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NWN MODULES

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Title  Strange Alliance I - Trouble in the Silverwood
Author  KCSolberg
Submitted / Updated  08-09-2003 / 08-25-2003
Category  Dungeon Adventure
Expansions  NWN-1.30
Setting  Realms of Myth
Gameplay Length  4
Language  English
Races  The region where the module takes place is primarily human, but dwarves are not uncommon. All other races are very rare.
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  You definitely want at least one fighter type in the group. A cleric and a mage would be useful too.
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  02
Max # Players  05
Min # Players  03
Min Character Level  01
Content Rating  Teen
Alignments  This module was designed for characters of good alignments. You could play it as an evil character, but it wouldn't make much sense.
Description
This is the final version of Trouble in the Silverwood, part one of the Strange Alliance Series. For years the Silver Vale has known peace, but now, dark forces stir within the forest and the local village finds itself in need of a hero. Will you be the one to rise to the challenge? This module was designed to be challenging for 3-5 first level characters. If you are going to play this module with less players or if you are new to the game, you may need to adjust your character's levels accordingly. A mixed party consisting of at least one (preferrably two) strong fighter types, a cleric, a rogue or a mage is suggested. IF playing with... 1 Player - The character should be around level 3. 2 Players - Both characters should be at least level two to begin the module. 3 Players - can go level 1 - play smart.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-08-26Sir Fink6.8Clever scripting and an engaging story.HCR adds some annoyances and the module is a bit too challenging for 1st level characters.

Files

NameTypeSizeDownloads
Kerry_Solberg09SA1Trouble_in_the_Silverwood.txtKerry_Solberg09SA1Trouble_in_the_Silverwood.txt
Submitted: 08-09-2003 / Last Updated: 08-09-2003
txt6.62Kb932
--
Strange_Alliance_Trouble_in_the_Silverwood.exeStrange_Alliance_Trouble_in_the_Silverwood.exe
Submitted: 08-09-2003 / Last Updated: 08-17-2003
exe3.8Mb1016
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
City Combo TilesetKthoris2002-07-24--This is the Rural/City Combo tileset I have been asked about so much. I finally have all the palett
tavern_barAgent_X2002-12-04--Here is another placeable I think the game needs...a bar for Ye Olde Tavern. Included is a 2-meter
SCORE OUT OF 10
8.92
5 votes
View Stats
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Comments (16):

Posted by Vidal at 2006-03-22 11:38:32    Voted 8.75 on 03/22/06
Very good little mod. Pitty that we won't be seeing a sequel. The atmosphere is well done... you feel you are part of the comunity and that you have a contribution to greater events that would come to pass. Had the makings of a nice *epic* story, with the classic *farm boy (or girl)* who becomes the saviour of the land. The characters are also believable... really sad that the author is no longer around to allow us to play the rest of the story.

Posted by ChaironDeCeleste at 2004-07-14 09:17:00    
Jez, Miss Understood is right. The HCR scripts of this mod are well configured - my only HCR crititicism is against mod builders who don't really know what they are doing - *this is clearly not the case here*
To specify what I'm writing about: PC who are on firm ground and have bagpacks full of filled water canteens and rations but drown & die from thirst and starvation at the spot after loading a save game - once again, this is not about this mod and not against HCR - those builders should simply learn from this mod how to use and integrate the scripts correctly :-)

Posted by Trelantris at 2004-02-28 20:46:15    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 9   Quality Control 7   

Posted by Skather at 2004-02-28 20:46:12    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 9   Originality / Creativity 9   Quality Control 9   

Posted by Maximforce at 2004-02-28 20:42:29    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 8   Dialogue 9   Originality / Creativity 9   Quality Control 9   

Posted by NWN_MidKnight at 2004-02-28 20:42:29    Voted 10.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 9   

Posted by Miss Understood ( ..xxx.xxx ) at 2003-10-27 07:37:00    
Jez,

You misunderstood the comment by Chairon. He wasn't criticizing HCR. His reference to the "sad bioware tradition" was regarding the idea that with many modules, once the PC finishes his quests, no one seems to notice very much. He was complementing this module since the NPCs really seem to care!

P.S. Too bad the votes are split between the HCR and non-HCR versions, since this one should have almost ten votes by now!

Posted by Jez ( ..xxx.xxx ) at 2003-10-19 05:14:00    
In response to the statement below regarding HCR "I never understood why mod builders follow this sad bioware tradition" HCR will always be more popular because they follow the Official D&D rules, which is more attractive to the true afficianados out there. When you play mods that don't adhere to these rules, you are not in fact playing true D&D, which is why you bought the game in the first place isn't it?

Posted by Chairon de Celeste ( ..xxx.xxx ) at 2003-09-02 23:25:00    
I enjoyed playing the non-HCR module very much for many reasons:

- deep backgrond story

- the player char isn'nt left alone in the middle of nowhere after doing his jobs (I never understood why mod builders follow this sad bioware tradition). The NPC really care for his /her deeds and fate.

- combat: Everything is well balanced (maybe one very important NPC should become plot after loosing a certain amount of hp).

Last not least : using an orb wich enables the pc to use or switch off all HCR rules like in the 3d adventure series
would spare you to maintain to different mod versions ;-)

Posted by KC Solberg ( ..xxx.xxx ) at 2003-08-28 16:23:00    
Hmmm... I think I know why the gate locked.

Warning: lenghty response and spoilers follow:

I'm assuming, since you chose the armor, that you are now a sworn member of the Silvercloaks. Because of this, the gates guards will let you into the exterior castle grounds either day or night. If you weren't a Silvercloak, the gate guard would have instructed you to return during the day. But, the INTERIOR castle gate locks at night; silvercloak or not, you can't get in. This is an oversight on my part.

Tonight, I'm posting a (semi?) non-hardcore ruleset version of the module to the vault. I'll make sure to correct this oversight in the mod.

Alternately, (if you have a saved game maybe?) you could go talk to Elliot at the inn and rent a room for the night. If you do this and use one of the beds in the inn room, eight hours of game time will pass and when you exit the inn it will be early the next morning and the castle may be open again (doors unlock at 6am). 2 minutes real time equals one hour game time. You can always verify the time by checking the sundial near the town square.

FYI
- To those of you who enjoyed SA1 and would like to adventure more in the Kingdom of Enwynn or the Silver Vale, check out Link from time to time.

Near the middle or end of September, the Silver Vale should be online as one of the first areas in the Realms of Myth persistent campaign world. There's a small team of people (myself included) working diligently to get the world ready for play.

In addition to the normal campaign servers we will also occasionally host specific quest servers running modules based in the Realms of Myth campaign world. When we are running these special quests, an adventuring party will be able to directly link into the special quest module from the campaign world. A modified version of SA1 will be one of the first modules we will present on the quest servers.

Thank you to everyone who has posted feedback on this page. Your comments and criticisms are invaluable to improving this module and future modules. Keep the posts coming!

KCS

Posted by MidKnight ( ..xxx.xxx ) at 2003-08-28 00:40:00    

Highly recommended.

A great story that had me sucked in and feeling a part of this world within 10 minutes. Great story telling "KC" should we call you that?

Problems: maybe


**spoiler**





After the Duke? offers me a gift, Armour chosen, I recieve the promissary paper and go into town and get the armour. Remembering that I was told to return and prey at the altar I tried but encountered a locked gate. After walking through town for a few minutes no other quests became available to me and I had to end game. (Bug or bad player?)

This problem also leaves the 'medicine woman' locked behind the gate and her home empty so I couldn't give her all the Fenberries that I had collected. This is dissapointing because I care about the town and am wondering what they will do without a hero like me. (? lol )

Posted by Perrin ( ..xxx.xxx ) at 2003-08-25 23:46:00    
GREAT Module! Very well thought out and full of detail. Author spent a great amount of time on module and it shows!
I give it a solid 9.0.

Posted by KC Solberg ( ..xxx.xxx ) at 2003-08-25 22:14:00    
I didn't think about posting the haks on this page because I had packaged them with the module, but I should have.

Sorry about the inconvenience. This page should have a link to the two haks now.

Thanks

Posted by Sir Fink ( ..xxx.xxx ) at 2003-08-25 10:17:00    
This module does include a HAK file which is required for multiplay.

It's mentioned in the Read Me but not on this page here. I'd assumed since there wasn't any HAK info in the information above that I could multiplayer this without requiring the other players to download the mod. That's what I get for not reading the Read Me I guess.

Anyway, just a heads up.

Posted by KC Solberg ( ..xxx.xxx ) at 2003-08-17 00:22:00    
Thanks Skather,

I appreciate your thoughts and input. I'm going to make the changes you suggested and repost soon.

You don't miss anything major playing this mod single player but, there is at least one sub-quest that isn't available to a fighter... spoiler follows:


Play as a thief, bard or barbarian class to begin the game in hot water with the gamblers in the tavern. You'll have to use wits and cunning to complete a somewhat shady subquest and get out of trouble.

Posted by KC Solberg ( ..xxx.xxx ) at 2003-08-12 20:07:00    
I hope you enjoy this module. I originally envisioned Strange Alliance as an epic adventure, but soon realized I would need to break it into smaller installments. This is installment one. This is my first module so, if you enjoy it, please post and say so. I welcome your comments and constructive criticism and I will use your feedback to shape future releases to the Realms of Myth gameworld.

Thanks
KCS

PS. I recently updated the module. Apparently, the first version I uploaded had one unfinished conversation at the very end. It won't stop you from completing the module, it just doesn't read very well. The new upload corrects this.

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