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NWN MODULES

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Title  BRI - The Fall of Ullad
Author  JSCairns
Submitted / Updated  01-14-2004 / 01-31-2004
Category  Dungeon Adventure
Expansions  HOTU-1.61
Setting  Island Chain of Kulladin
Gameplay Length  10 to 15
Language  English
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Play-tested for fighter and rogue classes.
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  Any
Description
Each day you wait above decks with great anticipation for the familiar mountain ranges of your native homeland to emerge on the horizon. Weeks before your expected arrival, your ship passes close to the coast of the island chain of Kulladin. Captain Wadring, your host, describes Kulladin as a terrain of endless conflict where the forces of order attempt to build settlements amidst a sea of turmoil. It's greatest city, Ullad, is reportedly under siege even now. Alone on deck, imagining your homecoming to your loved ones, your reverie is broken by a boulder fired from some unseen catapult, descending through the mists to smash the prow of your ship.

Files

NameTypeSizeDownloads
BRI_The_Fall_of_Ullad.zipBRI_The_Fall_of_Ullad.zip
Submitted: 01-14-2004 / Last Updated: 02-07-2004
zip2.9Mb2030
--
SCORE OUT OF 10
8.27
14 votes
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Comments (27):

1 2 3

Posted by Drexar_Heulbric at on04/09/06
Unbalanced combat; tough for non-fighter types; large maps get tedious with same fights over and over; buggy script on first map; there are much better HnS out there.

Posted by todde at on02/29/04
This mod is now on the Overlooked mod list. Thanks to Berliad who got it on the list, and thanks to EVERYONE who had reccomended mods to the list and who is responsible for the Overlooked Mods list. Its a great idea.

Posted by todde at on02/29/04
I just sent a reccomendation to the Overlooked Mods list about this mod. I hope it will be considered for it. This is still quite a good mod.

Posted by TaraZ at on04/17/05
Difficulty is way off, but the size is really epic, and the story is nice (I'm a fan of sort of slow developing stories-- people who want plots that start right away and in a clear fashion might be less happy). But the early difficulty is way too much for a first level character. By the end, though, my character was so loaded with loot that I could trash everything. Difficulty balancing is an art, but it is really needed here (the Blackguard series comes to mind as a series that is very well balanced).

Posted by JSCairns at 2004-04-0607:05:00    
No problem, Valdur. It seems to be one of those mods that some people like and others don't - which is about pretty much all the mods. I doesn't seem to inspire many votes though, so I guess it must suit only particular tastes in the end. Oh well.

Posted by JSCairns at 2004-04-0607:05:00    
No problem, Valdur. It seems to be one of those mods that some people like and others don't - which is about pretty much all the mods. I doesn't seem to inspire many votes though, so I guess it must suit only particular tastes in the end. Oh well.

Posted by Valdur at 2004-04-0120:13:00    
I was actually disappointed in playing this module as compared to the previous replies before mine. I tended to get bored not knowing where the story was going. I almost felt like i was just searching and searching to give my purpose in the module a meaning less the usual 'kill the beast and bring us its head' adventures..i understand that sometimes adventure doesnt find you..and you must in turn find the adventure..but i dont think that philosophy carries over well here..especialy when, in my opinion, the obvious adventure is mundane. I'm sure i would feel differently if the choice of adventure had more variety to it. I enjoy a good free form module..but this kinda had me wayward quest wise again because of the 'played out' quest choices. Free form wise it also didnt give me the feeling of being in a world of its own..it seemed as if it had a path. I just didnt feel that the group upon groups of enemies in one area after another was pointing me in the exciting direction. Also a few areas of a medium to large size had lots and lots of doors which kinda turned me off in exploring these areas. For me..i dont like walking into a dungeon(or elsewhere) and imediately see 10-12 doors in the first hallway..it gives me the impression i must search them all..which gives me the impression that they may be holding a key item..but what if none of them do?..am i just wasting my time?..i think so..I also understand the work that goes into making a module..i asure you at this point in my toolset knowledge i couldnt make anything close to this in any comparison..though it provided some adventure in all..there wasnt enough excitement going, in my opinion, to keep me involved.. but good work on the enviornment..would have liked to see some skies..but its not a big deal..the surroudings i thought where very nice.. till next time..

Posted by Valdur at 2004-04-0120:11:00    
I was actually disappointed in playing this module as compared to the previous replies before mine. I tended to get bored not knowing where the story was going. I almost felt like i was just searching and searching to give my purpose in the module a meaning less the usual 'kill the beast and bring us its head' adventures..i understand that sometimes adventure doesnt find you..and you must in turn find the adventure..but i dont think that philosophy carries over well here..especialy when, in my opinion, the obvious adventure is mundane. I'm sure i would feel differently if the choice of adventure had more variety to it. I enjoy a good free form module..but this kinda had me wayward quest wise again because of the 'played out' quest choices. Free form wise it also didnt give me the feeling of being in a world of its own..it seemed as if it had a path. I just didnt feel that the group upon groups of enemies in one area after another was pointing me in the exciting direction. Also a few areas of a medium to large size had lots and lots of doors which kinda turned me off in exploring these areas. For me..i dont like walking into a dungeon(or elsewhere) and imediately see 10-12 doors in the first hallway..it gives me the impression i must search them all..which gives me the impression that they may be holding a key item..but what if none of them do?..am i just wasting my time?..i think so..I also understand the work that goes into making a module..i asure you at this point in my toolset knowledge i couldnt make anything close to this in any comparison..though it provided some adventure in all..there wasnt enough excitement going, in my opinion, to keep me involved.. but good work on the enviornment..would have liked to see some skies..but its not a big deal..the surroudings i thought where very nice.. till next time..

Posted by todde at on02/29/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 9   

Posted by cegli at on02/28/04
Fun: 7 Layout / Design: 9 Dialogue 8 Originality / Creativity 9 Quality Control 9

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