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NWN MODULES

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Title  Strife in Grimbone (new version)
Author  John McA
Submitted / Updated  07-22-2004 / 06-07-2007
Category  Dungeon Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Temperate
Gameplay Length  10 if thorough
Language  English
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  04
Max # Players  04
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  Any
Gameplay Hours  <1
Description
Strife in Grimbone The aid of worthy adventurers has been sought by Baron Truestone in investigating reports of supernatural activities in the outlying settlement of Grimbone. This apparently simple mission thrusts the players into a complex and dangerous adventure where events of the distant past have led to a present of danger, intrigue and supernatural terror. This new version optimises for HOTU and CEP and includes many other enhancements as well as changes and corrections suggested by J'Dai (module reviewer) and others who kindly posted comments on the download site. The module is ideal for a small party of novice PCs. NB: Requires Strife in Grimbone Hak

v1.48

Interviews

SubmittedTitleAuthor
2007-06-03Hall of Fame Interview - John McA (Strife in Grimbone)Steve Savicki

Files

NameTypeSizeDownloads
Strife_In_Grimbone_HOTU_Readme.txtStrife_In_Grimbone_HOTU_Readme.txt
Submitted: 07-22-2004 / Last Updated: 11-04-2005
txt6.72Kb3837
--
Strife_in_Grimbone_new_version_1_49.zipStrife_in_Grimbone_new_version_1_49.zip
Submitted: 07-22-2004 / Last Updated: 11-04-2005
zip3.2Mb4675
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Strife In Grimb...HakpackJohn McA2004-07-22--This is the hak pack for the latest version of Strife in Grimbone. It contains a tiny hak (grimbone.
SCORE OUT OF 10
9.27
31 votes
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Comments (30):

1 2 3

Posted by Gaemor at on07/21/05
This little known module was great, especially in Multiplayer.

Posted by MorgTzu at on06/08/05
I just wanted to come back and comment for those considering downloading that this is indeed a great mod and is well worth the download. I have been keeping up with the comments of late and want to say that many of the mods you see in the top 20 right now started off a few years ago with lower scores. John (the author) has kept up with updating his mod and has gotten better with time. I posted a comment several weeks ago and he responded quickly. For those of you that have not tried Strife in Grimbone, I would greatly encourage you to try it, especially if you like a challenging and interesting experience. Once you have played over 100 plus mods (not including the ones you start and quit 10 minutes later) and get above the novice level with the toolset you realize just how much time is involved in making a decent mod. No script works perfectly in every situation and what some people may comment on may just be buggy in their particular situation. Some people have commented on the forest, but in reality...You can make it out of the forest in as little as 15 minutes if you explore just one obvious side trail. I am a roleplayer and an ol' time pnp dnd'er from the blue box days and enjoy a little exploration, this mod has a good 'mood' to it and with just a little thinking and a little caution is one of the more original mods out there. I put it in my top 10 memorable mods and have played through it twice now. Thanks John and time permitting with real world stuff keep improving and making mods. -MorgTzu

Posted by mikeyonker at on07/10/05
John, I enjoyed it. This had a lot of nice stuff in it, but many quality issue that seriously distract from the enjoyment of the mod. The story was very disjoint: SPOILERS . . . 1. The cloak scheme making armor disappear when the inventory was too full to carry it, 2. Many dialgoues never resolved even after completing quests, 3. I could not complete the 3rd councilman quest because I could not talk to the soothsayer after I completed the main quest (so much for non-linearity), 4. I had "carry" winnie back to town to finish her quest when I had another henchperson, 5. the annoying-predictable respawning monsters (my personal pet-peeve), 6. I could continue to use Lore on the tablets in the cult area and get 500XP from over and over 6. I could not push the boulder over even when polymorphing to a bear with STR of 32. . . . So, it was fun, but I think it could have been great by cutting out the whole dimleaf forest and cleaning up some of these items. MikeY.

Posted by mikeyonker at on07/10/05
This had a lot of nice stuff in it. The story was very disjoint, however, and there were many sloppy quality issues which made the mod unenjoyable in parts: the cloak scheme making armor disappear when the inventory was too full to carry it, the dialgoues never having resolution even after completing quests, not being able to complete the 3rd councilman quest because I could not talk to the soothsayer after I completed the main quest, having to "carry" winnie back to town to finish her quest when I had another henchperson, the annoying-predictable respawning monsters, the tablets I could continue to use Lore and get 500XP from over and over, and the boulder I could not push over even when polymorphing to a bear with STR of 32. so, it was fun, but I think it could have been great by cutting out the whole dimleaf forest and cleaning up some of these items.

Posted by glendarin at on07/02/05
Thanks for a great mod, any chance of a sequel? Cheers Glendarin

Posted by MorgTzu at on06/08/05
John, sorry I didnt get back to you sooner..have tried to email you a few times with no luck. Again, excellent mod. I was stoned just as I entered the swamp from the twisted broken lands (very original and cool use of tileset). It was the...er chicken looking critter with less hps than a big dire rat. By the way, I have been experimenting since 1.66 with items that grant immunity to all petrification forms and it has strange results. With newer mods it works...sometimes. I have been using a CEP shadow hood as my base..I may try a regular helmet since there are some funny residuals with the CEP base hood. As to the respawn...no, I like it just the way it is, what I was saying is that my play style is I just dont respawn. I have that old nerosis of when im dead, im dead. I play slow and careful mostly and normally survive up close to 20+ with most of my chars unless I make a mistake and get in a hurry (this almost happened in the room with the giant two headed bone creature). I plan on running through this again and have enjoyed your other mods. Thanks, May your lines be straight and your battles decisive. -MorgTzu

Posted by Author at 2005-06-0914:39:15    
Dear Morg'Tzu, Could you tell me where you got stoned (in the game), and I'll do what you suggest. Do you want me to fix the no respawn issue as well, and enable respawning restored? Thanks for the pointer. John

Posted by MorgTzu at on06/08/05
Very original content, areas and quests are creative, numerous surprises....for me the mood is always the end thing that determines my enjoyment factor, and the author has managed to take a -grim- setting and make it just light enough that it was not opressive or ravenloftish. Being also a pnp player from the blue box days, I can say this mod had a very pnp feel to it. Searching, investigating, thinking were required and I enjoyed it...so much so that I was shocked and disappointed at... well, somewhat of a spoiler below: On stoning.... the one thing that drives me nuts is surviving countless encounters, outwitting most things, never having to respawn or reload which I just dont do and then boom out of nowhere I am turned to..yes..the hard stuff...game over. I suggest that when the next patch comes out (because 1.65 doesnt help with this problem), add an item somewhere - (please..) that either warns of this threat in advance or make an item that protects from it... I enjoy my chars...I put a lot into them, I expect to rarely survive every mod all the way to 20th lv (though I have, and on hardcoe setting)but to be doing every thing right for a given situation and randomly die is just a show stopper. For spell caster chars with low fort saves this is especially problematic. I thought of just e-mailing this straight to the author, because I do appreciate this excellent mod..but I wanted other mod makers to at least feel this to. May your lines be stright and your battles decisive. -MorgTzu

Posted by Dr_Sungh at 16:10:59    Voted10.00
Dear Steve, I just checked the module (v 1.47) and cannot reproduce the crash. The inventory does include some CEP content, and various dyes. They are the only unusual things about it. I suppose you might have a problem with CEP content appearing unreliably but really have no idea. Sorry. Spoilers * * * * Re the forest, the comments, possibly of the previous version as well, have long tracts on the forest. It should be in the walkthrough. Basically, you can just keep on going across areas always heading east and eventually you will get there (? 6 areas), or you can find the teleport wand in the witch's den. She has a special map that orients you in the forest and in what direction you are heading. You use the eye (lens) near a copse of trees (the central one to the south of the wasteland area) and the illusion disappears. Good luck. John

Posted by Steve_Savicki at on05/07/05
Great story, had monster opponents as opposed to humans, only wants me to look foward to Grimbone 2. In competition with the Sands of Fate. ;) _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

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