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NWN MODULES

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Title  The Dungeon of Apolyton
Author  Jamski
Submitted / Updated  01-12-2004 / 01-13-2004
Category  Dungeon Adventure
Expansions  SOU-1.32
Setting  Dungeon, Urban, Woodland, Caves
Gameplay Length  2-3
Number Players  Single player only.
Language  English
Level Range  The module is best played with a new level one character, or perhaps a level 2 with no equipment.
Races  Any.
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any, but it could be hard for a pure mage - no real henchmen
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  02
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any.
Description
The Dungeon of Apolyton. You have reached the fabled Dungeon of Apolyton, where stories tell of a strange community of people living in harmony, deep under the earth, with great treasures, wisdom and magic. You're hoping its as good as they all say... However, something is wrong. Just reaching the Town will be a challenge itself, and as you travel ever closer to Apolyton you learn more of the dark and terrible betrayal that lies at the heart of this small community's woes. The Dungeon can be pretty hack'n'slash, but the module contains 23,000+ words of dialogue so there's a BIT of talking to be done too, with the dozens of NPCs in the game All the items are custom designed, and almost all the creatures too. I didn't want to make a 'dungeon by numbers' This is something a bit unusual. Contains some humour and violence. Apolyton is a real place. SoU should be needed for the tilesets, but it may work with later patches, and with HotU too. *crosses fingers*

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-12-10Stravinsky4.28Original idea, some choices in questsTedious gameplay, various bugs and other problems

Files

NameTypeSizeDownloads
The_Dungeon_of_Apolyton_v1.0.zipThe_Dungeon_of_Apolyton_v1.0.zip
Submitted: 01-12-2004 / Last Updated: 01-13-2004
zip1.7Mb1734
--
Jamski12ApolytonReadme.txtJamski12ApolytonReadme.txt
Submitted: 01-12-2004 / Last Updated: 01-12-2004
txt4.1Kb1634
--
SCORE OUT OF 10
8.32
19 votes
View Stats
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Comments (27):

1 2 3

Posted by Jamski at on02/28/04
Glad you liked it zer0degrees :) I'm even MORE glad that you have found some more bugs for me to squish. Thankyou. As regards talking to Urban Ranger when he says "the script might be bugged, try talking to the last person in the quest" - GO BACK TO THE BAR AND TRY IT! Its a joke. If you go and chat to the barman in the town about the module and philosophy, then the variable will update. Sorry, its not clear. As regards some german text - this is the default text you get using the german version of Auoura when the NPC has nothing to say yet. Damm, I though I squished them all aready. The next module will be VERY story driven, mod fans, don'tcha worry. As for WOW... wait and see :) -Jam

Posted by zer0degrees at on02/28/04
SPOILERS? Bugs Update: 1. The german floating text is before I have a valid reason to talk to Aalgo and Jamski in the game. That is before I take Jamski's (encoded) journal to Mrs Jamski. I was thrown off by the fact that the Mrs Jamski Quest was in the completed Quests section so I thought I was done without taking the journal to her. 2. The sailors quest is not updated in the journal even though I spoke to the mod of the archive levels and got the Mod's hammer of justice.

Posted by zer0degrees at on02/28/04
I have to say this was a very enjoyable module. I was lost as to most of the references by NPC's and plot characters from time to time, but from your posts I gather that this was your intention, and anyway by the end of the module most of it makes sense. Im not going to praise/critique any specific aspect here since I'm not a high level module builder or reviewer but whatever I do feel has been recorded in the vote stats. My biggest issue in the game were a couple of bugs. Keeping in mind that this is for SOU 1.32 and Im running NWN+SOU+HOTU 1.61 I understand the bugs might be due to the change in versions. BUGS (SPOILERS?) 1a. Asmodeus' quest is bugged. I did not take his quest until I returned via portal from lvl 4 to the hall of portals by which time all the skeletons on lvl 2 were dead. I did not pick up any bones either. I chose to get a job from Asmodeus and got the skeleton bone quest which showed up in the journal as a blank/garbage entry. This entry never changes/updates/completes ever, even on quest completion. 1b. Also on picking up the 5(I found 5, rest were knuckles) magic skellies bones and returning to Asmodeus, he asks if Im carrying any magic bones ->say yes->he takes 1 bone from you. The continuing dialog has option to give him more bones,check his inventory, or leave, BUT here no bones are removed from inventory, if you choose the option to give him more bones, ergo infinite potions from Asmodeus UNLESS you break conversation and re-inititate. (Hope I was clear enough) 2. Some bits were in german. I think a bookcase in lvl 2 or somewhere else has a description in german. lvl 7 town person Algo has floating text in german if you try to talk to him. lvl 11 Jamski talks in german as well. I dont know if this is intentional. 3. The grape of love quest can be given by both the mafia and the crying girl, HoMinh(Dunno if I got the name right). If you have both journal entries and if you give the grape to the girl, the mafia journal entry does not change nor do I get any conversation options with the mafia(Sheep) that will end that quest. 4. Urban ranger beer quest. After acquiring the beer from Durgan(the X-beer) if I try to talk to the urban ranger I get the floating text "There was a script error, try talking to the last person in this quest to rectify" (not verbatim that quote). No amount of talking seems to help fix it. Other than that all I can say is that these bugs are insignificant compared to the meat of the game. I absolutely loved it. I hope your next module is a little less abstract and a bit more story driven, not because it makes a better module, but because I really want to see what you can do with a story+quirky humour. Whatever the outcome Im sure it will be WOW.

Posted by zer0degrees at on02/28/04
I have to say this was a very enjoyable module. I was lost as to most of the references by NPC's and plot characters from time to time, but from your posts I gather that this was your intention, and anyway by the end of the module most of it makes sense. Im not going to praise/critique any specific aspect here since I'm not a high level module builder or reviewer but whatever I do feel has been recorded in the vote stats. My biggest issue in the game were a couple of bugs. Keeping in mind that this is for SOU 1.32 and Im running NWN+SOU+HOTU 1.61 I understand the bugs might be due to the change in versions. BUGS (SPOILERS?) 1a. Asmodeus' quest is bugged. I did not take his quest until I returned via portal from lvl 4 to the hall of portals by which time all the skeletons on lvl 2 were dead. I did not pick up any bones either. I chose to get a job from Asmodeus and got the skeleton bone quest which showed up in the journal as a blank/garbage entry. This entry never changes/updates/completes ever, even on quest completion. 1b. Also on picking up the 5(I found 5, rest were knuckles) magic skellies bones and returning to Asmodeus, he asks if Im carrying any magic bones ->say yes->he takes 1 bone from you. The continuing dialog has option to give him more bones,check his inventory, or leave, BUT here no bones are removed from inventory, if you choose the option to give him more bones, ergo infinite potions from Asmodeus UNLESS you break conversation and re-inititate. (Hope I was clear enough) 2. Some bits were in german. I think a bookcase in lvl 2 or somewhere else has a description in german. lvl 7 town person Algo has floating text in german if you try to talk to him. lvl 11 Jamski talks in german as well. I dont know if this is intentional. 3. The grape of love quest can be given by both the mafia and the crying girl, HoMinh(Dunno if I got the name right). If you have both journal entries and if you give the grape to the girl, the mafia journal entry does not change nor do I get any conversation options with the mafia(Sheep) that will end that quest. 4. Urban ranger beer quest. After acquiring the beer from Durgan(the X-beer) if I try to talk to the urban ranger I get the floating text "There was a script error, try talking to the last person in this quest to rectify" (not verbatim that quote). No amount of talking seems to help fix it. Other than that all I can say is that these bugs are insignificant compared to the meat of the game. I absolutely loved it. I hope your next module is a little less abstract and a bit more story driven, not because it makes a better module, but because I really want to see what you can do with a story+quirky humour. Whatever the outcome Im sure it will be WOW.

Posted by Jamski at on02/28/04
Thanks for the feedback Archaic :) I'm glad you liked the custom mobs and loot - I can't stand seeing "longsword +1" with the same graphics and same description one more time... All the gravestones are real test characters ;) Regarding henchmen... This is a problem area for me. Personally I don't like henchmen. Especially I don't like the way they follow you like a dog, and take half the EXP. But I see people aren't mad about my henchmen that run off when they get scared either... Hmmm... my next module will try and find a new henchman system. Its not like a henchman is NEEDED for this module anyway. -Jam

Posted by Archaic at 2004-01-2614:48:00    
Hey Jamski, I downloaded your module, which I know you've had a difficult time receiving feedback for. I thought I'd relate my thoughts... Pro's Well laid-out areas. I was never puzzled about where to go or what to do, and for an action-focused module such as this one, I thought that was appropriate... You weren't lying about the unique monsters/items. I appreciate that, as many action module makers will just slap down NWN content and leave it there. Humor, i.e. 'Obi-wan' and the gravestones at the beginning. The latter was an especially nice touch, and it set a 'fun' mood for the beginning of the module. You seem to placate warriors of all classes with your loot selection. Con's Henchman bugs brought me down. Either have a henchman or do not, I think, as the 'Sometimes I'll follow you' bit was hard to manage. I agree with the poster about needing a compelling reason to go dungeon-questing. Scripted sequences and/or cutscenes (especially with your sense of humor) would add more...I don't know...'life' to the proceedings. Another thing I thought of...Have you considered making multiplayer-specific modules? I've never had any interest/ability to make them, but thinking back, that's sort of what 'Dungeon...' reminds me of. The well-done action element, balanced for various classes, with the humor to make things fun for a group. You should try one. I've heard griping that there's a severe lack of them on the Vault, and it may be the way to get more immediate player notice...the other way is to shamelessly rape a licensed property! ;-) Just my two cents. The important thing is to create again. Archaic

Posted by DorisR at 2004-01-1915:00:00    
I am playngi this module now and it really like it says it will be. There is some fighting and some funny talking with the NPCs. Overrall I am having no problems with the game everything is working ok. The monsters and the items are very orignnial, not like in the basic game but there are some goblins and skellets in the start. the start is bit slow but whenn you get to the city the module is really interststing. I will play this agian to see the evil pathway.

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