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NWN MODULES

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Title  Forces of Darkness
Author  Alex Flynn
Submitted / Updated  10-26-2002 / 12-20-2002
Category  City Adventure
Setting  Kingdom of Maple Grove
Gameplay Length  5 - 10 hours
Language  English
Level Range  Recommends Lvl 1
Races  All
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  All
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  20
Max # Players  04
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  All
Description
This module takes place in the small kingdom of Maple Grove. A small farming community to the south of the capital has been threatened in recent months by a highly organized and militant tribe of goblins. Meanwhile, the capital itself is in chaos, as the King's daughter has been murdered, and all the evidence points to Maple Grove's rival, the nearby kingdom of Wahlstrom. Tensions have been strained to a point where both nations are ready for war. Perhaps you, as the adventurer, can diffuse this dangerous situation. This module's scope is very large, with over 100 areas to visit and hundreds of NPCs.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-05-06LT Goodridge5.11Large areas to explore, variety of henchmen available.Claims to be focused on role-playing, but has poor writting and no depth.

Files

NameTypeSizeDownloads
Alex_Flynn15Readme.txtAlex_Flynn15Readme.txt
Submitted: 10-26-2002 / Last Updated: 11-15-2002
txt2.62Kb1673
--
Forces_of_Darkness_1.1.zipForces_of_Darkness_1.1.zip
Submitted: 10-26-2002 / Last Updated: 12-20-2002
zip2.3Mb1806
--
SCORE OUT OF 10
6
2 votes
View Stats
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Comments (16):

Posted by Mirgalen at 2010-05-17 22:24:25    Voted 3.00 on 05/17/10
I agree with the reviewer this module can certainly be avoided.

3-4: It is clear the author tried to make something interesting, but still fell short. With more work it might be worth the download.

Posted by Namor at 2004-02-28 21:33:51    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 8   Dialogue 9   Originality / Creativity 8   Quality Control 9   

Posted by Rome at 2004-01-19 23:03:00    
The areas are very large and could use more content. I would also drop the crypt quest and move the more interesting city quests forward. The warriors are too strong for a no respawn mod unless you start at level 13 or have a fighter level 6 with toys.
_________________________
Tales of Celts - Link

Posted by Ezekial ( ..xxx.xxx ) at 2002-12-08 09:18:00    
I finally got around to playing the corrected, newer
version of the module and was very happy with what I saw.
All the problems pointed out here were fixed. You even
made the grenades impossible to sell, something I hope my
comment was partially responsible for. It's nice to have
a creator who actually listens to what his players have to
say. Thanks, Alex, and job well done.

Posted by Bubbablue ( ..xxx.xxx ) at 2002-11-26 15:17:00    
To anyone reading this: PLAY THIS MOD, I guarantee you'll
have a great time. I played it over three nights and it
kept me entertained from beginning to end. Please write a
sequel!

Posted by Alex Flynn ( ..xxx.xxx ) at 2002-11-15 19:47:00    
I just uploaded a new update. The issues with the caverns
have been resolved. I must express my deep apologies for
not play testing my module more before release, but
because of the awesome amount of time I put into it, I
simply could not wait. For some reason, many of the 2x2
Stairs down transitions in the caverns have been going
goofy. For those who are making modules of their own, I
would advise never to use this transition, as it is
extremely unreliable. Anyways, like I said, the
transitions in the caverns have been fixed. If there are
any other problems or bugs you find, feel free to send me
an email, and I'll try to take care of it. Thank you all
of you for all of your feedback.

Posted by Anonymous ( ..xxx.xxx ) at 2002-11-14 09:26:00    
Not to rush or anything, but where's that fix? I know it
hasn't been very long. I'm just writing to make sure you
haven't "moved on to bigger and better things" and left us
poor players behind. I'm looking forward to playing this
module more, even if I have to start over again. It has
it's quarks, but I'd still say it ranks in the top 10 mods
I've tried, and I've tried quite a few.

Posted by Ezekial ( ..xxx.xxx ) at 2002-11-13 21:58:00    
I just wanted to write and tell you how much I've enjoyed
your work. Your custom armor is some of the best I've
ever seen and your henchmen's AI is astonishingly good,
especially conscidering the large number available. I
also like the variety of henchmen. I've had a blast using
an Ogre as a hireling! There's one minor
complaint/observation -- the grenades spread throughout
the various houses in the openning town can give the
player a small fortune if he sells them all. Each one
sells for 9,000 gold and I counted at least five of them.
Almost 50,000 gold is way too much for a first level
character! One or two would be a better idea. That way
the player can afford a good henchman and a nice suit of
armor without being rich.

Posted by Alex Flynn ( ..xxx.xxx ) at 2002-11-11 10:45:00    
Whoops.. I'll have to fix that right away. Though all
transitions were set up as two ways, I guess the toolset
just "forgot." I'll fix these problems and post an updated
version.

Posted by Namor ( ..xxx.xxx ) at 2002-11-11 10:14:00    
In the village where you begin, there's a house that has a
retired adventurer. If you enter his house and try to
leave, nothing happens and you're stuck. I reloaded and
tried this several times, but I never could leave. I
think this is the same kind of problem NevaehDragon is
talking about.

Posted by Alex Flynn ( ..xxx.xxx ) at 2002-11-09 19:44:00    
Just keep on a going. The passages are confusing, I know,
but if you keep going you'll eventually reach the light of
day. If you keep going through doors you should come to a
familiar area.

Posted by NevaehDragon ( ..xxx.xxx ) at 2002-11-09 18:04:00    
I took my Dwarven Char in this game and thought it was
great, although the Dwarf king called me a human. I had to
stop playing the mod cause when I went into some passages,
I could not get back through the doors. Any ideas?

Posted by Alex Flynn ( ..xxx.xxx ) at 2002-11-05 11:05:00    
Thanks for the feedback. In my next update I'll be sure to
address those problems. I thank you for bringing this to
my attention.

Posted by Namor ( ..xxx.xxx ) at 2002-11-04 22:14:00    
I've just begun the module, so I really can't say how good
it is so far. I like the way nearly all the houses in the
village can be entered and how there are only a few chests
strung about. Mod looks like it has alot of potential.
That aside, I seem to have come across a glitch. I bought
the roast beef for the old lady, only when I try to give
it to her she says, "You don't really have the roast beef,
do you?", and I'm stuck with it. Another problem I ran
across is the cleric/priest in the middle of town. When I
look at the potions I currently have, it says that I can
sell them for nearly twice the amount the cleric is
offering them. So, I try to sell them and buy the same
number from him (why not make some cash, eh?) but I end up
spending way more than I sold them for, and I'm broke.
The problem only seems to happen when I barter with that
particular cleric.

One last thing, I read over the description several times,
and it doesn't say anything about needing multiple DMs, at
least from what I can tell. Maybe you got it right the
first time?

Posted by Alex Flynn ( ..xxx.xxx ) at 2002-10-29 15:23:00    
When I posted this thing, I was obviously very tired. The
description says it need multiple DMs, when in fact it
doesn't require any. I should have been more careful when
I was filling out the form. I'm pretty biased, but I think
this is a pretty good module. There are over 100 areas in
this sucker, with well over a dozen side quests in
addition to the main quest.

Posted by Alex Flynn ( ..xxx.xxx ) at 2002-10-27 10:53:00    
Not a bad module, if I do say so myself.

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