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.
Yay, 2,500 downloads! This should hit Hall of Fame next month. It was just shy of this which is why it didn't get this month's HoF. Of course, Twar actually must receive the famous Hall of Fame badge before I can interview him/her. Just a little more time until the new year... _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Twar_Blackshire at 2007-10-1900:26:53
jb4479- 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 on10/17/07
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. Great Job!!!
Posted by Twar_Blackshire at 2007-10-1500:10:57
Black-Pyrotechnic- Thanks for the vote! I'm glad you enjoyed the mod. Cheers, Twar.
Posted by Black-Pyrotechnic at on10/12/07
Really enjoyed this, especially the realistic bits in it.
Posted by herrjeff at on09/14/07
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. :-)
Posted by Twar_Blackshire at 2007-10-0616:37:51
Herrjeff- 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.
Posted by Twar_Blackshire at 2007-10-0616:34:50
herrjeff- 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 on09/14/07
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 on09/14/07
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?!