[NWN] The Black Isle Mystery (* Download *)

Frosty

First Post
I'm happy to announce that The Black Isle Mystery is finished. The module will be released to the public shortly.

The Black Isle Mystery

As dusk is approaching you are standing in the bow of a small ship. You are heading for a dark, rocky island. Rain and surf make it difficult to make out more than a silhouette of the island fort. Through the breeze and the splashing of waves you can hear an inhuman cry from somewhere nearby.

A single player module for a 1st to 6th level character. The module features a mystery to be solved, a village to be explored and of course... The capricious fort on the Black Isle.

* Download it from the 11th post in this thread. *
 
Last edited:

log in or register to remove this ad

Sounds cool! You should send it to Maximus at Neverwinter Vault to maximize its distribution (they do reviews as well, and some of their mods [including a certain one with the initials tSC) have had over 3,000 downloads.
 

Download

I will certainly submit The Black Isle Mystery to sites like Lyoness and Neverwinter Vault in due time. First, however, I like to share it with my fellow EN-Boarders.

The module will take about an hour or two to play provided one reads the dialogue and actively tries to unveil the mystery. It's designed for a single player and no DM (more player's might result in script-failure, but I haven't actually tried that, yet). The module is very difficult at first level, challenging at second and very interesting through levels 3-6. Above that, the opposition becomes a bit weak but the mystery is still there...

Have fun!

blackisle.jpg
 
Last edited:



A friend of mine playtested tBIM today and I had to do a few minor changes. Moreover my fiancee suggested a surprise that I just had to add as well. I hope you like it.

If you downloaded tBIM before this post I hope you will consider downloading it again.

Tomorrow, I will submit the module to Lyoness and to Neverwinter Vault. That is twelve hours from now. After that I will remove the file from it's current location. So if you need it after tomorrow you will have to look elsewhere. Consider this a sneak preview, if you will.
:rolleyes:
 

I've just played through it and it seemed to take about an hour as you said.

Couple of problems.

Little girl seemed to always try to start talking (her one line conversation) to you, meaning you couldn't open the inn door until you ran away with her following and then ran back before she caught up with you.

Lights by the docks didn't come on at night (or maybe dusk).

No Journal - You have about 3 quests that I found and the Journal would have been nice.

None of the potions I bought from Derogal or the bootlegger worked. You could see the symbol for Cure but it was greyed out even though I had taken damage. Ones I brought into the game with me worked fine.
 

Bagpuss said:
I've just played through it and it seemed to take about an hour as you said.

Couple of problems.

Little girl seemed to always try to start talking (her one line conversation) to you, meaning you couldn't open the inn door until you ran away with her following and then ran back before she caught up with you.

Lights by the docks didn't come on at night (or maybe dusk).

No Journal - You have about 3 quests that I found and the Journal would have been nice.

None of the potions I bought from Derogal or the bootlegger worked. You could see the symbol for Cure but it was greyed out even though I had taken damage. Ones I brought into the game with me worked fine.

The little girl is not a bug, she's a feature. She is meant to be annoying. In the beginning she would hassle you even if you didn't approach her first. Now, she'll leave you alone if you leave her alone. Maybe, I'll change it to a one-liner instead.

The lights by the docks are part of the tile set. If they don't come on it's not my problem. Might be patched later by Bioware, who knows?

I'll learn to make a journal for my next project. This one is NPC driven. You can use the diving pool to keep track of your progress, though.

I'll look in to the potion problem. My characters seem to get drunk ok. I don't know who's fault it is for I used standard merchants.

It would be nice to hear what you think about the module, bugs aside. :)

I checked the potions. When trying to use them from the radial menu they are greyed out, as you said. However, you can still benefit from the potions by dragging and dropping them on your avatar and you can still drink them via a short-cut. I don't know why this is.
 
Last edited:

I liked, although I couldn't figure out the Moonshine bit even after I looked at it in the Toolset.

Makes a change from the totally packed areas, but the maps were just the right size for the content. I find I've made mine perhaps to big and now I'm having to fill them.

More options when speaking to NPC's would be nice. Overall I'll get it a 7 out of 10, which isn't bad considering most I've seen don't get over 3.
 

Your words make all that work worth it, and I appreciate you taking the time to tell what you think. I will take your comments into consideration when I make my second module.

I spoke to a guy tonight who spend 1 000 pounds, and inumerous hours, on his car every month! Finally I realised that it's not the idea that is worth something but the effort you put in.

My effort is nothing compared to that, of course, and I think it's been worth every second.

When it comes to NPCs I think you can't make enough options. As a D&D-player I take for granted that players/characters will be "any non-evil" but in NWN you have to take evil in consideration. Somehow, writing evil dialogue is trickier than writing good. Mostly, because evil (or chaotic) is too disruptive. Therein lies the challenge.

I stated that I will take your words into consideration when I make my second module. The same goes for your module. I'd be happy to playtest it.

Ah, yes, the moonshine bit. It's just for flavour but if you talk to the drunkard in the farm you might get a clue.
 
Last edited:

Remove ads

Top