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NWN MODULES

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Title  Unearthing the Past
Author  Skather
Submitted / Updated  10-01-2003 / 11-30-2003
Category  Dungeon Adventure
Expansions  SOU-1.32
Setting  Forgotten Realms
Gameplay Length  1 - 2
Language  English
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  03
Max # Players  04
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Description
This is a conversion of a Cliffhangers Adventure posted by Jesse Decker on Wizards of the Coast D&D Website. The adventure takes place around the village of Travensburg. The village has had a rough winter, and although the promise of spring seems just around the corner, the village has had to purchase food from a nearby town. The area feels peaceful, but the winter has driven a few small bands of humanoids to search for food outside their normal territory. To protect the valuable shipment of supplies, four guards were sent to escort the wagon. Now the shipment of food is overdue. I'm hoping this is enjoyable, short but sweet. The scripting is a real pain for me, I'm not finding enough time to really understand things fully. But I'll keep working at it. I've liberated some scripts from other mods, so if you see something that's yours, pat yourself on the back. Please leave a comment, and a vote, good or bad. All feedback is a plus.

Files

NameTypeSizeDownloads
Unearthing_the_Past_v2.rarUnearthing_the_Past_v2.rar
Submitted: 10-01-2003 / Last Updated: 11-30-2003
rar184.15Kb1325
--
SCORE OUT OF 10
8.54
16 votes
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Comments (28):

1 2 3

Posted by Skather at 2003-11-3011:14:00    
Okay, I'm doing a minor update to clean up a few things that people had suggested could be improved. I decided not to add any wandering villagers, I just don't think they will make the adventure any better. It took me long enough just to get around to doing these few adjustments. Main changes are the look of the Tower interior, added a couple more dialog choices in Lord Traven's coversation, and changed the secret door a bit. Thanks to everyone that has played, commented, and/or voted. I'm going to throw myself an objective vote now, as this will be on the top rated list soon. I hope voting for my own mod doesn't upset anyone.

Posted by Matthew at 2003-11-2817:30:00    
Opening locked doors isn't evil -- it's merely non-lawful. My complaint isn't that the town isn't full of rogue options, just that doors which are openable yet lead to broken nothingness are an example of detail overlooked. Anyway, sure, I'll take another look at it once you've found the time to work on it a bit.

Posted by Volund at 2003-11-2716:25:00    
Very slick mod. Was the first mod i've played here that actually kept the flavor of the original game, leading off with enough to keep me interested in actually finishing it..short but sweet, not a moment of boring dungeons or towns. Keep it up mate!

Posted by Skather at 2003-11-2713:53:00    
Hi, Matthew. Sorry to hear you got off to a bad start. The module is designed for a group of 1st lvl PC's. If you want to solo it, play with a 3rd lvl character. In my mod description before you begin play, I explained this, and that the encounters don't scale. The town lacks detail because I don't have the time available to create it. I designed this for good or neutral alignments, so I will not appologize that there are no homes for you to break into and loot. I'll add a script to tell you that there's nothing of interest inside when you rattle the locks, when I get around to an update. I hope you'll give it another try, maybe take some friends along multiplayer.

Posted by Matthew at 2003-11-2708:40:00    
Played for a few minutes. First impressions: low attention to detail -- extremely terse and utilitarian dialog, a town full of locked doors which lead nowhere when picked. I'm holding off on voting since I haven't really seen the whole thing -- but there's my other complaint. (Minor spoiler for beginning.) I followed the instructions of the first guy I met, headed north and, after going through a completely empty area, got my first-level bard smashed by three axe-wielding orcs. Great. There's basically no getting past that at all. I suppose I could try one of the other directions out of the village, but there's no given reason I should go those ways. Basically, the module doesn't scale down to starting characters, and shouldn't be listed as such.

Posted by Skather at 2003-10-2906:37:00    
Thanks, Beast of Malar. I know what you mean about no time to play the 15 - 20 hour epics. I'm going to try doing a few short ones, then sink my teeth into a series. It's ironic, me commenting on your The Hallowed Hills mod and you commenting on mine the same day. Made me chuckle when I checked them this morning. Small world, after all.

Posted by Beast at 2003-10-2803:36:00    
I really enjoyed playing your mod. The scripting was cool - especially the one with the bear. My only problem with this mod was the riddle at the end - I only solved it when looking into the script, a little hint about the "technical" way to solve the riddle would be really helpful. For me personally it was an exciting RPG-experience - I really like those short stories for having no time for bigger things.Now I´m off to vote for it and then return to my studies. Tom

Posted by Skather at 2003-10-1606:50:00    
Good to hear from you, Lokless. I thank you for your efforts in trying this multiplayer. I now know it is free of any game-stopping bugs, whether played solo or with friends. The riddle is not crucial to finishing the game, so I will not give away the answer here, or in the game. What's beyond the secret door is a lead-in to my next adventure. I'm taking a little time here and there to update this mod, then hopefully next weekend I can start cranking out the second. That's all for now, I'm off to my day job.

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