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NWN MODULES

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Title  Trouble in Burgleford
Author  Knanona Noak
Submitted / Updated  08-24-2002 / 08-24-2002
Category  Dungeon Adventure
Setting  No Name World(so far)
Gameplay Length  2-4
Number Players  1
Language  English
Level Range  Ran through with 10th Level Bard and survived...Barely
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  20
Max # Players  01
Min # Players  01
Min Character Level  10
Content Rating  Everyone
Description
Something's wrong in Burgleford. Zombies are walking the streets, and people are missing. Go to Burgleford and figure out what's going on. ***BETA*** You can't finish this module yet, and I'm keeping the end a mystery for now, but PLEASE let me know what I need to change, improve on and cut out. There is still a lot of dialog to add, but all main story points are there. More generic areas will be added to fill in the city better.

Files

NameTypeSizeDownloads
Trouble_in_Burgleford.rarTrouble_in_Burgleford.rar
Submitted: 08-24-2002 / Last Updated: 08-24-2002
rar350.96Kb481
--
Knanona_Noak24Trouble_in_BurglefordREADME.rarKnanona_Noak24Trouble_in_BurglefordREADME.rar
Submitted: 08-24-2002 / Last Updated: 08-24-2002
rar0.8b472
--
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Comments (11):

Posted by Knanona at 2004-02-28 21:31:59    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 7   Originality / Creativity 10   Quality Control 9   

Posted by Knanona ( ..xxx.xxx ) at 2002-09-11 22:43:00    
LEave Donegal the way you came in. North of Donegal is
thick woods and cliff faces, so the south entrance is the
only way out. You still have LOTS to do :D:D

Posted by Calabar ( ..xxx.xxx ) at 2002-09-11 17:31:00    
I�m a bit confused. I started playing your module but I
seem to have come to an end without seeing a single
zombie. I�ve come to a small town and returned a ring,
but there isn�t an exit from this area that I can find,
except the way I came in. Did I miss something? I�ve run
all over this area several times. If there�s an exit,
it�s well hidden, at least from me. Any suggestions?

Posted by Knanona ( ..xxx.xxx ) at 2002-08-26 06:56:00    
Yeah, I know what causes the badger, I just can't figure
out who it is. It's not there everytime, just every once
in a while, so I can't get it nailed down.

Thanks though. :D

Posted by SquirrelNinja ( ..xxx.xxx ) at 2002-08-26 04:17:00    
The readme file said to look out for badgers. I did come
across one in Burgleford, but forgot about it (it happened
about a minute before my battle with the nightwalker).

I remember reading something about this somewhere. I think
it's something to do with having an invalid creature tag or
blueprint resref or something when creating the creature.
If NWN can't find the creature it's supposed to be
creating, it just uses the default creature - which is a
badger. Try a search for 'badger' on the NWN forums, there
might be something more about it there.

Posted by SquirrelNinja ( ..xxx.xxx ) at 2002-08-25 17:57:00    
Oh, and as for the Readme file, sorry about that, I didn't
realise you had to download them separately so I just
assumed there wasn't one. I'll take a look at it now.

Posted by SquirrelNinja ( ..xxx.xxx ) at 2002-08-25 17:55:00    
I think Burgleford could've done with a few zombie moans
and people screaming and stuff. It didn't *sound* like a
town undergoing an attack by hordes of zombies (apologies
if the sounds *were* there, tho I don't remember them).

The forest was great, really loved the lighting in there.
And the off-road bit was nice and creepy with the storm and
all, though for reasons I've already described I didn't get
the chance to appreciate it.

In the graveyard, perhaps you could reduce the light level
a bit. I thought it looked a bit bright and suddenly coming
into that light kind of ruined the nice creepy atmosphere
the last area had created. A bit darker, and maybe some
rain/fog as well? - just a thought.

Last of all, the Golden Griffon was great, just the sheer
number of NPCs you had in there just gave it the atmosphere
of a busy city inn. Though I just remembered that when I
was there, one of the NPCs (is there one called Nina or
something?) wandered into the door and got stuck on the
other side of the doorframe, which was odd.

And I really *hate* the tavern music, it drives me mad.
Course, that's Bioware's fault, not yours, so you're
forgiven :) .

Posted by Knanona ( ..xxx.xxx ) at 2002-08-25 17:20:00    
ACK! Totally missed addressing the graveyard crypt
thing. Yes it's locked. You will be able to open it in
the Final. I think I'll save it for the Final, anyway.

By the way, Squirrel, what did you think of the
music/lighting feel of the different areas?

Thanks again!

Posted by Knanona ( ..xxx.xxx ) at 2002-08-25 16:40:00    
SquirrelNinja-
Thanks for the comments, I took them all constructively,
this is just what I need to hear.

First off, I'm working on the journal. I can't find my
WorldBuilder's Guide, so I'm kind of going with trial,
error and what I can grab from other sources. The journal
is coming, I promise. I have an upside nametag myself.

Ok- I'll bring down the Nightwalkers a bit. I was
debaying taking away there Death Magic, now I've got
another opinion on that. No problemo. I'll make them a
little more 'less'...hehehe

The guy you're supposed to meet in Burgleford(Otto)
doesn't exist yet. And the inside of the Mayor's Estate
is still under construction, though -mostly- finsished
now, and it & Otto will be in the next update(tonit, maybe
tomorrow).

READ THROUGH THE README!! There a few hints & tips in
there.

Invisible chair? Hmmm.. I had to use Sittable Invisible
Objects to make the benches and such sittable, I probably
misplaced one...lol.

And about odd conversations(robot next door, per se) I'll
have the proper triggers placed so they fire the right way
in the next itteration, as well as a key so you can't get
into that house(with the Nightwalker) until you should...

Thanks for the feedback- keep in mind that this IS a
BETA, and read the README BEFORE you play ;)


Posted by SquirrelNinja ( ..xxx.xxx ) at 2002-08-25 15:25:00    
Ok, I've played through a fair chunk of this module, tho
not all of I'll admit. But I'm now stuck, so I thought I'd
make some comments and also ask for help.

First off, please add a journal! I'm an absolute moron, and
can't for the life of me remember what the hell I'm doing.
In the space of a five minute journey from the meeting
point to Burgleford, I managed to totally forget who I was
supposed to meet there and where I was supposed to find
them. Ordinarily I'd check my trusty journal (I also have a
custom entry there containing my name and a reminder to
eat). But to my dismay, I find it totally empty.

Secondly, how the *hell* did you manage to complete this as
a level 10 character? I started off fine with my dual-class
level 7 ranger/level 6 rogue. I was happily wandering the
streets of Burgleford, picking off zombies (not easily, but
successfully nontheless). I then walk into a house and come
up with a little thing called a Nightwalker. And it has
company. I died about six times trying to kill that thing.

Later on, I'm traipsing through some woods and (foolishly)
end up off-road. And there's TWO of the bloody things (also
with a lot of zombie pals and a bunch of spiders). I think
my poor character's death tally reached about 20 before I
finally thought "screw this" and legged it to the next area.

PLEASE use the nice, self-adjusting encounters more often,
and less of the placed monsters.

Ok, those are my only two major criticisms. The other
problems I had were probably more down to my stupidity:

Where the hell *is* the guy I'm supposed to meet in
Burgleford? I thought he was in the Golden Griffon, but I
can't find him there.

I couldn't enter the mayor's house, despite it having a
door that opened. Was I supposed to be able to, or is this
to be addressed in a later version?

The point where I got stuck was in the graveyard... I don't
appear to have the key, so I can't get in to the crypt at
the top. I'd guess this is probably related to the fact I
didn't find the guy in Burgleford. Am I going to have to go
back past them nightwalkers again?

Last of all, a couple of fairly minor things I noticed: you
have an invisible chair in the Golden Griffon, and I can
ask the smith about the robot before I've even seen the
robot. And the healing thing in the temple is great, but
it's a bit annoying that it only heals 5 points. Since most
people will just click on it 'til they're fully healed
anyway, how about just one full-heal spell, or instead
limiting its use?

Ok, that's me done. Sorry if that came across as a bit of a
rant, it was *intended* as constructive criticism.

Posted by Knanona Noak ( ..xxx.xxx ) at 2002-08-25 08:35:00    
BETA test of Trouble in Burgleford. Play through, let me
know what you think. A lot still to come in this
Module... Read the README before you play. And VOTE,
dammit! :D

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