Gameplay can vary greatly depending on how fully all areas are explored.
Number Players
4-8 is the recommended party size however the module should scale from 1 to a maximum of 15.
Language
English
Level Range
Designed for a party of level 1 characters.
Races
Open to all good races
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Heavy
Classes
Open to all classes however a Paladin, Ranger and Rogue are required to successfully complete all side quests.
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Multiplayer
Max Character Level
01
Max # Players
15
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
This module was designed only for characters of good alignment.
Gameplay Hours
30
Description
Introduction:
{The Dragonarm Companions - Chapter 1}
When the once peaceful and prosperous land known as Dragoncrest came under attack by the Demon Balor and it's minions the King of good dragons Bahamut, gathered an army of allied races to combat the evil. Determined to defend their homeland, many brave folk united under Bahamut's banner. You were one of them. Assigned to Dragonarm, an advanced reconaissance unit,your mission was to sail across the Bay of Ocean Deep and scout out the enemy position.
While en route to your destination tragedy struck. A powerful, mystical storm appeared out of nowhere and battered the ship with hellish force. As the vessel broke apart an evil tide swept you and your companions far out to sea. After several hours the storm finally subsided however few were still alive. Even fewer survived the following weeks.
Clinging on to driftwood from the wreckage your strength and hope quickly dwindled. Without food and water the end seemed inevitable however it was then that some prayers must have been answered for a ship, The Herminia, appeared on the horizon.
Three days have passed since Captain Razon and his crew rescued you from the sea and you have now arrived at a small farming town called Hawkwing.
This is a small readme file which contains a foreword by the creator, a walkthrough of the prologue, a brief explanation of the cutscenes, some helpful tips and acknowledgements.
This WinRAR compressed file contains a hakpak that is required to run this module. Please uncompress the file and then place it in your Neverwinter Nights hak folder.
This WinRAR compressed file contains a hakpak that is required to run this module. Please uncompress the file and then place it in your Neverwinter Nights hak folder.
This is the cep.tlk file that works with this module. If it doesn't already exist after installing the CEP just place it in your Neverwinter Nights tlk folder.
*** Please Note: This WinRAR compressed file contains an older version of the module. Please download the updated version above. I am just keeping this file here for the purpose of tracking the correct download count. ***
This WinRAR compressed file contains a hakpak that is required to run this module. Please uncompress the file and then place it in your Neverwinter Nights hak folder.
Hi SatriX, Though I strongly disagree with the score you have given, I am sorry that my module did not live up to your expectations and accept that it is simply not possible to please everyone. My apologies as well to your girlfriend. I certainly did not intend it to be such a painful experience. At least you gave me one point for each year that I worked on this project so I know that my time was not totally wasted! He.. he.. It may not be the right module for you however if you persevere and try play it again, I guarantee that there is still a lot in it for you both to enjoy. Anyway, thanks for dropping by and trying out my module. Yours sincerely, Dragonlord
Posted by SartriX at on11/29/08
After having tried this module with a part my girlfriend, I sadly share most of TonyT's opinion. We were having high expectations as well and felt them smitten down. I personally love the HCR rules, but they get annoying real fast when, for instance, the day/time rythm is still the very fast NWN default. When it turns night every hour of game play, it's a pain. Even so, having developped as scripter with HCR many years ago on a PW, I've actually grown to dislike much of it. The rules are good in concept, but the buggyness and lousy performance make it very outdated. The large areas, while nice in itself, didn't play very well on the host. However, our biggest disappointment was the liniarity of the quest. The town started to feel like a prison with guards not letting us out on any side, and endless running back and forth between Anne and elsewhere. The turning point in our enjoyment of the module was the east-side exit of town, where the transition simply refused to work with a 'The militia block your way'.. No NPC's, nothing. That broke the RP spirit entirely. When Anne bugged as we finally figured out we had to talk to her yet again, we gave up being good-aligned and gained the key to the mayor's house in a more evil fashion. However, nothing worked properly anymore after that and we just gave up on the module entirely. Basicly, we hardly even left town and quit playing out of sheer annoyance.
Posted by Tony at on05/16/08
Hi Dragonlord, just an FYI about the gate guards: I definitely did check both bodies after they died, as I'd noticed earlier that the gate there was "special" locked, and I figured they'd open it for me later, but neither guard had a key on him. Are you sure the keys are droppable in the guard's inventory? Getting the key early might screw up the plotting, though-- I would think an easier solution would be to have the character get the key later upon being told to go check out that area. Anyhow, glad to hear that the sequel is still in the works!
Posted by John at 2008-05-1803:27:32
Hello Tony T, Thank you for playing, voting, and critiquing my module. I am sorry that it did not live up to your expectations and I respect your opinions. At the end of the day however I designed this module to cater to my guild and that is the primary focus that I based my constructive decisions on. The outside areas were made large on purpose simply because I have a big guild with many members who I knew would be playing the module together. When you have a party of 6 or more as we did then you would understand why smaller areas for the most part, just don't cut it. If I was designing the module for a single player then yes, many smaller areas would be the way to go. With regards to the plot, I believe that I placed sufficient "mystery and intrigue hooks" throughout to lead the story into a climax and onwards to Chapter 2 which I am currently working on :). Things such as ... ***Spoiler warning*** - Elrebrin Hawk telling you about Snowbeard the Sage of Towering Peak - Mirt the Moneylender mentioning the Great Library of Offandi Terran - The mysterious disappearance of Captain Halanan (His body is never found) - The Wererat Mala King Daga asking Lord Deep Rot to avenge him with his dying breath - Mala King Daga spelled backwards is "Agad Gnik Alam" the missing assistant of Frin Ryskin - The initials on the back of the Talisman of Evil found on the Wererat is a clue to the above - The letter of Slade Deathsteel that is found in the chest of the gnolls - Father John Dalennald telling you about the Demon Lord Yeenoghu - Lord Deep Rot screaming the name of Yeenoghu as he dies - The presence of Vrock Demons throughout key locations in the module - Plus many other little things here and there that catered once again to my guild in particular The Hardcore Ruleset (HCR). While I agree that it has it's faults and drawbacks particularly for solo play I love it because it adds a lot of things behind the scenes that promote teamwork and extra realism. Unfortunately you would never experience any of these things as a single player and instead could possibly find them annoying or even troublesome. As an example of this, when you are reduced to 0 hitpoints and start bleeding out your comrades still have a chance to save you if they can reach your body in time and either bandage or heal you. In relation to this, the HCR brilliantly introduces healing potions that can be used on others unlike the standard ones which can only be used on yourself. In the event that you bleed out and die, your character will enter the "Fugue Plane" however your friends can still save you. While you ascend to the next plane, your body and belongings are left behind so your mates can then pick up your gear and if they are nice, lug your heavy corpse back to a healer to be resurrected. In my module, this would mean that your party would have to get back to town with your body, pay Father John and you would then come back to life in the temple amongst friends. :) This whole series of events can be a grand adventure in itself when playing with a party. While getting my head around the toolset and learning how to do scripting I also found that the HCR offered me a fairly easy way to implement things that I wanted in my module. For instance, the wonderful scripts of the "Purple Rose Inn by Judoth Dar'nir" worked hand in hand with the HCR as did "Sentur Signe's Lootable Corpses". All these things as well as my love for the original Pen Paper DD/ADD games led me not only to include the HCR in my module but to use it as the core system for determining random encounters, splitting experience points evenly amongst party members, levelling up at the training hall in town, introducing hunger and fatigue, and the list goes on... Thanks for your Bug Note. I definitely did not intend for the guards at the South Gate to be killed but thought it wise also not to make them invulnerable or impervious to damage. Anyway, despite his untimely demise you would have been able to take the key off one of the guard's bodies had you searched it at the time and you would not have been stuck. In summary, many thanks again for your comments and I hope to see you next time! Take care for now and be well. Yours sincerely, Dragonlord P.S. Don't expect the area sizes to shrink or the HCR to disappear anytime soon though. He he... :)
Posted by Tony at on05/16/08
I had kind of high expectations coming into this mod, given some of the comments, and although the mod didn't quite live up to my hopes, it definitely has a lot of promise and some good things going for it. An FYI for potential players: I solo'd the mod with a level 3 ranger with decent equipment, and I thought the combat ranged from reasonable to tricky-- it would probably be easier starting level 4 or 5 solo. The mod took a lot less than 30 hours-- I would say more like 10 to 12 hours (which is still a nice long playtime). I think this mod is definitely better for multiplayer, but the issues I'm going to mention would still apply for a multiplayer session. Room for improvement (some spoilers): first off, area design-- the areas were really much too large, I think. A fair number of mods, especially from authors on their first work, force players to spend a lot of time running around. I think a larger number of smaller areas with some sort of map/teleport system is the ideal way to go. I just played Orcs 2, which has a really fantastic map system to allow players to travel very quickly. Regardless, smaller areas are definitely the way to go, I think. Second, plot: I have played a lot of NWN mods, so this observation is partly a result of this experience, but the basic story hook really didn't do much for me-- various dangers threaten a town, you have to go kill them, etc. Here I don't have specific suggestions, other than I think a mod with this sort of basic plot needs a real hook to draw a player in-- some sort of personal investment for the player. Another approach is to create more of a sense of mystery; that can be especially effective in an exploration-based mod like this one. Finally, the hardcore rules: some players just hate hardcore regardless, and I'm not one of those players. Sometimes I really like what they can bring to a game. Here, though, I thought they added absolutely nothing to gameplay other than annoyance. Especially coupled with the huge areas, it just meant that I had to spend a lot more time running around rather than playing the actual game. Fortunately my character could pick locks, which at least meant I could go in and talk to shopkeepers during the night rather than having to putz around until it was light. When choosing to include hard core rules, I think it's vital to figure out which rules actually add to gameplay, and which ones in this context just create busy work/waiting for players. One bug note: in the town, at one point a farmer asked me to get rid of the snakes in his farmland. My character engaged the snakes and then retreated to get help from the nearby guards (a reasonable action RP wise, I think). The snakes killed off the two guards at the southern gate, which meant that my character could not open that southern door, since those guards are the only way to open the door. I ended up spawning in the key using Debug Mode. So while I thought there was some definite space for improvement in the mod, I hope these points are constructive. I think it's extremely admirable to create such a large mod-- this mod is certainly ambitious, which I greatly respect. I would love to play another work from the author!
Posted by John at 2008-04-2507:32:43
Greeting SeanFM, You should be able to play this module with CEPv2.0. For your convenience, I have now added the cep.tlk file that works with this module. Just download it from here and place it in your Neverwinter Nights tlk folder. That should do the trick! Please let me know how you go with your friend and don't forget to vote after you have finished it. Enjoy! Yours sincerely, Dragonlord
Posted by John at 2008-04-2507:25:07
Greetings Lady Jenn, Thank you for playing and voting for my module. I am really glad that you enjoyed it and am flattered by your kind words and the mark you have given. It is comments such as yours that give me even more inspiration to create and I am happy to advise that work on Chapter 2 is currently in progress. :) Many thanks again. Take care for now and all the best. Kind regards, Dragonlord
Posted by SeanFM at 2008-04-2418:06:15
Is this mod only playable with CEPv1.52? I have CEPv2.0 and all necessary files to play this mod, but I am "missing custom talk file" when I try to load the mod, which I think is the mod looking for the CEPv1.52 talk file. Shouldn't CEPv2.0 be backwards compatible? If I am completely wrong here, someone please help me out because this mod seems like a dream come true for my friend and I.
Posted by pixiewatti2d at on04/21/08
okay, whether it's real or not i really dig your name. sexy. so anyway, wow! this was great! i only leave comments when i REALLY like a mod and the high score was well earned. as a solo player (i tend to be slightly antisocial >:p) i really liked the challenge. one question though, chapter 2? i found this mod in the overlooked files and i just want to say, take heart! don't think because you only have a few comments and downloads you don't rock as a builder/storyteller. i would really love to see more from you. please leave a comment and let us know!!!!
Posted by Joseph_Skyrim at on02/16/08
Awesome module! The boss fights and those friggin vrocks have given my party lots of happy memories (when we actually worked out how to cane the bastards :P). Cannot wait for Chapter 2! ^_^