It is designed as a single player game. A party could do it, ONLY if they stay together!
Language
English
Level Range
You'll be bored if you start higher than 3. Module carries you from 1 to 10 or 11
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Medium
Classes
Any, but definitely favors a 'fighterish' class, or else Wizard
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
03
Max # Players
Any
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Non-Evil
Description
This is a modification of Chris Fowler's famous Pool of Radiance port. His work is so enjoyable that I doubt it can be replaced, but this is a sincere effort to polish it and add an 'extra scene'--just what you'd expect from a film/DVD Special Edition. Please see the 'Read me' for details. I THINK this module is de-bugged, but I really need to hear that from other people!
Posted by Aliana Evenly at 2007-06-11 19:55:55 Voted 9.00 on 06/11/07
Ok i have a lot to say about the chapter 2 First i want to say you make good work i know it'S hard i try to make module to and you make good work but you need fix a lot of thing First set a you have to set a button on the map Western ... Because you doesn't have one in the slum next i got a strange bug I play with a Moon Elf Paladin and when i come to speak to Eldor i Become a DWARF!! i make another player asimar Paladin and same thing and Eldor doesn't go to the camp and when we kill the ork leader a messenger come adverting you for go to the counsel but he doesn'T dissaper and we can speak to him and a new farmer appear everythim we speaker to him don't forger to remove him ok that all for the moment i will continu to play with a dwarf... because i want finish you Module. And i trully liked a Hunt of the Dark i hope you remake this with NWN2 GOOD WORK DUDE!!!
I gotta echo Barbarossa's comment about Ren and Shal. Come on! It's one thing to take some liberties with the orgional game, but at least keep the NPC's as they were and not something else!
Btw, now that that clerk won't give more "commisions" what now? Aimless wandering around? I really would like to see this polished *and* a walk through added.
_________________________ We are all born ignorant, but one must work to remain ignorant.
Benjamin Franklin
Posted by gagnedd ( 206.163.xxx.xxx ) at 2006-06-12 14:45:50
Although I think that this is a fundamental error in faithfully reproducing the original module, you MUST visit the dragon in the top left wilderness cave BEFORE attempting the kobold cave, or there will be no kobold king, no bottle, and no way to complete the module. I would like to see this fixed in a future update to this module.
Posted by gagnedd ( 206.163.xxx.xxx ) at 2006-04-28 03:41:46
When I went through the Kobold cave, I can't say for sure that I've even seen a Kobold king. I killed the few kobolds in the cave, have seen no king, and have been given no closure for this quest. I mean, I've slaughtered every Kobold inside the cave and the ones outside the cave I've slaughtered 10 times - did I kill the Kobold king without knowing it? What am I doing wrong?
Posted by jonny t ( ..xxx.xxx ) at 2003-08-30 14:09:00
I am having the samw problem as Frunobulax. Icannot get the guard to go all the way down the hall to unlock the door. Please help would like to finish the mod. Great job by the way i'm having a blast.
Posted by Frunobulax ( ..xxx.xxx ) at 2003-08-12 06:24:00
Hy to everyone!
At first congratulations to TorhamZed, nice module. Made me think of old times, sitting behind my Commodore 64, playing this masterpiece of compurer-rpg. Your conversion is quite good, although the atmosphere sometimes isn't the same. But that's quite secondary, in comperersion to the work that such a project makes, it's great.
@Wolfshead & Azrab:
Got nearly the same problem, but quite different. Councilor Porphyrys is, as you get informed by Commander (is he commander?!) Hutton, a zentish spy and traitor. When you arrive at the main hall he's on the run. Hutton leads you to the high council. And that's my problem: he starts to move towards the waypoint and half the way he moves back and tells me to 'Move On' (he has to unlock the door to the council). Anyone an idea to solve this problem without modifying the core-scripts?!
CU, Andy
P.S.: Hope my english isn't to bad?!
Posted by steelfiredragon ( ..xxx.xxx ) at 2003-07-20 19:58:00
the npcs that join you, would do better with the sou henchman scripts.
and i could not get the cloak of disquise from mateo.
Posted by Wolfshead ( ..xxx.xxx ) at 2003-03-05 13:37:00
i have the same problem as azrab below. Anyone know the
answer to this Porphys problem?.
Posted by Rich ( ..xxx.xxx ) at 2003-03-04 21:44:00
Where is the "read me" file?
Is there anywhere to get hints about the quests?
Thanks
Posted by Azrab ( ..xxx.xxx ) at 2003-02-01 20:49:00
I have found that after I return from Zhentil keep, I
cannot find councilor Porphyrys. The quest is still on my
uncompleted list and I can go no further in the game. I do
not know if this is a programming error or if I have just
missed something.
Posted by Caspak ( ..xxx.xxx ) at 2003-01-14 17:32:00
Exe files in NWN mods are the new thing since Bioware made
it possible to make an auto install progie to streamline and
simplify installation. Stop being paranoid.
;)
Posted by Barbarossa ( ..xxx.xxx ) at 2002-12-02 03:35:00
Why does every one converts the NPC with incorrect stats!
Two of the new henchmen have wrong stats: Ren is a
half-elven ranger/thief and Shal is a human not a half-orc
wizard with a Strength score of 22 (18/00 in AD&D).
Posted by Anton ( ..xxx.xxx ) at 2002-11-04 01:33:00
Why didn't you tell Chris about your version...
And maybe you two could work together to polish the
Module.. ;)
Ciao.
Ps: (yep zip it... please)
Posted by wbaldwin ( ..xxx.xxx ) at 2002-11-02 10:45:00
It showing that file as a .exe I dont download executable
files. Please Zip it.
Posted by Torham Zed ( ..xxx.xxx ) at 2002-10-31 10:47:00
Quote:
"You didn't change the kobolds to actual kobolds! I'm very
disappointed"
Duh!? I could have had a V-8! That really should be on
the list of "Fixes". Thanks!
Posted by PlanKTonBoy ( ..xxx.xxx ) at 2002-10-31 09:07:00
You didn't change the kobolds to actual kobolds! I'm very
disappointed.
Btw, you should be aware that Chris Fowler is working on a
POR v1.13. He's not done with it yet.
Posted by Darkweave ( ..xxx.xxx ) at 2002-10-31 06:19:00
It's good to see someone "polish" up a good mod. Looking
forward to playing this special edition.
You must be Logged In to post comments in this section.