Forgotten Realms (Silver Marches, in and around Silverymoon)
Gameplay Length
4-6 hours depending on play style
Language
English
Level Range
Player will automatically be set to level 6.
Races
Choose human or elven if you want the story to make sense. Non-standard races may bugger up important parts of the module (I wouldn't recommend using the CODI Character creator).
Tricks & Traps
Heavy
Roleplay
Heavy
Hack & Slash
Light
Classes
Barbarians and monks won't make much sense
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
06
Max # Players
01
Min # Players
01
Min Character Level
06
Content Rating
Teen
Alignments
I wish you the best of luck staying good (it should be possible... theoretically)
Gameplay Hours
05
Description
You awake from your fevered dreams and find yourself in a vaguely familiar mansion dining room. You don't remember who you are, or who the three corpses whom you THINK you should recognize are. Your clothes are torn and blood-stained, but your skin shows no trace of damage. You pick up a dagger from the floor and cautiously make your way downstairs. In one of the rooms below, something in the mirror catches your attention: You have no reflection! You have become a vampire...
Features a heavily modified and improved version of Ercan's vampire system: Drink blood from innocent victims, subdue a person's will to make him an easy target, change into a wolf or a vampiric mist at will, bluff, sneak or kill your way through a set of mysterious and well-hidden locations in the area in and around Silverymoon as you attempt to find out what the hell happened to you.
Heavily story-based gameplay. Features 2 possible endings, and a story which forks half-way through the module.
This has been a fun mod. It's been one of my favorites, and I'm pretty picky. Anyway... **SPOILERS** I killed the Lathander Priest guy in the Crescent Moon, but when I try to become vampire guild leader, my killing of him isn't recognized. This is probably because I didn't run through any dialogue with him - I just killed him. Anyway, is there a debug mode solution to this? Thanks
Posted by JonasWaever at 2006-07-1608:51:46
That is an excellent complaint, but it took me long enough to finish this module with its current length. Play it through twice so you can experience it all, then it'll be pretty long ; ) Maybe my next module for NWN2 will be longer (not to mention better planned). _________________________ Jonas Wæver Link
Posted by Samurai at on07/15/06
My only complaint is that I wish it was longer.
Posted by JonasWaever at 2006-07-1015:22:09
I think it's completely amazing I can break 3000 downloads with a small module and almost no advertising. Says quite a bit about how huge and dedicated the NWN community is. I wish the Deus Ex community was at least a quarter as active and vibrant as that of NWN, then I might feel better about the amount of work I'm putting into that game. Thank you for the compliments Sapholin, I realize BToB is far from perfect, but I'm glad many people can look past the flaws enough to enjoy the module. I gotta admit I'm slightly bitter that a couple of old votes from the original, pre-patched versions of the module are dragging my score down, but I'm not really Hall of Fame material anyway, so I'll just make sure I'll learn from my mistakes when I make my next module for NWN2. All you guys are really great. I had fun making a module for NWN based on the core design principles of a hybrid game like Deus Ex. I look forward to getting my hands on the NWN2 editor :D
Posted by Sapholin at 2006-07-0507:07:26
A very fine module. I enjoyed it immensely. Please, keep up the good work. I particularily found the cutscenes to be quite refreshing. It's not often you see them in a user-made campaign. They were professional quality to boot. Definitely recommending this module to my friends.
Posted by JonasWaever at 2006-06-0913:07:50
Thanks for your kind words : ) _________________________ Jonas Wæver Link
Posted by rosstague at 2006-06-0909:54:14
I really liked this module. The concept is very creative. Not your usual fetch/kill/rescue module.
Posted by JonasWaever at 2006-06-0511:54:40
No, you don't really settle down in this module, so a coffin would present a restrictive lack of mobility : ) _________________________ Jonas Wæver Link
Posted by ScorpioChess at 19:58:10 Voted9.50
I'm wondering about something: does the PC ever get a coffin?
Posted by JonasWaever at 2006-05-2814:57:43
Right! 1.52 uploaded. Fat load of good that'll do anybody who's already playing 1.50, but such is life. Aside from various tweaks and typo fixes, I've also reduced the size of the previously way too spacy Moonbridge South area and finally softened up that trapped crypt hallway so it's no longer impossible to tackle with a direct approach. As for the Deathless Duties quest... I gave up. It's just a needlessly complicated side quest that refuses to work like it should, and I just don't think figuring out how Arwyn put it together is worth my time, so I've removed it from the module. Sorry. There are still 5 other side quests in the module, and this really isn't about the side quests anyway. Good luck! _________________________ Jonas Wæver Link