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  1. GK1: The Fate of Daggerdale (FOD).
  2.  
  3. (for cheatsheet, see bottom of Dungeon Master's Guide)
  4.  
  5. *Features*
  6. ----------
  7. >15 to 25 hours of gameplay.
  8. >Over 80 areas to explore.
  9. >Fully functioning town, with tavern, gambling hall and town idiot.
  10. >Challenging plot driven story set in the Forgotten Realms, combining hack'n slash with roleplaying aspects and puzzles.
  11. >Playtested for bugs and gameplay balance.
  12. >Single player and multiplayer supported (Single Party Only Recommended!)
  13. >A lot of SOU, HOTU and custom content used.
  14. >Additional items to help roleplaying and Dungeon Masters.
  15.  
  16. (I would not recommend this module to people with low end processors (like 500Mhz) as a couple of the areas have
  17. a lot of npcs and events though I'd like to hear about how the game runs on lower end systems.)
  18.  
  19.  
  20. Any feedback, please post to the module's message board on nwvault.ign.com.
  21.  
  22.  
  23. *General Information*
  24.  
  25. ---------------------
  26. This module (FOD) is meant for PC levels 4 to 10. It is set in the Forgotten Realms area of Daggerdale.
  27. FOD supports multiplayer as well as single player and I would recommend a fairly powerful PC to
  28. play (>800Mhz) as there are some areas with a lot of placeables and scripts.
  29. There is much combat (Hack n' Slay) and I would suggest starting levels 4-5 for multiplayer, starting levels 4-5 for
  30. Fighter type class single player, starting levels 7-10 for a magic user type class single player.
  31. That said, I would like to think that the module has a well worked story to drive the player's
  32. enthusiasm. There are also some strong aspects of roleplaying, though dont expect intricate dialogue.
  33. The players will need to complete and puzzle solve many quests to push the plot forward to its conclusion.
  34.  
  35.  
  36.  
  37. Player Level: Meant for PC's starting at 4th-10th level.
  38. Single Player: Yes.
  39. Multiplayerplay: Yes.
  40. Module Length: Perhaps 15-25+ hours.
  41. CHEATSHEET/HELP ON QUESTS ETC..: See the The Fate of DaggerdaleDMGuide.txt.
  42.  
  43. *Player Information*
  44. --------------------
  45.  
  46.  
  47. This module mostly uses standard NWN game rules, with the following exceptions:
  48.  
  49. 1. Journal
  50. Check and read your jounal often. The journal is used extensively for quests and also for moving the plot along.
  51.  
  52. 2. Sleeping
  53.  
  54. You may rent a room in the Broken Dagger Inn and sleep when you want, otherwise you will require a bedroll and a portion
  55. of food. When resting outside the Broken Dagger Inn you will need to wait 3 minutes real time between rests.
  56. You will consume one portion of food everytime you rest. The market and the Broken Dagger Inn are two places you can
  57. buy a bedroll and portions of food for resting.
  58.  
  59. 3. Respawn Penalties
  60.  
  61. If you decide to respawn after death, you will receive a gold penalty. Gold penaties are 10% of your PC's
  62. possessed gold, but never more than 10,000gp. There is an XP penalty of 50xp per level. So a 5th level character will
  63. suffer a 250xp loss. You cannot loose a level respawning though.
  64.  
  65. 4. Multiple Henchmen/Multiple Headaches ;-)
  66.  
  67. This module implements multiple henchmen, and you may have all the henchmen in the module working for you at one
  68. time. Multiple henchman support is far from perfect due to NWN-SOU restrictions.
  69. When you have more than one henchman,the first one you hire is YOUR henchman (primary), the others are
  70. effectively familiars to YOUR henchman (secondary), even though they mostly behave like YOUR henchman,
  71. you may need to take a few extra steps to get them to behave..
  72.  
  73. i.Talking To Henchmen: If you click on a henchman to talk and the henchman doesnt respond, then
  74. right-click on the henchman and use the radial 'talk-to' dial for conversation.
  75.  
  76. ii. Switching the primary henchman: Interacting with a henchman (like asking to view the henchman's
  77. inventory) is often enough to make that henchman the primary one. Otherwise you may need to
  78. 'unhire' the primary henchman and any other henchman with portraits above the one you want as
  79. primary. Dont worry, unhired Henchmen are cost-free unless hired by someone else.
  80.  
  81. iii. If a henchman ever stops following you, just starting a conversation dialogue is enough to get the
  82. henchman to start following again.
  83.  
  84. iv. Secondary henchmen will not drink potions given by you directly.
  85.  
  86. v. When a primary henchman has been turned to stone, the other henchmen will become disconnected.
  87. You should go back and get the temple healer to purge the spell ASAP if you are fighting a battle.
  88. If they are disconnected and die, they will die permantly. If the primary henchman dies while
  89. petrified and the secondaries live on, they will need to be rehired at the initial cost.
  90.  
  91.  
  92. 5. Talking to NPC's and Objects
  93.  
  94. Once in a while an NPC and even an object will expect you to converse through the 'Talk' bar, rather than a
  95. conversation dialogue, as you would to another player, typing in your message. The Blackjack dealer is an
  96. example of this.
  97.  
  98. 6. 'Stone Of Recall'
  99.  
  100. There is a 'Stone of Recall' type item you can purchase from the temple, it is limited to 5 charges before it
  101. runs out of magic.
  102. Note: Any NPC's rescued by the PC do not teleport with the party, this would make it to easy to rescue them!
  103.  
  104. 7. Emote Wand
  105.  
  106. There is an emote wand you will find in your inventory, this will allow your PC to peform various actions to
  107. help roleplaying. Just use the wand like a stone of recall and a conversation dialogue will come up where you
  108. can choose your character's emote.
  109.  
  110. 8. Ring of Lore
  111. Players now start with a magical ring which will allow them to identify many of the non-magical
  112. (and some magical) custom items in the game they encounter. This was added because of players complaining about
  113. some of the non-magical items requiring too much Lore skill to identify.
  114.  
  115. 9. Multiplayer Support and Divine Pool
  116.  
  117. This module has been designed to support multiplayer/multiparty play without a DM. There is a divine pool like
  118. in the NWN Official Campaign, located in the temple where plot items are left by players exiting from the game
  119. server.
  120. Note: Single party play is recommended to finish the module, although multiparty play may work.
  121.  
  122. 10.Tips on Gaining More Treasure and XP
  123.  
  124. If you find that you need more treasure or XP to continue, try exploring other areas of the game. There are a
  125. few side quests/tasks besides the plot ones you can undertake for extra gold and XP, and there are areas you
  126. can explore for extra treasure. A few areas may repopulate after they have been cleared.
  127. Note: Merchants have a small amount of Appraise skill, so taking a few skill points in Appraise may help bartering.
  128.  
  129. 11. Crafting & Spellcrafting
  130. Unfortunately there are no crafting or spellcrafting opportunities available in this module. I was unable to
  131. merge the Bioware scripting changes for these feats with my custom scripts in a satisfactory way.
  132.  
  133.  
  134.  
  135. *Starting Plot*
  136. ---------------
  137.  
  138. Dangerous Times
  139. The relative peace of Daggerdale has been shattered once again by the foes of the Dalesfolk. Apparently the olde
  140. enemy, The Zhentarim are behind humanoid attacks occuring around Daggerdale and its surrounding lands.
  141. The orc tribe of The Shattered Stone, lead by humans have unified with other goblinoids and ogres from the
  142. Dagger Hills to create a formidible and deadly presence. In recent weeks the attacks have escalated from simple
  143. caravan and farm raids to sacking surrounding villages and fighting the Dalesfolk in open battle. It is no
  144. longer safe to venture anywhere outside the walls of the town of Dagger Falls without an armed party.
  145.  
  146. Randall Morn, the Rightful Lord of Daggerdale declared war on the humanoids and the Zhentarim outposts to the
  147. east of Daggerdale, hoping to stop the attacks. Virtually any Dalesfolk who can swing a sword or cast a spell
  148. has been sent to fight, leaving Dagger Falls and the rest of Daggerdale poorly defended.
  149.  
  150. The humanoid attacks continue to increase and Dagger Falls has closed its gates to everyone except those
  151. trusted by Randall Morn and his constabulary. This has not stopped the recent disappearances of Dalesfolk
  152. within the gates of Dagger Falls either, which has further demoralized the stout people of this land.
  153.  
  154.  
  155. *CREDITS*
  156. ---------
  157.  
  158. WOTC, TSR, Interplay and Bioware :- for D&D content and scripts used in this module.
  159.  
  160. Thanks to these people for their contributions to NWN custom content and scripts...
  161.  
  162.  
  163. *Special Mentions*
  164.  
  165. Kamiryn, for giving me the heads up about out of date scripts (even though many I decided to keep.)
  166.  
  167. bdown68 and Litepulsar, for helping sort out the Golem faction bug which lingered too long.
  168.  
  169.  
  170.  
  171. *Custom Content*:
  172.  
  173. City/Rural w/Grass Combo tileset by Kthoris
  174.  
  175. Goblin Worg Rider by Kinarr Greycloak
  176.  
  177. Juggling Jester by Kinarr Greycloak
  178.  
  179. Blacksun Orcs by Kyle(Twitch)
  180.  
  181. Stirge by Lathspell
  182.  
  183. LOKPak V3 by Danmar
  184.  
  185. LOK Pit Trap by Danmar
  186.  
  187. Extra Debris - Brother Roth
  188.  
  189. Werewolf Reskins by Kolak & Gaia
  190.  
  191. 'Village of Staedwall, Rural, 1.1' module by Phillip Alex Haddox (some merchants, areas and custom items)
  192.  
  193.  
  194. *Scripts*:
  195.  
  196. Lord Niah for Niah's Visual Treasure System 0.92.
  197.  
  198. Lootable Corpses by Sentur Signe
  199.  
  200. Generic Victims Pak 1.0 by medriwen
  201.  
  202. Module Builders Henchman Kit 1.9 by 69MEH69
  203.  
  204. Slot Machines by Archeago
  205.  
  206. Cock Fight v1.0 by Jack Dubious
  207.  
  208. Purple Rose Inn v. 1.1.3 by Judoth Dar'nir
  209.  
  210. NWABartender - Llendorin
  211.  
  212. Seasoned Drinker by Isenstone (which I modified among other scripts)
  213.  
  214. 'Ultimate Cookie Dough Starter Kit For Builders' module by The Dungeon Master (resting script ideas)
  215.  
  216.  
  217.  
  218. *Sounds and erfs*:
  219.  
  220. Bioware Books Begone - OldManWhistler
  221.  
  222.  
  223. Broken Dagger Inn music by Balaghan.
  224.  
  225. Drindell's Gambling House music by Micheal F.
  226.  
  227. (sorry guys I cant remember the proper song names)
  228.  
  229.  
  230. *Starting Movie Pics*:
  231.  
  232. I used and adapted artwork from a variety of artists.
  233.  
  234. To see their original works in full color check out:
  235.  
  236. http://members.fortunecity.com/hafant/pictures.htm
  237.  
  238. http://www.drakkan.com/home.htm
  239.  
  240.  
  241.  
  242. *Information and Ideas*:
  243.  
  244. Forgotten Realms: Canon Indices (http://prespos.crosswinds.net/) - Information about Daggerdale
  245.  
  246. Daggerdale Campaign Expansion (http://www.mapmaker.freeservers.com/nj.html) - Information about Daggerdale
  247. and the NPC Gwath
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