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NWN MODULES

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Title  Blaark Chronicles II - Watertown
Author  Fintallo
Submitted / Updated  12-22-2002 / 06-28-2006
Category  City Adventure
Expansions  HOTU-1.61
Gameplay Length  4-8
Number Players  Designed for solo play only
Language  English
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  04
Max # Players  01
Min # Players  01
Min Character Level  03
Content Rating  Teen
Alignments  See the readme
Description
This is the second chapter in the Blaark Chronicles. It is also designed for solo play. Playing through the first chapter (Portage) isn't required, but it will help establish the background and setting. Many of the quests can be completed in different ways, but some choices will cause alignment shifts towards good or (especially) evil. Neutral characters may have difficulty playing through to the end without an alignment change. There are henchmen in this chapter. This current version includes many changes recommended by those who have played the module and has been updated for HOTU; see the readme for details.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-04-14Sir HacksMore8.33Well-balanced and fun for a solo player, a great way to spend 5-7 hours on NWNThe documentation could be improved. Auto-closing doors can trap characters

Files

NameTypeSizeDownloads
watertown.zipwatertown.zip
Submitted: 12-22-2002 / Last Updated: 02-08-2004
zip2.1Mb11366
--
Fintallo08watertown_readme.txtFintallo08watertown_readme.txt
Submitted: 12-22-2002 / Last Updated: 02-08-2004
txt2.9Kb10022
--
SCORE OUT OF 10
8.77
64 votes
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Comments (27):

1 2 3

Posted by ericdoman at on03/12/06
As before this is my 2nd time trying out the mod. This time with a sorceror prob less xp gained as I went through msot of 1 to 6 solo with a ftr/rg. This time use of summoning dire badger was essential just to fire off a few spells and so less xp. However if you get your opponent down to near death unsummon badger and finish him off. Always enjoy city adventures as well.

Posted by weby at 2005-11-1005:22:46    
Very nice module, one small problem how many hundred fo those footpads are there towaqrds the end? Sofar killed a few hundred. I thought next module was supposed to be for level 6-8 and soon level 9 allready as the whole population of watertown seems to belong to the thief guild.

Posted by John at 2005-10-2717:41:38    
Help! I cannot find Terry, whom I am supposed to report to.

Posted by Maron at 2005-08-1903:22:03    
Help! I'm stuck in watertown. I have done the initial Tarry/Jach quest, all of the guild quests, the temple quests and the town hall quests. The last quest I did was the assasins in the Baron's house. Since no one had any further quests I assumed the south gate would open thus letting me continue to the next module. I mean watertown is nice and everything but Maron's got an adventurer's heart and is not ready to settle down. According to the quests window I have completed 20 quests

Posted by diggin_dale at on08/08/05
HELP!!! Stuck trying to find the Sun Elves. How do I get past those doors in the Canyon? Great modules so far.

Posted by diggin_dale at on08/08/05
HELP!! I am stuck trying to find the Sun Elves. How do I get past the door in the canyon? So far it's been a great set of modules (except those darn auto closing doors that have trapped me a couple times).

Posted by Kataja at on07/22/05
The series has improved from the first episode, probably from experience. I've started III now. Same arguments apply as for the previous, but there are more different lines of quests now, which I like. It seems that it's always night in the town and some of the shopkeepers seem to be out at odd times, but it does give some life to the old town. And you can always find someone to sell things to, so it doesn't get frustrating. Some typos and such I ran into: Kelindra on the 2nd quest: "inkeeper" should be "innkeeper". Garred Sane, when asked about store, goes ", shall we?." - drop the extra period. Some periods were missing from here and there, like in some of my lines in the henchmen dialogues. Dram says "Trap disarmed." when he's noticed one and heads for it. The unlocking message works more logically. The dwarf fighter whose name I forget used to whack chests once for damage and then say "Done" when I had him and Dram simultaneously - he ought to either finish the job and check for the chest breaking or not whack at all if he's giving space to Dram. 2 of my 3 henchmen (the ones which I can't order directly) vanished between Ramir's cellar caverns and the bridge. Probably got left in the caverns for some reason, but I wasn't sufficiently interested in keeping them around to go back to check. No show-stoppers, and the module runs rather smoothly. I did finish the guild tasks almost all before finishing the first town hall quest, and was a bit disappointed that my paladin didn't get invited into the fighter's guild or even implied that she wasn't suitable. But all in all a nice module, not overly stressful hack'n'slash and nice support for crafting things.

Posted by Kataja at on07/22/05
The slaad can be found via the wizard's tower quest (get it from the thieves eventually). Explore the tower well. :)

Posted by johnathankokoski at 2005-06-2715:01:51    
Thanks for the thieves guild location! I was looking for it too. Now, like the previous poster, I'm looking for the slaad.

Posted by Steve_Savicki at on04/15/05
Excellent city adventure with a little country on the side. Many different quests from many character classes, each differing in nature. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

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