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NWN MODULES

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Title  The Beggar's Rattle
Author  JSCairns
Submitted / Updated  06-08-2003 / 08-21-2003
Category  Dungeon Adventure
Expansions  SOU-1.31
Setting  Island Chain of Kulladin
Gameplay Length  25
Number Players  Not tested for Multiplayer
Language  English
Level Range  1st Level Only
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Fighter, Rogue, Monk
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  Any
Description
Each day you wait above decks with great anticipation for the familiar mountain ranges of your native homeland to emerge on the horizon. Weeks before your expected arrival, your ship passes close to the coast of the island chain of Kulladin. Captain Wadring, your host, describes Kulladin as a terrain of endless conflict where the forces of order attempt to build settlements amidst a sea of turmoil. It's greatest city, Ullad, is reportedly under siege even now. Alone on deck, imagining your homecoming to your loved ones, your reverie is broken by a boulder fired from some unseen catapult, descending through the mists to smash the prow of your ship.

Files

NameTypeSizeDownloads
The_Beggars_Rattle.zipThe_Beggars_Rattle.zip
Submitted: 06-08-2003 / Last Updated: 09-24-2003
zip2.7Mb2050
--
SCORE OUT OF 10
8.45
15 votes
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Comments (29):

1 2 3

Posted by Somphalen at 2003-07-2216:05:00    
I have now played your module perhaps 2-3 hours and have liked it so far, only few complains I have are: 1) Encounters just suddenly appear all around me, which is a bit hard for a halfling monk/rogue. 2) Respawning without penalty at the spot you died. So no matter what you fight, you always win and get the same rewards. I really don't like it and have to always resist the urge to respawn and so I load the game.

Posted by JSCairns at 2003-07-1518:04:00    
Anyone else have any thoughts on this mod? I'm currently working on the next installment and would certainly like to hear more from players of this mod and what they'd be interested to see more or less of in the next one.

Posted by JSCairns at 2003-06-2407:41:00    
Thanks for sharing your observations, Egaskrad, and also for casting your vote. You've helped me improve the gameplay as well as given me some food for thought for Part 2.

Posted by Egaskrad at 2003-06-2005:45:00    
Well, this module is surely interesting in term of the adventuring, with excellent balancing (in most parts). My *evil* -=lawful good=- paladin end up level 14 (right before the module ends). I like the way the henchmen are presented in this module. You paid them. You dumped them. They are 1 or 2 level better thus helping you instead more efficiently. You can give up a henchman when they no longer meet the requirement. In fact, it is the first module that I'm willingly paid a henchman, even only for a while. This is surely not the best module in the vault. However there is a story to tell and tones of monster to chop. I am sure that I wasn't bored.

Posted by JSCairns at 2003-06-1909:07:00    
Thank you, , for letting me know you enjoyed this. I haven't seen the rating you entered yet - maybe it takes some time to post. I hope to delve more in-depth into the henchman scripts on the Part 2 installment of the Beggar's Rattle series (for those of you who'd like a Part 2 - please continue to vote and post your comments - it's been a great help to me so far). What is the best scripting method out there for leveling up henchmen - anybody know? How about for additional henchmen functions?

Posted by Anonymous at 2003-06-1823:50:00    
I just completed the mod today, and I must say it was quite fun! From the very start it is obviuos this isn't going to be a straight up hack n slash, unless you plan on being the corpse. I found myself being drawn into it by the story and the action forced me to come up with tactics that were pretty insane! The ambushes were well designed, but could use some scaling down for the first few levels. My only real criticisms would have to be the size of some of the regions (playing this as a multi player game would be very tedious due to the amount of back tracking), since one of the quests at the end has you running thru 2 very large areas you have already cleared just to finalize the (paladin) quest. And lastly, the henchmen dialogue s were nice, but the more controlable or interactive scripts out there might have worked better. I'm very used to the scripting that allows you to customize their combat/healing reactions, plus the level up script would is nice also. I have just rated your mod, and I think you will be happy with the score, and once again I would like to comment on the solid mod you have created. Job well done.

Posted by Egaskrad at 2003-06-1804:27:00    
I think I am still far from finishing the module but there are a few points that I'd like to make. Nothing I'd consider bugs. They're just some of my thoughts. 1) First, this module seems to have sneeky monsters. Most if not all of them jump right out from no where. 2) In the middle of the module, I run into a group of Giants. That is surely a bit too tough for my character. I think I have reloaded about 20 times in order to bring back either my character or his fighter henchman. I usually consider myself ok when dueling with encounters. Therefore I suggest either a) reduce the number of the giants b) tune them down a bit, or c) move the encounter to a map later. I known that the encounters are not compulsery. I can always get back to that area later. This is nothing but a suggestion. 3) I am not sure if I overlooked. However it seems that once I've decided to attack Mama instead of doing her quest (she sound rude to me and I am evil from the core ;p), I didn't get the key out. 4) I have to complain about the style of the equipments. The most powerful armor at the first map is something that looks like a torn shirt. For my own pround, my character only wears it right before he is facing a boss. The first helmet that have some good magic on it is *purple*, and purple is just evil. ;p When I finally decided to use a cool (black) armor drop by a boss, the next helmet that I found handy is in shiny yellow! (You got it. "ridiculous" IS my middle name.) 5) The module is quite interesting. It would be even better if it starts out with a movie (yeap, and I have the DreamCatcher fever, too). Hmm, that is it for now.

Posted by JSCairns at 2003-06-1712:36:00    
Ok. The Smiley fix version is up. Have fun!

Posted by JSCairns at 2003-06-1701:59:00    
It seems to be taking some time for the newer version with the Smiley dialogue fix to upload. If someone is playing the previous version - it does not really change the module experience in a fundamental way to play the older version. There is only verbal acknowledgment that one extremely low priority quest (not even a journal quest) is accomplished. I suppose the server will recognize and post the newer version soon.

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