Up to 10. This is a hard maximum; some scripts will not work with more than 10 players.
Language
English
Level Range
Large party (4+) should start around level 8. Solo around 14. You may levelup at start.
Races
Any
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Classes
Any
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
14
Max # Players
10
Min # Players
01
Min Character Level
06
Content Rating
Teen
Alignments
Any will work, non-evil and civilized behavior preferred.
Gameplay Hours
15
Description
Civil war again grips the nation of Tethyr. A rebel warlord promises to return the reborn nation to its dark days of violence against the commons, the elves and its neighbors.
...
The Dragon's Teeth is a module designed for a large party of moderate levels (8-10), or a smaller party of somewhat higher levels. It can also be played solo. It features more than 150 areas, a world map, Jasperre�s AI, Ragnarok_mr4's combat animations, and an extensive central plot with several sidequests.
It uses a lot of community content; apologies for all the downloads. There�s some great stuff out there, and I decided to put it to use.
Enjoy!
Although not perfect (ie, conversation bug with the unmasked traitor, performance issues) this the epic gamer's dream. A great engaging story... and you gotta love the BG style random encounters plus the pre-DoD map system! A full 10/10 from me!
Posted by RJBrightland at on11/25/07
Congratulations, bro!
Posted by Steve_Savicki at on11/06/07
VOTE: Some video lag and required dialogue fatal script errors need to be fixed, but other than that, there's no reason to think a movie couldn't be made from this module. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by johnnylump at 07:36:08 Voted10.00
Lariam and everyone who voted for the mod -- Thanks!
Posted by Lariam at 16:52:57 Voted9.50
Congrats on the HoF, johnnylump! _________________________ Forgotten Realms Weave
Posted by WeAreAllKosh at on09/09/07
I gave up in the first enemy camp. The performance drag was just insane. The module is crammed with so much custom content and so many actors that it brought even my fairly high-end machine to its knees. It crashed frequently which is a large problem since reloading took about 2 minutes. At the dialogue with the dying Silver Knight I was waiting half a minute for his lines and my responses to appear. Moving around the city was a stutterfest, as was any area with large hordes of corpses. Normally I fight through this kind of performance drag. Sands of Fate was also a very laggy series for me, but I stuck with it because it was so good. I felt no need to stick with this one, though, because I honestly didn't find it that good at all. The writing just did not engage me. The NPC's have no personality and their dialogue is either shallow and simplistic ('Here, take this scroll. Please free him' is all the priest has to say when you inform him that the missing courier was stoned) or reads like encyclopedic entries pulled out of a sourcebook. And that's when it's taken seriously. I don't need to hear an NPC asking me if I like movies about gladiators. The author likes Airplane. Wonderful. So do I. But I'm in the world of Faerun. What, exactly, is a movie? The word should not be anywhere in a FR module. The 'granola, very granola' description of the druid merchant is another example. Lines like this break any chance of immersion the module offers, though the writing generally offers little anyway. The aforementioned stoned courier quest was one of the few I managed to get through. 'Weird' is the best way I can describe it. I entered the artist's house and got no clue whatsoever as to what I was supposed to do. All I saw was a half-orc with a gooey green axe who had nothing informative to say outside of warning me not to try anything. Consequently 'try anything' was exactly what I had to do -- namely, breaking open the locked chest in front of him and grabbing the key to the backyard. He offered no resistance to this action, which my lawful character only attempted after seeing no other course of action to take. When I got outside, the basilisk immediately attacked and destroyed the petrified courier. I wasn't aware that the courier was the one killed by the basilisk until I went to the city and came all the way back with the stone-to-flesh scroll; when I couldn't find the courier, I realized what'd happened. I had to reload three times (a process which took a total of about 10 minutes) until I finally managed to knock the basilisk down before it could kill the courier. I imagine it wasn't even supposed to attack the courier. Suffice to say this was extremely frustrating. The journal promised that the wicked artist would answer for this (glad that my character was being role-played for me) ... but the artist was still nowhere to be found and gooey-axe man just continued standing guard as if he was as petrified as the Basilisk's victims. Just strange. Areas are unnecessarily large and fairly devoid of life. The opening city is the first example, as you can enter just about every domicile on the map, and they're full of commoners who have pretty much nothing to say. After the first couple of these I just gave up entering the domiciles. The farm village is the next example. What is its purpose? No one in the village even makes any mention of the giant attacks that bring you there in the first place, so you waste your time entering all these houses trying to find someone who can give you background info on the problem. 'Big' seems to be a common theme with this module. 'Lots of places to go, lots of things to do.' I view it as 'stretched out.' Smaller and more polished would have been a lot better. Shopping is a nightmare. About halfway through my play I started leaving loot behind. I got tired of wandering through the dozen+ stores trying to find the merchant who would buy each item. I didn't feel like selling to the pawnbroker as he was offering about 5% of the items' values. The rest of the merchants weren't much better, and I found myself thinking that the Appraise skill was being treated less like a bonus and more like a necessity to keeping my character's wealth level up. I've seen this module compared favorably to Crimson Tides of Tethyr. The only similarity I see is that the plots both center around a royal scion trying to usurp the throne of Tethyr. But the overall quality of Crimson Tides pulled me into that plot. I felt a connection to the story and the characters because the module was polished and the story was well told in a smooth, gradual manner. This one starts off decently with the attack on the elven caravan ... but then the next connection to the main plot it offers is the Baron's aide describing all of the rebel's generals and advisors. He just rambles on and on about every one of these NPC's. None of them seem particularly interesting, and in the textbook fashion that the list is fired off at you, there's nothing you can do with the information outside of writing it down for later reference. The involved quests are little more than 'snatch-n-grabs' without any sort of redeeming NPC and plot developments. The giant/gnoll tribe attacking the village, for instance. What brought them together? What are they trying to accomplish? As it is, they're just ... there -- monsters to kill and little more. If you like your modules large with a lot of custom content, this is right up your alley. But I just didn't have fun with it. So when the performance drag got to be too much, I didn't feel like I'd be missing anything by exporting my character and moving on. :\
Posted by Wolenber at 2007-08-2310:22:04
Are those hakpacks required or optional? _________________________ ---
Posted by QSW at 2007-08-0411:05:11
Hey when I try to load up the module, I get this error, "missing required talk table" anyone know what this is about? Since this module requires CEP, I suspect you need the CEP .tlk file in your NWN tlk folder. Hope this helps. _________________________ QSW -NWVault Reviewers Forum
Posted by jediewok at 2007-08-0308:03:48
Hey when I try to load up the module, I get this error, "missing required talk table" anyone know what this is about?
Posted by aidrico at 2007-07-1422:32:43
Dont know if its my comp or what but i keep having problems with items in game. they show up as black or white blocks ir are invis. this isnt too anoying but another thing related to it is. SPOILER ALERT when i tried to open first the first book pile in wizards embassy then chest in sculpers house then sculpers body the loot window onlt partially opened (its there but no items in it or my inventory) then froze and game stoped working. first time lost hours worth of game play second time about 45 mins and 3rd time about 20 mins. any idea what the problem is or how to fix it?