Read the attached players guide for ideas on race.
Tricks & Traps
Non-existent
Roleplay
Light
Hack & Slash
Heavy
Classes
Combat oriented characters will fare better
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
17
Max # Players
04
Min # Players
01
Min Character Level
13
Content Rating
Teen
Alignments
Any alignment, though the plot is geared around more nuetral characters
Description
The mercenary party travels to their mentor's home town, home to a rich mithril mine and two nearby dragon lairs. On the way, their mentor is murdered. The players involve themselves in the future of this frontier town while they try to identify their mentor's killer. The ultimate goal is revenge, but the party just might free the town in the process. This module features seven major dungeons to explore and an open ended environment. A moderate amount of quests are present, but the primary focus of the module is high level combat. Characters should begin at level 15 and complete the module at level 23. This is the first module in an intended series of three modules, but the story is self contained. Please read the players guide for more information about the game world and environment.
Got problems with quests finishing or starting, spelling, or giving players impression of what they are doing. _________________________ The road to Ravenloft is paved with good intentions.
Posted by smdkeef at 2006-10-0811:29:53
Regarding the previous post (spoiler alert), I figured it out. All I needed to do is look at the fracking map... :^) Keith
Posted by smdkeef at 2006-10-0720:54:34
*** HELP --- SPOILERS *** I got the quest to retrieve the maps from the dwarven mithril mine. I'm in what appears to be the main entry to the mine (there are two large rooms connected by a bridge). I've killed the undead monks and the demon creature, but now I can't open the large door which I assume leads further into the mine. I'm not sure where to get the key; I would have thought the dwarf in town who gave me the quest would have provided the key. Can anyone help me? Thanks, Keith
Posted by baixiwei1975 at on07/24/06
Pretty good mod. I played single player starting at the recommended level and ending as Paladin 16 / Weapon Master 7 / Champion of Torm 2. Guess I'm a little over the requirements for the next episode ... What I liked: * Good atmosphere as a backdrop for the fights. I don't mind pure hack-and-slash with no roleplaying, but it's much better when (as in this case) there is atmosphere and background. * Lots of interesting enemies with unique personalities, even though you don't interact with them much beyond just killing them. * Fights are challenging without being impossible. What I didn't like: I couldn't find much in the way of strength-boosting items, which I happened to need with the build I was using. Also, potions (except healing) were few and far between unless I missed something. Expensive resting system - OK, I don't mind this, but the first time I saw "You have used up a bedroll" I was like WTF, how do you use up a bedroll? It should be possible to implement this system in a less silly way. Also, as far as I could see there was no way to buy more bedrolls after finishing Rutger's quest. **** SPOILERS **** Getting the four seals at the ending part - I was severely demotivated to give the "right" answers to the guardians' questions. Why? Because giving the wrong answers resulted in a fight, with no "evil" connotations, MORE XP, and GREAT ITEMS which I couldn't get without the fight. You should at least get more XP, or some other kind of reward, for giving the right answers than you do for winning the fights. I know there was a standard sequence for doing the quests, but this sequence wasn't evident from the mod itself. Some of the quests were a little strange if accessed in the wrong sequence. For example, I got into the White Wolf inn from the sewers and cleaned up, then somehow found my way to the White Fox society, which thanked me for cleaning up the wolves. I didn't really know what they were talking about but they referred to it as if it were a quest they or someone else had already given me. Then, after finishing the White Fox quest, Uther told me to go talk to the woman ronin next door, but she had nothing to say to me - I'm guessing because I'd already received the dragon killing quest from Rutger? Anyway the conversations were all a little off in this part. Also, since I did Khor first and then Zael, Zael felt really too easy. I then went back to do the minotaurs, which were candy at that point. But anyway, overall a quite nice module.
Posted by dj1 at on07/03/06
We played this trilogy ages ago as an alternate continuation of our original campaign characters though, unfortunately, we neglected to vote. We remedy that now. We have searched far and wide for excellent multiplayer mods and this is, by far, the best epic quest on the vault. _________________________ "In life, one and one don't make two. One and one make one." -The Who "Bargain"
Posted by grumpy_squirrel at on05/28/06
Great mod so far, but... *****SPOILER***** Okay, I admit it. I'm stuck, hard. Got through the entire module solo with only mild problems at the predictable points. I have two anti-dragon weapons from the dwarves and the amulet from the Dartmoth guys. But I barely scratch the 2 dracoliches before they stun me and pound me to pulp. I've got the game set on easy (first time ever) and STILL can't beat these guys. I've got an AC of 38 (gave up a little to buff abilities). I've summoned an elder elemental and cast stoneskin. I've buffed strength, wisdom, constitution, and still get stunned. None of the tricks I used to get me through the other fights have helped. Does anyone have any ideas?
Posted by Space at on05/24/06
A good, fun, hack-n-slash module!
Posted by KaneBorinson at on02/10/06
I really enjoyed this module. What is seemingly a hack 'n slash turned out to have a wonderfully deep story line and some pretty fleshed out NPCs. Also liked how you could stumble on certain secret places and do things a little out of order, or follow the plot by the letter as well. Just a great all around effort and a custom pantheon of deities is a nice touch too :-) I made a henchie to bring along and act as a second player for me - entered the mod at level 15 with a fighter type. Combat was well balanced and fun. Great work Q! And thank you for the module! I am about to play it again for the second time, in fact, with a recreation of my first pen and paper character from ages ago when I was actually young and enjoying DD for the first time :-) Kane
Posted by KaneBorinson at 2006-02-1005:26:08
dagoo7: I just played around til I got a henchman that worked. I am not a builder and can?t script a lick ? lol. But? the following worked for me. All you really need to do is find a module where you like the henchmen (like how they act and have good scripting for combat, access to their inventory, etc). I would recommend a 69MEH based henchman or one of the HoTU henches is decent as well. The 69MEH henches are the ones with a pretty robust set of tactical choices, like using only melee weaps or ranged weaps, or choosing their own mode of attack (in ranged attack mode they actually retreat away from monsters that get too close and then start firing again when the gap is opened up ? if possible that is). Go into the module where you want to export the henchman. Export the henchman you want by first, clicking on the NPC paint icon (right hand side, red monster face icon), then clicking on the Custom tab and finding that henchman in the NPC area (under the NPC paint icon - henches are usually under NPCs, Other - sometimes under NPCs, Custom, Special -I think- in some mods) - right click on the henches name and choose Export. Name the export file something so you can find it when you import into MTS1. Open up MTS1 and import that henchman. Once imported, you can edit that henchman in any way that you want. You can change their name, race, gender, appearance, conversation options, etc... Since for this mod they are replacing a player character for this multi-player game, I would give them some pretty good gear (author recommends +3 gear minimum for players starting this mod). When you import the henchman, all of the scripts needed are attached to the henchman already and will import along with him/her. Also, you will need to change a script in the Edit Module Properties Window. Open that by going to the pull-down menu again under Edit and choosing Edit Module Properties. Click on the Events tab and then fill-in the Player Level Up script area with this: x1_playerlevelup (this script should already exist on your hard drive if you have SoU). By the way, I forgot proper name, of the Level Up script area in Events, but it should be blank and will be obvious that it is Level Up. I think that pretty much covers it. Just do not expect the hench to do one-liners like in the OC or anything, as this module is a non-hench module and has no hench interaction triggers. You can edit the conversation, however, and this is only limited by your patience and knowledge of the toolset. Hopefully all of that is clear and works for you. I did that for this module and it worked really well. Have fun! Kane