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NWN MODULES

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Title  Amber Inn
Author  Twar_Blackshire
Submitted / Updated  10-03-2006 / 01-24-2008
Category  Various Settings
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  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.

Files

NameTypeSizeDownloads
Amber_Inn.zipAmber_Inn.zip
Submitted: 10-03-2006 / Last Updated: 04-14-2007
zip1.1Mb3392
Contains the updates #1-9. This should be the last of the updates for this mod.
SCORE OUT OF 10
9.26
29 votes
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Comments (30):

1 2 3

Posted by Twar_Blackshire at 2007-09-1500:03:34    
Herrjeff- 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 on09/14/07
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.

Posted by Twar_Blackshire at 2007-09-0521:14:56    
Fletch218- 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 on08/25/07
I enjoyed this mod. It did remind me of PnP gaming just as the author intended. Good job.

Posted by Twar_Blackshire at 2007-04-1701:48:46    
Morgennes- 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 on04/17/07
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 on04/17/07
Steve, yes, of course, I will! As soon as I've finished "TOS Prelude" and "TOS South Rock!" Morgennes

Posted by Steve_Savicki at 16:05:48    Voted10.00
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 on04/17/07
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!)

Posted by Twar_Blackshire at 2007-04-1300:20:35    
Morgennes- 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.

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