The mystery that you discovered at Hill's Edge leads you to Skull Gorge. It is here that the priestess of Cyric, Quincel, has gone in search of an artifact known as the Skull of Orn. Why she seeks this is unknown, but perhaps it is a part of the larger puzzle. Note that if you've already downloaded the hak pack, you do not need to download it again.
Does anybody know a way to progress futher if my PC is unable to spot the hidden door in "The minor oddities"?
Posted by cemeteryschild at 2010-09-07 09:15:35 Voted 9.00 on 09/07/10
very good story, great module!
Posted by MackyMac at 2010-07-15 00:22:29 Voted 9.50 on 07/15/10
For anyone who had the romance w/ Anera not work out and wasn't sure why, I have a couple of possible insights
!!! SPOILER WARNING !!!
So initially I got stuck with the "let's be friends" thing and that simply would NOT do. After some reloads and trying some different things here's what happened
I got it to change into happy-relationship-activate-the-second-star.
My game was saved after vanquishing the wizard Tal'Nash, but before dealing with Quincel.
I let her live in exchange for info. I had failed romances after that.
I thought that since Anera previously mentioned that she is evil, and clerics are pretty keen on scrubbing out competing religions, Anera might prefer Quincel dead.
So I killed Quincel instead. (to be precise, I demanded info from her first, when she said only if I let her live, I then chose "no deal" and fought her)
I think that is most likely it, though I unfortunately also did one other teeny tiny thing different.
When Anera initiates "the talk", I had previously chosen "Yes, Anera?"
This time I choose the first one, something like " I feel I am about to be judged, I will brace myself"
It seems odd to me that I should matter either way, but who knows. Maybe since Anera has issues with letting her guard down with her feelings, Option One shows a similar vulnerablity which she can sympathise with.
Then again, You'd think that her mind would have been made up at that point, seeing as she initiates the convo. (unless of course you take Option 2... don't recall what it is, but it looked like a deal breaker) _________________________ I'll tell you all my secrets but I lie about my past
Item 1 - The henchmen don't level. Period. Except between modules.
Item 1 - Anera is a worthless cow. She won't use ranged weapons in spite of explicit instruction and she will not stop casting in combat despite the flurry of attacks of oppourtunity such actions invite which are always fatal and contrary to my instructions not to cast
Item 3 - Every time she dies it costs me 100 xp, despite the fact I have no control over her actions, cannot select her gear and am unable to influence her tactics.
Posted by Copperhawk at 2008-11-01 22:46:03 Voted 9.25 on 11/01/08
A fun dungeon crawling game for low level characters. Still, It does not support leveling up with the hencman.
Posted by colourwolf at 2008-09-27 22:46:26 Voted 8.25 on 09/27/08
I'm thinking about playing this all over again, as soon as I finish NWN2 OC, that is. But where is the hak pack file mentioned by the author? I can´t seem to find it.
Posted by Mirgalen at 2007-08-19 17:00:28 Voted 5.50 on 08/19/07
I managed to complete this one.
* Minor Spoiler *
In fact it was rather boring until we found ourselves in a jail. At that point the module became interesting sadly the end was just around the corner.
I had really had fun doing the part below but I am not sure if it was a bug (lucky for me) or designed that way.
There was a boss fight. He had two creatures with him. We took them out. So there was Nooble, the half-orc, the girl, the NPC boss, Jered (wait a minute Jered?) and my monk. The NPC boss turned friendly and moved towards my character. May be he wanted to say something. Tough luck I could not stop the girl who took him out. The girl left soon after. Next we had to walk back but the very cool thing (bug?) is that this Jered guy (wait Jered? that's the bloodspell guy not to mention that I have my very own bloodmage) is immortal so he was the meat shield on the way out.
Posted by Mirgalen at 2007-08-15 04:52:09 Voted 5.50 on 08/19/07
So far I tend to agree with Akka, I am a bit bored and may not complete the module. Why I see is the dungeon from chapter 2 except that it is 3-4 times larger. Not many NPC to interact with and may be the henchmen got stuff to say (got Nooble at lvl 4 and the half-orc lvl 2) but since I keep them as reserve I don't get to hear what they have to say. I had a quick look at the second level in the caves, do I have to defeat all these creatures with my staff +1?
At this stage I wish we would know a bit more of the background story (remember the pile of corpses near the battlefiled and those in the crates?) but so far not much...
Replaying after a long time. Some small faction issues. Do those weird gauntlets have any real use? The Shadow Fiends at the end are to hard, we could only run through without fighting or we would die from strength decreases.
Posted by Jesse_Dylan at 2007-06-19 17:14:47 Voted 9.50 on 06/19/07
If each one keeps getting better, how good does that mean they're gonna get? I had a blast. Started to feel a bit like Final Fantasy or what not with all the characters and dialog. Can't wait to see where the final two chapters take me, and after that, on to Dreamcatcher.
Can someone help me get Jered back to the Temple entrance?
He refuses to pass through the door connecting "Minor Oddities" with "Entrance". I even pushed him right into the door with my own character, but still he doesn't apper on the other side.
Any advice is appreciated ...
I really admire the hard work that has gone into this but have to admit that I think the fights are unbalanced. I feel sad when the only way to beat fights seems to be to die many times trying different tactics. This for me really breaks the heroic story idea and after dying 5 times, similarly for my henchman, I begin to loose interest in the story! I feel dying should be a rare thing in an RPG. It was in the official campaign. Bad luck, bad choices, should perhaps result in inconvenience to a player but not death, unless that's part of the plot. A good story is far better than a hack nd slash. Reload/Re-spawn etc = failure to me. Having played many RPGs, I shouldn't fail that much! My choices can't be that bad so it must be the game design. Sorry, but I won't be carrying on with this series. It makes me feel like a bad player. Just my two-penny's worth.
*spoiler* Heya, I'm loving this module so far but I'm at a sticky point. Those stag beetles in the Hall of Oddities are kicking my butt...even one is a problem. I'm a level 5 sorceress, traveling with Ineira and the half orc as well as my dire boar and pixie familiar :) Is there something I'm missing? So far the battles have been pretty balanced, but a 40+ HP beetle is apparently too hard, much less ten or so of them o.O;;; *end spoiler*
Posted by Guru Bob at 2006-12-25 07:17:18 Voted 9.25 on 12/25/06
Lots of fun stuff. I enjoyed this much more than the second module. Still I couldn't keep the two "tag-along" npc's alive for more than a few seconds in the tough battles. Even Nooble died left and right. I probably lost 1000 xp from all his deaths. I was a wizard cowering in the back with my crossbow.
Posted by Salish at 2006-10-23 12:14:46 Voted 10.00 on 10/23/06
This whole series of modules is awesome! Thank you, to Mr. Miller for making this great game.
Posted by amonsloane at 2006-09-29 13:58:42 Voted 9.75 on 09/29/06
fun mod for a dungeon crawler. some really interesting ideas here. again, interaction with henchmen is great. i wish i knew what the gauntlets of death's fury were for if anything, though... maybe i just missed something...
Posted by Lachluine at 2006-07-22 01:37:59 Voted 9.75 on 07/22/06
Wonderful dungeoncrawl, thanks!
Posted by MikeLM9215 at 2006-07-15 21:58:08 Voted 8.00 on 07/15/06
Liked the attempt at trying to add sea creatures. Should be updated to use the sahuagin for kuo-toa. Maybe undersea tilesets. Gwarka certainly doesn't have a lot to say. Cool Priest of moander, but why doesn't he talk? At least Jered and some of the others are interesting. Cool costumes. _________________________ The road to Ravenloft is paved with good intentions.
Posted by Morrighu Tel Uvrith ( 71.252.xxx.xxx ) at 2006-07-11 21:18:14
Item one - Anera is dead. She didn't resurrect properly.
Item two - The henchmen don't auto level up, which is why Anera is dead.
Item three - Anera is a total 'tard. I don't want to blow it for anyone, but the stupid cow kept standing behind the freakin doors during the thing with the levers. Short version, I really don't miss her all that much.
Item four - can you have the montsers spawn based on level? I know that there are scripts for this.
Ran into a bug: I had a henchman with me at the begining of the chapter. Then, I switched henchmen. Then I saved and reloaded (I forget why). Now I had two henchmen. As I shortly after that was awarded another henchman, I didn't bother risking another save/load to see how things would change if I got rid of one. Wasn't till a couple [character] levels later, when I was getting conversation asking if I still had a circlet (and no option to say no), that I realized how badly I'd taken the game off track.
So, I've started over again (I didn't like my character's hair color anyways) -- hopefully, I won't hit any "time to toss this one and try something else" bugs...
Posted by GLWizard at 2006-04-07 11:30:25 Voted 9.75 on 04/07/06
Dungeon crawl, done Adam Miller style...
Again, another fun adventure. The otherwise seemingly endless stream of combatants were interrupted rather nicely by some interesting puzzles (talking door, the switches) and a couple of merchants found in some really odd places.
The only problem I had with the mod was with the Tal'Nash fight. Like others have noted, I was having trouble getting his "I surrender" speech to fire correctly; he would keep interrupting himself and start attacking Jared. Having examined the conversation in the Toolset, I determined that reloading a saved game was in order. It's actually been a few days since I finished the mod- but if memory serves, I needed to concentrate on the other monsters in the area and save Tal'Nash for last. Once he was alone and down to a certain HP level, the convo appeared to fire correctly.
Posted by Akka at 2006-01-06 17:17:07 Voted 5.00 on 01/06/06
As I said on the comments of the first module of SL, I played the whole Miller Saga a long time ago, loved it, and the release of Demon gave me the incentive to redo it from scratch.
Finished the first three modules, and sadly, as I've said there too, they are clearly of a rather poor quality (which makes me hope that I loved the serie for the later parts, rather than being all nostalgia).
This third module suffer from the same flaws than the two before it : weak storytelling and very poor dialogues. The constant anachronical/pop culture jokes damage the immersion, which is already weak due to the lack of description when using the eye icon of the menu.
There is still very little roleplaying available, just the choice between two or three caricatural choices ("goody good", "villainous evil" and sometimes "undecided").
The dialogues are lacking in depth, short to the point of dryness and the henchman relations feel artificial and coming out of the blue.
***spoiler*** the way Anera talk about "steps" in relation, and of her past, is particulary poorly made. Not believable at all, and has no emotion in it.
Also, this romance/friendship goes too fast, and without any "little events" to flesh it up and make it believeable.
***end of spoiler***
All in all, the dialogues feel rushed and reduced to the barest bones, which destroy the immersion and the credibility.
On the other hand, the overhead descriptions are quite well done and very numerous (though they often are hardly related to what we can actually see, like the room described as having "a bed and, in the corner, a chest", which was definitevely entirely empty), and the books are well written.
I'm unhappy to say that, I'm until now pretty bored and not feeling commited at all to my character.
I really hope that my memories of the serie are good, and that the quality start to ramp up seriously with the module 5 and the whole Dreamcatcher.
Because for now, this third one is defintely not that good, and I give it barely a 5.
Posted by Akka at 2006-01-06 17:16:19 Voted 5.00 on 01/06/06
As I said on the comments of the first module of SL, I played the whole Miller Saga a long time ago, loved it, and the release of Demon gave me the incentive to redo it from scratch.
Finished the first three modules, and sadly, as I've said there too, they are clearly of a rather poor quality (which makes me hope that I loved the serie for the later parts, rather than being all nostalgia).
This third module suffer from the same flaws than the two before it : weak storytelling and very poor dialogues. The constant anachronical/pop culture jokes damage the immersion, which is already weak due to the lack of description when using the eye icon of the menu.
There is still very little roleplaying available, just the choice between two or three caricatural choices ("goody good", "villainous evil" and sometimes "undecided").
The dialogues are lacking in depth, short to the point of dryness and the henchman relations feel artificial and coming out of the blue.
***spoiler*** the way Anera talk about "steps" in relation, and of her past, is particulary poorly made. Not believable at all, and has no emotion in it.
Also, this romance/friendship goes too fast, and without any "little events" to flesh it up and make it believeable.
***end of spoiler***
All in all, the dialogues feel rushed and reduced to the barest bones, which destroy the immersion and the credibility.
On the other hand, the overhead descriptions are quite well done and very numerous (though they often are hardly related to what we can actually see, like the room described as having "a bed and, in the corner, a chest", which was definitevely entirely empty), and the books are well written.
I'm unhappy to say that, I'm until now pretty bored and not feeling commited at all to my character.
I really hope that my memories of the serie are good, and that the quality start to ramp up seriously with the module 5 and the whole Dreamcatcher.
Because for now, this third one is defintely not that good, and I give it barely a 5.
Posted by Sualkin Sreid at 2005-11-24 15:57:13 Voted 10.00 on 11/24/05
Very nice. The best one yet. _________________________ I think the GPS Navigation things in new cars shouldn't have that woman's voice, but the voice of the HAL 9000 from 2001 Space Odyssey.
Posted by Moo ( 144.124.xxx.xxx ) at 2005-11-24 13:45:02
I'm enjoying the module, but I seem to have hit something of a bug that's stopped me altogether. From the other comments here, I gather that Tal'Nash is supposed to teleport you somewhere, but in my game, he didn't. Anera vanished, but I stayed in the room where you first meet him. Not realising anything had gone wrong, I then quicksaved, bah!
I've got no saves before that encounter for the whole SL3 module, so does anyone have any ideas to get me where I'm supposed to be without restarting the module?
Thanks,
-Moo
Posted by Tom_McG at 2005-10-25 14:00:13 Voted 10.00 on 10/25/05
Great work. Thanks!
Posted by minissa at 2005-09-24 15:56:07 Voted 10.00 on 09/24/05
Love the puzzles as well as the "minor oddities" and "blasphemies" areas. Again, Miller has a delightful, somewhat sly sense of humor that really sets his work apart. (Am actually replaying with a character named Inigo Montoya so the dialogue option in the earlier mod reads, "Hello, my name is Inigo Montoya, you killed my father, prepare to die.") Again, the NPC dialogues are delightful. I am fond of dungeon crawls, and this one is just strange and wonderful. Managed to lose the half-orc hench at one point, and the script gave me Tiera throughout the one level where you ultimately get clobbered by stag beetles, so I think this represents excellent scripting, anticipation, and game balance. I just can't say enough about this series, and this was one of my favorite parts.
Posted by herrjeff at 2005-09-15 08:52:51 Voted 8.75 on 09/15/05
Good dungeon, with coherent design. No broken sidequests. Funny, sarcastic dialog with the Riddle door.