Solo should be level 12, a group can be lower level
Races
Any
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Any
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
12
Max # Players
04
Min # Players
01
Min Character Level
08
Content Rating
Everyone
Alignments
Any
Description
The first in the Gorovian Chronicles. Set in the kingdom of Gorovia. This is set in my PnP campaign world. The adventurers arrive, wet and tired in the northern town of Stonebridge in the hope of finding employment. With discontent growing in the northern counties, what happens next is up to them... This is a fully scripted module and requires no DM intervention. The scripting is written to support a single party or player. There are two main quest paths through the module and a couple of endings. Remove the obvious antispam stuff from my email to email me :)
Agree with JeremyinOhio. In fact I did a bit more, I went all the way back to the house and had to fight the respawning creatures again. The module was pretty dull up to that point although the plot was starting to take shape. Now, here is something that did not work at all for me: My character is a female dwarf and so is the NPC with her. We found a message/note we cannot read (IMHO we should). Next we end up fighting a small army of dwarves???
The module is playable tedious and dull but playable (no bug). Now do we really want to travel that long road back to the village just to ID some items? Don't gypsies like to trade stuff?
Sorry if I sound too negative but at least if the module was labelled properly e.g. Roleplay: Light, Hack & Slash: Heavy perhaps one would know what to expect.
Last but not least, trolls and spiders working together? Does not really make sense does it?
Luckily the module did appeal to some players but I would only score it "5" or so.
Posted by Redbeard_219 ( 66.19.xxx.xxx ) at 2005-12-13 20:47:18
I'm stuck in the road to Denly Vale and can't find a way across the river. Looking at the conversation file there should be a captain bob that will show up sometime and take me over. Anybody have any idea when that would happen?
This is one of the few modules I've ever given up on - just because I was tired of watching my character walk all over the planet.
After receiving a quest from the mayor, I walked for a lengthy period to Derek�s shack, did a side quest, and then turned around and walked all the way back to the mayor. When my next quest indicated that I had to walk all the way back to the shack, I exported my character and came here to comment.
Try to be cognizant of what is and isn�t fun in a module. Travel is, largely, not fun. I�ve seen designers overcome the problem through various methods like portals and cutscenes or even �after 12 hours of walking, you find yourself�� The Bone Kenning author had your character turn into a bird that moved very quickly. Another mod had the option to take �horses� back to the city, thus transporting the party to the next destination immediately.
I've probably missed out on what is likely a cool mod just because of this one problem.
Posted by cobracommander at 2004-08-14 07:54:48 Voted 9.00 on 08/14/04
Well... I've still shelved my plans for GC2, its a fairly ambitous and will take a while to do, and to be honest, I work as a software engineer and can't be bothered to code when I get home :)
I am however working on another module, which will be a bit more of a straightforward hack n slash (well mostly striaghtforward), just to keep my hand in.
After it's done I might start number 2 again. What annoys me a little is all the extra features in the toolset that would of made making number 1 easier. I want to go back and rewrite it really :)
Sorry to say I've stopped working on the second installment. I've just lost the will to build at the moment. Maybe I'll get back to it....
Anyway thanks for the votes, and glad people enjoyed this one.
Posted by Estavo ( ..xxx.xxx ) at 2003-11-08 01:03:00
Thanks for the kind words, work on number 2 has stalled a bit, so don't hold your breath, looking at next year for number 2. I cant see myself rushing out a christmas release :)
Posted by Dave Mason ( ..xxx.xxx ) at 2003-10-22 18:35:00
Finished!
Yep, that was a really fun module. In these days where finishing a module is the exception rather than the rule due to the massive number of them out there, and the fact that I need to be entertained early and heavily to keep playing, the fact that I was looking forward to getting back to this one and completing it says a lot.
That was a solid and fun adventure, and I look forward to the next chapter. Thank you, sir!
Posted by Dave Mason ( ..xxx.xxx ) at 2003-10-21 23:23:00
Well, I haven't gotten quite to the end yet and I have to go to bed... (I just got searched by the guards to the town I was sent to) but I just wanted to let you know that I'm really enjoying this so far. Fun quests, well balanced encounters, good scripting and a decent story to boot. I'll come back when I've finished and give you my final thoughts, but from what I've played so far, it's really good (and replayable too, it seems). Great work!
Posted by Estavo ( ..xxx.xxx ) at 2003-08-11 09:06:00
I was waiting for the expansion before starting number 2.
Well now I have no excuse! Time to crack open the toolset again....
Posted by Zz'Pzora ( ..xxx.xxx ) at 2003-08-06 17:51:00
Nothing more entertaining than foiling someone's evil plans. I like the fork in the road opportunity to have more than one ending. And I'm saving my character from this mod for a sequel. Thanks for giving everyone a name instead of having generic NPCs, too.
Posted by QArrow ( ..xxx.xxx ) at 2003-08-01 08:48:00
There is a issue with the henchman that when they die you get a blank journal entry.
Posted by Estavo ( ..xxx.xxx ) at 2003-03-20 09:58:00
Another day another version!!
v1.05 posted. This version guarantees a plot item at the end. In previous versions some paths through the module would not yield a plot item at the end...
I will be providing a way of telling the second module what you did in the first when a plot item is not found via a conversation in case you played a previous version and had no plot item at the end.
Posted by Estavo ( ..xxx.xxx ) at 2003-03-19 11:34:00
Am uploading v1.04 which should squish the amulet and over-helpful guard bugs.