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NWN MODULES

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Title  DL16 - Dargaard Keep
Author  Baron of Gateford
Submitted / Updated  04-21-2005 / 12-01-2007
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  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.

Files

NameTypeSizeDownloads
DL16DargaardKeepV1f.zipDL16DargaardKeepV1f.zip
Submitted: 04-21-2005 / Last Updated: 05-13-2006
zip3.3Mb5082
Now patched to 1.67 and CEP 1.53
DL16DargaardKeepv1f_Readme.txtDL16DargaardKeepv1f_Readme.txt
Submitted: 04-21-2005 / Last Updated: 05-13-2006
txt11.39Kb3175
Version V1f Readme

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v1.52 Full ... (.RAR)CEP Team2005-07-26--** Please note : This is an outdated version of CEP. It does not work with NWN v1.68. **
CEP v1.53 patch (.RAR)CEP Team2006-05-08--** Please note : this patch is outdated and does not work with NWN v1.68. As such, please do not dow
SCORE OUT OF 10
9.08
36 votes
View Stats
Cast Your Vote!

AWARDS



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SCREENS

The gates of Dargaard Keep


The original module cover


The Cemetery


Draconians Attack!





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Comments (30):

1 2 3

Posted by Mirgalen at on08/28/06
One more thing * spoiler * This is not obvious to me. Assuming I have found the 5th element nobody seems to know (NPCs) or care about where or what is the rift. I don't think the module is done once you get the staff in one piece. Everytime I try to use it, I get a "wrong target" message. As I still cannot access the other side of the temple was looking for a bath room with window even went back to museum to try the book. Nothing just hordes of creatures slowing us down.

Posted by Mirgalen at on08/28/06
Stuck may have to give up soon regardless of how good the conversion might be. It is starting to become tedious since you need to run up and down (looking for specific items) and the creatures are respawing. * Spoilers * Three "knights" are in the castle (paladin, cleric and soon to be CoT). We are already level 12 (started level 10 almost 11). Got 4 rods (black, white, blue and green). No idea where the red one might be. I think we looked everywhere (except graveyard and barracks). The clues make little sense (Never seen any room with a 'trice', the 2nd is dark then green?). What is the deal with the tapestry? Somebody mentioned level 7, where is that? Found two nice long swords (+3) in the module but the paladin lost one (may be it was the cube). We are staying away from the Dracos (noticed that henchmen weapons will be gone forever I managed to get mine back a couple of times). Stuck at the temple too, even protection fro Evil will not help. Spent a great deal of time between level 2 and 4 so far.

Posted by The_Baron at 2006-08-1623:55:33    
swivel63, Send me an email buddy, and I'll help you out in whatever way I can. Thankyou for your vote too :-)

Posted by swivel63 at on08/15/06
this mod is fun as hell....but can someone give me a hint at level 7? i've gotten all the way through without any help until now, but right now i'm just running around with my head cut off, lol.

Posted by Malak at on12/13/06
Wow!Those Draconians are amazing!You got them down perfectly,The names,and how they die and all.I was really surprised when my greatsword got stuck in one of their bodies when they turned to stone,sent me running.I was surprised to see Lord Soth with sword and shield instead of wielding his two-handed flamberge sword Darkflame,but I remember that was Ravenloft per say and I remember Dragonlance he had a long sword with the skull emblem.Matter of choice I guess.Very well done,I'll have to come back to this one as my character wasn't quiet strong enough,to take him on.

Posted by The_Baron at 2006-05-2211:07:55    
Unfortunately Steve, I am sworn under a NDA, so cannot say more than I have :-)

Posted by Steve_Savicki at on10/20/06
What will the difficulty level of the module be? Will it be an epic level module? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by The_Baron at 2006-05-2000:49:48    
@Litepulsar, The scripts used/available to get NPC's to follow are not the most intuituive. Most modules (not all though) have issues with "escort" quests. For Sabella: When you take her back to the inn, you need to speak to her in order to complete the quest. (not the cleric). The servant: I shall look in to that one. As a work around, try using the portal stone as she is walking towards you. (this will mean her scripts are still firing) If this doesn't help, then by all means bin it :-) @Steve, your feedback is most welcome. I appreciate the time you gave to give such lengthy feedback. As for another module - With fingers crossed, there should be a module being released later this year that I had the pleasure of working on.

Posted by Litepulsar at 2006-05-1915:10:53    
Sorry, me again! I'm having the same problem with a servant in Level 1 of the keep, she wishes to go back to the inn... but does not come back with me when I use the portal stone. This is unfortunate to say the least, it happening once I can put up with it, but if it's going to happen everytime I try to rescue someone, then it's going to really spoil the module for me. I will await your reply and see what you recommend The_Baron, otherwise I'm going to bin this one for now. Tis a shame, I was really enjoying this :( By the way, I have the CEP installed, including the 1.53 patch, as well as the Bioware official patch 1.67.

Posted by Litepulsar at 2006-05-1913:41:41    
Ok, not too sure what I'm doing wrong here.... Spoiler * * * * Concerning Sabella... I've agreed to take her back to the inn, but she doesn't port back with me on the first few tries. When she does, I try and talk to the chap by the portal to let him know Sabella is ok (sorry can't remember his name *is embarrassed* LOL), and he's totally ignorant of Sabella's presence (as in, there's no conversation dialogue popping up to finish the sidequest). I've tried reloading, the issue still occurs, and I've tried going back to the inn the long way (not by the portal, but by walking) and cannot do that because the fog's too dense and the gates are locked :p ... Any help would be appreciated, even though I've barely started playing it, I'm really enjoying it already, but something like this does kind of spoil it for me.

1 2 3

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