Krynn (Although no prior knowledge of the Dragonlance setting is required to play)
Gameplay Length
8 - 10 Approx.
Language
English
Races
Any
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Classes
Any.
Available Henchmen are; Paladin, Cleric,Wizard,Fighter.
On hire, they level up to one level less than the PC.
You can take two Henchmen.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
10
Max # Players
04
Min # Players
01
Min Character Level
08
Content Rating
Teen
Alignments
Any
Gameplay Hours
10
Description
Requires patch 1.67 and CEP 1.53.
While travelling home from your last adventure, the calm blue skies of the summers day were shattered by a sudden and unexpected storm. The storm brought with it a ground mist which swirled to quickly form a thick fog. The density of the fog was such, that you could hardly see your own hands in front of your own face. Fearing that you might get lost in the enveloping fog, you looked around for a landmark and through the fog, you saw a light..... This module is based on the PnP version of the same name. (found in 'DL16 - World of Krynn' (printed in 1988)). 'Explore the vast and perilous lair of Lord Soth' Features: Balkur's TBSP spawn system, 69MEH69 Henchmen system, Galap's CS Rest system, to name a few.
I won't bore people with the details of "why", but the module is back due to player demand - enjoy it.
Hey Phil, Is this NDA project still in the works? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Malak at on12/13/06
Grail Quest- You Know so much about what needs to be done with a module,go build one yourself.Who are you to act as judge?Why put down these module creators,who have many hours desghining their mod for people to play?(For Free!)Idiots like you is the reason we have to pay for everything.So do me a favor and keep your haughty Arse opinons to yourself.Maybe somebody would like to tell you your sucks!And quit advertising yourself on here,there's nothing special about you.
Posted by Grail at on09/17/06
(1) Just read through the readme, and it appears the mod author did indeed create the Draconians, so my bad on that. Certainly worthwhile for Ravenloft fans just to look at the draconians animated and scripted nicely. (2) ANY module that cannot be properly completed, due to scripting errors or whatever, necessarily gets 0.0, irregardless of however good it was elsewhere. If it's broken, it's broken, and that's too bad. I'm sure when it's fixed, future players will vote a nice score for it. _________________________ PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games
Posted by The_Baron at 2006-09-1800:03:12
Grail Quest, LOL Nice Trolling buddy. It's exactly this kind of feedback that makes this community what it is today. An Arse. Module Builders working on modules for FREE and then without any constructive feedback they get a vote of 1. No prior communications to the module developer - just a vote of one and a big slagging off, irrespective of the previous 3351 downloads. I guess this community just lost the plot along the way.
Posted by Grail at on09/17/06
This is essentially a dungeon-crawl module, since there is very little to do and zero in the way of NPC interactions. You just explore the place, kill an unending number of monsters, and get some plot items. The draconians are cute and nicely done, but it's a CEP product, so it adds nothing to the score for that. As a a simple dungeon crawl, it scores 4.0. There is a possible encounter with the supposed main villain, Lord Soth, but he appeared while I was fightiing other baddies, became hostile immediately, so I killed him. No repercussions, no dialogue, no journal entry, NOTHING. For this I would normally take off another full point at least. However, I gave it the lowest possible score because the module is broken. Once all rods are assembled an book clues assembled, the person you report back to at the tavern still does not acknowledge this. There was a tapestry that may have been a clue, but it did nothing at the time and was destroyed in a firefight due to splash damage from magic. Not sure if it would have done anything, but it should have been completely superfluous. There was a scripted staff to reveal a secret passage, but it did NOT work. I used Debug Mode to jump to the area, and tried the secret door from that side, and sure enough, there was no corresponding exit, so no way to actually get out except by teleporting. The required Rod could not be assembled even though I had more than enough clues to do so. Since the module could not be completed properly, and since there were game-breaking script errors, this module should properly score 0.0. If you are looking for a time-waster and a big place to walk around and kill things, this is for you. If you're looking for a more meaningful way to pass your time, try something else. _________________________ PC Game Reviews, Hints, and Walkthroughs -- The Fantasy Art of Computer Games
Posted by The_Baron at 2006-08-3112:17:14
Mirgalen , Thankyou for your vote and feedback. It's very much appreciated. :-) I have learned a lot about module design since I released this one and I know a lot of it's faults. Being part of the "Darkness over Daggerford" design team for over a year helped with that. :-)
Posted by Mirgalen at on08/28/06
Also I did not enjoy the module that much I have to disagree with Steve_Savicki: This module is without a doubt above average. First, it is a PnP conversion and should be reviewed as such. They are a two related things I did not like: - Respawning creatures did not add anything to the story not sure if in the PnP version the random encounter rate was high. That could explain the author's choice. It only made the game more tedious for me. - Did a lot of back-n-forth although clever placement of teleport spots may have avoided some running up and down. These two are combined because if you clear the monsters first (as we were doing in PnP) second you can focus on finding the stuff you need and/or some secret passages. Also the castle was buit by a chaotic architect so access of each level is very unlogical. I missed the access to level 9 and spent hours looking (for the rift) in the wrong places. I also missed the jail level early on. If you can somehow do everything right the first time and visit each levels 2-3 times at most you probably can have a good time with this module. I probably spent 20-30 hours with it just because I wanted to see the end and because I was playing a knight . Now for the score: Visuals: 8 The CEP is put to good use here. Look at the screenshots if you are not convinced. Sound: 6 Sounds were OK nothing fancy though. Gameplay/Fun: 4 Because of the "issues" I mentioned above some players could get frustrated and quit the module after wandering around for too long. I think this might be a mistake. I would say, make a map, use your head and try to get the whole thing done while minimizing travels. Based on your class explore during day or night. Still I would recommend to remove the respawning of creatures. Documentation: 4 The module could use a walkthrough and or printable maps. The readme is pretty basic. Roleplaying: 7 Did fit my character pretty well Action: 4 Bosses were not really challenging, yet some creatures (one type of skeleton for example) were quite dangerous. It was easy to get into trouble while facing large mobs.
Posted by Mirgalen at on08/28/06
Thank you The_Baron, As you may guess, I had figured all that out by the time you posted. Still have no clue about the rift. Help please. Not sure why you did not see my 2nd post.
Posted by Mirgalen at on08/28/06
Thank you The_Baron, As you may guess, I had figured all that out by the time you posted. Still have no clue about the rift. Help please. Not sure why you did not see my 2nd post.
Posted by The_Baron at 2006-08-2805:37:20
@Mirgalen, Here are the locations of each magic mouth which takes you to the rod sections (I'm covering all bases as usual :-) ). . *Spoilers* . . . . Where to find the Rod sections ------------------------------ To find the Rod sections, you will need to first find the magic mouths. These magic mouths will teleport the player to a room where the rod section is kept. The magic mouths can be found in the following areas. Level 4(library) in the library room on the east side under a book(picking up the book reveals the magic mouth) Level 2(Jail) in the cell in the north east corner Level 3(Rose Wing) in the bathroom in the south east corner Level 11 on the outer walls of the giants room Level 2(Crown wing) In the room with the Gellatenous Cubes (east side) The tapestry on the wall hints at the order the rod sections need to be fitted together. To access level 5 and upwards you need to enter the keep from the outer walls/terraces via the courtyard. to go up the stairs you will need to take the false draconian heads you will have found in the level 4 temple. (there is a gate that only allows draconians past - wearing one of the false draconian heads allows you past the gate. Once the rod sections have been connected together you then need to use the rod on the rift that lord soth is protecting. Hope this covers everything. :-) and let me know if you need any more help. Cheers Phil