahem* clean their property and to determine whether there were any sidequests. Also, I think the graphics were buggy, as this kid in one of the farmhouses looked like she had a plank sticking out of her head. The dialogue was good, though.

Posted by dvir at 2004-09-04 06:43:10    Voted 6.50 on 09/04/04

Posted by mikeauen at 2004-02-28 21:25:55    Voted 9.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 10   Quality Control 10   

Posted by dkhalsa at 2004-02-28 21:23:58    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 6   Dialogue 8   Originality / Creativity 9   Quality Control 8   

Posted by myzithra at 2004-02-28 20:42:32    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 8   Originality / Creativity 9   Quality Control 7   

Posted by Ghool at 2004-02-28 20:39:16    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 6   Dialogue 7   Originality / Creativity 9   Quality Control 8   

Posted by Ghool ( ) at 2003-10-19 10:48:00    
Over-all, not a bad module. But, it wasn't great either.
The plot, and story were superb, but there were a lot of issues in multi-player, and the death/respawn system was the worst I have ever seem implemented in any module, aside from not having one at all. I was a big fan of Willie Walsh's Dungeon adventures, and the story was well converted for NWN.

I'm not trying to get down on Killer Axe for his effort. I'm just stating what can be improved, and trying to do it as constructively as possible.

But, this is my opinion, and others might disagree.

My main complaints are with the rest system (which was very badly bugged), as player's could only rest once every 24 game hours. In a high level module, restrictions on rest periods as done in this adventure would be more appropriate.

With low level characters, this makes it a severe pain, and playing a casting class becomes burdensome when one has no spells left to cast, and has to wait over an hour of real time to get any spells back. And, when one has only 10 spells at the most, a caster becomes useless to the party after the first 2 or 3 encounters, let alone playing a caster through this adventure solo.

As, I mentioned above, a death system which penalizes one so harshly (and this is coming back without a clean slate), and then forces a player to manually run back to their previous location, across several dangerous areas (in some cases), to reach where they died was frustrating to say the least.
Again, I stress that this is a level one adventure, and it seemed a bit difficult in places, and there was more than one occasion where I died, just trying to reach the point I had last fallen. After and entire day of playing with my party, my xp count was less than 500 for the whole adventure due to the number of deaths.

I'm not sure if encounters scaled or not, but a good portion seemed far too difficult for the levels required. ie. some creatures dealing enough damage to slay a PC in a single blow. The tediousness of respawning also became very tiresome (having to talk to the astral druid, lose xp, have to talk to the real druid lose gold, and THEN you end up back in the forest).

Some areas seemed far too large and empty, with little purpose, aside from haveing two or three NPC's to speak to, and three or four fights. We found ourselves wandering around aimlessly for a good portion of the module, because we were afraid we might miss something in areas so huge.

There were several places where only a single player could be involved (ie. the Earth elementals come to mind, where they teleport a single player across the water, which of course is a very difficult combat). In this example, I dided twice, because I had to fight these beetles solo, and my party could only stand there and watch, and then wait for me to run back, fight, die, rinse repeat. Tedious, and bothersome for such a simple go fetch quest.

There were also several bugs with heartbeat scripts on the NPC's in the taverns as well, and seeing the too many instructions error became very annoying. A ClearAllActions command at the start of the script is all that is required to fix this minor annoyance.

I commend you for your effort. But, as I said, fix a couple minor things, and this could be a fantastic adventure.

I would also not recommend this for multi-player, as there are lots of issues that need to be resolved.


Posted by ribald ( ) at 2002-12-22 10:13:00    
I d\l this mod right after it was realised and only start
playing it today but i getting a wierd bug:everytime i
save in the first area my game crash and it corrupts my
other save.

Posted by Curtis ( ) at 2002-12-21 20:52:00    
This mod has an extraordinary plot. I dont think i could
come up with better. I only see a few things wrong with
this.....its slightly difficult. You could at least make us
PC's able to rest whenever we would like to. Other than the
sleeping guidelines, this is, on a scale of 1-10, an 11.

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