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NWN MODULES

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Title  Portals - Prelude
Author  Larielar Cithranduil
Submitted / Updated  04-17-2004 / 05-01-2013
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Forgotten Realms / Western Heartlands
Gameplay Length  2-4 hours
Language  English
Races  Any
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Medium
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  04
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Good Only
Description
So, you want to be a hero? Well, your wish is about to be fullfilled. You have come to Castle Ironhammer in the western heartlands to join the Fist of Torm, a knightly order dedicated to Torm and his faith. Castle Ironhammer is the smallest and youngest of the four castles the Fist of Torm holds. All classes and races are welcome, but only those of good alignment are allowed to join. Only a short interview and a truth-scrying spell to determine your intent stands between you and your membership. This module has been designed for a character of any race and any class, starting at 1st to 3rd level. You must be of good alignment. You will be raised to 3rd level (4th for classes weak at low levels)close to the begining of the module. There are three henchmen available, but more henchmen equals less XP. You should reach about 6th level at the end of the module. This is the prelude to a story of groups of power and the hunt for a magic item.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2005-02-06Alazander7.67A well-rounded module with an entertaining story, fun action, and a very impressive amount of polish. Overall a very good package.The slow start and uninspiring name perhaps contribute to it being grossly neglected by the community.

Files

NameTypeSizeDownloads
Portals_Prelude_1.0.zipPortals_Prelude_1.0.zip
Submitted: 04-17-2004 / Last Updated: 05-21-2004
zip1.9Mb1292
--
Larielar_Cithranduil21Portals_Prelude_1.0_Readme.txtLarielar_Cithranduil21Portals_Prelude_1.0_Readme.txt
Submitted: 04-17-2004 / Last Updated: 05-21-2004
txt5.8Kb1253
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
DLA Canopied ForestDLA Team2003-12-30--DLA Present the 'DLA Canopied Forest' by the DLA Team. The Canopied Forest Haks are 2 Tileset add-o
SCORE OUT OF 10
8.45
25 votes
View Stats
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Comments (30):

1 2 3

Posted by Larielar at 2005-05-3008:11:17    
Hello everyone Thanks for all the feedback, and sorry for not responding. I haven't been very active with NWN in a long time, but I'm starting to feel the itch again.. I doubt there will be an "episode 2" - the feel for the story is a little lost to me after such a long time. Maybe is all I can say. Larielar

Posted by Dabaro at on04/17/05
Look forward to part 2 if there is one to be developed, I enjoyed this mod very much, no bugs, no problems. Great work.

Posted by jashim at on03/30/05
Thoroughly enjoyable, well polished module with an engaging storyline and excellent pace - highly recommended Please tell me there is a part 2 out soon?!?!

Posted by jashim at on03/30/05
Thoroughly enjoyable, well polished module with an engaging storyline and excellent pace - highly recommended

Posted by _Data_ at on03/28/05
A nice module with an interesting story and somewhat interactive henchmen. Recommended.

Posted by _Data_ at on03/28/05
Good module here. I quite liked it. Here are some comments that occurred to me during the game. 1.I like the fact that you have given most npcs a custom description. Not everyone does but i think this is something thats a really cool thing to do. As a result i always mention it when the author takes the time to write some small descriptions. Good work here. 2.I like all the skill and stat checks in the module. They add a great deal to the conversations with npcs. Good work there. 3.I quite liked the area design in your module. The areas were not too large and you used plenty of map pins. That being said i think you might want to consider adding skies to the areas. That might make things even better. UPDATE:Looks like i spoke too soon. The area west of midgale(?) was infact too large. Tsk Tsk! :) 4.I must admit i found the marsh to be really hard. The spiders just kept poisoning me and i was unable to rest in order to get rid of it. 5.I liked the fact that you gave the henchman dialog and stuff instead of just making her a mindless drone. I always think that proper interactive henchmen add much to the mood of the module. Still there is always room for improvement. It would have been nice if the henchmen made remarks in conversation with other npcs and if other npcs reacted to them. It also would have been nice if you could have asked the henchmen about more things after you traveled with them a while. 6.After killing Krain the elf henchman simply repeats her line about victims resting in peace when talked to instead of her normal lines where you can change her tactics and so on. I did discover that she stops doing this after leaving the villages but you still might want to fix this. 7.When leaving the heart of marsh after killing Krain you might want to move the player straight to the beginning of the marsh instead of forcing us to backtrack through areas already cleared. 8.I am not sure i approve of the rest restrictions you impose on us. The enemies are so powerfull that not being able to rest makes things very very difficult. 9.You should mark the rope that leads to the area with the spider cave with a map pin. It is incredibly easy to miss it otherwise. 10.I encountered an odd bug where the henchman stopped attacking enemies. She just stood there doing nothing while the enemies were pounding on her. Sigh. 11.After clearing the haunted temple the elf henchman just keeps talking about the haunted area instead of letting me change her tactics. This bug was fixed after the conversation she initiates in the abandoned temple. 12.In the island bugbear area there is a missing exit transition to the forest. Fortunately the shore one works. 13.My armor of comfort was not given back its magical properties after i shut down the dead magic zone All in all an enjoyable module. Thank you for making it! :)

Posted by _Data_ at on03/28/05
Good module here. I quite liked it. Here are some comments that occurred to me during the game. 1.I like the fact that you have given most npcs a custom description. Not everyone does but i think this is something thats a really cool thing to do. As a result i always mention it when the author takes the time to write some small descriptions. Good work here. 2.I like all the skill and stat checks in the module. They add a great deal to the conversations with npcs. Good work there. 3.I quite liked the area design in your module. The areas were not too large and you used plenty of map pins. That being said i think you might want to consider adding skies to the areas. That might make things even better. UPDATE:Looks like i spoke too soon. The area west of midgale(?) was infact too large. Tsk Tsk! :) 4.I must admit i found the marsh to be really hard. The spiders just kept poisoning me and i was unable to rest in order to get rid of it. 5.I liked the fact that you gave the henchman dialog and stuff instead of just making her a mindless drone. I always think that proper interactive henchmen add much to the mood of the module. Still there is always room for improvement. It would have been nice if the henchmen made remarks in conversation with other npcs and if other npcs reacted to them. It also would have been nice if you could have asked the henchmen about more things after you traveled with them a while. 6.After killing Krain the elf henchman simply repeats her line about victims resting in peace when talked to instead of her normal lines where you can change her tactics and so on. I did discover that she stops doing this after leaving the villages but you still might want to fix this. 7.When leaving the heart of marsh after killing Krain you might want to move the player straight to the beginning of the marsh instead of forcing us to backtrack through areas already cleared. 8.I am not sure i approve of the rest restrictions you impose on us. The enemies are so powerfull that not being able to rest makes things very very difficult. 9.You should mark the rope that leads to the area with the spider cave with a map pin. It is incredibly easy to miss it otherwise. 10.I encountered an odd bug where the henchman stopped attacking enemies. She just stood there doing nothing while the enemies were pounding on her. Sigh. 11.After clearing the haunted temple the elf henchman just keeps talking about the haunted area instead of letting me change her tactics. This bug was fixed after the conversation she initiates in the abandoned temple. 12.In the island bugbear area there is a missing exit transition to the forest. Fortunately the shore one works. 13.My armor of comfort was not given back its magical properties after i shut down the dead magic zone All in all an enjoyable module. Thank you for making it! :)

Posted by mikeyonker at on03/27/05
That was a lot of fun. I'm glad I saw Alazander's review. Some rough spots, but overshadowed by the fun.

Posted by Dradjeel at on03/09/05
Deserving way more than the limited amounts of DLs it has at the moment. _________________________ The Power Almighty rests in this Lone Ring. The Power, alrighty, for Doing Your Own Thing.

Posted by LoonaCrist at 2005-03-0116:02:00    
I'm having the same problem as BDH there, same area. As soon as one joins, one leaves. I did manage to get all 3 back into the party but the last one to join wouldn't follow or listen to me. I just told them that we needed to seperate then ask them to join me again. Then, as soon as one died i would have to go through it all over again.

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