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NWN MODULES

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Title  The Fate Of Kilgard 1.1
Author  Martin Jeppesen
Submitted / Updated  01-01-2003 / 12-03-2003
Category  Dungeon Adventure
Expansions  SOU-1.32
Setting  The continent of Kilgard
Gameplay Length  1-3 hours, depending on how much time is spent talking to NPCs and exploring.
Language  English
Races  Humans or Half-elves. Anything else won't make sense.
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Medium
Classes  All, but weaker classes should avoid combat whenever possible.
Scope  Small
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  Mature
Alignments  A neutral or good approach will fit the story best.
Hakpak  Link
Description
The Republic...a grand plan that went well beyond imagination. With a minimum of bloodshed, the many quarreling city-states of Kilgard were united into one large community in just fifteen short years... Now, some thirty years later, everything is peaceful on the continent of Kilgard, and everyone praises the just and fair Duke Amber, the current head of The Republic. In just two years, you have risen to a high rank in The Legion, the army and backbone of the defense of The Republic. Life in the army may not be all you expected it to be, but things could be worse. You've got a nice big room away from the barracks, good friends and quite a bit of spare time, due to the very few conflicts of recent years. However, all of this is about to change... UPDATED to 1.1 - minor fixes. See readme for details.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-01-29DocTari7.83High production values, interesting story, fairly good combatSometimes suffering from lack of direction, too much key hunting

Files

NameTypeSizeDownloads
Martin_Jeppesen1041467261128MartinJeppesen1041467261128kilgard1.rarMartin_Jeppesen1041467261128MartinJeppesen1041467261128kilgard1.rar
Submitted: 01-01-2003 / Last Updated: 12-03-2003
rar18.7Mb2293
--
Martin_Jeppesen07readme.txtMartin_Jeppesen07readme.txt
Submitted: 01-01-2003 / Last Updated: 01-07-2003
txt3.71Kb2216
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
The Fate Of Kilgard HakMartin Jeppesen2003-01-02--You'll need this hak pak to play The Fate Of Kilgard. It contains Lisa's dress/robe hak, a new tiles
SCORE OUT OF 10
8.61
18 votes
View Stats
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Comments (28):

1 2 3

Posted by Martin at 2003-12-0118:36:00    
Okay, seems something went wrong during the upload. The zipped file has mysteriously been given the extension ".1". Just rename it to .rar and everything should work... I hope.

Posted by Martin at 2003-12-0104:45:00    
Okay, the mod and hak is now compressed in .rar and should run just fine with SoU 1.32. Please let me know if there are any problems. It should be available in a couple of days.

Posted by Martin at 2003-11-3005:23:00    
Hi James. Sorry that you had to wait so long for a response, but I didn't think anyone would be interested in playing this mod anymore. I hasn't been updated in ages, and I don't even know if it works with SoU. I'll update it and pack it in .rar instead. It should be ready in a couple of days.

Posted by James at 2003-11-1510:39:00    
Hello Martin, I've downloaded this mod & hak and unfortunately you seem to use a file extension .ace. I am on NWN 1.32 for the Macintosh and my version of Stuffit Expander (8.0.1) does not recognise the .ace compression format. If it is not too much to ask but could your re-compress in another format such as .rar? I would really love to play your module and I am a bit frustrated at this, although not your fault - of course. Since you mention that you are having problems with a sequel, a storyline that sucks and that the mod is open for anyone to continue along with a credit. IMHO you would find a more willing audience with a more widely used file format. I have looked around for a utility on the Mac tthat will open .ace and I can't find one. BTW I posted a topic on a Mac forum - not bioware to see if there is a utility around that I'd missed. I do not wish to be a nuisance, just eager to play. Tak James

Posted by Martin at 2003-07-1708:14:00    
If you're waiting for a sequel to this mod, don't hold your breath. I've considered (and at one point, even started) making a sequel, but basically, I think the story sucks. I still intend to make more mods, but whether or not they will take place in the same world, I can't say. Anyone willing to continue the story or just use elements of Kilgard are, of course, allowed to do so (credit please :).

Posted by Martin at 2003-03-0706:14:00    
Thanks for the comments, Ant. About the sewer beast...it's level 12 or something, so it should be ALMOST impossible to kill. I didn't make it a plot character (because that would just be stupid), I simply could not imgaine anyone attacking a creature of that size which is tagged "impossible". It's pure suicide. A lot of things at the end of the mod (the whole city section, the sewer monster, the journal entries) were rushed, because the mod had been in development for so long and I was afraid that it might never be released if I didn't hurry up and finish it. The next installment will be much more open-ended, with lots of references to the things that happened in the prelude, of course. The final journal entry also somewhat signifies this.

Posted by SFX at 2003-03-0617:10:00    
No I didn't cheat, I was just EXTREMELY lucky. Almost every hit was critical and he always missed. I still can't believe I killed him. I don't think it'll ever happen again.....

Posted by Martin at 2003-03-0507:33:00    
Noted. I won't be correcting these things right now, since I'm a lazy bastard, but maybe when I get the nest part going. You're not supposed to be able to kill the sewer monster. Did you cheat? :)

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