Somewhere in the Forgotten Realms... place wherever you feel appropriate.
Gameplay Length
The duration ranges widely from 1 to 3 hours depending upon your actions.
Number Players
1
Language
English
Level Range
4 - 6
Races
Any
Tricks & Traps
Medium
Roleplay
Heavy
Hack & Slash
Medium
Classes
Designed for fighters, wizards, and rogues. Playable by any warrior class.
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
Any
Max # Players
01
Min # Players
01
Min Character Level
04
Content Rating
Teen
Alignments
Any
Gameplay Hours
02
Description
Introduction:
As an adventurer, you have had your fair share of experiences. The greatest lesson learned is that you are little more than a small fish in a rather large pond. This realization weighs heavily on your mind.
You believe that the greatness you desire is obtainable only through the possession of two things: time and guidance. Time is available to all, but guidance is more difficult to obtain. The solution was found in a non-descript tavern. There, an encounter with mysterious rangers armed you with knowledge of a powerful wizard, a former adventurer, who is willing to take under his wing those he deems worthy.
Little is known of this man, Davion. For a brief time, it seemed all the sword coast was whispering his name. As the years past, the people all but forgot the brief time of chaos he ended. His legend survives through a select few. "Who is this man?" "What is the nature of his talents?" "How will you convince him to guide you?" You have taken it upon yourself to answer these questions. You must learn to be a shark, not merely a fish in a pond.
Game Description:
The game consists of a short adventure or two, easily finished in a few sittings. It was designed with the hope of immersing players in the setting. As a result, the game is heavy in dialogue, though much of it is completely optional (if you don't care to read everyone's back-story, don't ask them for it!). Additionally, every non-monster character has a routine governed by the time of day. Do not be surprised to find them asleep at night or roaming about during the day.
An emphasis was also placed on roleplay. To this end, there are a variety of dialogue options to suit different personalities and there are multiple routes towards completion of the module. If you want to be a devious thief, go for it! If you want to be a selfish mage, give it a try! If you want to be a crazed murderer, go ahead (but, you'll likely die very quickly this way). Still, "good" players will get to see more of the mod than "bad."
There's plenty of combat and effort was made to add uniqueness to every encounter. Many creatures have a weakness, whether to a particular type of damage or a vulnerability to something in the environment. As a consequence, some fights are likely to be too tough until you are properly armed with either items or knowledge or both (Don't be afraid to run... escape is often an excellent option!).
Maddyanne, I will add some floating text to let you know you've been traveling, though I might wait for more changes before making yet another version available. Thanks for posting!
Posted by Maddyanne at on10/25/06
No problems once I get to the tower. Thanks again. Maddyanne _________________________ Madeleine
Posted by Maddyanne at on10/25/06
That was where I was getting tired so quickly. I suppose it's to give the PC a sense of the distance traveled. Perhaps there could be information on the trigger line about that rather then just "You are getting tired." I didn't think I'd traveled far, I just worried about lack of stores and my provisions running out if things kept up like that. Thank you very much for your prompt response. I'll start again and let you know how it goes. Maddyanne _________________________ Madeleine
Posted by mremustard at 2006-10-2411:43:18
Maddyanne, Shouldn't hurt anything to take it out, but you'll have edit a number of scripts to remove it. I can post instructions, but it sounds to me like there's a script bug I should fix. Unless traveling from MreGrove to The Path to TD or The to TD to the Tower Davion, after resting there should be 28 minutes (real time) before tiring occurs (24 + 4*ConstMod). In my play throughs, I only rested two to three times per game (when thief or figther). I'll take a look, thanks for letting me know!
Posted by Maddyanne at on10/25/06
Can I comment out the resting system without messing up the game? My rogue, with a constitution of 12, gets tired messages just a minute or two after resting. Maddyanne _________________________ Madeleine
Posted by mremustard at 2006-10-1011:33:40
The newest version of the module should be up soon, so I thought I'd outline the changes made (and there are many!). - Creatures and items should have much nicer balance. - The story should progress much more smoothly. - A new tiring system has been implemented (without healing when resting, what's the motivation for sleeping... recovery from exhaustion!). - A new quest for evil players and significant changes to how their game progresses. - New items and dialogue Thanks again to SpymasterGend and PrincessLilly for their feedback... SpymasterGend's inparticular helped shape this update. I hope you enjoy!
Posted by mremustard at 2006-10-0509:36:13
SpymasterGend, I agreee that several of the fights that should be tough aren't. I've increased the difficulty of the following: Saman, Ruby Golem, and Shryne. Let me know if these changes would satisify, but keep in mind it's kinda tough balancing the game for straight rogues and mages as well as fighters. Throwing uber-items into the mix (which I just had to do... what kinda of super-adventurer isn't loaded with loot?) adds to the difficulty of balancing. My approach was that the game should be fairly easy *if* you steal the goodies. On a related note, for those that want a tougher challenge, play as a goody-goody or don't take rogue as a class. Or, be a bit evil and challenge a couple of arrogant wizards (but be sure to be properly equiped). I have recently tried to add some guidance into Pather's dialogue- hopefully giving strong hints as to what you should be doing and easing the sense of "what the heck should I do?" My intention was to get players to NOT think in terms of what the module expects and wants. I was hoping to give a sense of open-endedness (even though the plot is linear), but maybe it just gave a sense of frustration. Issues 1 and 3 are easily fixed- thanks for letting me know! As for the delay in placing characters were they belong- I've been wrestling with that one since I started building (months ago). I've seen solutions such as fading-to-black upon entering an area, but I found it annoying adding to the delay between areas. I hear good things about the day/night cycle in "Trouble in Silverwood" though... With regards to PC interaction with the world, I had intended to have much more. But, the module seems a bit short for things such as blacksmith lessons to be really meaningful. However, the sequel I decide to go ahead with (I can't help it, I'm addicted to building) will be much bigger and definitly more along the lines of what you're thinking. Thanks for the great feedback and your vote!
Posted by SpymasterGend at on10/04/06
Enjoyed the mod overall, but disliked the lack of direction. Lack of direction makes sense from a story standpoint, just not to my taste. Journal entries and mappoints not a problem, as it's not that big or complex, and you can annotate yourself. Combine that with the lack of direction and the merchant's out-of-mod flavor, though, and you're left feeling a bit like: what does the mod designer want me to do now (instead of losing yourself in the story). The Tower NPCs have nice little schedules, and each has a backstory, which is great, but the PC doesn't seem to really interact with that much. New conversation at dinner, playing chess, taking smithing lessons: this is the kind of thing I'm picturing here. Three technical things worth fixing (apart from the "permamaent" wings): Fighter/rogue had little trouble with any of the fights, and they were exceedingly easy after getting into Davion's equipment collection. Three technical things worth fixing (apart from the "permamaent" wings): 1) I believe I revisited the clawball after completing that quest, and I believe the effect was to set my iBall variable back to 1 from 2; thus I never launched the finale (remedied with DebugMode). 2) Often the NPC schedules seemed slow to deploy--that is, I'd enter the Great Hall, for example, and Frah would take a few momemnts to disappear if she was supposed to be elsewhere; my PC is not the fastest, but still. 3) With Davion at the end in the Hidden Grove, you can drop any of "his" items you like prior to conversing (get the ending you want) and then pick them up in mid-conversation.
Posted by mremustard at 2006-10-0206:44:10
BrianDavion, Ha! I played the heck out of it a decade ago. I especially enjoyed the various PC games, from Battletech: Crescent Hawk's Inception to Mechwarrior 3. To be honest, I did make the connection when I named the module's title character!
Posted by BrianDavion at 2006-10-0100:47:50
I'm just going to take a shot in the dark here but you play battletech don't you? :)