You find yourself in a small wintry town called Winterhaven. After pleading with the tavern keeper to let you sleep in his pantry you finally get a good nights rest. The next day you are prepared to traverse the iced tundra again, but fate has a different plan for you. Will you walk away or face the dark road that lies ahead. (You need to download the Journey Into Darkness hak pak from the supplied link below.) This is a full adventure in the style of the NWN campaign, but only about 10 hours worth instead of the 40-60 from the NWN campaign.
Posted by Steve_Savicki at 2012-03-13 06:09:58 Voted 9.25 on 03/13/12
Broken journal entries and repeated dialogue were a pest. Also, I felt some quests were not possible to complete, but overall, a great module at that. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2012-03-12 20:34:24 Voted 9.25 on 03/13/12
Where are the two power gems? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by AardvarkOz at 2010-10-21 04:41:21 Voted 9.25 on 10/21/10
My wife and I had a great time playing this module. We were multiplayer, Human Paladin and Elf Rogue/Wizard/Arcane Archer. I think we ended up about lvl 17.
What a blast: great detail and great length. The humour was appreciated and we enjoyed the coda, including a brief conversation with you the creator.
The minor annoyances were the forgotten kings and having to appease them without any clue as to how (trial and error got us through); the lack of useful-to-a-paladin-headware for sale; and that it ended :( Ha Ha.
I appreciated the recall stones and I liked the way we progressed to new recall stones as we went along. Oh, and the funky dude you could summon from the stone (Ireneus?) was handy in the early levels. Nice balance of monsters and treasure.
Huge thanks for all the work you put in. May God bless you heaps, Pete n Kerr (AKA Egad Zooks and Sugar Kane).
Posted by Neilium at 2009-06-25 20:00:54 Voted 10.00 on 06/25/09
Woohoo! I just finished playing this mod and I had a blast! Thanks Decclan for all your hard work, I even enjoyed the credits at the end! :)
Terrible module from what I have seen and would not give it score of 3 or 4 at most.
1. Huge Footprint (that 11in1 hak is a monster)
2. Spoke to the inkeeper but the merchant script does not work, I get the reaction but the store does not open.
3. Got an error in journal entry right from the start may be after getting the graveyard quest.
4. The place is rather small with little if anyone around. Yet they have a graveyard infested with not only the usual (skeletons and zombies - hey that's tough for a solo lvl 1 - but also a wraith!). Some Orcs are also in the village as well as some "pirates". That's really a lot for a deserted place like that.
You can fight a bit (XP scale is high), use stone of recall, rest go back or fight a bit, get killed, respawn and go back. There is certainly a public for that but it is not what I would expect from a HoF module.
Question for you guys. Does this module support HOTU? The reason I asked is because I wanted to create a Dwarven Defender that uses a Dwarven Waraxe. So I am hoping that I find premium Dwarven WarAxe.
Silly question. I now, but, I would like to know what kind of magic weapons I'll find along the way before I create my fighter character.
Posted by Gostevie at 2006-02-24 17:27:17 Voted 8.50 on 02/24/06
This was my first user-made module I've ever played, and I enjoyed it. It was a lot of hack and slash and I found it to have very little elements of roleplaying (basically none). I give it an 8.5 because I've only tried 2 classes so far, Fighter and Wizard, and it felt nice having a new class to start with from level 1. The Monk does quite well in this one, I must say!
A few things could've been better:
- More roleplaying
- Remove more bugs. When I was done, I had 3 journal entries left, which I had all finished. An empty one from the beginning, the guy that wanted the artifact in the 2nd (?) city and another one I forgot.
- Make the entrance areas so you don't have to click on a small place near the side, but just click on a giant "door" on the side.
All in all, I really enjoyed it. Nice variety of enemies, a nice difficulty (though it got too easy in the end and a bit too hard in the beginning), nice treasure and nice maps. Thanks!
Posted by cegli at 2005-12-01 19:09:43 Voted 9.50 on 12/01/05
Good module but not much dialogue interaction with NPCs. Possible bug - henchmen Kylie several times said he had something to say but never did say anything.
I've only just begun to play this one, so I won't vote or rate. (I will say, I'm only playing it to get background for Souls of Time- I'm not much for hack N slash.)
Early problem: Went to the frozen cemetary off the first area, killed a bunch of undead, got the crypt key from the caretaker, went in and killed the monk, got all the booty, but still can't open the other crypt (which just reads "This door cannot be opened.") When I went back to the caretaker, thinking maybe I'd done all that needed to be done, he began the first dialogue again, giving me the key again, etc...
Don't know if that's a bug, or if there's something more I'm supposed to get done here.
Posted by xavi_ at 2005-04-17 05:57:13 Voted 8.25 on 04/17/05
Posted by Anonymous ( 69.34.xxx.xxx ) at 2005-02-20 18:53:00
UUUHHHHGGGG!!!!!
I ran into the same problem. Did you ever find a fix?
--------------------------------------------------------------------------------
Name: Decclan Macmanus
IP Logged: 208.164.xxx.xx
Date: 05/06/04 08:30
Report this post: One click process
Ouch!...I see the problem. The door must not being unlocked in the script as well as opened. So when you shut it back it is locked again and the Old kings aren't there to open it again. Yeah without a previous save you are screwed. There maybe another way though. I know there are some commands for the command console to SetInts and what not. I think there is one for unlocking doors as well. You would have to open the toolset and find out the tag of the door though. I'll look on some forums and see if there is.
I'll post it if I find anything. Sorry!
--------------------------------------------------------------------------------
Name:
IP Logged: 213.204.xxx.xxx
Date: 05/06/04 08:14
Report this post: One click process
Sigh - I've come a long way to solving this module but I will not be able to solve it.
Right after I talked with the old kings and they apperantly opened some gateway from me - so I went furter and came to a room with 3 dangerous monsters. When one came rushing towards me I closed the door to the room to lock him on my side and has since been unable to open the door again....
Sigh - the kings that opened it for me are dead - hopefully it also means that the Old one can't escape ?
other than that the module was fun up to the point of no return...
Sadly I do not have a old savegame from before I closed that door that only the kings can open again!
Posted by garyh2018 at 2004-12-22 09:03:44 Voted 5.00 on 12/22/04
Buggy and not interesting enough to finish.
Posted by Decclan Macmanus ( 24.117.xxx.xxx ) at 2004-12-07 20:09:00
Hi...the door right after the Curst Monk is just a small room with some coffins in it. You should be able to pick the lock or bash it if I remember right...either way it is not important. Thanks for playing.
Not sure if I am doing anything wrong or if my mind isn't working but in the undead level when you first start out after you kill the monk there. How do you get the door open? I thought there might be an sercet door but I am playing an human f1/c2 and I'm not sure if I did all I should or if I am missing something. I guess I could make an elf character but I wanted to try something else.
Any suggestions or hints are welcome. I will give more input once I get past this problem.
Hal.
Posted by Jess_ at 2004-10-06 04:03:40 Voted 4.00 on 10/06/04
No fun, too hard Hack 'n Slash, story not enough developped.
Posted by Decclan Macmanus ( 24.119.xxx.xxx ) at 2004-10-03 21:33:00
Thanks for your comments pmiller. I'm glad you enjoyed the module. Yes this module was more of a hack and slash module that others. The beginning can be tough for a first lvl player. The henchman in the beginning is more of a meatshield. Just to keep some of the enemies off your back while you take out the rest. There was some clues to the Forgotten Kings questions in the City of Lisdon. You must have missed them. Thanks for playing.
Posted by pmiller at 2004-10-03 17:30:00 Voted 8.25 on 10/03/04
Decclan;
Enjoyed the module. It was exactly as advertised and any negative comments that I could make would either be complaining about your designed characteristics posted in the readme file or they are minor issues you already know about. I played it with full knowledge of these issues and specifically decided to play the module because of the fast paced XP progression and did not want to get bogged down in a complex story.
** Some Spoilers **
I tried out a new character build for me and I wanted to see how it would progress up through level 20. Played a Barbarian/Fighter that eventually went Weaponmaster in greatsword at 11th level. One would expect this character to be a hack'n slash machine and well suited to this module. I definitely was not bored from routine combat and I was certainly challenged throughout the module's encounters. Early on every little combat was like a tough boss battle and I needed to use the stone of recall to save my butt frequently in the middle of combat early on and throughout the entire adventure. People wanting to start this module would find the beginning very challenging and could start with a level 2 or 3 character and would not find themselves unbalanced, definitely would consider level 4-5 for any non-tank class. Particularly if they were not using the outsider henchman (I found him pretty worthless except to die for me like a meat shield). With the exception of the sewers I tried to maintain a solo experience and did not use the henchmen. I had no choice though in the beginning, needing the outsider to die for me to beat a few monsters like ice pixies (the one foe he actually helped me without getting killed), the water elemental and the giant in the ice caves. I had to replay that section a few times just to get through it, eventually needing the henchmen's help. After that section, never used him again.
As for puzzles, the only one I can remember being the Forgotten Kings, I never found any clues to the answers to their questions, and wrong answers KILL you! Luckily I quick saved right beforehand, but I was only able to reasonably guess 2-3 of their questions on the first try, the rest were trial and error. Perhaps a book with some anecdotes to give clues would be nice, but then again I might have missed the clues. For those old school D&D gamers (which I guess I am one playing PnP back in the early 80's) death in D&D used to be final for your character and this would be very frustrating for those that really are put out when they die. Me, I never respawn, always reload because usually it is because I made a stupid mistake anyway.
** End spoilers **
I would definitely recommend this module for anyone that wanted to play it for similar reasons as mine and with full knowledge of what to expect having read the readme file and othe comments on this thread. Given that you originally posted this module over 2 years ago, people who judge it against the total playing experience of some the masterpieces that have come out since, should probably play one of your other modules instead and not go back an play this one afterwards. As for me, I intentionally played this one first and I will probably try your other (likely better) modules in the future. Since they weren't logical sequels for my level 20 Barbarian I don't know when I'll give them a try, I have many modules on my play list. Happy adventuring and thanks again for making the module.
- Perrin
Posted by pmiller at 2004-10-03 16:41:11 Voted 8.25 on 10/03/04
Enjoyed this module. After reading about it and others' comments it was exactly what I expected, a fast paced hack'n slash romp, real fast. After reading the author's comments about it as well it was spot on for what to expect. Worth playing despite its faults and has good mooments of amusing humor. Best used for trying out a new character builds that you are interested in playing and experimenting with.
Posted by mrnukem at 2004-09-06 20:03:00 Voted 9.00 on 09/06/04
A very well done module for new char solo play. Really enjoying rhis one!
Posted by mrnukem at 2004-09-06 20:03:00 Voted 9.00 on 09/06/04
A very well done module for new char solo play. Really enjoying rhis one!
Posted by mrnukem at 2004-09-06 20:01:30 Voted 9.00 on 09/06/04
Having a lot of fun playing this mod. Great Job!
Posted by AniaMonk at 2004-08-05 19:40:55 Voted 9.50 on 08/05/04
Posted by TigriusUnicorn at 2004-06-27 15:20:56 Voted 10.00 on 06/27/04
Very nice module - definitly worth playing :)
_________________________ - Tigrius
Builder, DM, Player
Posted by BigMac at 2004-06-02 14:18:27 Voted 7.00 on 06/02/04
Posted by Decclan Macmanus ( 24.117.xxx.xxx ) at 2004-05-06 20:18:00
Well after doing alot of searching I couldn't find a command for unlocking doors. Most of the commands were DM client anyways so don't think that would help. Sorry.
Posted by Decclan Macmanus ( 208.164.xxx.xxx ) at 2004-05-06 08:30:00
Ouch!...I see the problem. The door must not being unlocked in the script as well as opened. So when you shut it back it is locked again and the Old kings aren't there to open it again. Yeah without a previous save you are screwed. There maybe another way though. I know there are some commands for the command console to SetInts and what not. I think there is one for unlocking doors as well. You would have to open the toolset and find out the tag of the door though. I'll look on some forums and see if there is.
I'll post it if I find anything. Sorry!
Posted by Anonymous ( 213.204.xxx.xxx ) at 2004-05-06 08:14:00
Sigh - I've come a long way to solving this module but I will not be able to solve it.
Right after I talked with the old kings and they apperantly opened some gateway from me - so I went furter and came to a room with 3 dangerous monsters. When one came rushing towards me I closed the door to the room to lock him on my side and has since been unable to open the door again....
Sigh - the kings that opened it for me are dead - hopefully it also means that the Old one can't escape ?
other than that the module was fun up to the point of no return...
Sadly I do not have a old savegame from before I closed that door that only the kings can open again!
Posted by Decclan Macmanus ( ..xxx.xxx ) at 2004-04-05 21:16:00
Sorry to hear you didn't like the module Jess. I can see where playing a rogue would be hard. I didn't test it with a rogue so I know it would be tough since they are not great fighters. I agree with you on trying to compare this module with ones of the past several months. It stinks compared to those but that is because I released this about 3 months after NWN was released before all the really cool modules were ever even thought of. You didn't get very far into the module. It actually gets better since I was able to learn more of the toolset functions later on in the making. But it still doesn't compare to some of the better mods including the sequel to this module which is Souls of Time. Journey of Darkness was just me goofing around with the toolset and making one of the first modules around at the time. Sorry you didn't have fun.
Posted by Jess_ at 2004-04-05 08:45:00 Voted 4.00 on 10/06/04
I can't like this mod !!! And can't give more than "4".
With a so big hak, the maps should be more developed, not just some rooms ans corridors with monsters and treasures. And there is no logic in the monster's dwelling...
I dislike the too great amount of XP given for killing while the rewards for the quests are nearly ridiculous in comparison.
Your work would be better if recommended for a 5th level character at first, not a 1st one. The fights are undoable without Levacus because of normal Orcs with more than 15 hit points !!!
I don't know why I must kill the Ice Sailors...
Some traps are too easy (DD = 3 !! )
And the Graveyard has a journal entry bug : "Error, blank journal entry..."
Not worth the downloading time !
I had to abandon in front of the Ice Giant with my 5th level Rogue :o