After escaping from a group of slavers, the player finds themself in the middle of a desert they are unfamiliar with. Desperately needing water, a pond suddenly becomes visible in the distance, as well as the small figure of a person. Hopefully the mystery person is willing to share...
This is one of my favourite modules--the pleasure came purely from the writing and characters. Under those circumstances, it's entertaining to get caught in a dialogue loop ;). Particularly enjoyed the dwarf and the paranoid Jass.
Posted by mikeyz at on03/27/06
Great Dialogue, i like the layout alot, one of the best modules ive tested so far, great work!, look forward to some more of your work in the future.
Posted by Bobbsy at on03/25/06
I very much liked the premise of this story and the way the dwarf initiates the quest. Much of the dialogue is nicely naturalistic, but I didn't like the way I'd sometimes get stuck in a "loop" that didn't advance the story sufficiently. I also felt the overall story was just a bit weaker than some of the modules I've rated higher
Posted by Agrigak at on03/24/06
For sheer participation and quality.. Thanks for the hard work..
Posted by Roane at on03/20/06
I love that it's not linear, that I get to decide who to believe and who to work with. I also enjoyed how each character's dialog really made his personality apparent. I especially liked Jass's paranoia and how it was demonstrated.
Posted by Dnl_Jms_Frwrd at on03/19/06
I thought this module had good quality writing and a nice variety of different solutions from which to choose. The characters were also very well done, though I personally would?ve preferred them to be a little less archetypal. Other than that, I thought the scenario as a whole worked rather well, especially the way the NPCs? differing methods and personalities clashed.
Posted by NullthraBloodeye at on03/18/06
The dialogue was almost *perfect* as far as expressive NPC?s go. The descriptions were well done and the journals were short and to the point. Good job. This one is easy to read and overall worthy. I?m unable to remark on the multiple endings, but evidence of at least two paths that I found were present. The grab factor was a bit lacking to my personal tastes but that is no reason to mark it down for truly excellent writing. I personally feel the author could have added a bit more spice and detail to the plot, but what is done, is very good. This one does meet the expectations of the community which is clearly apparent in the other comments noting the dialogue. Overall this one is above average and the idea somewhat fits into a generic sub-quest. I don?t necessarily agree with the fact that I had escaped from slavers before encountering this dysfunctional group of adventurers. This plot could simply fit into any scenario where the player is low or out of water and in a far off distant area. IMHO a solid 9.25, TY
Posted by Botap at 2006-03-0212:14:03
Just verified this, herrjeff. Accidentally used at_05 instead of 03. There was a lot of shuffling about at the end there. Ah, well. It's a character's flaws that makes us love them, eh? :) For my first attempt at using the toolset, I'll forgive myself for one mistake. But only one. ;)
Posted by herrjeff at on03/28/06
One small bug that brings the PC to a deadend for one ending. WARNING - - - SPOILER When talking with Jass, you only receive a crystal if you choose the first reply ("it's about time"), not the second ("give it to me")
Posted by Botap at 2006-03-0112:33:37
Thanks herrjeff, I appreciate you taking the time offer your feedback on my module. The contest limitations were a fun exercise, but they unfortunately meant that compromises had to be made somewhere in the story. :)