It started out as such a simple quest... there you were, a bold adventurer, seeking a magic staff. There was an inn on the edge of nowhere, with a group of friendly locals willing to help... and then matters got more and more complicated, more horrific. A maze of sorrow and despair unfolded before your very eyes, enveloping all... a maze that sang a song of lamentation for those who have passed away. An elegy. ...a dramatic story-driven module, by Stefan Gagne. (Updated to version 1.1)
Posted by Steve_Savicki at 2012-06-01 05:41:26 Voted 9.50 on 06/01/12
No evil critical prone creatures to test my smiter on.
Also not sure why we had to be dead for this adventure. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Redberserker at 2004-02-28 20:45:54 Voted 10.00 on 02/28/04
Posted by IceDragon ( ..xxx.xxx ) at 2003-08-03 11:03:00
Stefan you are simply awesome----your mods are great ive played nearly all of them and seriosly enjoyed all of them and not quite patiently waiting for more-----------------------------------------IceDragon
Posted by SearBlade ( ..xxx.xxx ) at 2003-07-11 22:16:00
Awsome mod man, so far i havent found another mod with its own voices or music, great job on all of them. And the music you put it was cool
Posted by Stefan Gagne ( ..xxx.xxx ) at 2003-07-09 18:04:00
Version 1.1 is now posted. Now NWN 1.30 compliant, and features these bugfixes/adjustments:
* Walkthrough edited with proper insult
* Patch required notice in docs
* Zombies no longer damage resistant
* All players should properly teleport out after boss
* Staff description changed
Posted by Anonymous ( ..xxx.xxx ) at 2003-05-18 09:53:00
I cant get the correct insult can some one help?
Posted by Dumb and Confused ( ..xxx.xxx ) at 2003-04-23 14:12:00
What are you supposed to pour on Jay's isolating flame?
Posted by Valandur ( ..xxx.xxx ) at 2003-03-15 08:57:00
I downloaded the full version with sounds and all and I must say I'm Impressed!
Excellent use of the voices, and the whole concept of the module was quite refreshing and fun to play!
My hat off to ye,
Valandur
Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-16 20:12:00
Okay... the next update should be the final version of the
Lite Version. Total file size, 1.5 megs.
Keep in mind that the Lite Version has NO speech and no
music and no intro movie. If possible, you should download
the 20 meg Full Version instead (which will be up
shortly). It's the way the module was meant to be played.
Please leave votes/comments on that version instead of
this one.
Everything below this point has SPOILERS from earlier beta
testing. Thou art warned!
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Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-15 08:26:00
There should be a freestanding door in that teleporter
light, not just a light. Upgrade your NWN, you're not at a
high enough version to get the door graphic.
Posted by Singal ( ..xxx.xxx ) at 2002-11-15 05:21:00
Ey, I started yesterday to test the module and, after I
spoke with Stephan Gagne (nice touch) I could not leave
the starting room. The teleporter light did not work. What
is the problem? A guy from Spain
Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-13 18:15:00
Hmm... the flame and the journal thing are definitely
bugs. I'll look into those. Unfortuantely I can't do
anything about Jay's lines... they're already recorded.
Whoops. But maybe I can hack them a bit... as for the
ending, I don't understand what you mean about going back
to where you started -- you did, it returned you to the
same road you began on. (Obviously you can't go back to
the EXACT road, since you're no longer, well, you know.)
Most modules end with a 'You're done' message. As for the
portraits, I made them nonlinear for a reason; you can
solve Jay's puzzle first or Lauren's first, that way
there's some flexibility. You'll be wandering back and
forth at least once regardless as you solve puzzles.
Posted by icypenguin ( ..xxx.xxx ) at 2002-11-13 11:47:00
Hita, having played the excellent penultima series I
thought I'd have a crack at this...found one or two tiny
problems but that's about it
* After I had put out the isolated flame, when I clicked
on it again it was still suggesting I pour something on it
even though it was out
* After I had freed Jay the journal didn't update, as I
released him before Lauren this meant that when I released
Lauren and the Journal DID update it suggested that Jay
could be the keystone even though he couldn't be as he had
already been released!
* I tried to release Grace before Lauren, so when I gave
her the brother's apology and Jay appeared he told Grace
that I had helped their mother when I hadn't!
That's it for bugs...as for slight improvements...
* The ending is a little dodgy...that I've got to export my
character and quit sits uncomfortably with me - it'd be
nice if you could go back to where you started or
something...
* The order in which you can enter the portraits should be
restricted perhaps - I found myself wandering back and
forth from each portrait far too often for my liking - it
took some of the fun away :(
Overall, I liked the story, it had a nice twist and a dark
tone that made it a little bit more interesting but there
just wasn't enough to draw me in (something to do with you
having to keep down the dialogue for space I suppose) as
well as Penultima(especially the last part of the first
campaign and PR1&2) but that's just my opinion - it's still
an excellently executed mod and if I had a better
connection I would be extremely tempted to download the
full version, just to see how it works.
Thanks for an entertaining few hours though!
Cheers!
Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-12 21:06:00
All is going as planned. Muwaha, etc.
Voice acting is 80% complete, and the other 20% will be
arriving soon. The full version of the game should be up
this coming weekend! Speech ahoy!
Note, though... if I add the optional 'peaceful ending' to
the gypsy scenario, it'll be un-speeched. The lines are
recorded and that bit is going to have to end up quiet.
But I'll note it in your journal so it doesn't look like a
bug.
As for the insult puzzle, I hate to make it so painfully
obvious, but what I'm going to do is put the insult parts
you'll want to use in ALL CAPITAL LETTERS. It makes the
puzzle too easy but I've racked my brain for days and
can't think of anything else.
Some monsters will be getting +1 attack bonuses, as noted.
Not the water elementals, which are already challenging,
but definitely the insulters, the zombies, and the cave
ghosts, all of which do piddly to you.
Posted by tiefling ( ..xxx.xxx ) at 2002-11-12 15:40:00
Very Impressive, but oh-so short. I can't wait till you
finish it, with VO and everything (my 56k is crying already).
I only played through it once, though, and I don't remember
encountering any bugs or problems.. except for a really
strange one.
*** Spoiler ***
After "freeing" Jay those Insulters starts attacking. The
problem is that the 2nd "Insulter"/Fire Elemental become
permanently Invisible, making it impossible to attak back.
Is this supposed to happen?
I'm glad you're adding a peaceful solution to the gypsies. I
did return to them afterwards, but I was hoping just to chat
-- "Hey! Remember me? *big grin*".
*** End Spoiler ***
Posted by Garnak ( ..xxx.xxx ) at 2002-11-10 08:51:00
OK, the Fleet Street gang ran through this one last night,
and we were all overwhelmingly impressed. Your use of
creatures as representations of ideas/emotions was top
notch. The story is classic, and is innovatily set up.
The character interaction is superb, as are the motivation
of them. Kudos, 2F, you have done it again!
______________________________
OK, bugs.....WHen leaving from the area of the daughter,
we re-emerged from the painting of the mother. I beleive
when speaking to the mother at the end, she disappears
before you can finish her conversation.
________________________________
All in all, this was a joy to play, and I HATE scripted
mods, so that's saying something :)
Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-09 21:56:00
Okay, I got some free time tonight so I did some
bugfixing. 0.91b will be up with NWVault's next file
update. It fixes all noted bugs.
Three things it does NOT do, but I want to get done
for .92 or the final -- add a peaceful resolution to the
gypsies, add better hints for the insult puzzle, maybe
give the monsters attack bonuses (what do you think?).
Posted by Kintaran ( ..xxx.xxx ) at 2002-11-09 19:56:00
That particular puzzle was annoying. I didn't have to look
for help, but that's because I have a lot of experience
dealing with strange puzzles. For players that don't spend
half their waking time solving lateral thinking puzzles,
another hint would be a necessity. Maybe remapping the
area so that you have to talk to each Insulter to progress
to the end area would work, or something else to indicate
their significance.
Posted by Random Passerby ( ..xxx.xxx ) at 2002-11-09 12:35:00
Yeah, I also had to look at the Walkthrough for the
Legendary Taunt (tm). While playing it, I thought I needed
a book or something that'll give me an answer ^^;
Maybe Darryl can give a subtle hint like "Keep on repeating
things to yourself and you'll eventually get it."
...okay, maybe that was too subtle ^^;
Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-09 09:29:00
For Jay's subquest, there is a method: the insulters
repeat elements from the final insult. If you jot them
down, you'll notice the patterns. But I've gotten a few
reports from folks who just didn't notice that, and I'm
wonder if it'll need further hinting or not...
Posted by AvaLance204 ( ..xxx.xxx ) at 2002-11-09 09:17:00
I'll just repost everything I've already posted on the
BioBoards.
Excellent module, Stefan. I played through it both with my
20th-level sorcerer (obviously I wasn't testing for
balance that time; I did it again with a level 9 fighter).
I did notice a few bugs/unfinished things.
I don't see where Michael is mentioned before the journal
refers to him as 'Michael' instead of 'Lantern Archon'
or 'Angel' or whatknot.
When you leave Grace's little plane, it takes you back to
the spot in front of LAUREN'S painting (which, I'm sure
you know, doesn't have an image yet.)
For some reason, as soon as I exited the Gypsy cave after
completing the 'Vengeance' quest, the game reset the
journal entry to the first 'Vengeance' entry.
Infernis Eternum...usable only by WIZARDS!?! WHAT MADNESS
IS THIS!?! I recommend expanding its usability to
Sorcerers as well, and possibly adding Sorcerer spell
slots...if that wouldn't mess up the item level
requirements and price too much. You could also make a
check to see if the PC is a wizard or sorcerer, and then
script the item in depending on the result.
On all other notes, an excellent module! Possibly a little
unbalanced, though; Infernis Eternum seemed a bit
overkill, though that may have been due to the fact that I
didn't have any healing potions left.
The issue with the inn name has been cleared up.
Is there any method to the madness of Jay's puzzle? I had
to browse the toolset to come around with the choices that
didn't botch the insult. Also, why did you customize
Michael's robes if he's just a lantern archon?
Posted by Stefan Gagne ( ..xxx.xxx ) at 2002-11-08 23:28:00
Okay, great comments and bug reports all. You have my
thanks.
I'm gonna be SUPERSUPERBUSY this weekend, so don't expect
a fix until monday, but I will address every issue raised.
Posted by Kintaran ( ..xxx.xxx ) at 2002-11-08 22:04:00
(Possible danger, microscopic spoilers)
First off, the attitude and mood setting was great. It
reminded me of an excellent Ravenloft campaign I played in
once. Even without music and voice, quite well done. I
didn't really notice any bugs that Random didn't catch,
except when dealing with the end boss, right before the
fighting started, I got some odd message reading "found
object: Infernistag". As a game balance comment, it seems
to me that you should give a tiny boost to attack bonuses.
They seem a touch low. Just a +1 to attack for some of the
less common monsters would probably be good. I took a
elven Rgr3/Ftr3 (ranger/fighter) through, and didn't quite
ever feel threatened by death or serious harm, so maybe
damage deserves a slight nudge up too. Otherwise, as I
said, very well done, and the final version would be good
as well. Final comment: Replaying this module would not be
too good, since it seems to rely on some elements of
surprise, but you get that with all horror and suspense
type stuff. Looking forward to your next piece of work.
Posted by Random Passerby ( ..xxx.xxx ) at 2002-11-08 20:40:00
Spoilers although I do try to be as vague as possible ^^;
...well that was an interesting sort of out of body
experience. My spine tingled at some scenes even without
the speech and music. Small details like subtle name
changes help enhance the overall atmosphere of the module.
Tell me, have you ever played a game called Silent Hill?
^^;
But enough about that, on to the technical stuff.
I went through this module with a level 7 rogue and had a
fairly difficult time with the non-sneak attackable
enemies. Nothing unmanageable however with some hit and
run tactics. Fortunatelym the final boss was something I
can sneak attack and the area had a lot of places to hide
behind ^^
I find it pretty strange that some enemies had custom
descriptions while others did not. Most notably, the
Insulters had their own while the lone Final Insulter only
had the fairly standard stock NWN description. No biggie
though.
As for bugs and typoes, I didn't find that would stop
someone from finishing the game but I did find a few minor
ones.
1) In the beginning, the "Why do you pick on your sister so
much" branch in Jay's conversation tree is missing.
Choosing that simply ends the dialogue.
2) When you talk to the ord of light the second time after
visiting the caves, the journal mentions who it is but the
Orb of Light never said his name. (At least, I don't tihnk
it did)
3) There's a bit of redunduncy in the description of
Grace's Portrait. The phrase 'Now and Then' was sed twice
in the same sentence.
4) In Darryl Elegia's "letter", there were some squares
that appeared in the last part. My computer probably
lacked some language program so those characters appeared
but ehh... there you go ^^;
5) Leaving the Oubiliette brings you in front of Lauren's
Portrait. I have a feeling you didn't intend that ^^;
6) The third quest keeps on starting and restarting when
you step in front of the cave entrance.
Well that's all. Ta-ta ^^
P.S. Couldn't you have talked to Zatana and Alis first and
have an option of not battling? I sort of wanted to go
there to tell Alis that Sedos is watching over her and tell
her what he couldn't. I was more than a little let down
when I found them a little hostile.
What? I'm an old romantic ^^;
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