A forgotten evil has begun to stir from its long slumber! For years, the coastal community of Silverlake had enjoyed peace and prosperity, but recent weeks had been witness to hordes of goblin raiders streaming out from the Saltwood, laying waste to entire villages and slaughtering all who opposed them. But these were no ordinary humanoid marauders! No, it was obvious that there was a more sinister force behind these raids. You have placed your faith in the armed patrols from nearby Ironclaw Keep and thus have never entertained the fear that the reach of the goblin raiders could one day extend to your adoptive family's farmstead. But there is an odd chill to the air this morn, and your mind is not altogether focused on your daily chores. Suddenly, a shrill cry pierces the morning fog...
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NOTE: A Forgotten Evil - Chapter Two is now available! You may find it here.
Though a struggle for my ranger/clerc at times, not to mention the druid henchman, I wanted to get to the end of the story (part 1) which kept me involved through the reloads. I had a great time with Morgana, even though she seemed to side with the good more than her evil alignment indicated. Though I found some dialog a bit over the top drama wise for my tastes, the ongoing henchman interaction made up for all other dialog shortcomings. I was thinking about playing part 1 again with another henchman choice for some more of that dialog, but got brought up short at modules end. Thanks for all your hard work on these modules.
Posted by ericdoman at on11/21/06
Well I started this over a year ago. So replayed it with a new charcter. Firstly it is a tough mod gold etc is very limited. Also when NPC levels up all eqpt disappears. If you intend to play hardcore I'd recommend half orc Barb (20 str at lvl1). Based on other comments the plot/story and history is good to VG. Areas are very large which is a pain BUT felt right. There are wandering patrols of monsters that are the same but what would you expect "realistic". Encounters with creatures in other areas feels right. You are in a large area and so there are territories. Themixture of creatures also felt right. I have given it a 9.5 to balance other scores out. Also having played many games I'd recommend this as a good starter mod and finally the second part is out also VG.
Posted by Jessolt at 2006-04-2723:49:16
Entertaining, well written module. Some of the areas were a little busy for my taste but still overall a good module to play. (9)
Posted by the_doctor at 2006-03-0707:02:56
I like it very much, very nicely done. I hope my modules, especially my first, will be as good. When can we expect the second module to be available? I see it was suppose to come out already, am anxious to continue with my character. Thanks again for the module, again it was great fun and looking for the continuation.
Posted by lebowski at on10/28/05
The mod really feels old. There are some interesting ideas but they are not well implemented. Feels like a first try very basic mod, it's polished enough, but there's not much more than that. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by lebowski at on10/28/05
Well I went forward in the mod but I got really bored especially by the awfully huge first castle area. Tooooo much. Also the dialogue and the atmosphere got quite worse after the beginning and the encounters become just the same one photocopied again and again (2 orcs 3 kobold 1 goblin OR a couple of gnoll sergents). The plot didn't felt anything original and it really was very linear. The henchmen were nice, but when they get a new level their equipment is destroyed and re-created. A warning about that should be given in the readme. Also the mod didn't felt very balanced, the shops are really expensive and the loot around is very poor. Finally it's not acceptable anymore to find lots and lots of barrels and crates in houses, shops, courts, palace that you can open wihtout anyone reacting to that. (the rapist suspect sub-quest felt quite badly done, there wasn't even an alignment change for such an un-moral act). There were some good ideas but they were not implemented very well. The mod feels too old. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by lebowski at on10/28/05
OK, I started. The beginning is not remotely as bad as the poster here below says, so ignore him. There is a good intro movie that sets the mood of the mod. Unfortuntely something better could have been done with an initial journal entry expalining why the character is in front of a well and why there is combat music going on. Of course the plyr will understand that later but it's a clear fault in the right mood setting. The encounters aren't too difficult for a melee class, and probably a caster able to summon can do them easily enough too. The problem is that the enemies practically don't leave loot and when you reach the boss of the first area you'll be a bit underpowered with an awful armor class. There is no better armor than studded leather and no shield at all, not even a small one. SPOILERS To win the fight I ignored the enemy, explored the house, got the large shield, and then came down the stairs and killed him. A bit of a cheating, and not satisfacotry, but better than reloading other 4 or 5 time hoping to be lucky. For a monk or a rogue that fight will probably be even more deadly. I suggest you to reduce the boss AC (he has 19 I think while you have mostly 15 if very dextrous and probably 13). END SPOILERS On the other end the corpes description in the starting area is very gruesome and scary. Perfect for portraiting war brutality. SPOILERS Later on I got to the keep and found out that the guard lost the key. This was a bad immersion breaker from the heavy tragedy you depicted in the first area. I agree that you can use irony here and there to lighten up the mod, but this felt too much like a stupid comedy like fetch quest. It's a shame because obviously you can do much better. I'll let you know while I continue. END SPOILERS I noticed that in the first are there is a lot of fog of war (smoke? It doesn't have the same feel) but luckily in the keep got seriously reduced, same is true for lighting at night, pitch black in the first area more reasonable later on. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by lebowski at on10/28/05
OK, I started. The beginning is not remotely as bad as the poster here below says, so ignore him. There is a good intro movie that sets the mood of the mod. Unfortuntely something better could have been done with an initial journal entry expalining why the character is in front of a well and why there is combat music going on. Of course the plyr will understand that later but it's a clear fault in the right mood setting. The encounters aren't too difficult for a melee class, and probably a caster able to summon can do them easily enough too. The problem is that the enemies practically don't leave loot and when you reach the boss of the first area you'll be a bit underpowered with an awful armor class. There is no better armor than studded leather and no shield at all, not even a small one. SPOILERS To win the fight I ignored the enemy, explored the house, got the large shield, and then came down the stairs and killed him. A bit of a cheating, and not satisfacotry, but better than reloading other 4 or 5 time hoping to be lucky. For a monk or a rogue that fight will probably be even more deadly. I suggest you to reduce the boss AC (he has 19 I think while you have mostly 15 if very dextrous and probably 13). END SPOILERS On the other end the corpes description in the starting area is very gruesome and scary. Perfect for portraiting war brutality. SPOILERS Later on I got to the keep and found out that the guard lost the key. This was a bad immersion breaker from the heavy tragedy you depicted in the first area. I agree that you can use irony here and there to lighten up the mod, but this felt too much like a stupid comedy like fetch quest. It's a shame because obviously you can do much better. I'll let you know while I continue. END SPOILERS I noticed that in the first are there is a lot of fog of war (smoke? It doesn't have the same feel) but luckily in the keep got seriously reduced, same is true for lighting at night, pitch black in the first area more reasonable later on. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by lebowski at on10/28/05
Just to balance the previous comment I'm gonna give this a try in the next few days. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by Swampthing at 2005-10-1323:20:40
Well, I am sure this is a very good module. Unfortunately, the beginning so TOTALLY SHITE that I am not even going to bother with it. Tell me, how does the typical first level character deal with a bunch of goblins who can kill them in two hits? ALONE! I am sick these modules which SAY that it is ideal for level one, and then through a bunch of mobs at you that you cannot beat without endless respawning. In summary: shite and discouraging, I have no desire to play further.