The build-up of armies along the northern border has finally escalated into war with the Orcs. The adventurers are recruited, and placed on the front lines as a special unit, supporting the body of the Imperial Armies as they drive north. Fourth module in the Parthenon Campaign. This is the first non-prelude module. It continues from where Chapter 3 left off. The module should be played with characters from Chapter 1,2 & 3. Ideally, with the same party, as well. However, you should be able to play with a different group or with a different character with a minimum of fuss, thanks to a character/party verification system. See the README for rules changes. Non Hak-Pak version. OPTIONAL Intro Movie available via Hak Pak link below.
Posted by Mirgalen at 2011-10-29 03:24:10 Voted 5.00 on 10/29/11
Replayed chapter I, II and III with a lvl 5 barbarian/ranger/fighter, played chapter IV with a fighter lvl 7 and chapter V with a rogue/fighter/SD lvl 9.
I found some good, some bad and some ugly design decisions. Overall, I would side with the reviewer and score accordingly but I still think this unfinished vintage campaign is not really worth downloading.
Posted by BJ Trollface at 2011-04-11 11:38:42 Voted 8.50 on 04/11/11
great I got download #7ooo
thanks
Posted by gustave154 at 2010-11-06 09:35:36 Voted 10.00 on 11/06/10
this module was epic back then and is still epic good work!
Posted by Steve_Savicki at 2010-08-05 03:30:54 Voted 6.50 on 08/05/10
The bridge quest was too long. I actually had my character on a ledge away from the orcs and just left the game open while I slept! _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2010-08-04 20:30:43 Voted 6.50 on 08/05/10
When is the bridge quest/Severed Fist clan quest finished? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Shilkanni at 2004-07-18 14:07:50 Voted 8.00 on 07/18/04
This module series captures the feel of a PnP campaign. I would recommend it to anyone interested in a multiplayer campaign which is story driven. It lacks polish in some respects, but I found the whole series thoroughly enjoyable. I thought the pace of levelling was perfect (slower than many other modules) , and the handing out of experience at the end encourages avoiding unnecessary combat.
The intro movies add a bit of flavour, but I would definately only download them on broadband.
This was a fun chapter, where we got to see all manner of twists and excitement! My main criticism with this chapter is that it is seldom obvious that you have completed your mission. More feedback and journal updates would have been nice.
The no combat experience works really well with the missions, because you know it's in your best interests to get in and out as effeciently as possible. If there was combat experience, I know I would have tried to kill every orc!
Posted by caiata at 2004-06-07 20:17:30 Voted 9.00 on 06/07/04
Great theme, lots of fun, challenging combats.
Posted by caiata at 2004-06-07 20:14:00 Voted 9.00 on 06/07/04
Hello again,
I really enjoyed the theme of this module. I've long wanted to make a module based on my own storyline, where characters are basically spies and dissenters, so I loved getting the chance to play that role here. I'm not entirely sure my true neutral cleric would have been as willing to do these things as I was, but I think you gave us a pretty good reason with the preceding chapters.
Also, the way you have subtly set us up for the Big Twist at the end was pretty good - all along I felt there was just something about him that couldn't be trusted, but I couldn't put my finger on it. This was a great "hook" into the storyline; if I hadn't been hooked already, that would have got me.
Again, because of our party size and server settings we had some problems, but that was our own fault. There was a bit of funniness with the Severed Fist clan quest, but my boyfriend has sent you a PM on NWConnections regarding that.
My score: 9
Posted by snowwolf at 2004-02-28 21:33:47 Voted 10.00 on 02/28/04
_________________________ -Antonymous
"What does this button do?"
Posted by Teiwaz ( ..xxx.xxx ) at 2003-04-25 17:46:00
You ned to do just the opposite, actually. Turn off the gas, and turn off the pilot light- then the beacon will go out. Igniting the gas is a bad thing.
Posted by Torrence ( ..xxx.xxx ) at 2003-04-11 10:29:00
...I guess I must have screwed something in the beacon mission: I ignite the gas (is that all I need to do? I don't get any journal update) then I get back to Northkeep but the mission is still "not yet" accomplished.
Any suggestions? Thx.
Posted by Antonymous ( ..xxx.xxx ) at 2003-02-25 23:00:00
Teiwaz-
Just finished this mod with some friends. We had gone
thru the previous 3 also. I am completely floored by your
storytelling. What a twist! The huge quantity of
dialogue at the end was a little hard to digest,
especially in MP when you are not the spokesman, but what
great dialogue it was. I have to say that the 3 missions
(from the base camp) were pretty straightforward. We
spent a lot of time thinking of tricky solutions to one of
them and it turned out to be laid out for us when we got
there. The bridge defense mission though, wow what a
blast that was! Very fun. My thanks to you for what now
adds up to about 20 hours og gaming fun.
-Antonymous