Explore the ruins of a great city, sacked in the ancient past. Discover the answers to questions that have gone unasked for six hundred years... Fifth module in the Parthenon Campaign. It continues from where Chapter 4 left off. The module should be played with characters from previous chapters. 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 03:23:53 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 gustave154 at 2010-11-06 09:34:43 Voted 10.00 on 11/06/10
love the story in these series keep it coming!
Posted by Steve_Savicki at 2010-08-05 21:07:17 Voted 9.75 on 08/05/10
-.25 for one small error: a level 40 powergamed character could defeat the dragon even before Trueblade so I should've still been able to enter Sahin even after defeating the red dragon beforehand.
Not sure if you really need Trueblade to finish the mod anyways. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by jbaudrand at 2008-05-01 04:01:48 Voted 8.75 on 05/01/08
it's been a long time, we never finish it, but it worth to be in the hall of fame, so here's my vote. _________________________ You want an intro for your mod? Link
Contact us: Link
Posted by Anonymous ( 70.53.xxx.xxx ) at 2006-04-27 19:12:44
(This is Teiwaz, I forget my login/pass. It's been too long)
To be honest, I'm amazed that anyone's still playing these. I still see them pop up at Neverwinter Connections game lists on the vault occasionally. All 5 modules were released between June and August of 2002... nearly 4 years ago, the summer of NWN's release.
Since I've been asked, yes, the series is pretty much over. It was fun, but after that summer I didn't have the time to continue with the hectic pace of putting these things out. The initial idea was serialized content - i.e. have mods out regularly in small enough batches that gaming groups could follow along. I think ~30 hours of gameplay was pretty good - Bioware tried a similar thing for both their Witch's Wake and Kingmaker modules, never got past one chapter each, and they were actually PAID for it. :P
I'll probably revisit the world these were set in for one-off mods once NWN2 is released, but I'm afriad another ongoing campaign in this vein is right out. It just takes up too much time, and later experience with the game has shown that what most people really want are single player, or one-off multiplayer mods. A targeted multiplayer campaign doesn't really have general appeal, I'm afraid.
Posted by jbaudrand ( 81.51.xxx.xxx ) at 2006-01-14 13:34:33
same for me, why can't we do dragon's quest in one trip. It's just irritating to go in and out... we haven't finish your campaign only because of this... Despite this, you're a good dungeon master...:-)
Posted by Antonymous at 2004-11-12 12:56:42 Voted 8.50 on 11/12/04
I played this module quite some time ago and was surprised to find that I had never rated it. While I liked the earlier modules more, I still enjoyed this one very much. _________________________ -Antonymous
"What does this button do?"
Posted by Elbund at 2004-08-01 03:55:53 Voted 6.75 on 08/01/04
Good story. High quality area design (mostly) and nicely done dialogues. There are a few things, though, that just aren't right. Some of these refer to the previous modules in the series but I thought I'd stick it here since this is where the attention is right now.
The early chapters, 1, 2 & 3, are rather large but nothing really happens. For example, chapter 1 is 5 megs and all you do is walk to a fort, have a dilogue and come back. I really don't see any reason why all 3 of these can't be consolidated into one.
When finishing one of these chapters you get a dialogue option to "Continue" to the next chapter. But it doesn't continue nor do the characters export. It just ends.
The 0 exp thing really sucks. I don't understand why you insist on keeping the characters so low. You have us fighting literally hundreds of creatures for no reward whatsoever. And at level 1, where a critical hit means instant death. It's just not right.
When I explore the fortress with the researcher after killing the goblin king, the researcher dies. I heal him, he gets up, and all he will do is say, "Ugh" and won't rejoin. I couldn't finish here so moved on to the next chapter.
The areas in chapter 5 are just so huge and pointless. This is where I quit playing after going on one errand for the dragon. There are these huge, empty areas to travel through, and then there is the gate. You can't go through the gate. Why? So you add another (useless) area transition to the already long travel times. Why not just make the door in the gate lead right to the top instead of going through a pointless stairwell?
I can't really vote on this because I wouldn't give it a fair shake, since huge empty areas and long travel times while on semi-pointless fetching quests really irk me.
Posted by Shilkanni at 2004-07-18 14:08:31 Voted 9.25 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.
Wow! The plot thickens... this was definately my favourite chapter of the series. The city definately had the feel of an abandoned ghost city. The main criticism I can think of for this chapter is that there should definately be a way of passing time without resting or travelling, because players should be able to wait until dawn before leaving. Perhaps this could be added to the wands? Alternatively, a cancelled rest could pass a shorter period of time?
The ending leaves me begging for more, I hope you get to finishing 6 and onwards...
Posted by caiata at 2004-06-07 20:29:14 Voted 9.00 on 06/07/04
Good story development, lots of 'little touches' that added to the atmosphere. Lots of walking, though, and lots of empty rooms. Stock up on Healer's Kits before you load this chapter!
Posted by caiata at 2004-06-07 20:27:00 Voted 9.00 on 06/07/04
Hi,
I thought this chapter was the best of the 5. My true neutral character was happy to do some work for the orcs, and the "dungeon crawl" aspect of the module was a nice change from the military actions in previous chapters.
I suppose what made me enjoy this module so much was the ending, and how it kept me riveted and wanting to continue the story. While the areas in Sahin were well-designed to convey a "ghost city", I thought some of the travel times were a bit much, and there were a few too many Giant Rooms of Nothingness in the temples. I understood the feel that you were going for here, but it was overdone a bit. It's hard to say exactly at what point it became "too much", but the Temple of Hillin upper floor certainly didn't 'need' to be that huge.
However, I enjoyed all the touches - all the gods, the legendry, the trials in Skolhoss' temple (my cleric did pretty well, maybe she should have been a cleric of Grolm rather than Arguul...), the fact that the temples WEREN'T full to the brim with loot, and the fact that some of the artifacts we were looking for just weren't there ... these were all great. The undeads were scary, the battles were tough. I think we both felt a little under-rewarded, but my cleric got a pretty good suit of armour out of it and the barbarian/rogue got a new weapon, so we can't really complain. :)
It -would- be nice to have access to a merchant in this chapter, maybe just at the beginning. We stocked up on healer's kits as much as we could in chapter 4, but we were starting to run quite low by the time we reached the end of chapter 5, which affected our game play (resting twice in a row to advance time so we wouldn't run into any encounters, etc.)
My score: 9
Posted by Brastias at 2004-02-28 21:33:24 Voted 8.00 on 02/28/04
Posted by Teiwaz ( ..xxx.xxx ) at 2003-11-27 05:40:00
BTW, the game design reason that I only allowed people capable of wielding Truebrand to pick him up is because he plays a major role in the campaign from this point forward, (I know, I know... "What campaign from this point forward?" Well, it's coming, I tells ya! I'm not at liberty to spend 12 hours a day working on it any more) and I didn't want him to become just another bit of loot stuffed in your pack. Once I get access to HotU's new event handlers, I'll be able to use a better method. There are also a bunch of other neat enhancements I'm working on, like a world map view, and dumping the intro movies for in-game cut scenes so people will actually see them.)