moors and old keep with Forgotten Realms references
Gameplay Length
approx 3 hours. Battle in the moors and old wizard keep
Language
English
Level Range
start at 3 and end approx 7 or 8
Races
any
Tricks & Traps
Heavy
Roleplay
Light
Hack & Slash
Heavy
Classes
any
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
07
Max # Players
01
Min # Players
01
Min Character Level
03
Content Rating
Teen
Alignments
any
Gameplay Hours
03
Description
Undead have been spotted in the moors below the tobacco farming community of Tinder Box. The township's local knight has decided to investigate these sightings. Strangely enough he hasn't returned in almost a week's time. The locals are starting to worry and they may ask you for help. Equip 2 henchers to join you in your quest
Thanks xxanonymousxx for posting and I sure do appreciate the encouraging comments. I'm sorry that the castle exterior pathway and the sand crossover tileset are so tricky to maneuver about with henchers. I just loved the feel of the characters descending into the moors and I liked the way those tilesets looked in the moors area. It seems there is still some interest in players wanting to play NWN1 modules so I'll continue to work on other ideas. Getting feedback from community members keeps me fired up! Thanks again for taking the time to post.
Posted by xxxanonymousxxx at on04/07/12
I'd like to echo the comments about the moors getting henchmen and summons stuck. I found my cleric soloing most of the time, which was an annoyance, but nothing that broke the game. It's really a shame about the community here, as I feel this mod should have more than just 22 downloads after 2 months. It feels to a new builder like we are "late to the party" so to speak. Anyway don't let it be discouraging. It's always nice to see a completed and polished mod, as there have been some real turds released lately. Great effort, and hope you keep at it.
Posted by Decedion at 2012-03-2919:03:41
Thanks gadflybite for playing "Lich" and posting. Your encouraging comments keep me inspired to organize new ideas and perhaps create another 'modulette' by the 2012 holiday season. I hadn't thought of a sequel when I authored "Lich." It was meant at first for just a couple of pen and paper DnD cronies who owned the NWN game to mess around with. Then I thought what the heck, maybe I'll look into how to get the mod out there and thats when I rememberd the NWN Vault. Thanks too for the links to the script generators. Lilac Soul's especially. That will definitley help me out in the future. Thanks again for taking time to post!
Posted by Decedion at 2012-02-1205:22:14
Thanks Mr Zork for posting Wow! a PC mage and just Byron? AND with my Copper Kettle store potion inventory oversight( my mistake and I will fix that promptly). I am impressed! I playtested as a spellcaster but had Drunken and Beljorn with me and I struggled mightedly at the end. Each comment you made I do agree with. I struggled with autosave script til I finally got it to just save once when the PC entered. I am a newb scriptor and if you or anyone know of a tutorial thread to help me, I'd be grateful! I've also been the victim of the hencher "excuse me..pardon me.." then BAM! In the knights quarters. I'll update those nasty triggers. As far as Ibus' lab being locked til you're introduced to Everitt..I just wanted you to meet him first and realize he could be an option for your PC. I thought about Byron's level(7) being a bit much so I may drop him down and give him a ranged weapon dialog script too. Thanks for pointing out barkeeps conversation links. I'll link those to the next variable. On Bud and Quints I'm not sure how to get them to start Merill's conversation. Any help is always appreciated. Thank you again for taking the time to critique and post.
Posted by MrZork at on02/11/12
Oops - forgot to vote. This module was fun. Especially as a first effort, it's a good sign of things to come. Thanks and I hope to see more of your work.
Posted by MrZork at on02/11/12
Had fun playing this module. Not a long module, but with some good challenges and new monsters, with a plot that was simple but more than enough to keep it coherent. * SPOILERS * The last battle was tough, and took me a few tries, particularly since I had only Byron as my henchman and he kept wanting to use his piercing weapons. Once I got him wearing the Robes of Cold Resistance and duel-wielding the Storm Club and the Mace of Disruption, he was able to wear down the Skull King, though it did use up most of the resurrections and heals. BTW, after the Lackey mentioned that he had dropped the phylactery down the drain, I went back outside the keep to search to see if it was there somewhere. D'oh! Anyway, a fun romp. I had just taken a test character through the OC's prelude and was looking for a module where I could play him as a third level character and try a new mod at the same time. This fit the bill nicely. :) FWIW, I have a couple comments/suggestions that might be of interest if you are doing any revisions on the module. Just minor things I noticed that might benefit from a little polishing. * At the beginning, it's possible to script things so that clicking on either Quint or Bud starts the convo with Merril. They are part of that convo, so it's fine to do that and that way they aren't passive until you click on him. * It's impossible to restart the information convo with the barkeep if you say, "I guess that's it then", even if you just intended to mean you had no more questions about the Protector and you still wanted to ask about the wizard keep. Not that the barkeep has that much to say, but the player doesn't know that and all he can do is get the barkeep to open up the store after that. * The barkeep sells several (4?) potions of Heal, but they are stacked, so you can only buy them all at once (making that the most expensive item he has). Same with Barkskin, but those aren't so expensive. * The 7th level henchmen for a 3rd level (starting) PC might be a little high. For instance, it didn't take long to realize that nothing I encountered early on could even hit Byron's high AC, so I could stay back and plink away while he played tank. * After talking to the Byron and Drunken (and deciding I would just recruit the rogue to handle traps/locks), my wizard character didn't talk to the mage henchman in the bar because it didn't seem likely that having two arcane casters would be that helpful. Because of that, I almost didn't figure out how to open the door to mage shop, and didn't even know there was one in the module until the very end. Not being interested in a mage henchman may be pretty common even when the PC himself isn't an arcane caster, because the game's AI is notoriously bad at running NPC caster allies. Not such a big deal, but it might be nice if the mage shop were unlocked without talking to the apprentice. Since the eyeball familiar runs the shop anyway, the henchman isn't needed there. And, the eyeball could mention the apprentice, just to let the player know there is a casting henchman available. * Traps in the Protector's Quarters are so close to the door that if you enter with henchmen, one of them is likely to trigger the trap and get you killed (especially since that is the first mission, probably taken at 3rd level). Maybe if the first trap was a little farther from the door... * The autosaves trigger every time certain maps are entered, including when they are entered by loading one of the autosaved games in that area, which is disconcerting. It's probably better to have them trigger just once per area. Also, IMO, the most useful autosaves are the ones that trigger a little (maybe a few seconds) before entering an area in which a tough battle 1) immediately starts or 2) will start before there is any chance to leave the area. That way, a player can reload and choose not to enter that area and instead do something else to get ready for the battle (buff, recruit another henchmen, buy some healing potions, etc.).
Posted by Decedion at 2012-02-1116:14:33
Thanks for the encouragement V.R. You're exactly right on the story aspect. I was so interested in creating a visual feel with effect scripts that I did feel I left the story a little short. My next mod will be given more attention to the writing and role playing aspect.
Posted by VitalRemains at on02/11/12
This is a great start for your projects. I would like to see more depth in terms of story but I do understand this is mainly a hack and slash. I am looking forward to some more work from you! _________________________ A returning builder of five years. Keep an eye on me if you miss richly built .MODs.
Posted by Neilium at 09:41:05 Voted8.50
My pleasure! :) I had several hours of fun and look forward to your next project!
Posted by Decedion at 2012-02-1023:14:21
Thanks for the post Neilium. You brought to my attention that if your henchers were dead, and you stood alone victorius, you would be stuck on the roof. LOL I will update and fix this scenario. Thanks for being patient! And thanks for the feedback!