Would need a lot of modification for mp use (local variable in dialogue) Also, large numbers of placeables would cause slowdown
Language
English
Level Range
no lower than twelve - but no henchmen, so if playing a wizard or something, perhaps go a level or two higher
Races
Any. May appeal to elven characters.
Tricks & Traps
Medium
Roleplay
Heavy
Hack & Slash
Heavy
Classes
Any. Clerics may have a slight advantage.
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
14
Max # Players
01
Min # Players
01
Min Character Level
12
Content Rating
Teen
Alignments
Any. Options for all alignments, but like most mods, makes more sense for a character who will fight for gold or a good cause
Description
Travelling through the Dalelands, you hear the strangest of rumours. Somewhere in Mistledale their is an insane elven archmage, who in his rants and ravings has claimed to be a survivor from the ancient elven city of Myth Drannor. Even with the most powerful longevity magics, are such things even possible? You don't know, but you're going to find out, for this man may hold the key to power, wealth and answers to one of Faer�n's greatest mysteries. Final update for consistency, added custom items/books, contingencies etc. NWS - The Black Dragons now up. Click all modules for all the NWS stuff.
Posted by Steve_Savicki at 2012-07-08 12:03:12 Voted 9.50 on 07/08/12
Some flaws and too short, but great for its shortness. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by werelynx2 at 2012-04-11 09:54:31 Voted 8.75 on 04/11/12
Somehow the module messes with my eq. Used the PC from the black dragons, but most of my equipment disappears. Used different character and it was OK. _________________________ Thanks Rolo:)
Posted by edosan at 2010-04-24 22:54:47 Voted 9.00 on 04/24/10
All of the NWS series are excellent and short story-based adventures. Worth playing.
I can't play the mods, it says I'm missing a tlk file. And when I try to open it in the toolset it says I'm missing all the hacks, I have CEP 2.0. Any ideas as to what I could do?
Posted by Jamro at 2008-03-08 16:17:41 Voted 9.50 on 03/08/08
These work real great as independent snacks.
If you happen to have a character around of suitable level, by all means have a go.
The way I'm going, as a kind of series, doesn't seem quite as workable.
High quality polished products.
This time the cleric/fighter combo paid off and I had a nice turnfeast.
Posted by gustav at 2008-02-24 12:31:58 Voted 9.00 on 02/24/08
Fun little romp with good atmosphere. Good for when you just want to play a small little adventure without it taking forever.
Since it called for level 12+, I used my SoU character (a rogue), but was able to complete with no problems despite no henchmen and undead-heavy. One encounter seemed to misfire slightly because I approached in stealth mode. Would have been nice to have a little more variety in the enemies.
Posted by Arielva at 2008-01-10 21:17:59 Voted 7.75 on 01/10/08
I liked this even better than Cradle of Cold and I like the storytelling format. Good story.
Posted by LeviTosha at 2006-11-01 00:30:24 Voted 6.00 on 11/01/06
This is a nice little hack & slash. Visually, it's very detailed and coherent; I particularly liked the ruins and debris in the Arnholm courtyard and the placement of the statues. The plot is straightforward and not very compelling, although the length of the module must make this a challenge.
MILD SPOILERS
I found the lack of variety in the enemies disappointing. I discover the location of a legendary city that's been overrun by demons and which is subject to a terrible curse, and all I get to do is wade through a hundred skeletons and a dozen curst elves.
All in all, a decent way to spend a few hours. Thanks!
Posted by AeroBLASTER at 2006-05-23 14:51:53 Voted 9.00 on 05/23/06
This was almost exactly what I was looking for. A short, interesting module with a decent storyline and a high standard of quality. The combat was challenging, and the dialogue was better than most modules I've played. I especially liked that Sethai made good use of the CONTINUE feature to split up his lines, unlike most builders.
On the downside, the characters and plot seemed a little bit thin, like they were there to provide a reason to have a module instead of the module being there to present a story. I would've liked to have a little more sense that the characters had a life outside of the story; Anawe was JUST a girl taking care of her grandfather, Daenarian was JUST a madman sitting around waiting for his fate to be resolved. Why are they so static and cardboard? The Glabezru was worse. He seemed only a vehicle for exposition, and was much too helpful and convenient, until it came time to kill him.
Minor quibbles, though, considering how well put together everything else is. Kudos for giving the player multiple choices in resolving the module. And nicely done overall. Very polished and enjoyable.
Posted by Lariam at 2006-02-22 20:22:38 Voted 9.50 on 02/22/06
Another excellent little module. The story is intriguing; writing is good (although I did come across several typos). There were some very nicely executed skill checks. Fighting was appropriately challenging for my 12 level katana master (not built to be as "strong" as possible).
As in other NWSs, dealing with the situation that the character was put into required some serious moral thought and role-play. Very nice.
There was a wand in the module that was once referred to as a "scroll" (in the journal, I believe).
Thanks, Sethai! I wish there's still more coming. : ) _________________________ Forgotten Realms Weave
Posted by TheSupremeForce at 2006-01-31 11:50:14 Voted 9.50 on 01/31/06
I actually enjoyed this more than the Black Dragons, and that makes two NWS mods I've played through in one day. Very well done.
Posted by Eronthar at 2006-01-26 05:04:09 Voted 10.00 on 01/26/06
Excellent and brilliant. Thank you for your great work. I hope you'll make new mods about Fearun and it's great mysteries.
Posted by Eronthar at 2006-01-26 05:00:01 Voted 10.00 on 01/26/06
A good tale and enjoyable time. Thanks for this mod. I love mods that take a place in Fearun and this is take me to the heart of a myth :)
Posted by Riona at 2006-01-11 14:48:05 Voted 8.75 on 01/11/06
Not *really* heavy roleplaying, and I didn't think the decision at the end of the mod was as emotionally difficult as some people felt it was. However, taken for what it is, Daenarian's Tears is certainly a lot of fun, and a must play if you are into the Forgotten Realms. It's also great for people like me who don't have huge chunks of free time in which to play super long modules. :)
One little quibble from an FR fan: Queen Amlaruil was never ruler of Myth Drannor, she was and still is the Queen of Evermeet, the Island of Elves in the Trackless Sea. Myth Drannor was ruled by Coronals from the gold elven Irithyll family.
Posted by hmdai at 2005-12-25 08:27:01 Voted 8.25 on 12/25/05
Posted by mckron at 2005-12-13 15:36:44 Voted 6.00 on 12/13/05
Overall a good little module, needs some work but the idea is sound. Could do with a serious edit however, some of those typos (the green book in the mage's tower was too painful to read thru) really need looking after.
Posted by mcwkjoyce at 2005-11-25 02:21:46 Voted 8.00 on 11/25/05
A nice little short module for a high level character. Nice moral dillema at the end and ended up chosing the utilitarian decision (Greatest happiness for the greatest number of people.) Will try the other one in the series "Cradle of Cold" As an added note, I saw the author of the module actually give this module an 8.50. Thanks for your honesty.
Posted by Lokharte at 2005-11-06 09:31:15 Voted 9.50 on 11/06/05
Another great mod, unfortunately I think I played them out of order. When I first found these NWS mods, I played Black Dragons, then this one, then Cradle of Cold. Oh well. Went through it with a 10 paladin/4 fighter (bastard sword spec.). Really enjoyed the story, yes kind of linear but was a worthy sacrifice for the way the story was implemented. Don't see how the boss villain was "unbelievable" as in a vote below. Fit the bill quite well I'd say. As for the ending, I was able to take down the boss and achieve success that way. Would have liked to have been able to go back and speak with the main characters in the plot again though. Gotta dock points for spelling errors as well. Other than that, another great mod.
Posted by rep628 at 2005-11-03 06:16:14 Voted 10.00 on 11/03/05
I have thoroughly enjoyed the NWS modules. I sincerely hope you have the time and inclination to create another! Very well done
R-
Posted by rep628 at 2005-11-03 06:15:10 Voted 10.00 on 11/03/05
Posted by herrjeff at 2005-09-07 06:27:24 Voted 7.75 on 09/07/05
Short and sweet, although a bit too linear. The idea behind this module deserved some additional work to reflect its complexity.
Posted by Magus65 at 2005-08-30 14:36:19 Voted 10.00 on 08/30/05
great module as well as your others keep them comin
Posted by Berliad at 2005-06-23 13:14:25 Voted 9.50 on 06/23/05
(I included these comments with my vote, but I'm posting them here as well in order to provide feedback)
Daenarian�s Tears is the second I�ve played in Sethai�s NWS �series.� Given the rumors offered in the module description about a mage knowing of unknown power, I took my lv 13 lawful neutral wizard in this mod. I thought this module, while very short (which, of course, is part of the point), was very good and has a more interesting story and far better dialog then many of the larger and more elaborate modules on the vault. This module features some fairly heavy fighting, but ultimately it comes down to an interesting decision that the player has to make. Someone else on this board described it as a 3-way lose situation. I�m not completely sure I agree, but you�ll certainly have to make a tough choice here. Bravo on this � it�s so rare to see ambiguous choices in modules, and Sethai always seems to anchor his modules on these sorts of �character� decisions.
Combat in this module ranged from very easy to moderately difficult for my wizard. The biggest stumbling block was, unfortunately, the lack of areas where a player can rest. Fighting was fast and sometimes quite furious (especially vs. those damned fire and cold resistant bladeslingers), but I had to retreat to just outside the city to rest 4-5 times during the mod. I would have really appreciated at least making 1 room where you can rest in the tomb and in the palace. Nevertheless, I found it fun. My wizard, with appropriate choice of spells, was able to handle any foe, though I had to make frequent use of wands in order to keep pushing through the hordes when my spells ran out. The ending boss was difficult, but I was able to defeat him (barely�.10 hp remaining, dead summoned help and familiar, and running all over the place) when 3 of my 5 lv 6 spell slots were taken up by a destroy undead spell (the only thing that would take out the bladeslingers).
There were a few minor problems. There were a relatively large number of typos given the limited about of dialog in the module. The xp rewards should probably be increased�I do feel that my wizard deserved to level once based on his adventure here. Finally, there is no merchant in this module. Wasn�t a big deal for me, but I can imagine this making it tough for someone who either a) had a low number of healing potions (there are a few that are handed out, but they are not plentiful), or b) couldn�t identify anything themselves.
Still, these were minor things that didn�t impair my gameplay. I thought this was a really fun module, and is a great example of how you can build quality modules that are not grand epic adventures that take 2 years for a builder to complete. Congrats to Sethai on a great job, and thanks for the module! �B
A few specific comments to the author:
* Here are the typos I noticed:
- Anawe: ��I believe so. he has..� (should be �He�)
- Journal Entry: Daenarian�s Tears: ��whether this many really is� (should be �man really is�, I think.
- Ishamaellan: �from a a magical pestilence (two �a��s)
- Anawe: my response: �He betrayed�out of slefishness� (should be �selfishness�)
* I thought the good ending when the demon was defeated was nice, and I didn�t feel bad about the old man finally passing away like the another player described in his comments. After all, he was a poor, tormented man.. � Given how comfortable I was with that ending, I almost think it would be better if the player didn�t have the option of killing the demon--that he really would just pop back to his home plane if killed. You could let the player fight, let him succeed, and then still have to kill the old man to save the souls. Talk about a difficult and terrible decision!
* Level design was superb, particularly the ruined city and the tomb.
* The mercykiller ending, including the dialog and the description of later tormented nightmares by the PC was awesome.
* I would agree with another comment that the palace really shouldn�t be plot-locked, since you can summon until you get the wizard�s toys anyway.
* I would remove the door on the small tower on the outskirts of the city. It�s blocked by a tree, but really seems unnecessary, since you can�t get there anyway. Just leave it as an empty doorway.
Posted by Berliad at 2005-06-23 13:12:28 Voted 9.50 on 06/23/05
Daenarian�s Tears is the second I�ve played in Sethai�s NWS �series.� Given the rumors offered in the module description about a mage knowing of unknown power, I took my lv 13 lawful neutral wizard in this mod. I thought this module, while very short (which, of course, is part of the point), was very good and has a more interesting story and far better dialog then many of the larger and more elaborate modules on the vault. This module features some fairly heavy fighting, but ultimately it comes down to an interesting decision that the player has to make. Someone else on this board described it as a 3-way lose situation. I�m not completely sure I agree, but you�ll certainly have to make a tough choice here. Bravo on this � it�s so rare to see ambiguous choices in modules, and Sethai always seems to anchor his modules on these sorts of �character� decisions.
Combat in this module ranged from very easy to moderately difficult for my wizard. The biggest stumbling block was, unfortunately, the lack of areas where a player can rest. Fighting was fast and sometimes quite furious (especially vs. those damned fire and cold resistant bladeslingers), but I had to retreat to just outside the city to rest 4-5 times during the mod. I would have really appreciated at least making 1 room where you can rest in the tomb and in the palace. Nevertheless, I found it fun. My wizard, with appropriate choice of spells, was able to handle any foe, though I had to make frequent use of wands in order to keep pushing through the hordes when my spells ran out. The ending boss was difficult, but I was able to defeat him (barely�.10 hp remaining, dead summoned help and familiar, and running all over the place) when 3 of my 5 lv 6 spell slots were taken up by a destroy undead spell (the only thing that would take out the bladeslingers).
There were a few minor problems. There were a relatively large number of typos given the limited about of dialog in the module. The xp rewards should probably be increased�I do feel that my wizard deserved to level once based on his adventure here. Finally, there is no merchant in this module. Wasn�t a big deal for me, but I can imagine this making it tough for someone who either a) had a low number of healing potions (there are a few that are handed out, but they are not plentiful), or b) couldn�t identify anything themselves.
Still, these were minor things that didn�t impair my gameplay. I thought this was a really fun module, and is a great example of how you can build quality modules that are not grand epic adventures that take 2 years for a builder to complete. Congrats to Sethai on a great job, and thanks for the module! �B
Posted by TimHobbit at 2005-06-22 16:53:51 Voted 8.50 on 06/22/05
Overall one of the best mods I have played, nice and short, but complete. The scenery is awesome. I was a bit disapointed that there was no trading. Also, the ending was a bit abrupt.
Posted by Sethai at 2005-05-23 10:38:43 Voted 8.50
That's kinda the point of the plot. Sometimes you have to things which are unethical. Does you character have the guts to do it? If he doesn't he can always walk away.