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NWN MODULES

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Title  The Fate of Daggerdale (version1)
Author  ddraigcymraeg
Submitted / Updated  11-03-2003 / 11-16-2003
Category  Classic PnP Conversion
Expansions  SOU-1.32
Setting  Forgotten Realms (Daggerdale)
Gameplay Length  perhaps 20+ hours
Number Players  needs playtesting..
Language  English
Level Range  needs playtesting..
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  A lot of fighting, but should match any class
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  12
Max # Players  Any
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Mostly good behaviour, with some ambiguity
Hakpak  This module comes with its own hakpack present in the extractable exe.
Description
The module has 80+ areas, set heavily in Daggerdale of the Forgotten Realms, it has a lot of custom content without (hopefully) losing focus on gameplay and a decent amount of roleplaying. This version is considered an advanced beta, meaning you should be able to complete it without encountering major bugs. The prime purpose of this release is to get feedback on gameplay and difficulty, as well as how it performs on lower end systems due to the amount of NPC's and events in a couple of areas. (see Readme included in nwn/modules directory). *Note: There is some adult language and references * UPDATE: fixed henchman level up bug and others. Added Cheatsheet to Readme.

Files

NameTypeSizeDownloads
ddraigcymraeg07The_Fate_of_DaggerdaleV1.txtddraigcymraeg07The_Fate_of_DaggerdaleV1.txt
Submitted: 11-03-2003 / Last Updated: 11-06-2003
txt11.64Kb1315
--
The_Fate_of_Daggerdale_version1.zipThe_Fate_of_Daggerdale_version1.zip
Submitted: 11-03-2003 / Last Updated: 11-06-2003
zip33.2Mb1401
--
SCORE OUT OF 10
9.25
1 votes
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Comments (12):

Posted by Steve_Savicki at 2007-04-20 07:37:17    Voted 9.25 on 04/20/07
Score for Hall of Famer version.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by ericdoman at 2005-03-17 06:54:00    
Good so far, especially for a first timer. Combats boringly simple at beginning now getting tougher (especially in hardcore).

However I am seriously stuck. I found the "+8 Dwf Waraxe (Vorpal)" IS THIS ITEM SUPPOSED TO BE HERE? I have used it and yes it has killed some critters on first contact (min 50 to 75 on criticals though) but I feel guilty in using it. So OK let's try and sell it quotes are 730k to 202k gold. My character didn't have much gold at beginning and has about 12k now. Ok if I sell it I could buy everything I want, which may well make combats too easy again. Ok then I'll put it in backpack and leave it there which also doesn't seem right.

Why did you include this item in the first place?!

I think early on you could have made combats a bit tougher because you have over compensated with gaining quest xp. Possibly 50-100% more hitpts/lvls. I started midway 4/2 ftr/rogue (Do not have a 5th lvl ftr but 3 other charcters who are 4/2 in one or another thing). I am now 8/2 ftr/rogue and have probably killed enough critters to give me a level and I am with Khalid.

However combats are getting tougher and I have an idea of what's coming next based on conversations and books found. So I need the cash but I want the axe but I need the cash ...........

Diolch yn fawr (limited Welsh)
If we play to our potential and do not freeze against the Irish, The Grand Slam and Triple Crown will be ours.

Posted by Ddraigcymraeg ( ..xxx.xxx ) at 2003-11-14 19:40:00    
Hi,
Just playtested the module all the way through from a 1st level wizard, and it was ummn painful.. ;-)

Going to finetune the gameplay issues, and fix some of the (relatively minor) bugs.
Experience-loss on respawn Im going to lessen as well as refining the encounters and boss encounters.
I found it hard going to keep up to the required experience level for the mod, hence my battles were tough, this will be addressed.
Additionally the story/dialogue text will be fleshed out a bit better.
Last but not least, I will add a help file for the multiple henchman, which has it's own share of bugs ;-P (Hopefully addressed when HOTU comes out)


Posted by Metarules ( ..xxx.xxx ) at 2003-11-09 02:33:00    
Forget my last post, i have found it

Posted by Metalrules ( ..xxx.xxx ) at 2003-11-09 01:21:00    
I have downloaded the latest version but could you tell me where the watchtower is (which area) and how to find it.Thanx

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2003-11-08 20:55:00    
glad you liked it Miura! So I take it you completed it then without any major probs?
I've found a few medium/minor issues which Im addressing with my next (and hopefully final) version.
I tried not to make it too linear once you are outside dagger falls, though I agree the is essentially one path to complete core plot quests.
thanks for the feedback!

Posted by Miura ( ..xxx.xxx ) at 2003-11-08 16:48:00    
I luuuuuuuv this module!!!
Great work! Can't wait for a sequel.
To anyone who hasn't downloaded this module yet; what are you waiting for?!?!?! A pure 9.9 on the 10-Scale.
Great story driven module!
Great roleplaying!
Balanced hack-n-slash with roleplaying!

A few things could be changed in this module or in the sequel:
Very linear. Add some more side (minor)quests.
When loading Daggerdale screen (area), it shows an inn?
Too many treasures in the very start of the module?

I want a sequel! I want a sequel! I want a sequel! Ohhhh please , pretty please with sugar on top...

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2003-11-07 07:58:00    
..next update I'll seperate the hak and module, should help downloading updates more painless since the hak will not change.

Posted by Narculus ( ..xxx.xxx ) at 2003-11-07 01:18:00    
I haven't had the chance to really play this module yet, but a suggestion comes to mind: you might want to make the haks a separate file. This way, you could update the module and people wouldn't have to download 30+ Mb just to try the new version.

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2003-11-06 23:10:00    
Updated the module and readme:
Fixed the henchman level up bug among others such as the nasty projectile trap one. Hopefullly thats covered all the traps.
Added 'stone of recall' item to player on enter, and reduced its cost at temple, also tidied up some text.

The Readme now has a cheatsheet added to it. To avoid using it, make sure you are checking your journal frequently and examine any items you pick up which you may think are plot related.
If you think that the quests or puzzles are too hard/ambigious, let me know.





Posted by ddraigcymraeg ( ..xxx.xxx ) at 2003-11-05 06:30:00    
Hi,

I dont want to give too much away in this version, but there will be some 'puzzles' to solve in this module (especially later on), which I hope will not be too hard, like they were in Tomb of Horrors. The final version will have a DMG guide/cheatsheet to help players stuck.



*spoiler*
You need to search for a hidden door here and not a key, make sure your pc has detect mode on, this will help. Once you are near it you should find it easily.


Posted by Metalrules ( ..xxx.xxx ) at 2003-11-05 02:30:00    
I am enjoying this mod but i am stuck. I have been told to search under the library in the tomb. I have killed an orc in front of a door with a glow behind it but i can not find a key to open this door. I have searched everywhere. HELP

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