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.)
Forgot to add that the Miser side-quest, like the others, was thoroughly enjoyable. Full points for imagination.
Posted by tr0j at on08/12/08
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 on04/30/08
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
Posted by thegeorge at 2008-04-0723:42:49
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 on04/07/08
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 on04/07/08
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. Thanks, Steve
Posted by thegeorge at 2008-04-0600:25:14
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 on04/07/08
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. Thanks, Steve
Posted by QSW at 2008-04-0206:58:17
Congratulations George, I am SO pleased for you, you deserve it! :) _________________________ QSW -NWVault Reviewers Forum
Posted by thegeorge at 2008-04-0118:21:59
What..? When did this happen!? Regardless, thanks guys!