Tested for single player only. Those who wan't to try multi, I'd be curious to know if it works.
Language
English
Level Range
20-23, though many encounters scale.
Races
All supported.
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Classes
All supported.
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
23
Max # Players
01
Min # Players
01
Min Character Level
20
Content Rating
Mature
Alignments
All supported.
Gameplay Hours
02
Description
Requires NWN and all expansions 1.66, CEP 1.52 -
Dark Water's Edge started out as simply a way to develop knowledge of the toolset for an upcoming epic module, as well as a means of seeing what the CEP expansion had to offer. I tried to do this in the form of a very short, yet playable module so I could see how the various tools of the toolset worked together to develop the story (As you may have already guessed, this is my first module.). This module is a culmination of this work and, in my opinion, fills a niche for people like me who want to play a short game but don't have the time immediatly available to begin an epic campaign. It is a very short, very linear hack 'n' slash module set in the Moonsea region of Faerun. That being said, there is a plot, actions in this game do have consequences, and there are alternate endings to this. Characters can expect to gain between 1-3 levels in this, depending upon your starting level and the choices you make. Read below for more specifics and "thank you" for playing and feedback:
*Single Player only (I have not tested multi capability).
*Lvl. 20-23. Mages and rogues may want to start on the high end of this. Encounters scale and the bosses are hard. Higher level non-uber builds or poorly equipped characters may find this challenging.
*2-3 hours in length and players can expect to gain around 2 levels.
*All classes and alignments are supported.
*Henchmen are NOT available for hire.
*While there is a store at the beginning of this module, it is assumed that PCs are equipped appropriatly for level and possess at least a moderate amount of gold. There is no leveler in this module.
*Players can respawn in a safe location with the standard GP and XP penalty.
*Read your journal often.
Gambling... your downfall. Scarcely three months ago you wash up in this backwater city on the Moonsea, the unfortunate result of a caravan security job gone bad. Since then, gambling has left you deeply indebted to the local crime syndicate known only as "the Welcomers." Perhaps in an effort to earn some extra coin to pay off your debt... perhaps as a means of slipping out of Phlan undetected... you have decided to answer the call of the newly founded Temple of Lathander seeking those skilled in "artifact recovery."
Nice bit of work and, yes, VERY challenging in many places! I realize you submitted it quite some time ago, but we do hope you're still contemplating a sequel - in NWN, not it's red-headed stepchild from Obsidian. The twist, while not wholly unexpected, was made more enjoyable insofar as you gave no hint that this was intended as more than a stand-alone module. Incidently, at 70+ I'm still awaiting enlightenment as to the definition of mature! Drop me an e-mail, if circumstance permit. The address should be in my profile, but I've not looked in years (though should, I imagine) or if not - macwg@msn.com. Good luck in all of your endeavors. Gray.
Posted by Flechette at 08:06:27 Voted10.00
ximxam - Thanks for your vote and comments. Glad you enjoyed it! Steve - Thanks for the interview. Good questions and I had alot of fun answering them. ironysteeth - Interesting you should comment on the background information and how it is relayed to players. My initial version of the temple had a library with books that gave a good portion of the backstory and the history of the region. Other parts were to be revealed as the game progressed. I became concerned, however, that the module would not be long enough to reveal the entirity of the backstory. Additionally, I didn't want players who chose not to read the books to be lost toward the end of the game (Admittedly, I often skip reading books with regional history when I play modules as well... depends on my mood at the time.). So, I decided to relay the backstory as dialogue and, as you have noted, it often makes for some long reading. That being said, if I ever make anything more lengthy I will try to make the backstory more of a "discovery process" for the player. Great suggestion and thank you for your vote!
Posted by ironysteeth at on12/30/07
Had fun playing the module. Lotta story in those dialog boxes :) was expecting a speaker or two's face to turn blue. Maybe in future mods think of different ways to relay background information and such. Just a bit of a suggestion. And heck, if that's the worst someone can say about the module, you are doing something right. Hope to see a sequel to this thing. Seeing that interview of yours pop up on the front page of the vault made me think this was a new one, but, heheh, I actually found out I downloaded it WAY long ago and had the one I downloaded over-write the one that was in my module folder. Anyway-Stop slacking and get part 2 done. Best of luck
Posted by ximxam at on12/24/07
Awesome! Hope you continue with the storyline. I would gladly play it!
Posted by Steve_Savicki at on12/04/07
Flech, I sent you another e-mail recently. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Flechette at 06:57:09 Voted10.00
Steve, Thank you for your vote! I'm happy that you got my e-mail. My e-mail client has been giving me fits lately and I was a bit concerned that you didn't recieve my message. I'm even happier that you liked my module! I agree that there can be alot of walking in DWE. As you suggest, a stone of recall on an abandoned island seems a bit unrealistic. When creating this game, I had to unlock different areas of the island by completing certain quests, and alot of walking was the unfortunate byproduct. During testing, when I left all areas of the island accessable in a more "freeform" format, I was consistantly able to break the plot. Concerning the HOF: I never would have imagined when I created this module that it would ever be a candidate for the HOF. As I've mentioned before on this page, I'm not a scripter or programmer... nor do I have any aspirations of breaking into the gaming industry. I'm just a person who wanted to get the most out of their NWN dollar. In other words, I really liked some of the community made content and decided to make some of my own... then post it in the hopes that others might enjoy it. So I am both flattered and humbled that DWE was inducted. As you said, what a way to end the year! stubbytroll, Thank you for your vote and constructive comments. Yup, a sorc/pally should get the job done quite nicely :) Truthfully, the area design was my favorite part of creating DWE so I'm happy that you enjoyed the visuals.
Posted by Steve_Savicki at on12/04/07
Vote: If there was a way to end the year, this mod entering Hall of Fame was a way to do it! I wish there were some options that would take you back to original locations instead of walking back to them, but I understand that this recall stone like feature isn't exactly roleplaying. Nice use to monsters and tilesets/backgrounds. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by stubbytroll at on11/03/07
Pretty fun hack and slash with a nice twist at the end. I played an arcane caster, a lvl 22 Sor / Pal. Combat for the most part, was ok, with the final battle the toughest. It was challenging enough to require tactics, not so much that potion pumping was necessary. Uber equipment was not needed, ie everything she had was what a lvl 22 character should have. Visuals were well done, and there was a nice amount of eye candy. Some nice custom items. While there wasn't much role playing, obviously, there were choices to make, not just a straight kill foozle dungeon crawl. _________________________ My shoes are too tight and I have forgotten how to dance.
Posted by Steve_Savicki at on12/04/07
Hey, could you please e-mail me? You can do so through my profile. Thanks, Steve _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Flechette at 14:07:29 Voted10.00
Hey Steve, Guess I wasn't very specific in my previous post, was I? If I remember correctly (and it has been over 2 years since I submitted this and nearly a year since I played it thru) there were a few mild curse words and some themes which some could consider mature in nature (summoning demons, references to torture and such). Should be nothing new to fans of fantasy RPG's. There should be nothing of a sexual nature in the module, aside from one snarky character dialogue response option, and it's very mild. No nudity, sexual situations, etc. The level of violence is no more or less graphically depicted than other games of this type i.e straight-foward hack 'n' slash. There is combat and fighting, but it all of a cartoonish, "pixalated" (if that's even a word :P) nature. Regretably, I have been having difficulties with NWN1 on my machine... something to do with NVIDIA drivers and my video card... so I don't have the required CEP files installed right now or I would open the module in the toolset and try and give you specific examples. But, in a nutshell, rated "mature" for some mild curse words and mature themes of a fantasy nature. Hope that helps ya out :)