if you start the module below 10th level, you will be given enough xp for 10th
Races
any - if you're not human, then you were adopted
Tricks & Traps
Heavy
Roleplay
Light
Hack & Slash
Light
Classes
Rogue only.
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
10
Max # Players
01
Min # Players
01
Min Character Level
10
Content Rating
Everyone
Alignments
no evil paths
Gameplay Hours
10
Description
[requires NWN 1.69+SoU+HotU]
(v4b) "As the only child of the Sultan and next in line to the throne, no one suspects that you are actually an infamous rogue known only as the Black Hand."
An Arabian-style mostly linear trap-heavy module for single-player rogues of 10th level. All the rogue skills are implemented to some degree, but mostly you'll be using your trap (search/disable/remove/set) and open lock skills, followed by pickpockets and use magic device. Stealth is often more effective than engaging in combat. (At most you can gain up to 4 levels by the end.)
Posted by werelynx2 at 2012-01-10 10:04:18 Voted 9.25 on 01/10/12
Good Rogue module.
Some issues:
- rats, when pickpocketed, scream "Stop! Thief!"
- one trap in the east sewers is almost unreachable(thus impossible to disarm)
- one jump placeable(skull pillar) does nothing(dungeons level 3)
- Typos: "collasped" - djinni convo; "i" - musician convo
Balac is very intelligent person I see. _________________________ Thanks Rolo:)
@ Balac, I think rating the file a 1 because it took YOU a long time to download it is kinda lame. I am personally glad that he included the hak in the download. It took you FIVE hours to download something that is only 52.2Mb? That says something about your internet speed and NOT the module, in my humble opinion.
Posted by Balac at 2011-01-15 07:25:56 Voted 1.25 on 01/15/11
I am rating this module as a 1 because it took me 5 hours to DL this thing and it had a undeclared HAK inside the Down load.
If the Module has HAKs they should be indicated in the specs so people don't was their time like I did.
Posted by MrGhosh at 2010-02-09 18:06:18 Voted 8.50 on 02/09/10
I will rate this module as a very good rogue module. The new traps were very good.
The weakest aspect of this module was character development, no good,special equipments to use. No real use of skills like persuade, bluff etc, not much combat, not much set trap to use.
I like rogue modules and I liked this mod even with its flaws. _________________________ Neverwinter Balance Patch Balance Patch
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I think the idea was that the boulder smashes apart on impact. I'm glad you enjoyed it in spite of those weird bugs, the traps in part 2 are more interesting.
Oups, 'forgot: one lasty report:
When I speak with blue Dj at the very end and ask him to return me home, the game crashes.
(Video options down and no override folder even)
Even though, I still enjoyed the game!
Thanks. _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
It seems like the boulder is there, behind the trap control, in the middle of that large trapped room, but invisible to me.
And I think I should be able to see it.
I managed to open the West door anyway and finished the game today.
And I must say that last part of the module was very interesting and worth the whole trip, land, water and air, almost like two modules in one.
I�d give a try to the sequel to see it's about that same abstract kind of feeling I�ve really enjoyed.
I had a last bug with the final battle. When �he� surrenders, the cut scene doesn't turn off, I had to "escape" to the main screen.
And he didn't have anything to say anymore, after all we've been through, but was standing almost dead, but immortal, right on the loot, one I couldn't get.
Thank you for letting me play with that very lamp I�ve always dreamed of. ;-)
_________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
You found an invisible boulder that you can't walk through? Since you've already figured out that one door, you've already gotten past the only 'boulder' I know of...
I can't see the boulder at the fortress, before the trap control device?
I know there is one. It's there as I can't walk through it.
(I'm fully updated... I think.
And it's the same with or without the override folder.)
Funniest "locked" door on the west path by the way. You almost got me... for a good 10 minutes! ;-) _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Thank you. Yeah there's a graphic-intense model in that area, I guess I'll remove it. Playing with stuff in your override is a good way to mess a module, this one more than most.
Posted by Susan Badger at 2009-06-08 13:19:09 Voted 6.00 on 06/08/09
I gave up.... Sorry.
There's just too many traps I couldn't spot. I got fed up with it. It stopped being fun.
I just added a new model to that area, maybe it's too complex for your rig. If you have the means, open the hakpack and deleting rose.mdl should do it. Sorry that happened to you.
I am playing this part, and am so far enjoying it immensely (rogues being one of my fav classes to play). However, I have run into a major, game breaking, shutting the game off bug and it's driving me absolutely nuts!
Spoiler:
I am in the desert, however, whenever I go near the southwestern part of the map, my game freezes, then crashes. I can't see where anyone else had this trouble. Because I really want to get the desert quests done, I'm stopping the game now, with the hopes that you can give me some suggestions (and replaying really isn't what I want to hear!). _________________________ Well...who would have thought THAT would happen?
Posted by LeslieMS at 2009-02-10 15:06:29 Voted 10.00 on 02/10/09
So I have already played this and the sequal through once already, but never voted... so here it is!
No complaints at all! Marvelously done! _________________________ Stupidity kills people.
Nothing Good comes from ignorance.
Knowledge is power that is useless with out the wisdom to use it properly.
Be Well and Be Safe,
Leslie
Posted by Knight25 at 2008-12-06 13:54:12 Voted 9.00 on 12/06/08
A good module and rather enjoyable. I do not usually play rogues but I thought I'd give this a try. Good puzzles though some were not all that intuitive.
Ah, thank you! Don't forget to check out part 2 if you haven't already.
Posted by Odranoel at 2008-10-06 08:24:01 Voted 10.00 on 10/06/08
I've played this a long time ago, the story elements are spread apart but they exist! Character development is even possible.. I like having lots of traps and take my time through corridors and dungeons.. Good work, keep it up.
Ah thank you very much! I think I did things in both modules that hadn't really been done before and I'm still quite pleased with the end result.
Posted by tr0j at 2008-08-12 05:58:06 Voted 10.00 on 08/12/08
Forgot to add that the Miser side-quest, like the others, was thoroughly enjoyable. Full points for imagination.
Posted by tr0j at 2008-08-12 05:53:57 Voted 10.00 on 08/12/08
Outstanding! Fav class, at last gets to do what it was meant to do. Well done George! The tumbling & jumping were brillant. Visually stunnning. Can't wait to play the sequel.
Cheers.
Posted by Dawnseeker at 2008-04-30 10:27:15 Voted 9.25 on 04/30/08
Strikingly different. This seems to me to be a "concept module". It's focus, even for a class-specific (rogue) module, is very narrow. It is very innovative in it's layout and in it's use of both traditional and non-traditional trap types. More innovation still is implemented with "jump points" and "tumbling points" which give it a very "Prince of Persia" arcade kind of feel. The Arabian-style atmosphere feels very well managed in both area design, placables, and music. While Desert Rose has a basic plot and very little dialogue given that there are no available henchpersons, the author succedes in delivering *exactly* what he claims. Trap - Heavy, Role-play - Light, Hack-'n-slash - Light. The result is a very entertaining and unique NWN experience that I think will please rogue-lovers (I'm a cleric-lover myself, but a mod like this brings out the imp in me!). Sidequests are not obvious. In fact, a player really has to just stumble across them, and they have little or no bearing at all with the main plotline. All-in-all, I had a blast playing this one and will start playing the sequel very soon. Kudos to the author and many thanks for sharing it with the rest of us. _________________________ Regards,
DS
_____________________
Don't worry about avoiding temptation. As you grow older, it will avoid you.
-- Winston Churchill
No, I made no mention of your score. No, I have a few other modules that are also class-specific. Beyond those two points, thank you for agreeing with me.
Posted by Steve_Savicki at 2008-04-07 20:02:53 Voted 3.25 on 04/07/08
George, what I am saying is, I didn't like it compared to your other modules (your latest, Coldhearth by the way, is a perfect ten) because of HOW linear it is. ANYONE who plays it must do the exact same thing or die.
The rest of your modules can be played with any character class. But this module just stands out as differently due to how linear is. I guess I like it the least of all your modules.
If you expected me to give you a perfect ten, sorry, not for this module. I've already given you PLENTY of 10s on other modules. I congradulate you for getting the Hall of Fame with Desert Rose and the amount of work with the haks and all makes it worth a look at. Everyone should play this at least once.
But I generally don't give a module a high score if there is ONLY OR ONE WAY to finish the module.
If you want to improve on it, make it so rogues don't need their skill points for especially these specific skills. Instead of mage scrolls which utilize the Use Magic Device Skill, like the invisibility scroll in the very beginning, use a potion of invisibility.
Different people like to create rogues differently, and not everyone wants to utilize use magic device or get caught by the guards.
Killing the guards ends the campaign... big turn off for me.
Again, Desert Rose, will please some... but not me. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2008-04-07 19:53:24 Voted 3.25 on 04/07/08
George, I played it because it hit the Hall of Fame this month. I generally play all Hall of Famers. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Steve: the description (and several times in this thread) states that this module is linear, rogue-specific, and trap-heavy. Why did you play a module you already knew you wouldn't like? Especially after you already commented on it on 2006-12-16 03:19:59?
Posted by Steve_Savicki at 2008-04-05 19:22:31 Voted 3.25 on 04/07/08
Stunning visuals, but that is it. Way too linear, requiring a rogue with use magic device skill.
Mod was too lingering disabling all those traps.
Ending was abrupt as well.
This may have been a good movie, and SERIOUS rogue roleplayers will dig this, but it was not for me. _________________________ Steve's Characters - please don't forget to vote on them if you play them.