The setting is quite generic and could be a small region within any given world. This is a very good starting point for a single character to develop for use in further adventures.
Gameplay Length
This module is quite open, meaning you have many quests that can be finished in almost any order(just like PnP). It could take approx. 5-7 hours depending on how much you explore.
Number Players
One. I haven't tested it in multiplayer.
Language
English
Level Range
Lvl 1-2 to start. End around 5th. Pure magic using PC's should start at 2nd level.
Races
Any. However, one race in particular will have some unexpected help.
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Medium
Classes
Having playtested this with various classes, it seems possible for any class. It is advised to develop the 'open locks' skill at least once, regardless of class.
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
02
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Any, however it would be unlikely that one of evil alignment would be given some of the quests. The main quest is geared towards those who serve more to the good side.
Gameplay Hours
06
Description
Welcome to the Amber Inn. It is a nice, cozy place to rest between adventures...or is it?
A low level (lvls 1-2) single-player adventure based on the PnP style game. There are some custom items, treasures and such. This is meant to be a starting point for further adventures that will branch off from the areas presented in this module. Warning: some of you may not like the sense of realism that this mod was made to follow. Examples:
a) There are no shops with 'endless supplies' of potions, magic necklaces, +2 weapons, and every bit of armor.
b) There are no random crates or barrels with MONEY and POTIONS in them!!!
c) Shopkeepers don't buy all your goods...just like in PnP (hopefully).
d) There isn't always treasure that fits your level OR creature's that fit your level, however, the main quests have not been made impossible if you follow the suggested level ranges.
e) I find it important to randomize what can be bought or found, this creates the feeling that you are 'lucky' when you find treasure that fits your alignment, class, etc...
f) For you out there that enjoy a sense of PnP in NWN, then hopefully you will enjoy this little module. It is my first attempt, and I have spent many hours on it...
THE STORY-
The story is a short one. Only last night you were on the road with some companions when a violent storm broke out causing slow travel and low visibility. An hour or so into this your party was suprised and ambushed by Ogres which divided you from your friends as you fled for your life. You eventually stopped to find that you were no longer being followed, but even worse, to find that you were lost. How many miles, wet and desperate, you covered that night, you will never know. However, as the storm broke and the sun shone through the clouds, you noticed what looked like a building in the distance. Mustering up the nerve, you exited the thin forest you had been travelling and crossed over a grassy field to discover your fortune. An inn! A small wooden sign in the ground read..."Amber Inn, Welcome!"
Thanks to those who tested this module: Jon Heppner and Lord Kelva.
Updates #1+2= Shops, containers, spelling, map pins.
Update #3= S.H. Desk trap decreased, not impossible for pc's with lower hits. Update #4= lowered certain placeable's strength. Update #5= created animal faction to fix npc's going hostile. Update #6= changed orcish tent chest to unlocked for journal purposes. Update #7= fixed spelling, lowered placeable's strength, lowered one creature's overall power, added more encounter respawns in graveyard to help characters gain more experience, added scrolls to heal level drain, and altered final conversation (thanks to Dave Fritz). Update #8= fixed issue with conversations that should only happen once (scripting fix), added 'polish' by correcting further spelling in conversations, journal updates, and other sources, added signs, updated conversations and added new options, fixed one npc appearance, increased lvl for one NPC quest giver who shouldn't die, and fixed a major story breaker (thanks to Riona). Many other minor fixes. Update #9= Added some helpful items that should aid monk players as I neglected the monk class when making the mod.
Posted by Jamro at 2010-12-18 18:41:40 Voted 8.75 on 12/18/10
A bug free simple starting adventure.
I played this starting up with a second level paladin, I cheated on some stats and used the Pretty Good Character Creator to give me a lesser ring of power and a chime of opening.
The main guest giver is an annoying git. "Go and do odd jobs for people 'cause I say so and fate and stuff". So it's meant to be a beginning of a series and maybe something would have been made clear at some point. But it's not a series, so the module must stand alone.
As a general origins module, this doesn't work at all. You get obscene amounts of loot in the end, by far too much to make for a balanced 5th or 6th level character.
As a stand alone one off thing, this works pretty well, all things considering. For much of the playthrough, the module is unfairly difficult (a huge fire elemental indeed). At some points it's fine.
Didn't get much of the ol' PnP feel from this, unless that means a PnP with continuous reloading and respawning when DM tosses you with overpowering and impossible challenges at every other corner.
There are a handful quests availlable, mostly pretty basic stuff. No much chit chat or roleplaying. The quests do make sense though and they're mostly interesting enough. No killing rats in the basement, no courier duty ferrying some silly items here and there.
The areas are well built if not spectacular. Small enough to not make running around too depressing.
This came up as pretty negative review, but it's not like this was a bad or broken module.
Probably well above average. A pretty good module for a good aligned character who doesn't mind high difficulty encounters.
Posted by Mirgalen at 2010-09-27 05:47:04 Voted 5.00 on 09/27/10
Average module with limited PnP feel.
Although the latest version is greatly improved compared to the one I tried before (critters respawn are now limited to orcs and bears) I partially agree with Morgennes and Alcazar_Bauglir_II.
This time I was lucky as I played a Drow Sorcerer (started lvl 2 and gained three levels). It was not too difficult with a mage but non mages may have a hard time completing this except perhaps those with animal empathy (thanks to the unlimited supply of brown bears).
5-6: A good effort that fans of the style will find worth the download.

Posted by Auldian at 2008-08-09 04:30:25 Voted 8.50 on 08/09/08
Fun mod, some encounters are luck. I made it to the 3rd level of hell but stalled at the "Impossible" /con; may try another day with with a different 'toon. I'm fond of ranger/rogues and this 3/1 just doesn't stand a chance vs her.
Merchant shop beside Amber Inn had an Identify Book that never recharged; I left it in her bookcase like she asks, hoping it's "1x day" would renew. Was I supposed to steal that?
I slew Jhin before getting in so see Joe. The druid Healer (?) said she'd get the key the next day but there was no way to rest until morning. Again, should I have stolen the key? I'm usually chaotic good.
I appreciate the "lean" aspect of the treasure and loot.
Back when I made this mod I guess I meant 'works on all versions' as in 'you need all versions'. I will update it to say the later. You are the first to notice my gaff...lol. Sorry about that. Thanks for your interest in the mod! Cheers, and let me know what you think if you can get the expansions. Trust me, there are MANY mods you would enjoy on the vault if you had both expansions.
Hey where it says Expansions you have Works on all versions. I tried to play it and it said i need to have SoU to load it... i'd really like to play this one after reading all those comments lol but i dont have either expansion, i think i'll even go get it just for this module lol
As for the second part to this mod it must be said that for close to a year my real life has changed dramatically with the addition of a second child and my time on the toolset has suffered as a result. The second part has been half completed for a long time now and I have every intention to pick it up again to finish it one day and the sooner the better! Sorry to all who want to try the sequel. Cheers, Twar.
Wow! Seems like so long ago that I made this mod. I never even thought that it would work as I had no idea how to use the toolset! I'm honored that at least 24 voters seemed to like the mod! Thanks to all for downloading and giving my baby a try. Cheers to all in the vault community!
Twar
Posted by Steve_Savicki at 2007-12-26 21:25:48 Voted 10.00
So when is part 2 coming out? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks so much for the high praise and kind vote. I'm thrilled that the mod was able to deliver the feel that PNP can give. I've always thrived off of the 'randomness' that only that genre can seem to produce so it was quite natural for me as a mod builder to try and produce that which I myself find the most enjoyment from.
30 yrs.? Sounds like a blast. I've DM'd for almost 20 yrs and have enjoyed it immensely. Cheers to you and your gaming, Twar.
Oh ya, and congrats on finishing the mod with a monk! And yes, Pharis is brutal tough...
Posted by jb4479 at 2007-10-17 19:52:34 Voted 10.00 on 10/17/07
This mod is a must play. As a long time PNP player (nearly 30 yrs), this mod comes closer to the feel of it than anything else I've seen on the vault.
BTW, I played a monk and enjoyed the heck out of it. Pharis was a tougher fight than the final.
Thanks for the vote! I'm glad you enjoyed the mod. Cheers, Twar.
Posted by Black-Pyrotechnic at 2007-10-12 04:50:46 Voted 9.00 on 10/12/07
Really enjoyed this, especially the realistic bits in it.
Posted by herrjeff at 2007-10-09 04:46:04 Voted 9.00 on 09/14/07
Twar,
You raise very good arguments to justify the difficulty of these battles, especially the "Yes" factor, and one of them can be avoided. I sent you by email a few dialog suggestions in this regard. I hope these comments will help you with this module, and any new project you might have for NWN. :-)
P.S. I forgot to mention that in one of my updates, a while back, I added more spawns in the graveyard so that if you finish all quests and 'clean' out the graveyard you should be lvl 5 by the time you face the final enemies in the smoking hill. That would also help with the end difficulty. Cheers, Twar.
Thanks for the feedback. Seems like no matter the effort it is impossible to make something 'bug-free'. Now about the ending battles...
The last battles ARE DIFFICULT! I agree fully. People I have dialogued with seem to think differently about that. Some find it annoying hard, while the other side find it a good challenge. At the same time, I've had some say it was impossible for their characters, while I've had some say it was supprisingly easy??!! I admit that I made the ending difficult, but I feel I made it possible to finish if you did things the right way by utilizing items and weapons available to the character throughout the mod. The arrow you can find in the graveyard can possibly finish one of the main battles for you with ONE SHOT! I obviously didn't make this for the 'non-thinking' player who just wants 'hack'n slash'. (I'm not saying that is you herrjeff). I love mods that make you think. I love the feeling you get when you finish something difficult, then lean back in your chair and sigh out a victorious 'YES'! That was what I was intending with this mod. If anyone found this annoying rather than satisfying then I'm truly sorry. Maybe I should make the ending easier. Maybe I shouldn't...
Thanks Twar.
Posted by herrjeff at 2007-09-19 07:03:06 Voted 9.00 on 09/14/07
Final comments: I concur with prior comments with respect to the last 2 battles, which were too difficult with the limited damage capacity per round of my low-STR Bard1/Rogue3 halfling. In Wyvern Crown of Cormyr, at least it was possible to weaken such kind of foes by exposing them to sunlight.
Posted by herrjeff at 2007-09-18 03:37:59 Voted 9.00 on 09/14/07
While trying to complete Farmer Joe's quest, my PC went south, found the ghost town where he met Jhin. For some reason, when we went outside to have more room, a zombie warrior appeared next to the building and fought against Jhin, giving me plenty of time to kill him from a safe distance. And then... nothing: no new journal entry, no clue to other places or NPCs. Isn't there an unwritten law stating that all villains must have a compromising piece of paper in their pockets?!
Thanks for the vote and comments. I'm glad when realism doesn't get in the way of gameplay. It would be interesting to close the shops at night, and maybe even have a script that would make all buildings closed between certain hours...gets me thinking. Cheers, Twar.
Posted by herrjeff at 2007-09-14 06:16:16 Voted 9.00 on 09/14/07
This a a very interesting, genuine low-level adventure with a good scope of quests to develop your PC. Limited supplies might be a problem if the player doesn't pay attention, but it provides a better sense of realism than being able to buy +3 armor of any kind in such a small community! Next step might be to close these few shops when night falls, and use a script to allow the player to wait till morning.
Thanks so much for the vote and comment about PnP. I enjoyed 'trying' to make this mod 'feel' like you stepped into a real module run by a DM. Happy gaming!
Posted by fletch218 at 2007-08-25 08:04:41 Voted 8.50 on 08/25/07
I enjoyed this mod. It did remind me of PnP gaming just as the author intended. Good job.
Thanks for playing through the mod again. I have to admit that I broke out laughing at the 25% vulnerable thing that you mentioned. It was exactly opposite to what I had meant to do! I guess working late at night isn't always the best thing to do...
I will do a quick fix on the items and change the +1 to AC to +1 to hit like you suggested. Now to explain the cards for example, I tried to make this mod 'feel' like a PNP adventure location that has a 'randomness' to it, so I tried to create treasure and merchant gear to fit that feel. Examples would include a great lack of weapons that are available, and armour too, yet with the feel that you could find something that would normally be beyond what your character 'should find' (like the cards). In my mind, having a limited number of options makes you depend on what is available which brings me to my next point. There are quite a few treasures that 'help' the PC finish the quest. Some include the herbs that you can find by searching though the wilderness, and some items in the graveyard. Yes, some battles are too difficult, but that is true to PNP RPing. If everything is scaled I get bored because I feel too safe. In your situation however, I didn't do my job properly (as DM) and neglected your favorite class, so something 'difficult' became impossible and thus not enjoyable which is why I have tried and will continue to make it better for yourself and those who play monks in the future.
I truly am thrilled for your feedback from playing this a second time, and am honored that you would take the time! I will fix the rediculous mistake I made on the new item and make a few more adjustments.
Cheers, and happy unarmed combat to you and your favorite class, Twar.
Posted by Morgennes at 2007-04-17 01:11:10 Voted 8.25 on 04/17/07
Twar,
thanks for the updates!
I've just finished your mod again, and here are my comments:
First, it's nice to have new objects for the monks, never seen before!
- The Glove of the Cold Fists (not to mistake with the infamous Gloves of the Cold "Fishs") : interesting, but something odd is written in their description: they give a +10 resistance to cold, but at the same time they increase vulnerability to cold by 25%!!! I didn't suffer from it (no one attacked me with cold), but wonder what it's and why it's here? A bug?
- The Cloak of the Swift : they give a +1 to the AC, wich is of the same kind than the one given by the Gloves - those two counts for only 1! (May be you should shift the +1 AC of the Gloves to a +1 to hit)
- Boots of the Quick Feet : nice. I used them (by the end) with the +1 agility belt. (In order to have +2 to the DEX.)
This is all for the items.
Other comments:
- On the Roadway 2, I found strange to be attacked (on my way back) by Orcs coming from nowhere... (3 of them, twice). Same thing happens with a wolf, near the last dungeon.
- The Grizzly is always, very, very hard to kill. (Even with the Gloves!) I used the same tactic than before, and let him kill : 4 kids, 4 cows, 1 dog, 1 working farmer & 1 big worker in order to have the time to shoot him with arrows ! (You have to know that this time I played a Lawful Good monk...)
The fight vs Thrall was less harder than before, thanks to the gloves.
The fight vs Pharis was tough and boring.
The fight vs Moglac was awful, as before. I fought with the sword (Maela-Roa), in order to have a chance to touch him.
I was a 4th level monk. I think I should have been at least a 6th or 7th lvl character. Not only to make things easyer, but also because I wonder :
"If at the 4th level I fight vampire-demons, what will I fight at the 8th lvl? Draco-lichs? And at the 12th? Gods?" I don't like to rely too much on my equipment. I'M the hero, not my boots, nor my gloves or armor, or anything.
By the way, you have to know that the main weakness of the monks is not their AC. Never! It's the amount of damage they can do, and their capacities to hit (or not). Every +1 to hit is allways wellcome !
I didn't fight the troll beauce it was too tough, and not essential to the story. Didn't fight the Stone Elemental either, same reason.
I tell you all this because, once again, I found your universe interesting. But the fights are still too difficult. IMHO, you should consider lower the difficulty (and you don't give a "desk of cards" to 4th lvl characters), or increase the range of levels of your mod (1-8 lvls), or clearly say : "Fighters recommanded"!
Anyway, I'll play the next one.
But with a fighter !
Cheers!
Morgennes
Posted by Morgennes at 2007-04-15 12:37:54 Voted 8.25 on 04/17/07
Steve,
yes, of course, I will!
As soon as I've finished "TOS Prelude" and "TOS South Rock!"
Morgennes
Posted by Steve_Savicki at 2007-04-14 16:05:48 Voted 10.00
Morgennes,
I hope you consider raising your score due to the update Twar so nicely did. ;) _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Morgennes at 2007-04-13 10:30:56 Voted 8.25 on 04/17/07
Twar,
thank you for your email.
I forgot to tell you that even some of the first fights were quite challenging for one lonely poor 3rd level monk. The grizzly, for example. I had to drag him to the other map (the farms), where he attacked the kids and the cows, giving me the time to shoot him with arrows ! Sorry for the kids! (and the cows).
I used the same strategy with the hobgobelins (or were they orcs, I don't remember), without the kids and the cows. But the map was large enough for me to run and shoot arrows... (at 3rd level, monks can run very fast, but not as fast as a grizzly!)
Sorry that you found the mod too difficult. Monks are the one class that I know the least amount about and so by default I guess I didn't 'gear' it towards that style of PC.
The point of all the treasure is that there will be a sequel in which the treasure found at the end will help equip the PC by either using the found gear or trading it with the various merchants which will have better equipment/weapons available. I will make a point of adding more monk-only stuff to this mod and to the sequel to help level out this problem. Thanks for the heads-up and know that this will be fixed. Sorry it wasn't all that great for ya. Cheers, Twar.