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NWN MODULES

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Title  Angel Falls
Author  thegeorge
Submitted / Updated  11-07-2005 / 09-20-2008
Category  Dramatic
Expansions  Requires Both Expansions (SoU & HotU)
Gameplay Length  2-5 hrs.
Number Players  1
Language  English
Level Range  20
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Light
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  20
Max # Players  01
Min # Players  01
Min Character Level  20
Content Rating  Teen
Alignments  any non-evil
Gameplay Hours  03
Description
"Angel Falls" [version 3.0]

"Evil stalks the town of Angel Falls and your aid has been requested."

A dark surreal, strange, mostly nonlinear mystery for a single character of approx. 20th level.

Although I believe you can play with any class/race/sex, this sort of thing is usually better suited towards brooding male humans (pensive/reflective). The non-combat skills you'll use the most (but are not required) are: Persuade, Intimidate, and Bluff followed by Lore.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2006-06-13Hugie7.61-Very well-crafted atmosphere; great use of sound and lighting.
-Plenty of creepy moments
-A true detective/murder-mystery module that's difficult and extremely rewarding to play and solve.
-The few battles in the mod are somewhat easy if you're at all prepared for them.
-Exploration and detective-work can get irritating if you aren't super-patient and super-diligent about searching the entire city for clues.

Interviews

SubmittedTitleAuthor
2007-02-04Hall of Fame Interview with thegeorge (Angel Falls)Steve Savicki

Files

NameTypeSizeDownloads
angelfalls_v3.zipangelfalls_v3.zip
Submitted: 11-07-2005 / Last Updated: 09-20-2008
zip27.4Mb8162
--
Angel_Falls_readme.txtAngel_Falls_readme.txt
Submitted: 11-07-2005 / Last Updated: 09-20-2008
txt2.61Kb3685
the readme
SCORE OUT OF 10
9.45
52 votes
View Stats
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Comments (30):

1 2 3

Posted by thegeorge at 2010-01-2708:48:43    
Thank you.

Posted by Kilvain at on01/27/10
A compelling story with interesting characters and impressive scripting. Thanks!

Posted by Carlo at on09/30/09
Outstanding mod for those who prefer drama, story and investigation to hack and slash. Has a level of intelligent, responsive NPC conversations significantly above that of the average NWN adventure (although not particularly deep). Also includes the most unique way of gaining a henchman I've ever seen. As mentioned in the review, most combats are not challenging for the recommended PC level (20th), although in at least one case it could be very challenging, depending on your PC's status - don't want to post the spoiler, though. Only real detractions from the experience were a couple of typos - no big deal, except that one popped up in the first line of the first dramatic cutscene, which partly ruined the initial mood. Big thanks to thegeorge for creating and continuing to update this mod, which is still a great creative experience for both player and author.

Posted by LeslieMS at on02/10/09
Catching up on votes... This one was another gem, and Top marks for Replayable aspects as well attention to detail. Thanks a bunch for all the fun! _________________________ 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 thegeorge at 2009-01-0922:42:42    
Hee...hee, yep.

Posted by JP2U at on01/01/09
addendum to my last post: haha... i'm going back and trying to rate mods i've played but not yet rated and just now see that i already played this twice exactly a year ago and rated it then. i played it again just now to rate it. i gave it the same rating both times so i guess that says something and is also a testament to the mod's replayability which, of course, is expressly built into it with the "hidden monsters" and "multiple endings" thing.

Posted by JP2U at on01/01/09
This is an excellent module. It's innovative in many ways and may not be like any others you've played before. It's a gothic mystery with enough combat and "tricks/traps" to satisfy those who need that as well. But no amount of cleverness or footwork will produce a quick solution. To do best you simply need to slow down, take your time, talk to everyone (and I do mean everyone) and make yourself a regular part of the town. The above is, however, also a ground for complaint: that for some characters there will just be too much of nothing that seems to be going on. They can reach dead-ends only to later have new information sprung on them, often for no other reason than that they've hung around long enough and basically made themselves a nuisance. Also that they can be forced by a lack of dialogue options into an as-yet unjustified conclusion. One factor that very much exacerbated this for one of my characters was having a lore score of 2. This meant that she was unable to identify certain fairly basic items (a magical key and a damaged book in particular) and was thus unable them to use them to experience large parts of the module. That's fine but without that ability much of the action simply made little sense, and to make any progress at all she was forced to actions that were somewhat out of character for her. It would be a simple matter to allow Vanessa the merchant to ID items or to have lore pots available but, alas, she can't and doesn't. I understand that there's a reason to make modules in which every skill is important and that lore is one of those oft-neglected skills but when not having it shuts you out of so much and there are no alternative methods of advancing then it's not good. I played this with a Selunite monk/paladin/shadowdancer who the story concept was perfect for since she's sort of a "guardian angel" for night travelers and a defender against corruption of the faithful. I was only able to complete 50% of the mod that way though! Then I played it with a rogue/wizard/sd and did much better, completing I think around 80% or more. Coincidentally, do you know what happens when possessed familiars valiantly sacrifice themselves by flying into spheres of annihilation? =P -.25 for not having means by which a wider variety of characters/skillsets can, at least in principle, finish more of the module. I'd count off more for this but I think it may largely be intentional and it actually adds somewhat to the replayability. -.25 for some typos -.25 for a subquest that just didn't seem to work regarding Maestrol and your only dialogue option with the guard captain regarding Maestrol being "I don't know where he is." or "I haven't spoken with him." even though you may already have spoken with him a number of times. -.25 for an excessively slow pace or feel at times and for not having more clues as to the importance of timing/rest. -.25 for some slightly glitchy cut scenes such as one where the view was obstructed by a pillar and another which actually didn't play at all I think because I went into hide mode right as it was starting. -.25 for Vanessa far too often saying "Farewell." even when I wasn't leaving and a few other things like that. There are other things, such as the invisible waypoints that you could complain about but, in context, these aren't worth complaining about and are intended. Subjectively it's good enough and different enough to get a 9, 9.25 or maybe higher but quantifying it leaves it 8.75. Still great work.

Posted by thegeorge at 2008-10-1123:37:05    
Cool :)

Posted by SushiCW at on10/11/08
Played with a Sorc 21/Fighter 1 and loved it. Until the end, I had no idea there were four different endings available... it's going to take some work to figure those out (getting just the one ending was hard enough!) I'll have to try it again sometime and see if I can come up with a different ending.

Posted by Also at on07/03/08
I actually just played this a few weeks ago. It was a lot of fun, as well as a good mystery. I haven't gotten around to the prelude yet, but I will sooner or later. SPOILER The comment to Lilly about the pre-emptive slaying of the demon goddess in one ending had me laughing as hard as my character. END SPOILER

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