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- GK1: The Fate of Daggerdale (FOD).
- (for cheatsheet, see bottom of Dungeon Master's Guide)
- *Features*
- ----------
- >15 to 25 hours of gameplay.
- >Over 80 areas to explore.
- >Fully functioning town, with tavern, gambling hall and town idiot.
- >Challenging plot driven story set in the Forgotten Realms, combining hack'n slash with roleplaying aspects and puzzles.
- >Playtested for bugs and gameplay balance.
- >Single player and multiplayer supported (Single Party Only Recommended!)
- >A lot of SOU, HOTU and custom content used.
- >Additional items to help roleplaying and Dungeon Masters.
- (I would not recommend this module to people with low end processors (like 500Mhz) as a couple of the areas have
- a lot of npcs and events though I'd like to hear about how the game runs on lower end systems.)
- Any feedback, please post to the module's message board on nwvault.ign.com.
- *General Information*
- ---------------------
- This module (FOD) is meant for PC levels 4 to 10. It is set in the Forgotten Realms area of Daggerdale.
- FOD supports multiplayer as well as single player and I would recommend a fairly powerful PC to
- play (>800Mhz) as there are some areas with a lot of placeables and scripts.
- There is much combat (Hack n' Slay) and I would suggest starting levels 4-5 for multiplayer, starting levels 4-5 for
- Fighter type class single player, starting levels 7-10 for a magic user type class single player.
- That said, I would like to think that the module has a well worked story to drive the player's
- enthusiasm. There are also some strong aspects of roleplaying, though dont expect intricate dialogue.
- The players will need to complete and puzzle solve many quests to push the plot forward to its conclusion.
- Player Level: Meant for PC's starting at 4th-10th level.
- Single Player: Yes.
- Multiplayerplay: Yes.
- Module Length: Perhaps 15-25+ hours.
- CHEATSHEET/HELP ON QUESTS ETC..: See the The Fate of DaggerdaleDMGuide.txt.
- *Player Information*
- --------------------
- This module mostly uses standard NWN game rules, with the following exceptions:
- 1. Journal
- Check and read your jounal often. The journal is used extensively for quests and also for moving the plot along.
- 2. Sleeping
- You may rent a room in the Broken Dagger Inn and sleep when you want, otherwise you will require a bedroll and a portion
- of food. When resting outside the Broken Dagger Inn you will need to wait 3 minutes real time between rests.
- You will consume one portion of food everytime you rest. The market and the Broken Dagger Inn are two places you can
- buy a bedroll and portions of food for resting.
- 3. Respawn Penalties
- If you decide to respawn after death, you will receive a gold penalty. Gold penaties are 10% of your PC's
- possessed gold, but never more than 10,000gp. There is an XP penalty of 50xp per level. So a 5th level character will
- suffer a 250xp loss. You cannot loose a level respawning though.
- 4. Multiple Henchmen/Multiple Headaches ;-)
- This module implements multiple henchmen, and you may have all the henchmen in the module working for you at one
- time. Multiple henchman support is far from perfect due to NWN-SOU restrictions.
- When you have more than one henchman,the first one you hire is YOUR henchman (primary), the others are
- effectively familiars to YOUR henchman (secondary), even though they mostly behave like YOUR henchman,
- you may need to take a few extra steps to get them to behave..
- i.Talking To Henchmen: If you click on a henchman to talk and the henchman doesnt respond, then
- right-click on the henchman and use the radial 'talk-to' dial for conversation.
- ii. Switching the primary henchman: Interacting with a henchman (like asking to view the henchman's
- inventory) is often enough to make that henchman the primary one. Otherwise you may need to
- 'unhire' the primary henchman and any other henchman with portraits above the one you want as
- primary. Dont worry, unhired Henchmen are cost-free unless hired by someone else.
- iii. If a henchman ever stops following you, just starting a conversation dialogue is enough to get the
- henchman to start following again.
- iv. Secondary henchmen will not drink potions given by you directly.
- v. When a primary henchman has been turned to stone, the other henchmen will become disconnected.
- You should go back and get the temple healer to purge the spell ASAP if you are fighting a battle.
- If they are disconnected and die, they will die permantly. If the primary henchman dies while
- petrified and the secondaries live on, they will need to be rehired at the initial cost.
- 5. Talking to NPC's and Objects
- Once in a while an NPC and even an object will expect you to converse through the 'Talk' bar, rather than a
- conversation dialogue, as you would to another player, typing in your message. The Blackjack dealer is an
- example of this.
- 6. 'Stone Of Recall'
- There is a 'Stone of Recall' type item you can purchase from the temple, it is limited to 5 charges before it
- runs out of magic.
- Note: Any NPC's rescued by the PC do not teleport with the party, this would make it to easy to rescue them!
- 7. Emote Wand
- There is an emote wand you will find in your inventory, this will allow your PC to peform various actions to
- help roleplaying. Just use the wand like a stone of recall and a conversation dialogue will come up where you
- can choose your character's emote.
- 8. Ring of Lore
- Players now start with a magical ring which will allow them to identify many of the non-magical
- (and some magical) custom items in the game they encounter. This was added because of players complaining about
- some of the non-magical items requiring too much Lore skill to identify.
- 9. Multiplayer Support and Divine Pool
- This module has been designed to support multiplayer/multiparty play without a DM. There is a divine pool like
- in the NWN Official Campaign, located in the temple where plot items are left by players exiting from the game
- server.
- Note: Single party play is recommended to finish the module, although multiparty play may work.
- 10.Tips on Gaining More Treasure and XP
- If you find that you need more treasure or XP to continue, try exploring other areas of the game. There are a
- few side quests/tasks besides the plot ones you can undertake for extra gold and XP, and there are areas you
- can explore for extra treasure. A few areas may repopulate after they have been cleared.
- Note: Merchants have a small amount of Appraise skill, so taking a few skill points in Appraise may help bartering.
- 11. Crafting & Spellcrafting
- Unfortunately there are no crafting or spellcrafting opportunities available in this module. I was unable to
- merge the Bioware scripting changes for these feats with my custom scripts in a satisfactory way.
- *Starting Plot*
- ---------------
- Dangerous Times
- The relative peace of Daggerdale has been shattered once again by the foes of the Dalesfolk. Apparently the olde
- enemy, The Zhentarim are behind humanoid attacks occuring around Daggerdale and its surrounding lands.
- The orc tribe of The Shattered Stone, lead by humans have unified with other goblinoids and ogres from the
- Dagger Hills to create a formidible and deadly presence. In recent weeks the attacks have escalated from simple
- caravan and farm raids to sacking surrounding villages and fighting the Dalesfolk in open battle. It is no
- longer safe to venture anywhere outside the walls of the town of Dagger Falls without an armed party.
- Randall Morn, the Rightful Lord of Daggerdale declared war on the humanoids and the Zhentarim outposts to the
- east of Daggerdale, hoping to stop the attacks. Virtually any Dalesfolk who can swing a sword or cast a spell
- has been sent to fight, leaving Dagger Falls and the rest of Daggerdale poorly defended.
- The humanoid attacks continue to increase and Dagger Falls has closed its gates to everyone except those
- trusted by Randall Morn and his constabulary. This has not stopped the recent disappearances of Dalesfolk
- within the gates of Dagger Falls either, which has further demoralized the stout people of this land.
- *CREDITS*
- ---------
- WOTC, TSR, Interplay and Bioware :- for D&D content and scripts used in this module.
- Thanks to these people for their contributions to NWN custom content and scripts...
- *Special Mentions*
- Kamiryn, for giving me the heads up about out of date scripts (even though many I decided to keep.)
- bdown68 and Litepulsar, for helping sort out the Golem faction bug which lingered too long.
- *Custom Content*:
- City/Rural w/Grass Combo tileset by Kthoris
- Goblin Worg Rider by Kinarr Greycloak
- Juggling Jester by Kinarr Greycloak
- Blacksun Orcs by Kyle(Twitch)
- Stirge by Lathspell
- LOKPak V3 by Danmar
- LOK Pit Trap by Danmar
- Extra Debris - Brother Roth
- Werewolf Reskins by Kolak & Gaia
- 'Village of Staedwall, Rural, 1.1' module by Phillip Alex Haddox (some merchants, areas and custom items)
- *Scripts*:
- Lord Niah for Niah's Visual Treasure System 0.92.
- Lootable Corpses by Sentur Signe
- Generic Victims Pak 1.0 by medriwen
- Module Builders Henchman Kit 1.9 by 69MEH69
- Slot Machines by Archeago
- Cock Fight v1.0 by Jack Dubious
- Purple Rose Inn v. 1.1.3 by Judoth Dar'nir
- NWABartender - Llendorin
- Seasoned Drinker by Isenstone (which I modified among other scripts)
- 'Ultimate Cookie Dough Starter Kit For Builders' module by The Dungeon Master (resting script ideas)
- *Sounds and erfs*:
- Bioware Books Begone - OldManWhistler
- Broken Dagger Inn music by Balaghan.
- Drindell's Gambling House music by Micheal F.
- (sorry guys I cant remember the proper song names)
- *Starting Movie Pics*:
- I used and adapted artwork from a variety of artists.
- To see their original works in full color check out:
- http://members.fortunecity.com/hafant/pictures.htm
- http://www.drakkan.com/home.htm
- *Information and Ideas*:
- Forgotten Realms: Canon Indices (http://prespos.crosswinds.net/) - Information about Daggerdale
- Daggerdale Campaign Expansion (http://www.mapmaker.freeservers.com/nj.html) - Information about Daggerdale
- and the NPC Gwath
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