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Another excellent series is "A Harper's Tale" (by Dave Mason, IIRC).
Takes you up into epic levels and is a good romp. 9.5 out of 10.
Fall of Daggerdale is mostly bug free, but tedious at parts and has a
few annoying things. Caveat, it really is a good module with and
interesting story line so far, and I may be sounding harsh below -
don't mean to, I can honestly recommend it for play, but a few things
prevent it from being excellent. Personally, I'd give it 7.5 out of
10; it's just a whole bunch of small things.
When I finish, I'll post back to the Vault for the author to read. In
the meantime, some bad ideas, bugs and
** SPOILERS **
Spoiler space
Spoiler space
Starting spoilers:
Wererat-type critters standing in the NW corner by the garrison wall.
I came upon them whilst at level 1 (rogue) and was just exploring the
town. Without a magic weapon, I was unable to hurt them so I fled back
to the guards, who eventually killed them. I had to run through the
marketplace, so of course the wererats killed everyone in the
marketplace. I'm fine with that, except...
Rations required for resting, which is OK but somewhat tedious.
Problem here is that there are two rations sellers - barmaid (Flo) and
marketplace; and everyone in the marketplace just got slaughtered.
Don't recall if the marketplace had other items that could only be
purchased here, but that's moot now.
Seems like 60% of the various treasure placements (barrels, chests,
etc) have 1 or 2 gp; another 15% have 3 to 9 gp, and 20% seem empty.
So, I buy rations from Flo - and it turns out she has unlimited gold
and will pay twice as much as everyone else will for the Will of
Lathander (recall item). Most merchants will buy it for 160 or so, and
Flo pays 325 gp for it (she's become my primary "fence"). Normally,
that's not huge, but...
When I get those recall things, I usually sell them (or drop them, if
they're plot items that can't be sold) so that I'm not tempted to use
them as they're a wee bit cheesy for a low level character to have
(though some of the areas are huge, featureless, and tedious, and some
of the cavern areas are overly twisty and annoying to run through).
Well, it turns out there's a script that checks if you have a Will of
Lathander on loading the module, and gives you one if you don't. So,
by selling it to Flo, saving, and reloading, you have infinite gold at
325 a pop. Which, given the scarcity of treasure is awfully tempting.
(OK, the treasure situation is not really that bad, but it is on the
low side. There are a lot of corpses already laying around in certain
battle areas, and I felt compelled to loot every one of them for
anything to sell)
The HQ front door is locked so that you can't see the local lord until
the right moment (plot specified), but the side door is unlocked.
I was trying to avoid using henchmen, because they all ask for 450 gp
up front to join. (Did I mention a lack of gold?) At one point, when
brokering a peace treaty, the top guy offers the services of his
sergeant as a sign of good faith. Since he didn't mention any gold, I
said, "sure, come with me" - and the next thing I knew, 450 gp was
taken out of my inventory! No refunds, I guess
Heh, this is starting to sound like a rant, so I'll stop. I'm actually
enjoying Fall of Daggerdale, mostly. Like I said, it's just a bunch of
small things, and this module has a lot of promise and is better than
most.