Interactive roleplaying, supports different pc types and alignments.
Patch
1.06
Description
READ 'NOTES' SECTION BELOW BEFORE YOU PLAY.
I have updated the module to improve terrain detail.
The starting story of this module is the player volunteers to go on a trip to Flinrock Island to find a friend's missing niece. Read the module description for more details.
NOTES
There is a limit of ONE COMPANION at a time, they can be switched via the PARTY ROSTER. The party roster button is available in the same menu as the SPELLS and INVENTORY buttons. Once a companion joins your party, and you select another companion... the original companion can be added via the party roster. Keeping one companion in the party for most of the key events in the module, will result in a different end dialogue.
The module was designed to be played with a companion, you will miss out on some important dialogue without them.
If you want more challenge in combat, you can play a level 4 character. Level 6 will be an easier challenge.
You will probably end up level 6 in this adventure.
This is my first module, and it was based on a pnp adventure I designed back in 2003, including the characters names etc. I hope you enjoy.
The Good: The mod was completely stable and bugless (gameplay-wise) with patch 1.6, although there were some minor graphical glitches. All social skills except for Taunt get some use, but there are particularly many Bluff options. Crafting is mostly supported - a welcome rarity. Also, a Sleight of Hand check - that was a (welcome) first! There are traps and locks as well. The PC's race gets recognized and acknowledged in a couple of places, which is also neat. I wonder if there were perhaps some special options for dwarfs, as the adventure takes place in a dwarf community. Combat was agreeably challenging on the highest difficulty, but nothing memorable. I really liked "visiting the house and then answering questions about the things you have seen there" quest - a very neat implementation, which, unfortunately wasn't used to good effect. It also seems to me that some books that you find in the mod were written by the author, which is a very nice touch, if true. The Bad: Now, for the less satisfying things. In contrast to many NwN2 mods, where dialog was either merely functional or perhaps added a bit of flavor, this adventure has a lot of dialog (which I generally prefer in RPGs). Unfortunately, the amount of it makes roughness and mistakes impossible to overlook. They start out just as distractions, but towards the end the polish goes out of the window and things get really awkward. A proof-reader was sorely needed for this. Also, while I applaud in principle the attempts to include non-combat tasks, they are all very thinly disguised fed-ex quests and get tedious sooner rather than later. My particular pet peeve - an "investigation" which serves as an excuse for a rigid sequence of fed-ex. It is possible to include a very satisfying investigation in a CRPG (see investigation of Richard Wright's death in Fallout 2)! This module even features a neat "visit and report" mechanic that would have fit nicely into such, but it isn't adequately used. Nor does the story account for all alignments, because you are looking for a friend's niece in the face of ridiculous odds. No matter how nasty you can be in the side-quests (which dry-up half-way through anyway), this doesn't fit evilish characters. I wish that a bounty-hunter motive - money/reputation and a debt of honor were introduced as alternative motivations. The module is also visually bland, although it is not such a big deal for me. All in all I like the things the author is trying to do, but am disappointed by implementation. There is clearly a potential there, but also need for improvement. Of course, it is one of the earliest NwN2 mods, produced despite great toolset difficulties and in a short amount of time, this has to be taken into account.
Posted by Excellentium at on03/31/08
Character: Lvl 2/2 Fighter/Rogue, evil male... This module had a great length with it. I was a bit surprised actually, since I thought it would end a lot quicker. I thought the (MINOR SPOILER) thief guild would be the last opponent... The length of it doesn't cover for the rather guided story. I was playing bad guy, and I ended up saving the whole island from it's certain destruction. It didn't fit my character so to speak. Maybe there was a more evil end for thsi story as well, and I managed to miss it by making wrong decisions somewhere (and if it was I apologize), but I was lacking in evil options... The areas are a bit dull. They are said to be improved, and if they are, I would be a bit disappointed. I know it takes a great deal of time building nice areas, but it's worth the effort. The mood and the area design is what's keeping the eye from seeing something as boring... I hope I don't sound too harsh, because I did played it through, and I had fun along the way. It's a good module and a decent story, but with more details I think it would shine a little brighter... Thank you very much for this contribution! _________________________ "That is not dead which can eternal lie and with strange aeons even death may die". - Necronomicon by Abdul Alhazrad
Posted by thibbledorf26 at 2008-03-2004:32:16
Thanks gonlaz, eric and The Naq for giving an old, dusty module a try. Glad you enjoyed it. _________________________ male members of tall races should never mess with a dwarf with a spiked helmet.
Posted by gonlaz at on03/18/08
I really enjoyed this module; I liked the main character, the main storyline; I found the back and forth with going to the halls so much a bit tedious but the storyline with the main enemy was solid. This was a good few hours worth of game time; thanks for the work, dude!
Posted by ericdoman at on03/13/08
Again a first time mod builder BUT having played the game, great potential. Tha author has made an effort to introduce some roleplaying possibilities, player companion interaction, wel though out combats and a decent storyline. Actually the end part I thought was VG. OK roleplaying was easy but another thing that got me was convos with NPCS where a diplomacy etc check was made, the results were hidden. That is normally in chat bar you,d see diplomacy roll is 10 + 8 = 18 vs dc of 20, failed (or something like that), in this mod this wasn't the case. During convos with Liege and Dwf King, maybe it would have been an idea to be transported immediately to each. It was a bit of a drag, to run a fair distance back and forth, and to be perfectly honest my enthusiasm for the game dropped quite a bit and you may have lost a few points here and there. Anyway to me the effort put in leads me to believe that you can build a mod that will be HOF
Posted by TheNaq at on11/14/07
Fine mod, great job on the rp, I want more !!! _________________________ Ooooppppsss, I've mistaken your pocket and mine, no big deal, buddy... Hey, man, could you stop punching me when I'm talking to you ? Ooooch !
Posted by slobberknocker at on08/13/07
Sparse landscape, dry dialogue and a decent story. Not bad, not great.
Posted by Lariam at on08/03/07
I'll raise my vote a bit, thanks to the (what I'm willing to believe are) improvements in the area design. I mean, I haven't actually replayed the mod, but I feel confident I can safely raise my vote a bit regardless of that. Still *very good*! Cheers, Lariam _________________________ Forgotten Realms Weave
Posted by Aredhel371 at on08/03/07
I really did like this mod, especially because it's focussing on a dwarven community! Yes, there are some flaws concerning area design, but then again.. Would have enjoyed though to smell a little more of this "breeze of a romance" between my PC and that cute henchwoman ;-) (Up to now there seems to be not a single mod making use of the influence parameter, NWN2 is offering us, which really is a pity!) _________________________ Aka Gront0307 - because of a second adress..;-)
Posted by gomer at on07/31/07
Played through this and didn't find any significant problems. The very large areas were both welcome and boring. Liked it enough to want to encourage you to continue building stuff like this. It was fun, and what more can one ask? Extra quarter point for being an early mod, though you probably deserve more. I believe that your next effort will knock our socks off.
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