A separate multiplayer module has been uploaded to Vault (currently beta).
Language
English
Level Range
Designed for entry-level characters
Races
Any race
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Classes
Any class; playtested with fighter, rogue, and wizard.
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
02
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
Any alignment
Description
Beyond the walls of Frogwash Keep, a menace has crept into the Toadshade Forest from the bordering Northedge Badlands. The Greencloak rangers struggle to hold the Underleaf Crossing in the face of mounting raids from the Cold Bones, a large tribe of goblins, hobgoblins, and bugbears. These attacks pose a growing threat to local woodsmen and merchants. At the command of the Lord Mayor, Captain Yuly Sevars has issued a call for local adventurers to support his Greencloak allies. The talk in Frogwash Keep suggests that Sevars is planning a campaign designed to dislodge the Cold Bones from the Toadshade Forest.
Qobalt, Thanks a lot for your review. It was very thorough, containing much food for thought as I await the much-ballyhooed NWN2 Toolset release. Let's hope the counter is not reset yet again! One important point that you made (quote): "...The final scene may not have worked properly because of all the CEP/1.6? mumbo-jumbo conversion stuff. Even if you go back and sort out the bugs, another version will come along and break things again no doubt. I think your idea to proceed onward to NWN2 is the correct choice. CEP2 and 1.69 or on the verge of coming out. Doing a conversion may just not be worth the hassle when the module plays pretty much fine as it is...." (End quote) I really am beginning to think that is the case. I know for a fact that final scene was bug-free the last time I did a build. I personally play tested the module 4 times - each time with a different character class -to ensure that the game play was not weighted unfairly for or against a certain class. During that time, I did not encounter any issues with the final scene. Further, it appears the bugs reports have cropped up (relatively) recently; none of the earlier reviews seem to mention any issues. Since, as you noted, the bugs are minor in nature, and don't affect the ability to complete the module, I've elected to leave the module "as is". I am tempted to go back and make tweaks, but as you suggest, there is also a possibility that a revision and rebuild on top of subsequent version/CEP updates might sprout another round of bugs. I'm making an assumption here, but I expect most everyone that enjoys NWN is going to be eager to explore NWN2, and therefore I think my decision to devote my time to a new module on NWN2 is the right call. However, at some point I would like to revisit this NWN1 version to correct the typos, since they have nothing to do with any rebuild or scripting issues. Regarding my new module: I plan on rebuilding Frogwash Keep and the surrounding areas first. Then, I'm going to repopulate the module with the same NPC's, and add a few more additions. I'm excited to check out how NPC routines will run under the new toolset...I'm hoping for some more depth in random and time-driven scripted behaviors to add more life to my city/town environments. As for the plot, I think I'm looking at another 1st round entry-level module. The plot and villains will be new, but I intend on drawing on the elements that have received positive reviews here, and give it another run under the new NWN2 toolset. With any luck, I can get cracking on the rough draft this weekend. Thanks again for the great review, and look forward to seeing you again when NWN2 goes live! Peace out - Mersozz Yelo
Posted by Qobalt at on09/13/06
I liked this module and have scored accordingly. Here is the rationale behind my vote: 6.0 Unadjusted score. The theme/plot is rather ordinary --rescue the somebody, investigate, retrieve. Nothing new there. Overall, the module is solid with all the things one would expect but no real twists or surprises. As you mention in the description, the module is medium in scope heavy hack&slash. You provided henchmen with rogue ability which was good. I did not have any trouble with the doors thanks to your journal entry alerting me to the issue. 0.75 Verbiage. Excellent writing, good dialog & options. There were some spelling errors, like Sergeant Gwydd appearing as Gwyd and, if I recall correctly, even Qwydd. Not a problem and it did not detract from the module. The quests were done well and the ending conclusive. At the end I did not wonder "am I done yet?" Yaay for you. 1.0 Details. Well done. A lot of custom items gave the module flavor. The area lighting effects & sounds gave things a "swampy", "toadey" feel. The area descriptions and wandering monster check warnings were used appropriately like in a PNP module. In fact, I would say Toadshade is a prime candidate for a PNP module, or it was one already and converted to NWN. 0.5 Game flow. The module progressed along reasonably well. There was no mindless marching across open, empty areas. The player leveled up at a fair pace in preparation for the final quest. I found some combats to be very tough but none impossible . The keep was a bit of a pain to navigate getting through the outer/inner layers but that is how keeps were supposed to be in times of defense. 0.5 Personal adjustment. It seems on the vault 8.0 is the score for an average module. This is an above average module (compared to the other modules on the vault) so I bump the score up for a final vote of 8.75 I liked the module but there were bugs in the game which prevents me from giving a score of 10. For instance, I kill the bugbear but talking with the henchman he still talks as if it is still alive. There is also the final scene with Yugg. The goblin closed the gate then went to talk to Yugg and was promptly killed, then another goblin spawned in and was killed too. A faction issue maybe? It was a simple matter to fire across the wall and kill them all although the spellcaster gave some trouble. The final scene may not have worked properly because of all the CEP/1.6? mumbo-jumbo conversion stuff. Even if you go back and sort out the bugs, another version will come along and break things again no doubt. I think your idea to proceed onward to NWN2 is the correct choice. CEP2 and 1.69 or on the verge of coming out. Doing a conversion may just not be worth the hassle when the module plays pretty much fine as it is. This was a good module, very creative. You definitely put in a lot of thought, time, and hard work. I do hope you make an NWN2 module, either Toadshade2 or another.
Posted by Mersozz at 2006-09-0311:27:56
Herjeff, Vidal, Dantreige, and Count Zero, Thanks alot for your comments and great feedback. I greatly appreciate your kind words. I'll make sure to include your constructive comments as I prepare to convert this module to NWN2. GrailQuest, Thanks for taking the time to play and rate my module. As I mentioned before, I've decided to turn my attention to the upcoming release of NWN2. The bugs you referred to are actually quite few, minor in scope, and have no impact on overall gameplay. I hope that I might have the chance to go back and tweak some things, but given family and business priorities, my mod building time is limited, and therefore, what time I have available will be used to prepare Into The Toadshade for release under NWN2.
Posted by Grail at on08/28/06
The module would be mediocre except: (a) Quite a bit of effort was put into dialogue. (b) You had a fair selection of NPC companions and the option to build a sizable party if you really wanted to. (c) The areas were very well-designed: They were small, so you were focussed on the action rather than wandering in aimless areas. Considering that a lot of bugs that have been mentioned quite a while ago haven't been fixed, I am forced to give it only a vote of 8. If the bugs were fixed, especially the conversation bugs, I might be tempted for a higher score for the points mentioned above. I you are looking for an excellent _story_, this module delivers only typical passable quality. It is a very stereotypical module in that regard. _________________________ PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games
Posted by herrjeff at on08/23/06
PPS: The final goblin area seems to have a few bugs. Unless my party decides to rush the gate before it gets closed, Shoblik, Yuggrak and his wizard lieutenant were most likely to fight each other behind the gate than attack my PC...
Posted by herrjeff at on08/23/06
PS: Slowly on my way to Daggerford. My Bard started this module at lvl2 with 1100xp and ended a bit short of lvl5 with 8750xp...
Posted by herrjeff at on08/23/06
An interesting preview of what could have been a more-developed adventure. The level of work put into the background story of this city and its surroundings, the various stores, the number of henchmen available and the opportunity to buy a house created expectations that my PC's first official assignment would be followed by many other missions in that area... In this regard, the balance between the main quest and the sidequests might need some adjustments. The dialogs were well-written, although a bit long to read and did not provide many options for RP purposes. I would also appreciate being able to ask dismissed henchmen where they should go and wait for the PC. A few comments about the quests: - the Trading Post should have healing potions and kits for sale. Otherwise, travelling to the Temple can be quite long. - crossing the bridge on my way back from the Forest to the Trading Post triggered an area description for the rangers' encampment (which wasn't triggered the first time my PC arrived there though). - Good design using sentries that sneak PCs can kill before they ring the alarm! - I see no reason for the rogues' guild leader to give the PC a sewer key when the guild has direct access through basement - as mentioned in prior comments, the Grayhand's class-related reward did not work for my bard, who received a short sword. Fortunately, he's training to become an Arcane Archer and was able to get a fine longbow near the Goblin Cave. - the 1S1E address to designate the PC's house was confusing while the trader could simply say it's next to the Temple! I spent a lot of time knocking from door to door until I noticed the new map pin... - typo in Perugo's dialog: "perpleXing"
Posted by herrjeff at on08/23/06
A small preview of what could be a very interesting adventure. The level of work put into the background story of this city and its surroundings, the various stores, the number of henchmen available and the opportunity to buy a house create an expectation that my PC's first assignment would be followed by many other missions in that area...
Posted by Vidal at on08/11/06
A very nice Mod. The amount of detail is really impressive, both in the city and the other environments. Also, the NPCs are colorful and most are talkative ? actually I would rather have that amount of interactivity with my own henchmen, but that?s a minor thing. The story was simple and perfect for a low level character. The use of CEP also helped to set the mood? It is really a very good job? let?s hope you?ll be able to keep the same level of quality in your future works with NWN2.
Posted by Dantreige at 13:53:20 Voted7.50
For @#$% sake people! Please vote for this if you liked it. :) (I would but already did.) Looking forward to new things in NWN2.