Any, but Clerics / Paladins may have an advantage in some sections.
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
07
Max # Players
01
Min # Players
01
Min Character Level
06
Content Rating
Everyone
Alignments
Good / Neutral (This may change as you play :) )
Description
Concluding the story from Pts1 & 2, your journey takes you far into the Frozen North, to discover the true fate of William Goodsun and Rose LeDuget, so that you may clear your name and prove to the world that there is a traitor in the High Council of Haighmarsh. After finding a way to escape your inprisonment at the hands of Councillor Veldart, the Spirits of the Forge tell you of their waning power, and the awakening of their ancient and deadly enemy. You must travel into the depths of Karak N'Ar, a dread place where the dead do not rest, and ancient evils lurk. It is here that you will discover your true character, and, whatever choices you make, you can be sure that what you discover, and your own actions, will shake your beloved Haighmarsh to its very core..... There are a number of mysteries to solve on the way, and two possible endings. Included with is a chronicle of the events in Parts 1 & 2 so you can refresh your memory, or play this mod without having played pts 1& 2.
It's spelled "friend", not "freind". Running all your conversations and narratives through a spellchecker would have helped immensely. Other than that, I have to commend you for one of the more original mods I've ever played. I absolutely loved the Spirit Forges, both in concept and in execution, and would love to see more game worlds with concepts as well-developed as they are. Other than the jarringly unpleasant effect of the spelling issue, the three parts of this series were so thoroughly engrossing that I found it very difficult to pull myself away from the game. More modules of this caliber would definitely be appreciated.
Posted by Steve_Savicki at on05/04/05
Hey Captain, could we please get our equipment back like after trying to fight the guard? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by CapnGherkin at 2005-09-2510:51:21
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Posted by Ekstrashouse at 2005-07-3115:29:20
I'm really stuck an can't get the door to open in the sinners tomb. I have tried many combos with the switches. I've really enjoyed these modules and want to finish this one. _________________________ Gwendolyn
Posted by Tourmaline at 2005-06-1119:21:13
I've played the previous two and most of this one, and had great fun! However, I seem to be stuck at Karak N'Ar. *******SPOILERS******* The first tomb I entered was the Moldering Tomb (v. hard, BTW! There needs to be an Antidote option in the Forge potions.). Went fine, got the hand, off we go. Seven Deadly Sins went fine. I got into the outer 'fake' Firelord's tomb, but my character refuses to enter the door down the passageway that was blocked by rocks. And I can't move once I get into the Ancient Burial Mound (first tier) or the big cave with pillars (top tier), except to get out. What's going on here? Is there any way to fix it or get around it?
Posted by Tourmaline at 2005-06-1119:13:12
I've had a blast with this series so far! However, I seem to be stuck at Karak N'Ar. *****SPOILERS***** The first place I went in Karak N'Ar was the Moldering Tomb (v. hard, BTW). Got the mummy lord's hand, went to explore the other caves... and can't get into two of them! The Seven Deadly Sins tomb went fine, no problems there. I can get into the fake Firelord's Tomb, but not through the exit behind the rocks. And my ranger can't even move a few steps inside the Ancient Burial Mound (first tier) or the big cave with the pillars (top tier). What's going on here? I tried talking to Miriam in case it was a henchman comment bug, but she didn't appear to have anything to say. Was I supposed to enter the tombs in a certain order? If so, I'm totally screwed :( Oh yeah, and I've got the same henchman inventory bug everyone else does.
Posted by JR at on05/29/05
This series is one of those deals that is essentially a mediocre excuse to show off a single custom feature (the Spirit Forge, in this case). The story is interesting, but it is literally a story--there is absolutely no roleplay whatsoever, and it is linear in the extreme. You virtually always have a single dialogue option, which serves only to continue the DM's extremely verbose, literary (yet frequently misspelled) narration. On the unusual occasion you get multiple dialogue options, one is obviously the "wrong" choice--it's just completely uninteresting from a roleplaying standpoint. The Soul Forge is interesting enough and fairly useful, a nice way to make boring inventory items more surprising. But ultimately this is a long way of reading a story, period. This chapter is the most interesting of the three, though it opts for the extremely tiresome "you lost all your items" approach.
Posted by Wester at 2005-05-1516:43:54
I'm stuck at the same place branmakmuffin is... SPOILER I destroyed the boulder. Is there anyway to follow Dargo after the cutscene? Otherwise I have loved this module! PLEASE HELP SO I CAN FINISH!!
Posted by Steve_Savicki at on05/04/05
A little tough for mages considering the armor given to you from the forge gnome is light and not a robe, but overall, the story comes to a close. The multiple gnome quests are tedious and I didn't complete all of them due to lack of motivation, nor did I like being stripped of all my equipment, but other than that, a great way to end the series from Miriam and Goodsun to Rose herself. This is a story. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve