The setting is my own. It's an oriental adventure.
Gameplay Length
About 1:30 to 2:30 hours
Language
English
Races
Human only (Because of haks)
Tricks & Traps
Medium
Roleplay
Heavy
Hack & Slash
Medium
Classes
Level 4 rogue or monk, level 3 fighter
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
Extreme
Alignments
Options for all alignments
Gameplay Hours
02
Description
You are now a member of the Scorpion ninja clan. You worked hard but it seems that your master has more missions in store for you. It's very unusual for a new recruit. What will happen with the Scorpion Clan? What are the challenges that awaits you? Why is your master so interrested in you? Follow your kunoichi in her new adventures.
This version is classified adult (21 +) for explicit sexuality, sexual violence and intense violence (both verbal and physical). YOU HAVE BEEN WARNED!
Patch 1.65 required
With many issues corrected, I would be happy to see your votes or comments! :) ADK
Since i have read that ADK and a friends is currently translating part 0, i was wondering if maybe there is hope to see part 3 comeing too. Anyone know if ADK is working on part 3 or has he/she droped the serie for good and part 0 will be the last of the Kunoichi mods ? I even would be happy with a frensh version of part 3. Would take me years i guess but to see the series to the end i even would translate it myself.
Posted by edosan at on03/21/11
PRO: Decent module using custom content. Good music - very atmospheric. Interesting story and characters. Different kinds of quests based on story -- good/evil options. CON: Very money poor adventure, few rest areas and some tough fights made for lots of reloading for my rogue/monk. A couple of very hard puzzles made for a lot more reloading (one in particular is just a matter of guessing right) Spelling errors were quite distracting. Also, an unfinished series is always something of a disappointment.
Posted by deathangel at on01/06/09
So when is the third one coming out? _________________________ Dying's easy Living's hard "Don't fear the dark...fear what's in it." "Freedom is secured not by the fulfilling of one's desires, but by the removal of desire." -Epictetus (\__/) (='.'=) This is Bunny. Copy and paste bunny into (")_(") your signature to help him gain world domination. Check out my stuff at fanfiction.net Link
Posted by Hinotori at on08/29/09
I realize that the module's a few years old, but after struggling to maintain my sanity for the last several hours, I felt compelled to share my experience. I wanted so very much to like this module, especially considering how much I enjoyed the first. According to the description, it's supposed to last, at most, two hours and a half. I am now at the five hour mark, not because of the amount of content, but because the module is so completely broken in certain areas that I've had to reload the game from almost a dozen different saves just to get past certain bugs. Without exaggeration, I can't remember when I have ever been more frustrated while playing a game. I see that some people have posted a few bugs, but here are the ones I can remember off the top of my head. More often than not Miho's conversations do not trigger during the journey to the mountain. (I didn't even realize I had missed them until I tried restarting the entire module a second time. I suspect you have a single trigger to have her speak up, but if the PC does anything to interrupt her from talking to you - and anything in this case can mean doing nothing at all - the conversation is irreparably broken.) The WORST bug has already been mentioned. Despite trying everything my mind could possibly come up with, I find NO way to get around Aki's "When you killed my child, you killed me..." dialogue bug. This is not a case of screwing up the script by doing something unpredictable or out of order. I actually don't think there is any way to inform Aki that you've completed the quest and to get the reward. Although this is likely a design flaw and not a bug, the last straw for me was when you reemerge from the cavern beneath the well and return to the top of the mountain. The path backwards disappears, and you can't reenter the well. This was an extremely unpleasant surprise since I'd left all my heavy equipment in there so that I could run to a place to rest before returning to pick it all up. Since I saved after returning, the equipment was all lost. Yay. I can't remember, but I'm pretty sure there were a couple of other major bugs that broke a save or two each as well. Some things about the design also greatly irritated me. Firstly, while I understand that you were attempting to channel realism by limiting rest areas, it was truly tedious to backtrack every time you needed to heal up. Gold is very scarce in this module (something I don't have a problem with), so frugality is a must. This leads to a -lot- of dead time and boredom as you make your way back to wherever the last safe area was. This was especially egregious on the mountain itself, where I found myself running for what seemed like miles between each encounter just to be healthy enough to survive the next (and even then, I sometimes did not). The skeleton warrior in the cavern below the well feels incredibly cheap. With each swing easily dealing damage in the double digits and with significant damage resistance, it seemed virtually impossible to defeat. Even more frustrating, the traps prevent you from even being able to run away. It's possible to simply avoid it, but it guards what I believe to be the only resting area in that whole section. Speaking of the traps, I was fortunate enough to play a character with both high search and disable traps, but supposing a character didn't have those, I'm sure she would have a miserable time getting out of there. The number of traps were -beyond- excessive. More minor bugs that aren't game-breaking, but were annoying/odd: When you come across a scene with NPC dialogue, you're often expected to talk to one particular NPC to trigger the scene even if several NPCs are involved. For example, it would make sense to be able to start the cutscene with the arrogant ninja near the beginning by talking to your sensei. Doing so does nothing, however; you're expected to talk to the nameless ninja next to him to get the scene started. That's counter-intuitive; generally speaking, talking to any NPC involved in a scene should get the ball rolling. This also happens with the fight between "Rabbit" and Dragon Claw. Talking to Dragon Claw yields a blank stare. You have to talk to "Rabbit" to get it started. If you talk to "Rabbit" right after the fight starts, the fight doesn't happen, and it's assumed you won. A host of dialogue bugs caused significant confusion. I honestly cannot remember them all, but one that sticks out occurs if you threaten Eishi and cause her to faint, then rob her. After you've finished, she reverts to her, "Get out of here, peasant" which seems extraordinarily odd, considering she was terrified for her very life a second ago. If you fail your persuade check to get the mother and daughter out of the old house, you can escape out of the dialogue and try again. Speaking of which, why is the persuade check the only option to save them? Is it physically impossible to force them out of the house? Feels like a minor design flaw (but irritating if you fail the check). There's an infinite xp loop where you can keep talking to Kaisuke and sparing his life for 100 xp. (Instead of disappearing, he just stands at the edge of the map). There is immense potential here, and I think that was what was most frustrating of all. I stuck with the module for hours simply because I enjoyed your writing, and I really wanted to see where the story would go. But the technical problems were so glaring, that I just couldn't get through it. I'm sorry. I really do hope Kunoichi 3 comes out, but I also hope you clean this module up first someday. Best of luck.
Posted by REDCRAIG at on01/06/09
So what is happenning with instalment 3? - Nag! Nag! Nag! Nag!
Posted by JettaJoe at 2009-07-1600:38:01
*prod* *pester* *annoy* :P
Posted by shuurai at 2009-07-0115:35:56
*poke*
Posted by necroburzum at on05/30/09
Wonderful tilesets, moods and music, good history, a bit too short and part 3 is missing, a bit messy the scripting part with buggy conversations and journal. absolutely to try.
Posted by CheeseshireCat at on02/28/09
8.50 because of: * incomplete translation; * numerous recurring dialogs and out of sequence dialogs bugs; * totally out of place (especially given monks' explanation afterwards) riddles in Room of Knowledge; * high linearity with high potential for branching it. The examples would be: * completely ignored L/N/C alignment axis (I'd put differernt riddles for them - that's where they'll be REALLY matching up); * integer -2 to +2 relationship scale for most folks. While on itself it's OK, consider that you are already likely carrying +1 or -1 on start, and no obvious reason to move to the other side. That makes four or five possible shifts for Miko kinda wasted. Other than that, great. Flavor is an A+.