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:
Hey all, 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 at 2006-04-1520:38:40
Great mod can't wait to see more of your work.
Posted by Riona at on04/09/06
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 on01/31/06
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 on01/31/06
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
Posted by NPiachaud at 2006-01-0606:12:34
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 at on01/03/06
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 on12/20/05
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.
Posted by NPiachaud at 2005-12-1905:46:55
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 on12/17/05
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. == "Maybe" Spoiler End == _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list