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NWN2 ENGLISH MODULES

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Name  Escape from Maddocks island
Author  Mr__Damage
Submitted / Updated  01-21-2007 / 01-25-2007
Category  Single Player
Module Types  
Scope  Medium
Content  Everyone
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  12
LevelMax  15
Gameplay Hours  01
Patch  1.00
Description
Since the great wars of the old order of men many years ago, there is great peace, but bastions of the old ways still remain in iscolated pockets scattered about the realms. Drifting alone in a rowboat in the middle of the ocean after the merchant ship you were travelling on sank at the hands of a black warship, death seems a certainty, untill a strange unchartered island appears out of the oceans mists. What is the secret to Maddocks island?, can you escape its grasp?

//A story driven adventure for 12-15 levels. Introductory monologue has an option for levelup to 12 or 15, and a shop to get new character's ready for the mod.
This module was inspired by the PW Mystara. Not compatible with 'Outsider' at this time. (Playing Outsider will cause a bug)

Files

NameTypeSizeDownloads
Escape_from_Maddocks_island.rarEscape_from_Maddocks_island.rar
Submitted: 01-21-2007 / Last Updated: 01-25-2007
rar9.8Mb2744
Escape from Maddocks island v3.
SCORE OUT OF 10
6.06
32 votes
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Comments (30):

1 2 3

Posted by Ancaruin at on10/07/07
I enjoyed playing this mod, reminded me of the "The Most Dangerous Game" _________________________ "Some have to dance, some have to kill" - My Life with the Thrill Kill Kult

Posted by Vahle001 at on09/09/07
Some very good things is this module, in particular the first escape from the prison and the dialogs with the autistic guy. The story is quite good too. I also like the level range (getting quite bored playing low level mods). Now for the lowlights, I would mention the following points: 1) Too many repetitive fights. 2) A lack of resting areas, which makes the mod nearly impossible for spell casters I guess (I was playing a fighter). 3) Too many powerful foes. In particular the indoor skeletons are DEFINITIVELY owerpowered. The outdoor skeletons near the docks are much more balanced for lvl 12/13 characters. 4) You can't manage directly the githyanki, which is OK, but you can't manage his equipment too. Maybe there is a way to give him a sword and a few key items, but I didn't find it. As a consequence, I asked him to leave as soon as I recovered my equipment. 5) If you go directly to the barracks instead of talking to the guy in the main house, you are directly sent to prison without a word of explanations. Quite frustrating. 6) After finding the boat, you have to return to the prison and to face again tens of undead, including the owerpowered skeletons already mentioned. It is very tedious and uninteresting. To conclude, I think this mod has some qualities but it needs more polishing to be fully enjoyable.

Posted by solracd at 2007-08-2820:59:27    
So why would this be single player only? Could it multiplay and what would you rate the level for 1-4 players?

Posted by Aredhel371 at on07/17/07
Although I can agree with fardoch77 concerning the extreme bad balancing of enemies (same with me: 4 XP on the one hand, about 300 XP for the skeletons on the other, and finally I couldn't save my Gith-companion any more, helas..) I think this mod has more than only "some" merits (atmosphere, storytelling etc). Unfortunately it isn't possible here to evaluate the different aspects like in the reviews. So in the end I come up with a 7.. ;-) _________________________ Aka Gront0307 - because of a second adress..;-)

Posted by fardoche77 at on06/18/07
4 - Some Merit, Requires Improvements Played with a 13th level paladin. Some fights were way too easy, all enemies and even bosses were worth 4xp. THEN, the skeletons kicked in. Even with an AC of 35 I was overmatched all the time. A single skeleton (+- 300xp) was almost more powerful than the end boss (still just worth 4xp). And there were three skeletons at a time... Add the resting restriction and this makes a very frustrating experience. At the end, nothing happened, I gave the charts to the captain, had a little conversation... and nothing. No journal entry, no xp, no message... so I just quit.

Posted by jjc at on04/29/07
I'm giving this a high mark because it's the only mid-upper module available with any storyline right now. I also enjoyed playing it and found a good mix of some easy battles and some challenging ones. I like the fact that in the beginning you have to fight to get your gear back.

Posted by Andros at on04/10/07
A good module. I enjoyed playing it with a level 12 rogue. _________________________ Imagination is more important than knowledge...

Posted by PaulBlay at 2007-03-3104:35:36    
Module description text (in game): iscolated -> isolated untill -> until I wonder if "Maddocks island" itself should be "Maddock's island" ? Waking up in jail cell: Is it possible to have just the text displayed rather than a "1. [text]" "1. [text]" "1. [text]" style of dialogue ? "beckon you forward" -> "beckons you forward" I don't know about everybody else but I didn't _have_ a level 12-15 character. I know there are trainers but it's still a bit of a fiddle [levelling up, choosing skills] X 12 maybe include an optional starting character? Any progress on the Outsider 2D Texture Missing bug? No score for now because I haven't played past the Outsider bug.

Posted by brynsublime at on03/20/07
This is the absolute best module I have played so far. It's the only one I have bothered to take notes on some "fixes" because I thought it was so great... it just needed a few small tweaks. The story is great, the maps and the cut scenes are beautiful. Overall I am just so happy that someone finally made a great mod!!! OK, here's just a few suggestions I have: 1. The load screens, I believe, are set to "random". It would be much better if they were specific to the area. 2. The gith was the only character I was able to add as a henchman (I wanted the drow, but he wouldn't have anything to do with me.) I think the story would be better if you could add them as companions instead of henchmen, and give all the characters in your cell block names... not just "drow" or "gith" or "commoner". 3. Name the "new area transition". 4. Perhaps get someone to edit the conversations for grammatical errors. This was the most bothersome point to me (sorry, I'm an anal English major!). Just a few of the mistakes I noticed: "should of" should be "should've"; "everybodies" should be "everybody's"; "sea's" should be "seas"; "mens" should be "men's"; and issues with "your" vs "you're"... mostly contraction and possesive problems. Anyway, as is, I rated a 9.50, because, like I said, this is the best mod I have yet played. I would give it a perfect 10 if the issues above were addressed, most particularly the load screens and the grammar. Thank you so much for making such a great mod, I enjoyed playing it very much!

Posted by ddbrenne at on03/04/07
I really enjoyed playing this. I was a level 15 magic user and I brought the Gith along. A very engaging romp with a lot of challenges. I love to put myself to the test and starting with nothing really gives a player a feeling of dispare. The battles were well balanced and the story was cool with the cutscenes that showed what was going on where my character was not. I was very motivated to get the h@## off that island for sure! Suggestions have an export character reminder before taking us off to the credits add an ending cutscene where you see the boat going away with players on it And for my own selfish purpose let me talk to Cyril more at the end. I love that guy :)

1 2 3

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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

 
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