The Mayors daughter has been kidnapped, is it a simple snatch and grab, or a lead into a much darker plot. You have been selected by the Mayor to undergo the search for his missing daughter and bring the man responsible to justice. But things are much more complicated then they seem and you will be swept up into a much deeper plot that brings dire consequences for failure upon you and the people of Southern Foulga.
Adjusted the damage reduction on the minion on the second floor. He had some default damage reduction that I didn't notice my first play through.
Updated 1.1:
Fixed every error I could find including the rug bug, Ghost key explot, and the non usable placeables bug. Waiting on any further bug reports to roll in before calling this one finished.
Also added cameras for succesfull dc checks on spot and listen to show you what the text explains, also adjusted the difficulty of the checks to be more in line with 1st and 2nd level stats.
Updated 1.2:
Added final scene in the villiage and an ending cutscene to properly wrap up this chapter of the story.
Updated 1.3
1. Changed the way the handling of the plot item at the end of the mission is given so it no longer depends on last killer.
2. Also fixed what grammar errors I could find.
3. I also was able to fix the random crashing of the Merchant. This was a weird bug caused by a couple crashes of my tool set and required a complete export of my levels assets and replacing into a new module.
4. Also the Mayor now follows the player correctly. Overall I think the weird bugs should be gone now.
5. Adjusted difficulty to be more in line with level one players.
Updated 1.4:
1. Fixed the Mayor bug, wish I would have caught it sooner but lessoned learned today? Never use GetLastKiller(); ever again.
The background interaction was good. Its nice to see skill checks used. While Fun, The story seemed short, and had a bunch of logic holes in it. Why did the lich "wannabe" steal the mayor's daughter, when he could have just used the heart of one of the treasure seekers? Why does the merchant state she's dead in the beginning conversation. When you start the mod? Kind of ruins the "lady in distress" plot. Still it was fun. BTW- The spiders open doors, While the Wraith can't?
Posted by msnevil1 at on06/14/07
The background interaction was good. Its nice to see skill checks used. While Fun, The story seemed short, and had a bunch of logic holes in it. Why did the lich "wannabe" steal the mayor's daughter, when he could have just used the heart of one of the treasure seekers? Why does the merchant state she's dead in the beginning conversation. When you start the mod? Kind of ruins the "lady in distress" plot. Still it was fun. BTW- The spiders open doors, While the Wraith can't?
Posted by PsychotropicDog at on06/10/07
Worth playing but does feel incomplete. If a sequel comes out I will play it again.
Posted by Piotyr at on05/16/07
This module was well made yet I did not quite find it fun, the fact that you were just thrown into the quest having to ask the two strangers with you what was going on as well as the fact that both of them didn't seem to like you at all and out right insulted you sometimes were a bad idea i my opinion. The one that came with you was quite annoying to due to his accent and just didn't seem to have a likeable or even well developed personality. I liked the door checks but really it didn't end up needed as I was going to burst in there sword a blazin anyway, maybe if they were used to avoid combat or listen in on conversations? Anyway I played this till the burning village where a bug halted my gameplay (At least I think it was a bug, otherwise I had no idea how to continue because I killed every enemy). In the end the builder did very well a making the module he just has to work at putting his skills to good use. _________________________ I got a signature! Woooooooo!
Posted by DaveFritz at 2007-04-1110:29:32
I managed the mayor's quest by using the trick mentioned below, leaving my hench back with the other guy, AND killing all the undead BEFORE talking to the mayor. If you do it that way, the conversation option to finish shows up. Also, if you talk to your hench after he joins, there is no option to continue on. You have to tell him to wait for you there, but he ignores that and comes along anyway. Cheers, Dave Fritz
Posted by StevenACarder at on04/10/07
I liked the use of traps. It is something I tend to overlook, so the hint from the NPC was helpful. We had to go back outside and purchase traps for the big spider. It might be nice if the NPC had some with him already. How did that really big spider learn to use doorknobs? The first time we fought the spiders from the side cave, my PC hit the smaller spider with a ranged weapon from just inside the door, then ran back into the room. The smaller spider followed, with the big one coming behind. Once the smaller spider was through the door, then NPC shut the door. The plan was to catch the smaller spider in a ranged weapon crossfire. This was working well until the big spider opened the door and nailed the NPC. I don't know what you can do with the spider's AI, but I don't think it should know how to open doors. Bashing a door makes sense, but then we should have some warning that the big spider is coming. The conviently placed holy trap kit was very useful for the axe-wielding undead. He seemed way to powerful for us otherwise. There was just one minion in the large room right after the telepathic conversation. The room was long enough that he died from our range weapons before getting close enough to engage in melee combat. I was expecting the one lone guard to be more formidable. BTW, by ranged weapons I mean a shortbow for the NPC and Eldrich Spear for my Warlock PC. The mayor's daughter's fate caught me by surprise and made a very interesting twist to the story.
Posted by thudson at on03/19/07
Aargh, vault downtime just wiped my long set of notes. Good start, but the mayor can't count, and that's a showstopper bug for me, so low rating for now. Having the end-of-module-trigger-item lying on the ground is also a bit disappointing for a module marked "final". Notes from my playthrough of 1.4: Nice skill use on entering the castle, approaching doors. Castle main floor has no name for the area. Statue is named "Trunk", has no explanation for why there's a mediocre weapon stashed in it. Bloody journal misspelling: "come" should be "some". Container is named "CityMCabinetLiquor". Potion of Heal seems really overpowered for this game. After listening at the door, can't then also inspect it with spot, which is unexpected. No respawn penalty is, in this case, good, since the combat is way overpowered for my first level rogue. Second floor: the apparation's quest doesn't show in the journal. First door instructions are odd: "Maybe you should inspect", but then gives me the choice of inspecting or listening. Failure message is really annoying too, telling me that there's bad lighting when there are 3 light sources in the tile + I'm wearing the magic light ring. The dead warrior appears to not be undead, since I can stealth around him and sneak attack him. But he can easily oneshot a first-level character with that axe. Area layout is awkward, much less believable than the main floor. Playing as a human, the door's response to "What do you want from her" is a runon sentence that needs editing. Minion is, like dead warrior, apparently not undead, since I can sneak all around it. Third floor: entry stairs are sloped the wrong way. Loot in bedroom seems random. Misspellings: "beggining", "Tavel back". It'd be nice to have a description if we examine Aria after the reanimation. In town: Kaeso says "wan't", says "Go git him ya mule" which makes no sense to me and is probably an awkward attempt to use dialect? Monster design is nice, but the journal isn't used to count undead, and the mayor still can't count.
Posted by PaulBlay at on03/16/07
-> Teamat I had the same problem. I wonder if the wrong key is on the apparition? Having pissed off and killed it I can't do the quest without restarting. It just isn't that impressive a module for me to do that. This is going to be a six from me. Richer dialogue and a bit more care on the details and it would have got at least one point more.
Posted by PaulBlay at on03/16/07
How about a non-rogue starting companion for people who play rogues ?
Posted by teamat at 2007-03-1419:45:09
Since no one else had this problem (or posted about it) I feel kind of stupid asking. I cannot get the door to open going to the third floor of the castle. It is a locked door that needs a specific key. I found a key after dispatching the apparition but obviously this is not the correct key since I still cannot get the door to open. I have roamed the first two floors with no luck. Am I missing something easy??
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone