It is easiest to beat as a Wizard or Fighter. For a harder difficulty, play as a thief.
No DM Required
Single or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
This is my first module. It starts in a remote location, but mostly revolves around the town of Hillside. You must do quests to help save the town from an unknown enemy. If you do most of the quests, you'll end up around level eight or nine. There is some humor and light references to other works.
As my profile reads I started to play (A)D&D back in 80's so my views are perhaps skewed a bit differently to other people. Minor spoilers as usual.
Let start with the good things:
I think the scripting, cut scenes, multi-person conversations etc. are pretty amazing, especially for a first time effort and something put together in a month. The characters, buildings, terrains etc. all look great. Toolset-wise, this module got NWN-pegged. As from the comments at other modules can be gleaned, that's by far the hardest part to learn. The combats (I played a Dwarven Monk-Fighter-Assassin) were challenging, though the last one was bit of a downer (having been beaten close to death by the Lizardmen).I didn't miss a henchman, which would have been a bit strange anyway (side-kicks don't have side-kicks).
On to the bad.
In short I didn't think the module was fun, it really started to feel like a chore at abt. the time that iron key was handed, and down-right annoying around the second apparently witless prisoner.
Most memorable flaws:
- total and utter linearity, with basically high-powered NPC's creating the whole adventure with your character as a cross between spectator and errand-boy. Basically your PC is completely inconsequential, except for walking from point A to B (and often back again) - in the order dictated by said NPC's. Even the - extremely fecund - guards are of such a high level you'd expect they could handle things just by themselves just fine (and they can - if you eg run for your life from the Lizard caves, one of the many Warlocks will easily dispatch them. Ah, to be 15th level and a nameless servant). Most unbelievable point: a whole open section of Forest you can't enter for some reason till a key has been given (that would lead to 'a door or chest you couldn't open before'. Not.) (TIP: change it to a Map and it would be feasable. Still little fun but feasable)
- whole towns being locked down all the time compounded this problem. Put a bit too crudely, the only reason the last two towns seemed to exist was to look pretty for all those busy NPC-protagonists. Okay, the last town contains one door you can open without 'a specific key', but when opened, litterally leads to nowhere. To be frank, by that time I almost wished the local Townguard would get mad at me for breaking that door...
- all the teleporting NPC's were another huge reason I felt pretty inconsequential. If 5th-level magics abound, you would e.g. imagine the PC(s) not having to trudge around so much. At least your masters could have the curtesy to teleport you with them, especially because the trek to their point of arrival is just that, a long uneventful trek (playing a Dwarf certainly not helped in THAT regard). And I won't even touch the matter of prisoners declaring 'well, I know teleport, so don't worry about me', the problem with this is rather obvious.
(TIP: I understand the advantages of having NPC's become inaccessible after they've done their bit but really, tone down the Teleports. If you eg let them be struck by lightning from the sky, the main villain becomes more threatening - 'cripes, he can do THAT !?! ' - and you retain those advantages)
- a minor quibble that stood out: the Citizens of the last town(s? bit fuzzy) being referred to as Patrons.
I know I may have sounded overly negative, but I honestly wanted to quit many times. Personally I feel you shouldn't Vote on a module till you have seen the whole module so I trudged on. The module-maker obviously has (a lot of) talent with the NWN-toolbox so it basically boils down to developing skills regarding the 'concept' of a RPG-adventure (I won't wax on the philosophies behind them but basically they are about (at least the illusion of) being in control, unlike eg watching a movie). Considering the obvious skills regarding the Toolset I'd certainly be interested in other modules by the same builder, but I'm sorry to say I honestly can't recommend this module by a longshot. And the Voting process is about the (whole) module in question, not the maker, hence the Vote.
Posted by JanusII at 2009-03-21 06:04:40 Voted 8.50 on 03/21/09
Spoilers as usual:
I finally went through as a Paladin just now and more or less agree with Kilvain. Difficulty wise, everything seemed about right, the areas looked nice enough, dialog was natural, and it was all together fun for the most part. Exploring out of the way spots nets you a chest or two, which I always think is a good idea, even if they aren't big items. Fundamentally, it's well made.
Having to go back to the inn first to open the lizard owned door simply didn't make sense, to be honest. Plotwise, getting into the castle from there probably needs a rethink. The tree itself is pretty obvious, but there's no real prompt to make you go to that area before then to realize it, either. Being a Paladin, I did have a horse, but I could imagine it being a wee bit tedious running around otherwise. (It also made me sit on throne during a cut scene . . . while mounted.) As for the teleporting, there's also the fact practically everyone can do it, and there's not much explanation as to why everyone can't just escape on their own. At the very least, the couple's son should have some explanation. I also wound up rescuing him pretty late into the module, and for whatever reason, all of the lizards were gone by then. I'd been avoiding them because the lead warrior was a bit too much when I showed up originally.
I started out not expecting too much, and wound up going to quite a few locations, considering it's meant as a short module. It's a good light module as it is, but I don't see any reason you couldn't expand this with a few more dungeon floors, encounters, and buildings the player can enter, without changing what's already there too greatly. A henchman rarely hurts for making a solo game more interesting, either.
Just my opinions. I'll probably try anything else you put up. _________________________ I'm stranded on this notebook and all I have to eat are left over Neverwinter Nights.
Posted by wubbaduckee at 2009-03-19 21:02:10 Voted 8.50 on 03/19/09
I agree with Kilvain, same issues.The story was good and was fun :)
Posted by RyanC08 at 2009-03-17 08:32:55 Voted 8.50 on 03/17/09
Thanks for the advice, Kilvain! Everyone else, please leave comments! They can help me make better modules in the future. Thanks!
Posted by Kilvain at 2009-03-16 04:13:12 Voted 8.50 on 03/16/09
An enjoyable adventure. I didn't run into any technical glitches, and had fun uncovering the plot and facing off against the villain.
There are a couple of points in the story where locked doors become an issue. First, when you encounter an underground city overrun with lizardmen a locked door prevents further progress. It wasn't immediately clear that you had to return to a contact in the Inn to unlock the door. Later on in the story you are given a key and told to search through areas you have visited before to find the door or chest it unlocks. As it turned out the key unlocked a door in an area I had never visited, a tree entrance that would not have been discovered without searching every area. Not a showstopper, but a few more clues might have been helpful.
There also seemed to be a lot of backtracking in the module. The areas are small enough that it wasn't a major problem, but considering the amount of teleportation going on it would have been nice in a couple of instances to have the option to jump to the action quickly, or at least have access to a horse for quicker movement.
Thanks for the module. I look forward to seeing your next effort.
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