A module designed specifically for solo play. `The Dweller in the Darkness - a name for a thing which has never been seen nor heard, but leaves behind an aftermath of grisly slaughter and horror. It attacks in the night - always in the night. The bodies- or what`s left of them - have been torn limb from limb and scattered about. Sometimes you can find marks where they have been clawed or gnawed, and parts of the body are missing, particularly the liver. Its mystery gives it a special dread, for the unknown is the most menacing.`
Overall an enjoyable little module. Very simple by today's standards but nonethless good fun for a player with half an hour or so to spare.
Posted by Sir_Rigel at on09/14/04
I liked the story (*way* more linear than I usually like though.) More dialogue choices would have been nice... It was nice to see a well thought-out horror mod. Too many people put a bunch of zombies in a non-sensical dungeon and call it horror. Kudos for having a good backstory! I played with a Wiz1 (oops! Didn't read that it was for lvl 2-3) so the final fight was **HARD**! After many reloads I finally got through. No real bugs/scripting errors, good work! I refuse to play though a mod with errors and I made it through yours just fine. I agree with the other comments about the ending... After having so much story and dialogue, I felt a little cheated that there was no resolution. If you make another mod, I will play it! Thanks for the hard work!
Posted by Carlo at on08/06/04
A module that's small in scope and simple in design that uses NPCs and other mood-setting devices very well. Take it for what it is and it's well worth playing.
Posted by Carlo at on08/06/04
Picked this as the logical start to a Huntoon module campaign (lowest level available). It works from a roleplay perspective that way, give your PC a reason to be wandering into an unknown village and it's a nice beginning. Simple design and small in scope, yet effective in use of NPCs to set the scene and influence the player's mood. It's an intelligently written module, particularly in terms of dialog, which is well characterized. For what it's designed to be, it's well worth playing. One caveat, I thought it was hard on a non-combat optimized level 3 PC (FTR 1/ROG 2 geared toward roleplay--I know, I know, but I like to RP single-player as well); it required many reloads on two fights.
Posted by Robbbb at 2004-07-1623:09:00
I like this mod alot. I thought the scipting was creative, and the story line was well developed. peace
Posted by Robbbb at 2004-07-1623:09:00
I like this mod alot. I thought the scipting was creative, and the story line was well developed. peace
Posted by valn at on05/22/04
Overall, I had a great time. I enjoyed the story and I thought it was pretty original. It had a good, creepy atmosphere. I somewhat agree with the comments about the dialogues usually only containing one option. But I can also understand it from your point of view. Perhaps making it more vague, as Fermat has suggested, would do the trick. I finished "The Valley of Death" last night (which I will comment on its own page). I prefered "Dweller" though. I intend to play through your other modules, with the Caverns of Questor being being next. ** SPOILERS ** Comments (in vague chronological order): The Intro, arriving at the village, finding all the doors securely locked, really helped set the mood for me. As did running to the graveyard for shelter for the night. The carrion crows were more annoying that dangerous (as I presume they were meant to be ;) There are many times when I wished Agni would have had more to say. In the scene where some of the villagers are confronting the witch, I accidentally got out of the dialogue menu. After that, there was no way to continue with the conversation (that I could find), but to reload. No problems for me, since I had saved just after entering the area :) The lack of journal update surprised me at first, but it then reminded me of all those computer games for which I would take pages and pages of notes. In this case, it wasn't necessary, so I thought it was an interesting feature. Having the villain's lair at the bottom of the well was a clever idea. In my first game, Agni died in the lair. I decided to continue without him. But I couldn't survive the fight against the possessed NPC without the henchmen. After several frustrating attempts (with different strategies), I decided to return to an earlier save and return to that fight with Agni. Hmm, speaking of Agni, I was surprised to see a 3rd-level character with two magic weapons such as these! Seems to be a little too much, but that's only my opinion and in this case, don't mind this one too much!! ;) I LOVED having to run after the Mask (which was after all, the real villain!) and having to defeat it. That fight however was actually easier for me, than the previous one. "Endure Elements" is always a good idea in fights against an arcane spellcaster :) I also agree with some of the others that the ending was a bit abrupt. A "Hero's Welcome" or just the possibility to talk to some of the villagers would have been nice. I laughed out loud when, thinking back on the adventure I just had, I realized that with all the healing potions I guzzled down, the healing kits I patched on myself and the scrolls I penned down and used, I actually spent a lot more money than I made!!! :) But such is the way of the adventurer. And I learned a few tricks (and some XP) along the way. As for a sequel or prequel, I like the idea. I would surely want to play such a module. Oh! I didn't mind the resting restrictions. I honestly didn't even try to rest elsewhere! The fights are distant enough that you can just go back to either place without too much inconvenience. That pretty much sums it up. Thank you Chris for all the time you put into this. It was well appreciated! I will comment on your other modules as I play them. *** END OF SPOILERS ***
Posted by valn at on05/22/04
Hi! Overall, I had a great time. I enjoyed the story and I thought it was pretty original. It had a good, creepy atmosphere. I somewhat agree with the comments about the dialogues usually only containing one option. But I can also understand it from your point of view. Perhaps making it more vague, as Fermat has suggested, would do the trick. I finished "The Valley of Death" last night (which I will comment on its own page). I prefered "Dweller" though. I intend to play through your other modules, with the Caverns of Questor being being next. ** SPOILERS ** Comments (in vague chronological order): The Intro, arriving at the village, finding all the doors securely locked, really helped set the mood for me. As did running to the graveyard for shelter for the night. The carrion crows were more annoying that dangerous (as I presume they were meant to be ;) There are many times when I wished Agni would have had more to say. In the scene where some of the villagers are confronting the witch, I accidentally got out of the dialogue menu. After that, there was no way to continue with the conversation (that I could find), but to reload. No problems for me, since I had saved just after entering the area :) The lack of journal update surprised me at first, but it then reminded me of all those computer games for which I would take pages and pages of notes. In this case, it wasn't necessary, so I thought it was an interesting feature. Having the villain's lair at the bottom of the well was a clever idea. In my first game, Agni died in the lair. I decided to continue without him. But I couldn't survive the fight against the possessed NPC without the henchmen. After several frustrating attempts (with different strategies), I decided to return to an earlier save and return to that fight with Agni. Hmm, speaking of Agni, I was surprised to see a 3rd-level character with two magic weapons such as these! Seems to be a little too much, but that's only my opinion and in this case, don't mind this one too much!! ;) I LOVED having to run after the Mask (which was after all, the real villain!) and having to defeat it. That fight however was actually easier for me, than the previous one. "Endure Elements" is always a good idea in fights against an arcane spellcaster :) I also agree with some of the others that the ending was a bit abrupt. A "Hero's Welcome" or just the possibility to talk to some of the villagers would have been nice. I laughed out loud when, thinking back on the adventure I just had, I realized that with all the healing potions I guzzled down, the healing kits I patched on myself and the scrolls I penned down and used, I actually spent a lot more money than I made!!! :) But such is the way of the adventurer. And I learned a few tricks (and some XP) along the way. As for a sequel or prequel, I like the idea. I would surely want to play such a module. Oh! I didn't mind the resting restrictions. I honestly didn't even try to rest elsewhere! The fights are distant enough that you can just go back to either place without too much inconvenience. That pretty much sums it up. Thank you Chris for all the time you put into this. It was well appreciated! I will comment on your other mods as I play them.