Descent or Redemption? This is the final installment of the A Simple Plan series. NOTE: If you did not play Chp2 there is no reason to play this module.
Posted by Bianca at 2011-09-14 04:19:47 Voted 8.00 on 09/14/11
Interesting!! _________________________ Everything you do has a meaning...
Posted by Carlo at 2010-09-25 12:18:08 Voted 7.50 on 09/25/10
A worthy end to the trilogy. How the endings are executed left me a little puzzled at first, especially the fade to black if you don't make it to the final area (you need to reload and try the Abyss area again, which is timed, so make sure you have a savegame at the appropriate point). The Crow's appearance during one of the endings available was classic dark humor, although a bit disturbing as well.
Combat as in the previous chapter in the series rewarded strategic thinking and would be extremely difficult, if not impossible, as a straight-up hackfest. I thought the combat design was improved in this chapter, with interesting features that the character could manipulate for both himself and his enemies. It was somewhat repetitive in overall design, but the enemies were different enough to provide some variety.
I give props to the author for: 1) providing multiple endings and paths; 2) doing different things for different character classes; 3) having a consistent and meaningful storyline throughout the series; 4) not being afraid to have a creative approach to NWN; and 5) updating the mods post-release.
Just logged back in for the first time in a long time. I want to thank everyone who has played my modules.
A little note for chapter 3, the transitions always work, there are a couple of ways to alter their destination, if you want specifics you can email me.
Posted by Steve_Savicki at 2008-11-02 13:47:54 Voted 1.00 on 11/02/08
Falling rock scripting prevented me from getting my soul in time.
Too much dungeon romping with little or no plot. The first chapter was the best. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by misko3000 at 2007-03-17 06:37:53 Voted 9.50 on 03/17/07
Playing this module right now. Better than the previous two and since I really liked them, that is saying a lot.
Posted by ChrisH at 2007-03-03 15:51:57 Voted 8.75 on 03/03/07
Very enjoyable end to the series
Posted by iceride at 2006-11-15 23:28:11 Voted 6.00 on 11/15/06
Just finished the mod. This part was rather repetitive...
Posted by iceride at 2006-11-15 23:26:59 Voted 6.00 on 11/15/06
Dexter_the_Dark:
I found the transition can be manipulated, I think by resting.
The transition always works, but sends you to different places depending on time of day.
When the specified place is the same as the one you are in, the transition does not seem to work because sou are sent to the same place.
Posted by ericdoman at 2006-03-24 09:07:09 Voted 9.00 on 03/24/06
Ok finale finished as a 10/3/1 ftr/rg/wiz. A combination I may use in other mods especially ones where you need very high UMD to use scrolls. The ending was unexpected but very easy poor girl had about 80 hits and a very low ac so killed her in 3 blows
Posted by Dwayne at 2005-07-22 22:19:59 Voted 9.25 on 07/22/05
I finished and I have to say it was a good ending. The only thing that was real hard was the elemental fights. If you don't do it quick it can't be done. Still no big problem. I played good but may try evil sometime. Thanks for the fun.
spoiler
I did notice that the ending for good where jena turns on you that her dialog gets cut and you can't reply but the dialog box stays on the screen. The ending with Crow was unexpected. The best was the ending with both me and Jena making ammends for our evil in the old fortress.
Posted by Dwayne at 2005-07-22 22:14:47 Voted 9.25 on 07/22/05
nice end to a great series
Posted by Abbi at 2004-11-06 22:22:05 Voted 8.50 on 11/06/04
I like the trilogy. The ending is a bit strange though ^^
Posted by Dexter_the_Dark at 2004-08-26 09:36:18 Voted 9.25 on 08/26/04
The story is one of the best. The bug? when the transition area of the doors south of the imp doesn't work is VERY annoying. I would also recommend another ending in case the player has killed the Crow at the bridge.
P.S. No, i didn't use cheats but a pre-generated char. Levelups bore me to death nowadays:)
Supernort, I'm considering the Blind Mephit as an identifier, give him some special skill so he can discern the magic qualities of items just by touch, or something like that, but I left merchants out of Chp 2 & 3 cuz all the stuff is your stuff, the tower is your tower, so anything you find but don't need you can just leave where you found it. Some other folks have complained about no merchants but merchants hanging out in your tricked and trapped tower just didn't make sense to me. I didn't think merchants fit the story. One concession I made was the bag of holding in Chp 2. It kinda defeated the purpose of one of the Chp 2, Chp 3 tie ins but made folks happy. You may recall coming across a bag of 50000 gold that weighted 50 pounds in Chp 2. You may also remember a note stating something like; just because you don't want to bear the burden does not mean that you shouldn't. Well, if a PC got cursed in Chp 2 and took the gold (you don't get cursed for taking the gold) in Chp 3, an NPC will remove the curse for, guess what? 50000 gold. But I figured most folks just reload if they get cursed so dropping in the bag of holding really didn't matter. Sorry for the really long answer to a simple question.
Da
Posted by Supernort ( ..xxx.xxx ) at 2004-03-26 17:21:00
I've consumed quite a few potions and still no dice.
In future versions of the mod I suggest that you make the blind mephit a storkeep, to i.d. items and releive players of heavy equipment that they can't use or do not need.
Posted by Supernort ( ..xxx.xxx ) at 2004-03-26 10:33:00
I've used two in a row, and haven't had any luck.
I'll try again tonight.
Supernort,
Even using lore potions you cannot id the elemental weapons?
Da
Posted by Supernort ( ..xxx.xxx ) at 2004-03-25 14:26:00
Is there a simple way to identify items in this mod? I haven't found a storekeep yet, and Lore poitions just don't cut it when I am trying to Identify the elemental eapons.
Posted by Supernort ( ..xxx.xxx ) at 2004-03-25 14:26:00
Is there a simple way to identify items in this mod? I haven't found a storekeep yet, and Lore poitions just don't cut it when I am trying to Identify the elemental eapons.
Posted by zamboni at 2004-03-13 17:14:50 Voted 8.00 on 03/13/04
Very enjoyable high-level dungeon romp.
Posted by Da ( ..xxx.xxx ) at 2004-03-09 14:38:00
To All,
I've written a basic walk-thru for the mod. If anyone is interested drop me an email and I'll send it to you.