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NWN MODULES

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Title  Murder in Mireford
Author  Bardil
Submitted / Updated  03-09-2009 / 04-13-2013
Category  Various Settings
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Wilderness and Dungeon.
Gameplay Length  Approximately 10 hours to do everything.
Number Players  One
Language  English
Level Range  1 to 8
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Any
Scope  Medium
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  Mature
Alignments  The plot and NPC interactions favour non-evil.
Gameplay Hours  10
Description
A single player adventure for starting level 1 characters. One main story line with a number of side plots; most of the side plots do help with the main story, however. Completing everything should take the character to a finishing level of 7 or 8.

This is Part One of a two-module adventure; with Part Two being The Amergilus Legacy.

Version v1.2 (05 May 09) solves issues that have been raised here by various players. Also in this version a teleporter device has been introduced so that the player can avoid the backtracking necessary in earlier versions. Fuller details are given in the attached module notes.

Version v1.3c (01 June 09) solves issues raised here by various players. In addition, the henchmen conversations have been expanded, the closing dialogues have been changed to reflect that the adventure will continune in a second module, and nereng's HenchmanSetTrap system has been introduced (ref: Neverwinter Vault/ NWN Scripts/ HenchmanSetTraps, by nereng, 05-04-2006). Fuller details are given in the attached module notes.

Version v1.31c (22 July 2009) corrects a couple of typos and a small scripting error, but no changes that will affect gameplay.

Version v1.32c (02 Feb 2010) corrects some minor typos and incorporates some small changes suggested here by various players; but no changes that affect gameplay.

Version v1.33c (28 Feb 2010) incorporates a small modification to a conversation file to prevent the player becoming blocked with the main plot through skipping part of a particular NPC's conversation.

06 May 2010 - The adventure in Murder in Mireford continues in a second module, The Amergilus Legacy.

Version v1.34c (07 June 2010) incorporates some small changes to prevent the player from becoming stuck with the main plot by doing things out of sequence. Also a number of typos have been corrected in this version (thanks to Hans Olsen's NWN Spellchecker).

Version v1.35c (18 August 2010)
Update to prevent players from keeping Roman Goodman in the party towards the end of the adventure by walking away during his leaving conversation. A few other small enhancements have also been added in this update.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2009-05-15QSW7.06Fun H&S story driven module. Lots of nice touches and attention to detail in some areas.Lots of backtracking, and at times the player could use a little prod in the right direction via the journal.

Files

NameTypeSizeDownloads
Mireford_Hints_and_Tips.txtMireford_Hints_and_Tips.txt
Submitted: 03-09-2009 / Last Updated: 02-02-2010
txt23.18Kb1551
Hints and Tips for Murder in Mireford. If you are stuck at some point in the adventure then this is the place to look.
Warning: Contains spoilers.
Murder_in_Mireford.txtMurder_in_Mireford.txt
Submitted: 03-09-2009 / Last Updated: 08-18-2010
txt7.07Kb1695
Module notes for Murder in Mireford (version v1.35c)
Mireford_v135c.rarMireford_v135c.rar
Submitted: 03-09-2009 / Last Updated: 08-18-2010
rar558.48Kb3318
Compressed module file
Mireford_v135c.modMireford_v135c.mod
Submitted: 03-09-2009 / Last Updated: 08-18-2010
mod6.2Mb1717
Uncompressed module file
SCORE OUT OF 10
9.2
45 votes
View Stats
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SCREENS

Welcome to Mireford


Setting out


Trouble ahead


Welcoming committee


Fireworks


Swordplay





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Comments (30):

1 2 3

Posted by Blatob at on09/14/11
Nice module, with nice story. At the beginning, there are low magic items, but, as the story progresses, items gets much more powerful - even too much powerful for my liking. Also, transition to the island was a nice touch - at that time I already had Roman as a henchman, and I didn't bother with the equipment. We just went in the dungeon without armor and only with basic weapon and some potions. It was fun.

Posted by Bardil at 2011-09-1100:55:23    
Hi ThAnswr -- Thanks for the vote, and nice to know that you enjoyed it. -- Bardil

Posted by ThAnswr at on09/10/11
A really fun and engaging mod. Lots of little quests to support the main quest. All in all, a great mod.

Posted by Bardil at 2011-09-0405:48:54    
Thanks QSW. And thanks to all the players who voted and commented on here. Bardil

Posted by QSW at 09:09:28    Voted8.50
Congratulations Bardil on reaching HoF which is no mean feat this late in the game! Well deserved ;) _________________________ QSW -NWVault Reviewers Forum

Posted by Bardil at 2011-07-1202:40:07    
Hi Neilium, Thanks for finding that and for coming here to let me know. I'll sort it out. Bardil

Posted by Neilium at on07/11/11
Hi Bardil! :) I just re-played your revised version of "MiM", and loved it! It's been over 2 years since I last played, but this time it was even better and I enjoyed it even more! Thanks again, and now I'm off to start Part 2! :) .................................. Note to fellow players: If you want to continue your character and hench into part2, make sure to install the RAR version of "The Amergilus Legacy" without the underscores. Hope this helps! :) .....................................

Posted by Bardil at 2011-04-1307:54:01    
Dags, Many thanks for the vote and the comments. Your coming back and leaving detailed comments is very useful and very much appreciated. Thanks for taking the time to do this. Glad you enjoyed the module. Bardil

Posted by Dags at on04/12/11
This is a good, well made adventure mod that is worth checking out, especially if you like a good dungeon. I didn't encounter any bugs and found combat balance pretty good (I could imagine some early encounters being rough with a spell-caster, though). I would call this more of a role-play light, as there isn't really much role-playing involved. But there are two wonderful dungeons that help the mod tremendously. I'm also part way into the sequel, and it is definitely superior to this already-good mod. slight spoilers: strengths: as I say above, the two central dungeons are really, really well made. There are some clever puzzles in them, and the encounters are not monotonous. One even has a story that you uncover as you explore it (the mark of the best sort of dungeon, in my opinion). The mod also has a couple of nice cut-scenes that work well. I like the use of multiple henchmen who have their own motives. These henches aren't super-fleshed out, but given that I see this as essentially a hack-and-slash adventure mod, they're a step above a lot of henches in this type of mod. There are some good combat sequences as well. It's also very good that there is a transport system of sorts, because back-tracking here would have been a real problem. I also really liked the sun-dial puzzle! weaknesses: the above-ground areas are a good bit less compelling than the dungeons. Part of the problem here is that the plot is pretty straight-forward and will be familiar to players of RPGs (avenging parent/foster parent, finding mystical items, rescue captured villagers etc). For me, that meant that when I was first arriving in the town and exploring the forest etc, I didn't have a huge motivation to continue. I did plug through, and I'm glad I did, because as I say, the dungeons are great. I'm sympathetic, since I'm sure it's tough to come up with a plot that hasn't been done quite a lot. I would think one way around this, without changing the plot, would have been to create unusual/interesting npc's in the town area. Just something to catch the player a little off-guard and spark interest. A mystery is also a great way to pull players in even if the concept is generic, and that's probably the spot where the mod takes least advantage of the central plot (the murder of the pc's foster father). One last way I can think of to engage players early is a strong villain, which also isn't here. Side-quests here were also rare and not original-- and that is an okay approach, it's just that doing that puts a lot of burden on the main quest to hold interest (and should free up more developments in the main quest), which was a problem here. Overall, again, a well-made and generally fun mod, and I am already enjoying the sequel. Thanks for your hard work Bardil!

Posted by Bardil at 2011-03-0505:51:04    
jml -- Thanks for pointing that out. A locked door to stop players wandering into the lower levels before talking to Dugee would probably be the easiest solution. I'll take a look at that when I have a few moments. -- Bardil

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