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NWN MODULES

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Title  NWTavern - Town of Byrn: The Lost Lute
Author  Kad
Submitted / Updated  08-26-2002 / 04-02-2003
Category  Dungeon Adventure
Setting  Uteria
Gameplay Length  3-4
Number Players  1-8
Language  English
Level Range  Starting module for Multiplayer, 2+ recommended for Single Play
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  All classes ok, rogue recommended.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  03
Max # Players  08
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any good or neutral.
Description
The Town of Byrn is located in the Westlands of Uteria. It is nestled between the South Woods and the Vale. Home to mainly humans, some halflings have migrated from the Vale to here starting up farms in the nearby fields. As of late, the town has come under harder times. Whispers of monsters and dangerous animals in the South Woods have stopped almost all travel to Byrn, and some residents even report creatures having attacked their farms. You find yourself on the road into the town, a thankfully uneventful trip through the South Woods behind you. Looking for an ale and a quiet room or maybe a way to make a bit of coin, you head into the town. **Check the Players Guide for more information! 4-2-03 - Fixed some minor bugs, updated quests with more current scripting and tweaked some areas to make them moreinteresting. More to come also!!

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2002-12-27Alazander4.78Main town is nicely designed; difficulty is well balanced; excellent documentation; neat touches such as lootable corpses.Rather basic and very unoriginal; dull, uninspired quests; completely linear, with negligible replay value

Files

NameTypeSizeDownloads
uteria.shtmluteria.shtml
Submitted: 08-26-2002 / Last Updated:
shtm--3847
External Website Beyond Our Control
byrn.htmbyrn.htm
Submitted: 08-26-2002 / Last Updated:
htm--3835
External Website Beyond Our Control
SCORE OUT OF 10
8.31
20 votes
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Comments (29):

1 2 3

Posted by Bubbac at 2003-03-2307:13:00    
Kad, Lost lute, from what I have played of it, is really good! :) I am not able to vote in the NWVault's voting system for any game, but if I were able to.. I'd give your module a 10! No lie. No joke. ~ Bubbac Ryu

Posted by Bubbac at 2003-03-1419:46:00    
Kad, I'm downloading Town of Byrn: lost lute and its sequel at the moment, and I believe that they, by their descriptions at least, are very well done, and I can not wait to try them. Should I find anything wrong, I will either 'comment', email, or message you with the information. :)

Posted by jrduncans at 2003-03-1022:49:00    
I could not complete this module, because you have chickens set to the Commoner faction. I killed the chickens and cows in the deep caves, so when I got back, everyone was hostile towards me.

Posted by Kad at 2003-01-3009:06:00    
Sorry you were "suckered in". Yes this is quite an older module ( I posted it like 6 months ago). As for the HCR, I have a direct link from the players guide over to the HCR website because of all the rules. And most of my modules are geared towards multiplay with DM's, hence why normally it gets a better response, as those votes are from Neverwinter Connections. As for large areas, I guess that is personal taste, and I have received much criticism about it. But I feel that DnD is mostly a traveling game, and that to bring in the action correctly, there will be some overland ( or underground) traveling. For anyone else interested in downloading this module, It uses the HCR ( so be sure to check their website for the rules, though there is a HCR lite version of the module included in the download), there is some traveling, and this is a BASIC dungeon crawl module without a whole lot of conversation. The second Byrn module has a little more roleplaying and such, if you are looking to run through without a DM.

Posted by Blakwind at 2003-01-2905:48:00    
I was suckered in by the high score. Obviously an earlier work and so much has changed that the "bar" has definately been risen. Group I played this with found it boring, lack of any decent story, and somewhat tedious. Map areas large without reason without much going on, little or no NPC conversations, certainly doesn't seem to deserve the score it has. Again, this is an earlier work, so I think NWN gamers expect more now. Uses HCR set but neglects to explain many of the HRC rules. HCR desigers have a responsibilty to tell the players what is going on, many in my group were totally confused by some of the things in the mod and the author doesn't provide any info for them. If you've played everything else, give it a try.

Posted by Kad at 2002-12-0113:41:00    
Good points.. I believe I will make a new single player version of the mod with less strict rules. Maybe 3 game hours between rests, and turn some of the more strict rules off. ( like require a bedroll, but not food to rest) Be on the look out for it soon!! And thanks for the feedback!!

Posted by Tweek at 2002-11-3011:02:00    
I agree with you 100% there Cironir. Additional resting rules have really ruined some potentially great mods for me. Some are ok when they place tons of healing potions to make up for not being able to rest for hitpoints, but the most retarded thing about those rules is that it makes playing a magic using class like a sorceror or wizard totally pointless. Waiting for even 2 or 3 minutes between fights is too long. Thats why I quit playing everquest. heh.

Posted by Cironir at 2002-11-3008:51:00    
This is probably a bit a unpopular, but I really dislike that this module is HCR based. Here's an example why HCR, in my opinion, spoils the game experience: I entered the module with a level 5 druid, and summon my animal companion, a panther (this character always has a panther, it is part of his background story). The game tells me that the animal "wanders off" because it is "too powerful" for me. So, "fine", I think, and attempt to rest to select a different, weaker companion. "You cannot rest on an empty stomach". I couldn't summon another pet companion (since the game took mine away) without resting, but I also couldn't rest because I had not eaten (I had arrived in the module a few minutes before). Well, at this point I left, utterly frustrated as the module itself sounded interesting (and in fact, what I did see of it looked nicely designed, too). The trouble with HCR is that it tries to make the game artificially difficult by applying PnP rules, but computer- based RP simply is not like PnP-DnD, and trying to force it on a computer-roleplayer results in frustration and boredom. I play computer games to relax, not to wait fifteen minutes between two encounters because I cannot rest, or cannot rest because I have no food, and then spend an hour trying to find food, or a place to rest, etc. My gaming partners of years pretty much feels the same way and she flatout refuses to play HCR based modules with me (I can't blame her). Anyway, I apologise for putting this in the comments for this module. I've left this note here because the module is one of the (thankfully) few modules that are HCR based. From my perspective, as gamer, it's really a severe downside. I would have loved to play the module, honestly.

Posted by Kad at 2002-09-2009:03:00    
V. 1.02 Fixed a few bugs with quests and the way scripted conversations went.

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