Designed for a level 1 char, if you're using a higher-lvl char you might get bored.
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Heavy
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
01
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Mature
Alignments
Good or neutral may be better suited, but some evil options are included.
Description
This module was designed for a first level character but if you'd like to play it in multiplayer you should play with people who can stick together - I hadn't the chance to test it thoroughly. However, this little adventure will confront your char with some heavily scripted quests and offers rewards in the form of about a dozen custom items. Each class should find something interesting in here. A fighter henchman is available in case you need some muscle. PLEASE, read the included reame file, I've got a lot more info in there than I can post here. Have fun and please give me some feedback - after putting about 2 month of time into this module (my very first, starting from scratch) I'd like to know if I succeeded in creating an atmospheric, entertaining story...
The part taking place in the town was quite good (and no reload was necessary to complete all the related quests).
One of the quest may take you out of town. That part was neither very creative nor very interesting. Several areas had creatures (and bosses) far beyond the recommended level forcing you either to retry/reload a few times or (near the final area) to visit a NPC who can make you invincible. I liked neither approach so I skipped the "go kill xxx for 500 Gold" quest.
Posted by Dal at 2004-02-28 21:33:58 Voted 9.00 on 02/28/04
Posted by Sir Craven ( ..xxx.xxx ) at 2003-11-18 07:30:00
Um, Shalom, did you actually read my last message?
If not, please do so.
Posted by Shalom ( ..xxx.xxx ) at 2003-11-14 17:09:00
When will you post the sequel? It has been over a year!
Posted by Shalom ( ..xxx.xxx ) at 2003-11-14 17:09:00
When will you post the sequel? It has been over a year!
Posted by Sir Craven ( ..xxx.xxx ) at 2003-10-22 08:32:00
Thanks to all of you for the kind words and very useful comments.
It is encouraging that people still download and play my module, but unfortunately the next module proved to be too much for a single person. I haven't developed it very far due to real life time constraints and don't plan on finishing it (it's about 4% or so done, nothing playable).
The module was supposed to be playable with all character classes and to offer a lot to do for each and everyone. The planned storyline, landscape, NPCs, quests and unique henchmen are simply too much for me to create and program.
I wish a had more time *and* would get paid for building modules. *sigh*.
Right now I've started work on a new module which will make use of both SoU and HotU (as soon as it's released) features and require you to play a high-level rogue. It will allow you to play as either good or evil character and your actions will have impact on the storyline (as opposed to modules that simply send you to kill everything until you've reached the big bad; like "The Ascension Prelude" ;-))
Although this module is much smaller in scope than my planned "Ascension" module it is still a lot of work. Don't expect to see it anytime soon. But keep your faith. Once it's finished and released I'll post a link here. Thanks again.
Posted by aaaarrrggh ( ..xxx.xxx ) at 2003-10-03 05:44:00
I thouroughly enjoyed playing this module. All the quests and monsters etc made sense which is a relief from some of the more Zoo like mods here. Thanks for taking the time to make this.
Posted by SleepingDog ( ..xxx.xxx ) at 2003-02-24 01:03:00
I played this with a human Bard from L1. The handing out
of quests is non-linear so that you can get most of them
without having to do them in a particular order. However
there are clues on what to do first and there is a dwarven
fighter henchman around.
I enjoyed some of the conversations - the interchange
between wizard and fighter, the gnome etc. (The latter
made me laugh). There appeared to be "evil" choices -
killing the "hidden merchant" was one I remembered. On the
issue of level restrictions - I was unhappy with removing
it but it was necessary given the opposition.
Overall - worth playing. Look forward to the next chapter.
Posted by Lecolius ( ..xxx.xxx ) at 2003-02-23 04:23:00
Well, Sir Craven, for a first mod, it's really well done!
I had fun playing it!
Now to positive critics!
A) I don't like to play with levelreq off! Let's say that
it makes playing other adventure with over-equipped chars
impossible. I understand why you did it thoug, to give the
player a fair chance against the sorcerer in the crypt and
the end boss....... But still, making those guys less
powerful is just as challenging for normally equipped
players........ But this is of course my personal
opinion, some/many may disagree...
B) you said you implemented some Good/evil choices, but i
didn't saw much evidence of it.....
C) even with the available magic loot, the elven necro is
too powerful (fireballs make short work of any lvl 2-3
char!). The end boss was tough but much more beatable!
But it is a great mod, I really look forward to a sequel!
Posted by Egaskrad ( ..xxx.xxx ) at 2003-02-08 06:42:00
Well, plain and neat.
Thumb up - The quality control is neat. No bugs are found
(although judging from the content there is not much rooms
to go wrong.)
Thumb down:
1) This module should get a "Light" in role-playing and
a "Medium" in hack and slash. There are a few dialogs, but
they are not going to make too much different. The usual
errand thingy...
2) Those in-game people are generous. I mean with my fresh
new level 1 fighter, I got nearly 1000gp before I start off
*anything* serious. I won't say they aren't nice... much
better than having to collect 5gp, 10gp from a thousand
chests in some dungeons. Well, put it this way, it feels
good but it doesn't feel right.
** Major Spoiler **
Fun - 7
The gaming experience is nice. There isn't anything
outstanding and there isn't any problem. The story isn't
quite the "find (out) something for me" which, unluckily,
all the quests are; the areas isn't too big to walk through
nor are they small; The dialog has quite a few choices -
well, either talk it through or fight it through; I don't
really find the plot interesting but it makes a good
prelude. Everything is just about average to average good.
Layout - 7
There are one, two, three, four... at most twenty areas
including the starting area, one shop and the inside of a
few houses, etc. Luckily the module has include a few
surprises here and there that made it better than boring.
Dialogue - 6
Mmm, not bad I would say. Above average. The only problem
is that there are only so many quests in this short module
that there simply isn't much to make dialogue.
Originality / Creativity - 6
Well, a prelude. I won't expect much.
Quality Control - 8
Nothing goes wrong here. Well, it is just 10 is not my
style for a small module like this one.
To conclude, the author shows his talent in making good
modules though it isn't quite made use of in this short
starter. I hope that the coming chapter would show better
detail with a much stronger plot.
Posted by Sir Craven ( ..xxx.xxx ) at 2002-12-18 09:28:00
Glad you liked it, "me".
University requires a lot of my time so I'm afraid the main
module will take a while longer - probably long enough
for me to use stuff from the two expansion packs. :-P
Posted by me ( ..xxx.xxx ) at 2002-12-17 21:39:00
I liked this mod, looking forward to the rest of the series.
Dialogue was well done, there were no 32x32 or similar size
areas - everything was kept fairly compact without being
crowded, interesting NPC's and custom items, only one
really 'weak' quest [getting rid of 1/2 orc competitor] and
even it wasn't just a smash this and take that type quest.
Especially like how quests seemed to seem together, really
well done. Only complaint would be lack of unique
placeable and NPC descriptions - but to be honest that
tends to be extremely time consuming, especially
considering that many don't really inspect every creature
they run across.
Posted by Sir Craven ( ..xxx.xxx ) at 2002-10-04 09:01:00
I didn't receive any bug reports so I think the module
is ready to be considered "final". If you played the
module before you don't need to download the new version
because I only fixed a few minor things - nothing worth
mentioning.
I just updated the entry and changed it to "Final Version".
So, if you like this adventure I'd be happy if you voted
for it.
The zip-file should now have "FINAL" added at the end of
the filename.
Some constructive criticism would be nice... :-)
Posted by Sir Craven ( ..xxx.xxx ) at 2002-09-29 13:03:00
I'm glad to get a few responses. Thanks for playing the
module and letting me know that it was fun.
Blackthorne:
The endboss is rather tough if you fight him on your own.
I included the option to let the 'guy' handle him to help
out players who might find him *too* difficult. Did you
try to defeat him without the help of the 'you-know-who'?
If the guy kills him you'll get 0 xp.
The merchant quest was the very first quest I implemented,
so I know how to do better now.
As for the goblins... well, the ones in the cave huts
are supposed to be tough - they're guarding some nice items, after all...
Classic:
I'm glad you liked it. The fights are intended to be a
challenge. I found the official campaign too easy most of
the time and tried to confront players with a little
harder bunch of monsters. If you can't defeat a certain
monster, come back later when you're stronger... ;-)
I'm working on the next module right now but due to
real-life stuff I'll probably need at least two or three
months to create everything I have in mind. :-(
Anyway, have fun...
Posted by Blackthorne ( ..xxx.xxx ) at 2002-09-28 01:51:00
Wicked, wicked module. It's funny that Classic said he had
a hard time, as I took a Sorceress and found it to be
pretty easy. Those custom items obviously played a big part
in that though. I'm suprised he ended level 6...I was 4 or
5 when I finished. The end boss definately was a little too
easy...I don't even think he hit anyone. Of course, your
little friend at the end definately helped out with that.
Some of the side quests were somewhat dry...the merchant
one being the one that sticks out off the top of my head.
Still, I liked that there was a wide variety of sidequests,
definately helps the mod along.
The only time I found the mod very difficult, fighting
wise, was in the Ogre Cave. I got my +blocked+ handed to me by
various goblins. It was rather humiliating. I showed them
though!
And the cave! That place rocked. The manner in which you
take out the ogre was very cool. I am eagerly awaiting the
next part, and I'd give your mod something like 10 9 8 9 9
right now. I honestly didn't see any typos anywhere, though
they must have been there. Keep up the good work!
Posted by Classic ( ..xxx.xxx ) at 2002-09-23 10:57:00
Very nice module, this one, but first in a series so don´t
expect to gt everything explained. Good story development
and fine conversations. There are also a few nifty effects
and twists and I´m probably going to swipe some of the
scripts for my own module, heh!.
One thing, however....I started this game as a dwarven
cleric and many of the monsters proved exceedingly
difficult! Granted, this was my first cleric, but it´s not
like it´s the first game I´ve played. My character ended
at level 6. I´d recommend starting with a level 2
character.
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