Author Topic: Agrenost - Beneath the Cobbles  (Read 1656 times)

Legacy_Bubba McThudd

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Agrenost - Beneath the Cobbles
« on: July 17, 2010, 06:55:51 am »


                 So this is our new home, eh?  It will take some getting used to, but it is encouraging to see a growing number of familiar faces who have also made the great migration.




While I have your attention, allow me to show my wares; My mod "Agrenost - Beneath the Cobbles" now has close to 700 downloads, 9 votes and a current score of 9.68.  I have had very gratifying feedback from a number of players of this rather unique mod.  Please give it a try and vote on the archive page.


For the modders out there I also offer 2 area prefabs: Tul Gundar is a complete, but unpopulated, adventuring area composed of the main exterior map of the island fortress and village, plus 10 interconnected interior levels complete with doors, transitions, secret passages, basic sounds and a few placeables. It would be ideal as either a base of operations for a party of adventurers, or as an adventuring site to explore.  Village Pack 7 consists of 7 interconnected villages, one of which (Delvington) has 2 levels of mines and caverns, a store, a smithy and an inn.


Enjoy!








AGRENOST - BENEATH THE COBBLES:


“The Northern Empire stands on the brink; News of a terrible defeat in a distant land has stirred talk of civil war. A forbidden tome of great power is stolen. A condemned necromancer escapes. Four visiting priests on a mysterious mission walk into danger. More than just rats are being driven up from the sewers by the ceaseless rains. Evil is stirring beneath the cobbles of Agrenost.” 


This module has been designed as an "urban origins" story for new characters. It is really 5 modules in 1 as there are 5 sets of starting adventures based on the class and alignment you chose. Each path reveals new aspects of the main plot and new areas, so replaying is encouraged.


The Basics:


Players: 1
Starting Level: 1
Alignments: All, but if you are playing a monk or cleric pick a side - good or evil.
Races: All but half-orc. If you play an evil priest or monk, human would be the choice most consistent with the plot.
Starting classes: Any but Ranger and Druid.
Henchmen: 5 possible.
Culture/Setting: The City of Agrenost, part of a Tolkienesque/Medieval Western European world of my own devising.
Respawn: NONE - Save Frequently!
Plot Style: There are 5 distinct starting areas and plotlines which are determined by your faction (class/alignment); 
1) Church (Good Cleric, Monk, Paladin) 
2). Cult (Evil Cleric, Monk) 
3) Thief (Rogue, Bard) 
4) Thug (Fighter, Barbarian) and 
5) Mage (Wizard, Sorcerer) 
Each of the faction plots are fairly linear, but there are many chances for exploration and side-quests.
Magic: Medium-Low (about on a par with the original Baldurs' Gate)
Playing Time: 18-20 hours per plotline if all quests are explored.
Features: 145 areas to explore, loads of custom costumes, armour, weapons and items. Many custom scripts (such as recoverable missile weapon ammo). Custom music by Wolgemut, Fred Wedlock and others.


Thanks to all who have aided me on this forum, especially The CEP team, Lilac Soul, Pasus Nauran, Lisa (DLA), Tulian, Calan, Beerfish, 420, Fester Pot, Feanor, Jassper and all the others who answered my many posts on the forum - thanks all!
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Legacy_Bubba McThudd

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Agrenost - Beneath the Cobbles
« Reply #1 on: July 29, 2010, 07:58:54 pm »


               Wolgemut! A brief video of the minstrel group featured in my mod "Agrenost - Beneath the Cobbles"
               
               

               


                     Modifié par Bubba McThudd, 29 juillet 2010 - 06:59 .
                     
                  


            

Legacy_luday87

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Agrenost - Beneath the Cobbles
« Reply #2 on: July 29, 2010, 09:18:29 pm »


               what do you think about adding romances to the mod?
               
               

               
            

Legacy_Bubba McThudd

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Agrenost - Beneath the Cobbles
« Reply #3 on: July 29, 2010, 11:29:42 pm »


               I had considered scripting in a romance, but decided that the module's short timespan (all of the events in the story take place in the space of 2-3 days) didn't really make it a practical option.

I plan on re-introducing most of the Henchmen and a few of the NPCs in the sequel I'm working on; it's more of an epic wilderness adventure taking several weeks in "plot-time", and will have a lot more scope for introducing romantic plotlines.