Start at level 15 to 18 if playing without henchmen / companions. There are no limits on levels to play this module.
Races
Any.
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Any. Magic using characters will find it more difficult to play as resting adds up on the timer system employed in the game.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
16
Max # Players
01
Min # Players
01
Min Character Level
14
Content Rating
Everyone
Alignments
Any, but geared for good to netural charactors. Aliignment affects many different factors in the game.
Hakpak
No Hak Packs. This module was kept small on purpose.
Gameplay Hours
04
Description
"Revenge is a season in Hell."
You are a retired adventurer who has settled down in a small forest community known simply as the 'Druid's Grove.' You are the owner/operator of the local lodge. You have married and have two children. Reggie Flomen is your best friend and neighbor, who you've known since your adventuring days. He has gone on many adventures with you. The community you live in makes it's living off the forest around the grove, and the many travelers who pass through. There are two such travelers at your inn at the start of the game. The Druid's Grove is unique in that the grove has an orb that keeps the area calm and safe. The old Druid Wilin Arnemein, and his new acolite Eline Fettiams maintain the grove and keep the harmony in the woods surrounding the grove. Then everything goes wrong! This is where you begin. The Read Me file and a Walkthrough are included in the download.
the importance of time is in the Journal so it is understood that a type of timer system is used. The timer system gives plenty of time to complete the game, and some side quests, or wrong moves/directions taken. The timer system also dictates which cutscenes you will see. Also greatly reduced alignment shifts, but I did not remove them as they are necessary as to which cutscenes you will see once revenge is complete. Alignment also determines some of the side quests and which henchmen or companions are available to you.
PLEASE RATE this game when you have finished playing.
There were 820 downloads before v1.21.
Posted by werelynx2 at 2011-03-29 10:43:25 Voted 7.75 on 03/29/11
I disagree with the timer idea. If one wants to keep the feeling of rush, he should do so by designing mod to do so not making timer, which btw is not big enough. Some encounters are easy and some hard.. where is the balance? My henchman kept on dying, which brings another issue: hench's death. After some time their corpses disappear. OK I managed to resurrect them(via rod), but then after a second they disappear completely.
If you want to disable the timer at least for a while, type "~", then "DebugMode 1", then "~", "SetVarInt nTimer 0", "~", "DebugMode 0". _________________________ Thanks Rolo:)
Posted by ra0313 at 2010-01-13 12:01:55 Voted 10.00 on 01/13/10
Had a ton of fun playing this. Short but well polished. The towns were small but deep in character. The enemies were hard but not over powering. The one complainant I have is that the XP gain was a little high IMHO. All in all a wonderful mod!
Posted by Astero at 2007-07-12 00:45:16 Voted 8.25 on 07/12/07
I can't really come to a conclusion about this module. I really appreciate all of the effort and the hard work you have put into this.
When the first cutscene played, I thought to myself that this module seems promising. I know that the plot is not the most original out there but it's always intriguing when there is a strong motive guiding your actions, in this case, getting revenge. Retrieving the orb was a little tedious but it didn't really bother me. When a module is well executed I tend to forget about things like that.
Firstly, the reaction of my character. I didn't really feel the pain or the anger. Emotions were handled a little superficially. The first quest, getting the fenberry, felt a bit tasteless. There I was, losing all of my family, running for fenberries :). Giving a healing kit would had been a better idea. Or maybe getting an unusual herb that is much needed, would had given me some incentive.
I played with a level 15 fighter and most of the combats were challenging enough. I took the cleric with me. When she died during a battle, I didn't resurrect her immediately and so she vanished. I took her bag with me but decided not to go back cause I didn't want to lose precious time. Instead, I found another henchman in the first city, a half-orc if I'm not mistaken. At first, he didn't want to come along. As the conversation advanced, he agreed but he he was never added to my party. I clicked on him and he said that he didn't want to talk to me. Oddly enough, after I killed the dragon and was headed to my village a cutscene played and the half-orc appeared out of nowhere to inform me that his job is done and he will go on his way. In another cutscene, something about a wife was mentioned, although I was playing a female char.
I found the pressure of time a good idea. I managed to explore a lot, nevertheless, having time to spare. The final battle wasn't as difficult as I would have expected. Having a mean dragon as the master-mind behind all of these was a bummer though. As I've said originality is not much of an issue for me but that's something that it's just didn't add up. As for alignment shifts, I was a little confused. Saying things like " what the hell happened" and " you"ll pay for what you've done to my family", shifting my alignment to chaotic or even evil was a bit odd. I guess, that even the lawfullest of a character would had been much justified for sounding like that. I don't agree that only actions should shift your alignment but under the circumstances being angry ,confused and revengeful is far from understandable. But I won't insist on that, my alignment stayed the same, I got used to it, I was just more careful when I chose my words.
Finding clues along the way kept me interested, I would have liked some more. The cutscenes were great, wonderfully cinematic, I think :). The plot had something to keep me going on.
After some thought, I'd say that I mostly liked it but the things that I didn't like, annoyed me a lot and that rarely happens to me. I don't want to sound harsh or anything, I just give my honest opinion :).
Posted by Mirgalen at 2007-07-11 19:06:14 Voted 6.50 on 07/11/07
Oops!
Write/Wrote/Written
My bad.
Posted by Mirgalen at 2007-07-11 18:42:10 Voted 6.50 on 07/11/07
Ironically for the player and or the character this module is just a waiste of time.
The timer thing is a blessing (original idea) and a curse as the player have no way to control time.
Despite my relative good score I will not replay and cannot recommend this module due to unbalanced combats and use of "cheated" NPCs.
Good:
Visuals and Sounds: 8
Documentation: 8 (Readme and walkthrough included)
Roleplaying/Replayaibility: 8 (I guess one could try various alignments and conversations choices but it could get tricky - I have a LG Druid now)
Gameplay/Action: 2
Bad:
As I posted before item strip is a bad thing and should be avoided at all cost. A simple solution in this case would be to remove all equipment from the player and only place in the chest the things he/she was wearing giving a sense of time and that he/she only kept the most precious items.
I have another way around this (a script I writed but never got to test properly):
1. Include a staging area in the module
2. Clone the PC
3. Strip the PC
PC comlete the module/main quest.
4. Send to PC to staging area at the end of the module
5. Recall the clone and tag him as merchant/henchmen
6. Let the PC take gear from the clone
Ugly:
I remembered that combats were challenging but it was possible to just sneak pass some of the badies. This time I had my Druid/WM in. I left/deleted the module once I found at least one cheated NPC on the road:
First, we are lvl 14 and 12 (Cleric girl), what are a lvl 21 NPC and a slighly less dangerous one doing in there as the first combat encounter in the module?
Worse: Devastating Critical? Not only this is overpowered but also illegal as no lvl 21 character can take this feat at level up.
Posted by fardoche77 at 2007-07-10 16:08:57 Voted 8.50 on 07/10/07
Well, this is surely an overlooked/underdownloaded mod.
What's great about it is the feeling of urgency that you get, as well as the different endings... what's not so great is the uneven action and abrupt beginning and ending. With a little more character development and more attention to balanced encounters, this could be a perfect 10.
Posted by Nelson The Geek at 2007-05-12 09:18:39 Voted 9.75 on 05/12/07
Even though a lot of time has passed since the review came out, I'd like to address just a couple of the points raised in the official review. One - The reviewer said that he had no problem with several of the fights, including the final boss. He was playing version 1.21. I played version 1.23 and I had lots of trouble with the final boss - easily the hardest fight I had, especially since the bum full-healed himself at least twice, and I had to use 5 full-heal potions. (Agamemnon bumped it up significantly.) Two - The reviewer did not appear to like the timer. I loved it, because it made the total concept *different*. In character, I was not out for loot, or even helping others (although I did lots of both) - I was out to kill the scum that trashed my home and killed my friends. Awesome. I did not give this a full 10 only because it was short. A larger scope module would have pushed this into the realm of Aielund or Blackguard - two of my favorites.
I also found what I consider an Easter Egg in this mod. In Meridok City, I tried to talk to many of the NPC's. One guy in the tavern, Harek Nefzen, said one line: "Pays the price, works the seasons thru. Frozen days, he thinks of you." Most players will not get that. I do. That's a line from the song, "Mother Russia", by the 1970's British band Renaissance - easily my favorite non-Gospel band of all time. If nothing else, that cements this mod in my faves list. "Cold as ice, but he burns for you." I may re-play just to see if I can find more eggs. :-)
One final point - I played Agamemnon's other mods before this one. In the second one, I got stuck and could not figure out where to go. I sent him an e-mail, and got a reply the next day. Let me repeat that - THE NEXT DAY! That level of passion for the game is nothing short of phenomenal. He has stated that he will not write Chapter 3 of that series due to lack of support and voting. I submit, people, that we are letting a very good writer get away here. Download his Aurora mods, play them, and VOTE!
Fun - 10, Layout/Design - 10, Dialogue - 9, Originality/Creativity - 10, Quality Control - 9, Overall - 9
On a side note, I would probably try to modify it up to CEP1.52 at least so I can use some of the items my char has collected (anera's token - cant leave your wife's token behind:p)
Well i'll tell you anythings that happens
Posted by rabiesraeven at 2007-01-05 04:57:54 Voted 8.00 on 01/05/07
The module feels "alive" in a good sense, but the random enemys could use some character development. A half-Orc with epic levels should have more of a history than just the name "Half-Orc" in my opinion. I didn't like that the timer stressed me to skip a bunch of quests, and I only managed the final battle because the boss stopped attacking me(!).
Posted by coreyh2 at 2006-12-26 03:46:02 Voted 6.75 on 12/26/06
I didn't enjoy it. I got stuck at the end. Combatwas balanced way too hard. I understand the update broke the scripts.
Posted by edsan at 2006-12-23 16:56:47 Voted 1.00 on 12/23/06
This module SUCKS. A waste of my time.
The foes are over-powerfull (even the moobs are hasted FCS!). No rest areas for the 2nd part of the adventure OR before meeting boss.
And worse of all is the screwed up script/AI of the half-orc henchman which would do NOTHING unless attacked directly regardless of orders given or previous tactics dialogue.
Posted by Mirgalen at 2006-09-23 18:04:09 Voted 6.50 on 07/11/07
I played this module for one reason only: switch alignment back to Lawful.
I did not really like the item strip. Why do we need that? Only for the neat cutscene? After finishing the entire mission I wanted to get my gear back but could not. I reloaded a previous game and decided to walk back home only to get the timeout message although all enemies had been defeated and I had the quest item with me. As a result I only updated my character with XP and alignment points.
The alignment change itself was quite limited (1 point only here and there). Also at the end they are no more alignment shifts no matter how you complete the mission (you may choose to fight a creature and/or give/keep an item but none of these will affect alignment once you speak to the quest giver).
Other than that the module was quite good and with a unique against the clock aspect. I will probably replay it with another character and vote.
Posted by utilizera ( 81.177.xxx.xxx ) at 2006-07-09 18:37:13
The nasty comment post was not intended towards you MeganLynn. It was intended for the idiots who keep posting about viagara or whatever they're selling. Most of these posts end up being removed. It's just something else when I see that crap posted here.
I HAVE FOUND A SCRIPTING ERROR IN THE RESTING SYSTEM. IT ONLY AFFECTS FEMALE PC'S. THIS WILL BE FIXED IN THE NEXT UPDATE. I HAD A LINE OF CODE IN THERE THAT WOULD CUT THE SCRIPT SHORT, AND TRIGGER THE WRONG RESPONSE ETC WHILE RESTING. AGAIN THIS ONLY AFFECTS FEMALE PC'S. PLAYING WITH A MALE PC WILL TRIGGER THE CORRECT RESPONSES ETC.
MY APOLOGIES TO LILLY (QSW) YOU DID HAVE A GOOD FIND HERE.
WELL LILLY, (QSW) I CANNOT DUPLICATE YOUR PROBLEMS. THE RESTING SCRIPT ONLY FIRES THE SAFE RESTING CONVERSATION FOR ME, OVER AND OVER AGAIN. I EVEN LEAVE THE COTTAGE GO RUNNING AROUND AND COME BACK AND GET THE SAME RESULT... NO PROBLEMS. AND THIS IS WITH VERSION 1.22B.
AGAIN I SAY YOUR COMPUTER MUST HAVE ALOT OF PROGRAMS RUNNING IN THE BACKGROUND OR SOMETHING. AS THIS COULD LEAD TO YOU HAVING PROBLEMS WITH SCRIPTS RUNNING FULLY, AND THERE ARE ALOT OF SCRIPTS FIRING ALL THE TIME.
A RATING OF 8 IS FAIR, YES. I NEVER HAD AN ISSUE WITH THAT, BUT AT THE SAME TIME MANY OF THE THINGS YOU SAY WERE ISSUES ARE NOT. ON THE OTHER HAND YOU HAVE SHOWN ME MANY SMALLER PROBLEMS OR OVERSIGHTS I DIDN'T CATCH THAT I SHOULD AND WILL ADDRESS. THAT I AM GLAD OF. I WOULD ALSO THINK THAT IF OTHERS WERE EXPERIENCING THESE WIERD PROBLEMS WITH THEIR SYSTEM CRASHING, AND THE RESTING SYSTEM DOING AS YOU SAY YOU HAD. AFTER HAVING OVER 1000 DOWNLOADS I THINK I WOULD HAVE HEARD OF IT, OR AT THE LEAST SEEN IT MYSELF WITH ALL THE TESTING I HAVE DONE. I JUST HAVEN'T AND AGAIN I CAN'T DUPLICATE IT.
I DON'T EXPECT SCORES OF 10, EVER! THE SCORES YOU HAVE GIVEN ME I FEEL ARE FITTING FOR THE MOST PART. I CONSIDER AN 8 PRETTY GOOD. IT'S WHAT YOU WROTE THAT I FELT WAS NOT ACCURATE.YOU SAY MY USE OF GRAMMAR OR SPELLING DETRACTS FROM THE GAME FOR YOU. OK, THAT IS YOUR OPINION AND I CAN ACCEPT THAT. BUT I WILL ALSO SAY THERE IS VERY LITTLE OF THIS IN THERE AS A WHOLE.
PERSONALLY I THINK THAT'S PRETTY GOOD CONSIDERING I'M JUST A REGULAR GUY. WHEN PEOPLE LIKE STEFAN GAGNE MAKE SUCH FANTASTIC MODULES AND CAN'T MAKE PEOPLE HAPPY, I KNOW I CAN'T.
AGAMEMNON
Posted by Lilly at 2005-09-17 11:58:25 Voted 8.00 on 09/14/05
OK, first let me say that I am sorry you are disappointed with the review, to my mind this IS a good review, and the score of 8, again to my mind is a good score.
Now I played this module with V122b after you had updated the module and kindly answered my mails and posts here about problems I had been encountering. As to my system, well I so far have encountered no problems playing other modules or indeed online PW''s. So lets put the first teething problems down to the latest Bioware patch.
[QUOTE]"The major flaw. There is no major flaw with the npc's in the blacksmith's cottage. It is true they were not flagged plot, but it wasn't necessary. If you rest in the cottage, you cannot be attacked. It is deemed a safe resting area. I have employed a resting system that will check the area you are in to see if it is a safe rest area or not. then if it is not safe the resting conversation will tell you it may not be safe to rest here and ask if you wish to rest anyway. If you choose yes, it will check to see if you encounter a random attack. It will also choose the enemy spawned for the attack based on the area you are in. If you are in the forest wolves etc may attack. In the mountains, giants trolls etc, and in the underdark drow etc... Also the adjoining area has no encounters and does not allow resting, so there is no way to draw enemies into the blacksmiths cottage. You are the only one who could kill the survivors in the cottage. That means it would be you who has messed up the sequence of events by attacking your friends and neighbors. As a precaution, the next update will have these npc's flagged as plot. To date I have not heard of anyone having this problem either."[/QUOTE]
I feel I should inform you that the above statement with at least V122b is incorrect. When my PC wakes up in the bedroom, a script fires that tells her that it is safe to rest there. When she attempts to rest, she is told via the resting conversation that it may not be safe to rest here, asking if I wish to rest anyway. I reply yes (in the bedroom, door still closed) and I am awoken from my sleep after 3 hours and I hear a male voice say something along the lines of 'Uh Oh, looks like we got company' outside of my bedroom are three Drow, at least one is an assassin, the other two I *think* are called Drow Militia. The same thing will happen if I walk into the main room in the blacksmith cottage, if resting there is a very high chance that enemies will wake me from sleep. So far I have encountered Drow and Duergar. Not a problem if one has all your gear back on, a slight problem if you don't and for whatever reason you rest before you do. So, the NPC's in the blacksmith cottage not being plot in this case, is game stopping.
As for others not reporting problems, well it is a sad fact that many people who do play a module created by builders do not receive either votes or comments that they deserve. Many in the community just won't take the time to do either, why they don't totally baffles me.
I cannot comment on how long your module was waiting in the to be reviewed list, but like many others waiting, it can take some time before a module is reviewed. There are only so many reviewer's, and only so much spare time they can offer up to do reviews.
However the whole point of a review is not to expect a mark of 10 to prove that your module is good, or to vindicate all those long hard hours you have spent creating it. A good review IMHO is one that is (A) honest & (B) fair both in praise and pointing out errors. So to say that if an error is not game stopping then it is nit picking is not really very fair. To you being called by another PC's name might well not be game stopping, to another player it might well spoil the whole climax of the module, thus in essence, it could well be game stopping to them. Some people find that spelling errors and bad grammar are game stopping, others don't, it's all relative. I do not believe that in my review I said that anything (apart from the blacksmiths cottage) is game stopping. I have however tried to point out errors or issues that I have as a player, found that if corrected could enhance playability. Again, this is a personal thing, but since I was the one playing, I thought it right that I should be able to point out what for me, as a player, marred any experience I might have had in the module. None of these things however ruined the module overall, and that is why I scored your module as I did, because I did enjoy it nonetheless.
In the end this module is your creation, and as long as you are happy with it that IS all that matters. As an outsider I see how much time you spent in the visual details as well as other areas of the module. It then is not unexpected that seeing such love and graft going into one aspect of a module, that I should expect the same amount of effort to go into another. In this case, the NPC conversations in both the Smoke house and the Wolf quest. This again is my own personal preference, as a player, if I am provided with the ability to talk to so many NPC's, I want to be entertained, and not have to suffer the same conversation lines over and over again. This is not an attack, simply an observation if you like, as both a player and reviewer.
All in all, I have and continue to recommend this module to players to D/L. And I look forward to your next module and its contents :)
***
I have posted this with the review to this mod. Please read the review also.
***
I am glad to finally have a review completed on this mod. As it does surprise me on some of the mistakes or problems that were spotted, it does pain me a little to see the errors in this review. An 8 rating is fair, but I would like to correct a few oversights or mistakes etc in the review.
First the cons to this mod state mistakes in cutscenes and scripting errors. The only mistake in any of the cutscenes was the name Jeb on the opening cutscene that should have been Reg. It happens really fast while there is alot of action going on. No one else has ever noticed this that I know of. It will be fixed in the next update. There are no scripting errors in the mod that I can find. The scripting problems QSW had started after the last update to 1.66 by bioware. Before this update these scripts worked. All these scripts were checked and fixed before this review was finished. In truth I couldn't find any problems with the scripts, but they did stop functioning. None were game stopping though. They were conversation triggers, and a couple faction adjustments, including the drow conversation problem. All I did to solve this problem was remove a line of code and then reenter that same line back in, recompile the script and it started working again. Go figure. Up until the time QSW, aka Lilly, played this mod no one mentioned the problems. Again I say none were game stopping. I was contacted by Lilly about her computer crashing and her having trouble running this mod. I had no such trouble nor have I heard of anyone having similar trouble. I don't know if Lilly's system is bogged down by other programs running in the background, but that is what it seems to me as my system is very similar and I don't have the same problems.
On to other issues. The review states you say in the conversation with the blacksmith "Neither does the option to say you saw her make the killing blow to Reg make sense, simply because in the cutscene you do not see Reg killed at all." This was never said by the PC. The blacksmith says something along this line. The pc line says you saw her attack Reg from behind. I must agree, it does/ did say you saw her draw her weapon and attack him from behind. This poor choice of wording will be corrected in the next update.
The major flaw. There is no major flaw with the npc's in the blacksmith's cottage. It is true they were not flagged plot, but it wasn't necessary. If you rest in the cottage, you cannot be attacked. It is deemed a safe resting area. I have employed a resting system that will check the area you are in to see if it is a safe rest area or not. then if it is not safe the resting conversation will tell you it may not be safe to rest here and ask if you wish to rest anyway. If you choose yes, it will check to see if you encounter a random attack. It will also choose the enemy spawned for the attack based on the area you are in. If you are in the forest wolves etc may attack. In the mountains, giants trolls etc, and in the underdark drow etc... Also the adjoining area has no encounters and does not allow resting, so there is no way to draw enemies into the blacksmiths cottage. You are the only one who could kill the survivors in the cottage. That means it would be you who has messed up the sequence of events by attacking your friends and neighbors. As a precaution, the next update will have these npc's flagged as plot. To date I have not heard of anyone having this problem either.
The Drow conversation not working and being attacked on sight, was one of those scripts that didn't work after the bioware patch to 1.66 and has already been fixed before the review.
If Tananda dies, the ending conversation with Wilin does not work problem. This is a current legit problem. I did have Tananda's death script fixed so that it would work, but I never updated the module, and eventually trashed the update as I couldn't remember what it was for. So this one is on me. I have not heard of anyone else spotting this though. Again not game ending, but it does give an ending to the mod.
Wilin not being a challenging fight should you choose to fight him. Well he should be, but I didn't make it so. This will be remedied in the next update. I will also be changing and improving that conversation and the journal should you choose to fight him to indicate that you have made powerful enemies etc...
On a related note to the above ending conversation with Wilin, I did make the mistake of putting my charactors name in SOME of the lines of conversation. As my charactor is Agamemnon I didn't catch this mistake. Yet it is not game ending and it is the first I have heard of it. This too will be fixed in the next update.
Afar as all the little things such as your charactor still having the dagger in his hands when he wakes up in the blacksmith's cottage, or the conditionals in the npc's conversations dealing with the wolves, these are trivial. Yes they are there, but at this point in time they will not be changed as they are just trivial and do not detract from the game. I doubt most people even realised these things until they were pointed out.
The last item I wish to mention is about the ease of the fights. This is all relative based on the player, and their Pc's strengths and items. Some people have complained it was too hard to play and complete ths mod, yet most say it's too easy. Well I will make it HARD. This will be done in the next update.
I would like to take this opportunity to thank this reviewer for their opinion onthis mod. I only wish there were others out there who would post comments, or e-mail me of such things before I have to find them out through a review. I feel as though much of this is minor or nit picky, but I too would like to have these problems etc checked out and fixed or changed as necessary. This mod was up for several months before it was reviewed, and I was never aware of most of these issues until the review was posted.
Thanks to those who have played, and please leave comments and RATINGS. For those looking to play, I hope you enjoy this mod, and please do the same as above.
Agamemnon Swifthand.
Posted by Lilly at 2005-09-14 05:03:26 Voted 8.00 on 09/14/05
A very good effort, I look forward to the next module by this author. Thank you!
Posted by KittyKate ( 65.4.xxx.xxx ) at 2005-09-05 14:07:47
I haven�t played through the whole mod (I eventually will) but I thought I would give you my thoughts now. Overall, the mod was very good. What I liked is that you had lots of placeable area objects and sounds which is a big plus in my book. I also liked the many alignment shifts you had and the cutscenes were great. It was fun chasing the baddies down and seeing the destruction that they left in there wake.
Here are some little things that I thought could be improved (spoilerish):
--I would have liked it if you had given some more information on the world that this mod is set in, for example there is a temple dedicated to P�au but I don�t even know who P�au is? What is he/she god/goddess of and why is his priestess blue? You could have done this by having a conversation choice for the PC something like �Who is P�au?� and the Priestess chick could go on to say that he/she is blah blah blah or you could have the PC say something like �Why are you blue?� and she could go �I�m blue because blah blah blah� or whatever. Also, maybe you could have a NPC go �I used to live in so and so land� and the player can ask �What is so and so land?� and the NPC could go �Well so and so land is well known for so and so and blah blah blah.� Obviously, these need to be reworded but you get the drift. These are only suggestions as to how to make the world seem more real and to draw the player in more.
--There were a few spelling and grammatical errors. I don�t remember there being a whole lot and none were game ruining or anything.
--There were some faction issues. An example being when I attacked this Halfling in Merdiok City that pickpocketed me and this little kid attacked the Halfling and ended up dying. Maybe kids in Merdiok City are very brave but I think that the kid would run away instead.
--The whole get the orbs plot is a little simplistic and like someone said earlier it seemed tacked on.
--Some of the encounters were a little too difficult or maybe that is just me and the
--I don�t recall a penalty for dying though I could be wrong. If I am right then maybe you could have a time penalty?
--You used some of the standard items with descriptions that don�t really match-up with your world. Some of the items mention Neverwinter and places like that. I recommend that you either get rid of the item descriptions altogether, make your own custom items or tweak the descriptions to match your model.