2 for the basic plot. More if the player goes after the subquests and secret items...
Number Players
Singleplayer
Language
English
Level Range
Designed for new characters.
Races
All. NPCs will sometimes respond to a PC in terms of their race/class.
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
All. Fighters will probably have the easiest time of it combat wise, but won't have access to some of the options for interacting with NPCs.
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
03
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
All
Gameplay Hours
<1
Description
His Father's Sword
Created by Nick Piachaud
The Blurb: 'Tensions run high as the feuding countries of Minos and Ithacia begin their headlong plunge into a devastating provincial war. Caught by an agent of an old mentor while trying to escape the imminent Minos siege of your home city, you are pulled back into the conflict by the very men your foster-father would have you escape. Along the way you'll have to deal with the shadier details of your parentage, pirates, family recriminations, the elite Minos vanguard, and, above all, a Minos Knight with a very personal sense of honour...'
The Explanation: A densely-plotted adventure intended for a single PC, levels 1-3. The story is geared towards an equal mix of plot and fight, so there's necessarily something of both. The mix follows some scripted action, and a fair amount of dialogue. I've tried to score a balance somewhere between the two...
The Sequel: The sequel and conclusion to this module - Her Father's Sword - is now available. It can be found at:
Posted by DSenset at 2009-09-22 12:13:21 Voted 9.75 on 09/22/09
marvellous, great module by a great author. Played it years ago, and now the second time, and, well, what to say... but a big Thank You. But Borrow, man was he a tough buddy. _________________________ Five Flagons Inn: Link - ds-tl Theater Scripting Language: Link - dstl NWN2: Link - NWN2 one-click GUI away (except chat-windows): Link - NWN1 small file extensions for SP (and General MIDI): Link - Suggested Naming Conventions: Link - DS Sneaking: Link - DS Base (Pseudo-)Maze: Link
Posted by Steve_Savicki at 2009-07-02 19:37:19 Voted 9.25 on 07/02/09
Scripting for boarding the ship didn't function and there's always grammatical errors, but a fine effort even though the ending is sad. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Cloud8521 at 2007-12-04 05:15:17 Voted 8.00 on 12/04/07
Very nice.. although kinda short but one of the decent modules with rpg content.. next to try the sequel..
Posted by Astero at 2007-06-21 06:58:17 Voted 9.00 on 06/21/07
I really liked this module and its sequel as well. Nice story, nice dialogues, attention to details. My char was a wiz and at first I enjoyed the whole impression thing but after a while it was a bit tiresome.
Although I've learnt some things about my father I felt a little detached from his story. Not much of an emotion in my responses. The battles were somewhat difficult but I welcomed the challenge. I didn't stumble on any major bug. The only thing I can remember is that 2 journal entries didn't update.
An underrated module that players should definitely check out.
Posted by JackOfClubs at 2006-09-14 22:45:59 Voted 8.50 on 09/14/06
Very enjoyable but a little too linear. _________________________ +++
Resistance to Tyrants is Service to God.
Posted by Yangsmoth at 2006-08-27 15:19:32 Voted 10.00 on 08/27/06
A beautiful story :). _________________________ "I just love your pointy ears" Said the orc. "Really? I do like your large fangs" Replied the elf.
Posted by Jamro at 2006-06-06 20:48:21 Voted 9.00 on 06/06/06
Okay, I've just finished this and it's 6AM. Good thing there's no work tomorrow. Yeah, I really liked this one. The main plotline was strong and even minor characters seemed well fleshed out.
Some design issues, like hellbenders camping out 10 meters from a military strongpoint, put a little dent in the believability.
Cracked me up when a bunch of chickens ganged up on an attacking wolf. A bug, but one that improves the module.
Can you win the second duel without killing the opponent? Tried a few times without success.
Got a panic attack when I escaped to the ship with the palading following me, and in the next moment we're at sea and she's nowhere to be seen. Thought she missed the boat or something. Took another hour before I found out she's okay. (slow going when you perform a bard song for everybody who you meet.)
Posted by ralebeau at 2006-04-24 18:20:09 Voted 9.50 on 04/24/06
Good job on module and story, thanks
Posted by Lomondra at 2006-04-22 21:42:56 Voted 9.25 on 04/22/06
Tough to get going for a low level wizard. Good story, tho a bit linear and as mentioned before, a very abrupt ending. Not a multi player game, so sudden spawns played havoc and regen'g Hellbent grew tedious. The docks fight could have been better served with finite enemies or a break in the action to allow players breathing room to figure out what to do next (to move the story along). The areas were really well designed, it moved smoothly and with a purpose through each screen. The atmosphere and mood of the story were well conveyed and compelling. There are many good reasons to play this module and very few not. _________________________ Does this armor make my butt look big?
Posted by Riona at 2006-04-19 06:02:03 Voted 7.75 on 04/09/06
--"Riona, I'm sorry you thought that the story and dialogue are at times hard to follow. I think a lot of it was made up on the run, which could explain why. I thought about it all a little more on the sequel."
That's understandable. :) My main "beef" with this module (and series) was that the story didn't draw me in as much as it should have, because it seemed to focus more on certain NPCs--and their feelings--rather than the PC and her feelings. There were some very well done and personal things in the module (like the scene by the grave of the PC's parents), but I felt that there should have been more.
But all in all, it was a good module, and I am certainly happy to have played it.
Thank you for posting, both in this thread and in the comments. If you like this module, try 'Her Father's Sword'.
It's strange that the master gem doesn't work. I'll throw my hands in the air and say I'm not sure why that is - it was ok last time I played the module. Maybe a patch or different game version is playing havoc with the scripting.
As stated in the comments for 'Her Father's Sword', I agree both modules are very short, and occasionally pretty sharp.
Riona, I'm sorry you thought that the story and dialogue are at times hard to follow. I think a lot of it was made up on the run, which could explain why. I thought about it all a little more on the sequel.
Posted by Qaz ( 81.233.xxx.xxx ) at 2006-04-15 20:38:40
Great mod can't wait to see more of your work.
Posted by Riona at 2006-04-09 16:19:49 Voted 7.75 on 04/09/06
This was, overall, a solid module and fun to play, but I honestly cannot say it really drew me in. The story and dialogue are at times hard to follow, with characters often speaking in quick sentence fragments, as if even they are not sure of what they are trying to tell you. Some NPCs are unnamed, which is not any huge deal, but it was kind of weird. Also, combat is at times quite tough for a low level module--I played a paladin (a character that can be thought of as a tank), and was still a little overwhelmed at times.
Definitely a good effort, though, and I will be trying out the sequel next.
Posted by lebowski at 2006-01-31 06:28:34 Voted 8.00 on 01/31/06
I loved the FX and liked the story, but the pace was really too fast.
Also the master gem do not work too well. The smith didn't recognize that I had the luck amulet for the luck gem. _________________________ 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 2006-01-31 06:26:36 Voted 8.00 on 01/31/06
Interesting short module, very much story driven but with fascinating character. The ending is however very abrupt. Also in many places things happens too fast, at times it feels like play a resume more than a module. _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
An interview with me about NWN mods
It's kind of funny that two people have voted within a few days of eachother with wildly different opinions of the module :D
It�s a shame Egaskrad didn�t give any examples of the script breaking up� but even so he/she seems to have mostly enjoyed what they played.
Thanks for the nice comments, Mr Gringo � I spent a lot of time on the placeables and NPCs so it�s nice to get recognition for it J .
I hope both of you get around to playing the sequel!
Posted by Mr Gringo at 2006-01-03 18:02:04 Voted 9.25 on 01/03/06
A really underated module. Excellent story and decent gameplay but it really is the attention to detail which make this game so enjoyable eg hostiles speaking as you fight them, excellent use of placeables. Use of NPC's is also great and so adds to the atmosphere, and I simply loved the "Ghosting" ability of the henchwoman/knights. Lighting in internal areas, especially the mines and catacomes could however have been improved for better atmoshpere/gameplay (ie darker). The end as others have pointed out was to sudden and yeah...exporting the character would have been nice. Well done!
Posted by Egaskrad at 2005-12-20 06:51:07 Voted 6.50 on 12/20/05
I guess the script break up a bit with all the new patchs. Anyway there are a few ideas that looks good here and there. Not bad.
First off, thanks for taking the time to vote. I appreciate it, and I�m glad you gave useful feedback, too. If you haven�t already, try �Her Father�s Sword�, which is the sequel and conclusion to this module. I try and address what you said below.
= = MODULE SPOILER STUFF = =
First off, I do agree with you. The module end is very sudden and, particularly in the dialogue with Taleltaesan, doesn�t give you many options. The fight, too, is just a sequence rather than something you can get involved in. I think this hits how you identify with your PC pretty hard.
When I finished making HFS I had been working on it, on and off (including loosing all my work in a file corruption) for about a year or so. When it was finally playable (or so I thought) I just put it up here, because it was driving me crazy and I wanted it done, even at the expense of some of the stuff that probably should have been in there. Future updates to it focused on fixing the bugs, rather than the narrative. This issue affects Her Father�s Sword in some respects, too. I was so intent on getting it working that some of the options and �roleplaying� got left out.
To be honest I�m not sure if I want to go back and change it. Partly because it�s running stable at the moment and I�m afraid that any changes I make will break it again, and partly because I just kind of want to move on. It�s not much of an answer, I�ll grant you, but for what it�s worth I�m proud of what�s up there.
What you said about exporting characters is a valid point, particularly with the sequel. I may add an �auto-export� to the endgame script when I have time. If I do I will certainly think about adding various other options to this sequence, probably in the form of dialogue options.
= = SPOILER END = =
Posted by hmdai at 2005-12-19 02:42:34 Voted 8.25 on 12/17/05
I have already posted the same comment on the vote and I post it here again :)
I have tried your module. The story involve a lot of mystery and they are not being uncovered yet. Combat is not easy but is still managable.
The only problem is the ending is a bit rush. I think adding a custom scenes or using some dialogs before the module end will be better.
== May contain Spoiler ==
I have found that after Taleltaeson has killed Lord Isable and Lady Memman (I don't recall their name exactly), I talk to Taleltaeson and the module end suddenly and I have found that my character is not exported. If the previous save of the players is quite far away from the ending, they may need to play it over again.
I think a small cust scene or dialogue could be added to indicate the following events or indicate the module is end. Also, export the character before module end will be better.
From the inn, follow the road to the north (the one Sigesith took). Turn to the east (right) instead of heading down the little slope. Continue straight, past the duellist's camp and head downhill. Now head straight on, past the trees (there should be a couple of travellers nearby), until you see the cave.
If you're really lost, open the toolset, bring up the 'Scurbeorge (Outskirts)' map and see for yourself. In the toolset the cave is marked 'SO_MAG_ENTRANCE'.
Posted by EY YO ( 172.183.xxx.xxx ) at 2005-12-11 13:36:57
im sorry if this question is silly but where is this mag that ben is talking about?
Posted by BeBraw at 2005-12-11 05:48:13 Voted 9.50 on 12/11/05
Great module. Nuff said. Sudden spawns were nasty though.
Posted by Salva Nos ( 82.35.xxx.xxx ) at 2005-12-09 09:32:03
Good news - the sequel's almost done. I'm ironing out a final few bugs and am hopefully going to post it sometime tomorrow (sat). It'll be called 'Her Father's Sword'. I'll post again when it's done. Look out for it :)
Posted by Salva Nos ( 82.35.xxx.xxx ) at 2005-11-28 06:33:55
Glad you enjoyed it. I'm still working on the sequel which will probably be finished just after everyone's forgotten about this page.
Posted by Deadsayer ( 24.71.xxx.xxx ) at 2005-11-26 00:24:29
Finished it. It was too short! :-P Now where's the sequel? I enjoyed this quite a bit, which is saying a lot. A lot of the custom mods I play are either ridiculously difficult or they're bugged in some way that makes it unplayable or they take away some of my items in the middle of the module (ie: one module in particular takes a bunch of stuff away at the beginning, which is fine, but then proceeds to take away my two shorts swords after I just used them to defeat a huge monster, when some guy gives me some other lame sword mine just vanish)
Posted by Deadsayer ( 24.71.xxx.xxx ) at 2005-11-23 00:16:34
It's the inside door I'm talking about. A switch? I didn't see one but I'll have another look...
Ah. I found it. On the pillar. Sneaky.
Posted by Salva Nos ( 82.35.xxx.xxx ) at 2005-11-22 10:30:56
Sorry, just want to make clear that the commment below was by the author of the module - Salva Nos.