Character is (usually) a wiseass, but all alignments get options.
Description
The forest to the west of PUTS is unlike any other -- for starters, it glows purple during the day and six legged werehamsters prowl its depths. Magical hazmat isn't a pretty thing -- and you're about to get a look firsthand. Module is a mixture of intense combat, weird puzzles and strange humor inside a surreal forest distorted by magical powers. And it's got elves and sexy gypsies, too. (Updated to v1.4)
_________________________ NWN: Shifter Expanded Classes hak, GLWizard Spell Pack NWN2: GLWizard Spellpack with Extra Invocations
Posted by KotCzarny at on02/15/06
bored with hack and slash? try this one (whole series i mean :)
Posted by B003 at 2006-01-1118:31:00
I didn't play the others but it was ahh.. interesting? After all those good deeds (disregarding the dragon destruction) you'd figure some of those chicks would dole out a freebie. Grr Penguin changing me Sacrygodmother..... Oh that poor family turned into a beholder loaf.
Posted by frankie at on04/06/05
Not bad, but not as funny as the title suggests. Also, the henchman don't work if you have HotU installed.
Posted by CrawHammerfist at on01/31/05
Had to love the Pac-Man reference. Would rate this higher, but I've played your later work. Congrats on the Bioware hire.
Posted by darth_borehd at on11/27/04
The entire Penultima series is a must-have.
Posted by MikeLM9215 at on10/03/04
Humanoids are too nasty for the lower end of the scale. I ended the module with less experience than I started. _________________________ The road to Ravenloft is paved with good intentions.
Posted by Taellosse at 2004-09-2716:33:00
Just thought I'd post info gained by emailing the mod's author regarding my earlier post. Apparently the henchmen problems I and others mention is due to the HotU changes to henchmen AI scripts, and the only solution would be for Stephen to redo the modules. Fortunately the Rerolled modules apparently do not have these problems. And while it is unfortunate that the optional henchmen, such as the halflings in this mod, are not useable if one does certain activities, he told me that Dawn, the only henchman you actually NEED is not with you for long enough in the next mod to require doing anything like hiding or disabling traps. I'm about to go play that mod now. Regarding the game balancing, he didn't have much to suggest to me, either, except that it is largely the result of changes to AI and such that he can't control, and that it was an early attempt on his part. So I guess we're stuck with some insanely difficult encounters for these mods, without commensurate experience or treasure rewards. Ah well. The writing is good, anyway. So my overall conclusion then is that if you want a solution to a problem from the mod author, email is the way to go. He answered me within 24 hours. I guess he doesn't check these boards too much.
Posted by THG at on09/27/04
This entry made me quit the first time I played, as my halfling thief was chased around the woods for the better part of an hour by a pack of, well, everything, before finally succumbing to the multi-legged mob. I came back with a sturdier thief, and he was able to carve his way through the wildlife. It may have been interesting (and helpful) if the various animal packs didn?t work in tandem, and were in fact hostile to each other. I also had a problem with the two henchpeople, as they both kept spontaneously quitting my service. The Tainted and their traps made a nice challenge, and the Kaos trials added some good variety to the proceedings. Finally, it was a nice surprise to run into the thorn in my side from Dewey?s Decimal, and strangely, I felt kind of bad when I killed him.