This module best suits a single party of 3 or 4 characters.
Language
English
Level Range
This module is designed for new Level 1 (0xp) characters.
Races
Almost the entirety of the NPC population is human, but any race should work out well.
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Any class is a good choice for this adventure. Because of the story, warrior classes will easily find a good fit.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
06
Max # Players
05
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
This story assumes that your characters would willingly take up an assignment from a noble house and takes place in a political environment that favours and encourages the good.
Description
The Darkmoor Guild proudly presents Vathar Keep, a single party campaign. --- 'With more than one unsettling uprising to put down this year the resources of His Grace, Edmund, Earl of Dunlear, are stretched rather thin. By official edict, the Earl of Dunlear empowers you to investigate why the northern reaches of his lands have fallen silent these past seasons and take whatever means necessary to bring the North back into the fold.' --- This single party adventure module has been updated (Valthar Keep v1.1) to address minor non-critical points that were received as community feedback to improve the single player experience (see below).
Posted by Steve_Savicki at 2008-11-02 09:09:25 Voted 9.50 on 11/02/08
Don't like finding new cities after traveling underground, but a fine module at that. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Morgennes at 2008-02-23 08:50:34 Voted 8.25 on 02/23/08
Not bad.
Just wondering why most of the items taken on the ennemis are marked as "stolen".
The ending is also a bit confusing. Sometimes, the henchmen just stand there, waiting for dying... Also, why aren't we the hero, the guy killing the last monster (the master) ?
Anyway, I've had some fun.
Thanks a lot.
Posted by Arielva at 2008-01-16 11:12:13 Voted 8.75 on 01/16/08
I really liked this. Just before I started this mod I had played another one that was full of spelling and grammatical errors, so I really appreciated that this one was well written and didn't use modern jargon. The story was good and I enjoyed playing it. I didn't encounter any bugs or technical errors.
Posted by Fizzbizzle at 2007-01-14 11:11:10 Voted 8.00 on 01/14/07
Overall, I thought this was a good module. It had a couple memorable moments, but also moments where the module ventured a little too far into repetitive hack & slash than what I was looking for. Also, there were a couple instances enemy forces spawn out of nowhere in close proximity to your party, which disrupted my "suspension of disbelief". Still, it's a good effort and I'd gladly play another module from the Darkmoor Guild.
Posted by DasHenne at 2007-01-03 11:59:32 Voted 9.75 on 01/03/07
i really enjoyed playing this module. No problems with gamebugs or other technical mistakes.
Great work
Posted by Jamro at 2006-12-30 15:27:48 Voted 9.50 on 12/30/06
Played as single player, took maybe 9 hours.
Barbarian, levelled myself to 2nd at the start.
The combat was somewhat difficult, but not overly so.
A good solid adventure. Bug free and for the most part well paced. There was a very real aura of doom hanging about in the first half of the module. From finding out about what's going on to actually meeting the threat at the field and being able to do nothing about it.
A few things that bothered me, not much, but enough to irritate.
"Designed by the The Darkmoor Guild"
While it's ok to be proud of one's work, it really broke immersion to found these disclaimers in every second item in the game. Like in the end of a otherwise eerie journal note.
Non-working non-linearity.
You could choose where to go in the beginning. I first cleared out the manor and got the reward. Then found out the tower in the woods, got a note I should warn the headsman. But he was already finished with me so I couldn't report my findings.
Favours the Good.
Actually means "lawful good helps old ladies across the street" -kind of good.
Like the dwarf merchant at the beginning. Say a haughty word and it's a shop closed.
This is really designed for Paladins or the like, not bad as such, but should be more clearly mentioned.
"Stolen" items.
I liked the money balance in the beginning, goblins have poor quality worthless items. Not worth hauling around, but you do get the items they're using, brilliant. At later stages, however, just about everything is marked up as stolen. Presumably so you wouldn't sell them and get rich. Doesn't wash in my book. Why not just use plain banded mail or something on them instead?
Seems like a lot of complaints, but these are minor issues really. The module was a good one.
Finally, the troops realaxing about here and there in the keep were great. :)
Posted by ucbigun at 2006-12-02 06:26:22 Voted 10.00 on 12/02/06
fantastic mod no problems
Posted by Cumanannan at 2006-11-26 01:47:31 Voted 8.75 on 11/26/06
The Good:
LordKhyron, nice work, "immersive" as they say, and the Celtic flavouring is well balanced and not so in your face after Morganshire and the Armagh wood. Nice work on the Findallic/Valtharian armour and colour schemes. You have obviously put some effort into making a "totally realised" experience for the player. The battlefield scene was great, and nice use of power levels - I have not found it hard as yet, but I did, after dying quickly as a fighter, switch to a 1st level druid so as to have some animal companion goodness. Overall I am impressed with the effort and the finished work, although it is still rough in places as mentioned above by others. Well done and thank you for contributing to the enjoyment of the community!
BUT>>>>
The Bad: Me too, I'm stuck. Not at the second level of the wizard tower like others have been, but at the entrance to Valthar Keep? The Count tells me to find Percival of Ulliss in the Courtyard Tower, I go out into the courtyard and there are only two buidings - the Guard Tower I just came out of/from and Valthar Keep - no "Courtyard Tower" no Percival. So what gives?
Also, the (Designed by Darkmoor Guild) is unnecessary and a little gratuitous, seeing as there is no actual new content, though as I wrote above the armour is nice. Specific letters and Toolset created items do not imho warrant this appelation.
Why should we need Tankered and his token to pass the guards to see the Count when (as has been posted) we are on official business from a commander the Count is waiting for news from? Just to make sure we have a henchman?
Posted by Cumanannan at 2006-11-19 01:16:50 Voted 8.75 on 11/26/06
Thank you for submitting your work, I have been looking for a low-level mod to play in for a while. Although the faux-Celtic theme is not to my liking, having been there and seriously done it, it seems this is your territory Mr. Mc, so so be it. Have just started, so will rate it after I am further in, but for the moment....Well done.
Posted by B003 ( 67.37.xxx.xxx ) at 2006-03-15 22:09:14
Good stuff. I play single player, it's good to see a mod not overly complicated so it crashes and is buggy.
Very well balanced just what I was looking for.
The battlefield part does need more of an explaination when you first get there. For those who don't know, a hint is not to be a fool and try and fight them all. There is somewhere to go, but not back the way you came.
Posted by acromel at 2004-11-08 18:36:54 Voted 8.50 on 11/08/04
Posted by Anonymous ( 63.171.xxx.xxx ) at 2004-10-02 19:14:00
I need a spoiler.
the battlefield seems to have no effective way out for me, other than the way I came,
I can have some fun killing one or two of the bad guys,
although the only reason I know they are bad is because they are hostile.
the only way out seems through a gate on a bridge,
and it doesn't seem likely that I can bash through that with my 10 STR rngr/wizard before the baddies beat me into a pulp