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.
Er... I take that back. Maybe there was a bug, but I just hadn't recognized that thing on my wrist as a circlet. But my uncertainty over the handling of multiple henchmen has made me put this campaign aside for now.
Posted by Kulal at 2006-07-0517:09:42
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 on04/07/06
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. Apart from that one blip, this was a solid outing in the series. _________________________ NWN: Shifter Expanded Classes hak, GLWizard Spell Pack NWN2: GLWizard Spellpack with Extra Invocations
Posted by Akka at on01/06/06
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 on01/06/06
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 at on11/24/05
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 at 2005-11-2413:45:02
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 on10/25/05
Great work. Thanks!
Posted by minissa at on09/24/05
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 on09/15/05
Good dungeon, with coherent design. No broken sidequests. Funny, sarcastic dialog with the Riddle door.