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.
PS: plot item ring was on ground in front of merchants and mayor can not count.
Posted by ra-punzel72 at on03/14/07
Nice ideas of using skills (like on the doors). Poor conversations. Nice design. Too short.
Posted by jonkrus at 2007-03-1111:43:32
Wow, I'm not voting yet, but just the way your module starts turns me off. "Gee, I'm sorry I just loaded the module, Mr. Mean NPC. I'll do better next time, I promise." Perhaps you could develop the back story a bit before having the NPCs call me an idiot.
Posted by keopp at on03/10/07
Seemed to be a captivating storyline with some snags that kept us from fully enjoying it. Spoilers: -Upon starting the game, only the party leader got 200 gold -plot item ring was on ground in front of merchants (forget to remove after testing?) -Fire trap too strong -No experience points given for anyone besides party leader in Apparition axe quest -same problem as mentioned in other comments with Mayor thinking we did not kill all zombies Again, interesting story, just should not be the final version.
Posted by biggsghost at on03/08/07
I really enjoyed this mod, it's a shame it's getting such low scores, but different strokes I guess.. Anywho, this is actually my second time through. I enjoyed it much better now that I was actually able to finish it. I would have given it a near perfect score had there been more dialog choices, and in general a little more to explore. But seeing as how this is just an intro to the story, seems appropriate. Good luck on the next chapter and i look forward to playing it.
Posted by ski2 at on03/06/07
This needs quite a bit of work. It's basically one building and one burned out town to explore. The back story is non-existant -- you need to read the intro here on the vault to know why you're even there for the most part. Flesh out the story and it could be a decent (single) quest.
Posted by dj_doc at on03/06/07
Short and sweet. Can't wait for the next chapter!
Posted by kosmicdaydream at on03/03/07
Quick fun romp. Looking forward to the next chapter. _________________________ I'm currently out of my mind, but feel free to leave a message.
Posted by pfassett at 16:35:20 Voted8.00
Sorry, man valuable lesson learned, never use GetLastKiller() when storing variables. Made the variables assign to a invisible waypoint in the level, ended up being a bit more graceful way to do the counting. I will keep the dialog suggestion in mind when doing the second chapter. Everything will be explained in the next two chapters and hopefully I will find more time to do more dialog choices because ideally I would like to have: 1. Idiot choices (Dialog for people below 9 int) 2. Intelligent choices (Dialog for people above 15 int) 3. Charisma choices (Dialog for good looking fellers) 4. More overall variety. The next couple chapters are exposition both story and character wise so I wan't to give players a chance to really roleplay out of situations. And so on. Thanks again for the input and the generous votes. This module would have been terrible without you guys. Thanks again.
Posted by Andiri at on03/03/07
Nice introductory chapter to what could be a good campaign. The basic storyline is interesting and works well for low-level characters -- none of that "kill the rats in my basement" nonsense. Problems: -- A bug near the end (mayor can't count). -- Conversations are often very abrupt and choices are too limited. Most of them look something like this: "Do something for me." 1. "Ok, whatever you want!" 2. "Hell, no!" There's never a "3. What are you offering?" or a "4. I'll do what I can, but no guarantees." -- You can inspect doors or listen at them. But for some odd reason, you can't do both. -- The game is probably unplayable for wiz/sorc without micromanaging the henchman or bumping the PC to level 3. The balance was okay for my 1st level monk. -- The ending doesn't quite make sense, but perhaps will be explained in later chapters.
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