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NWN MODULES

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Title  Daliconia, Mystery of the Orb
Author  Magistar
Submitted / Updated  04-06-2005 / 04-06-2005
Category  Dungeon Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Daliconia
Gameplay Length  10-30
Language  English
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  01
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any Non-evil
Description
An epic adventure that will take your character from a lowly peasant to a famous hero. I call it a plot driven hack-n-slash. It is a free-form modual with lots of side quests and more than one way to get to the end.

Files

NameTypeSizeDownloads
Magistar_1112811427265Daliconia_.modMagistar_1112811427265Daliconia_.mod
Submitted: 04-06-2005 / Last Updated: 04-06-2005
mod61.2Mb924
--
Magistar_06Daliconia.docMagistar_06Daliconia.doc
Submitted: 04-06-2005 / Last Updated: 04-06-2005
doc40.5Kb859
--
SCORE OUT OF 10
8.56
6 votes
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Comments (30):

1 2 3

Posted by Quarterling at 2005-04-2704:15:00    
On another minor point: If you are going to keep the first map hidden (a bit odd as it IS my childhood town), you might want to include directions to the bow-makers house in the first quest. As to trying again: Don't worry, I'm stubborn.

Posted by from at 2005-04-2316:53:00    
Quaterling, I checked into it and you are right. My bad. I'm really sorry. I've played all the way through 3 times and never caught that. I will fix it. That is why your feedback is so important. This won't keep you from completing the modual though. As I said Re'Amulux can't identify the Orb. He suggests you seek out his brothers at the Order of the Mystic house located in Birekolast. You get there by following the East Road west out of town. I hope you give it another try. Thanks again for the feedback! Magistar

Posted by Quarterling at 2005-04-2313:43:00    
The problem with the Orb was that I had been nosing around and had already been given the rogue wizard quest before I went into goblin territory. When I ask the wizard on the lower level about the Orb, he refers me to the one who gave the rogue wizard quest up on the next floor, but the only coneversation options I had dealt the rogue wizard; there were none for the Orb.

Posted by from at 2005-04-2311:39:00    
Quarling, I really appreciate your comments. Please keep in mind that while the quests can be completed in any order, some are more difficult than others. The South Knoll quest is intend for 4-5 level characters. The rogue wizard is tough, but definitely beatable by 5 level character. You can also adjust the difficulty slider to suit your liking. This quest is optional. You should have found the orb on the altar in the boss bugbear's room in the goblin cave. If you have the orb in your inventory you should be able to ask the Order of the Mystic mages about it. Ultimately he can't identify it and tells you to seek the Order of the Mystic house in Birekolast: a large city to the west. I admit the loading time is long due to the large size. I'm sorry. This modual is not designed to be easy. I wanted the combat to be challenging. I urge you to give it another try. You haven't completed 1/3 of the modual yet. Thanks again for your feedback. Magistar

Posted by Quarterling at 2005-04-2114:12:00    
Initial impression: -Interesting custom items. -Excellent henchman. -Good, staple quest that tie in to the background. -Very good maps. If there was an award for best use of large maps, this module would get it. That said I have quit playing the module and am somewhat disinclined to try again. What broke the module for me was a combination of 2 minute loadtimes and a, quite frankly, absurd challenge level: I entered the south knoll area at second level and got jumped by two dire wolves, a winter wolf and a number of worgs. I managed got get through the goblin caves (somehow), but couldn't get the orb indentified since the wizard wouldn't talk about anything but their absconded member. When I went for the rogue wizard, now 5th, I ran into a flesh golem backed by a wizard that seemed to cast Isaac's Lesser missile Storm... I died, I quit playing. I'm sorry if seem harsh or if there is something that I have done wrong during play, but I was simply frustrated by what to me was a glaring flaw in an otherwise excellent, and interesting module

Posted by from at 2005-04-1414:21:00    
Qlippoth, Thank you so much for your kind words and comments. I thought I changed all the voices off the defaults. Guess I missed some. BTW only people with names have something to say. I will definitely apply your advice to my next modual which I'm currently working on. Thanks again!

Posted by Qlippoth at 2005-04-1313:58:00    
Uh, that should have been "big" score... Some polish on the NPC voices would be nice. Many have no voice or sound like the dog warrior guy... Little things like descriptions and such. Maybe random speech strings from the NPCs when you attempt to talk to them. Overall this module is fantastic. (Did I say that already?) - Qlippoth

Posted by Qlippoth at 2005-04-1313:55:00    
This is a fantastic module! The layout, the little quests, the NPCs. The way you set it up is very intimate and engrossing. It is very well balanced and well thought. I haven't even gotten to the main story yet, but if the story is as engrosing as the little side quests I'll be giving this module a bog score. The way you intorduce the player, the NPC dialog, the factions, you really feel a part of the town. - Qlippoth

Posted by from at 2005-04-1210:06:00    
My Cousin is helping me set up a little website where you will be able to download the zipped version of this file. It should be up tomorrow or the day after. I hope everyone will give it a try.

Posted by Tyrell at 2005-04-1115:59:00    
lebowski, a zipped version should be forth comming. Definatly a fun mod. :)

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