Best to start at Lvl 1, Opportunity for quick level up at start
Races
Any
Tricks & Traps
Light
Roleplay
Heavy
Hack & Slash
Medium
Classes
Any; Clerics / Paladins may have an advantage later
Scope
Part of Series
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
03
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
Best played as good / neutral
Description
A complex, intriguing plot is introduced in this first in a series of 3 modules telling an epic story of love, treachery, ancient evils and dormant powers awakened. Harness the power of the Spirit Forges, and solve the dark mysteries plaguing Haighmarsh. Over 120 new items can be crafted in the Spirit Forges, and only you, and a select handful of others are able to harness their power. What has become of Rose Le Duget, royal heir? Why did the General of Haighmarsh's first company turn traitor and defect? What secrets does the silent portrait hold? And what is the ancient power that stirs beneath the earth to the north? Parts 2 and 3 are already well underway, and will be available soon....
Posted by Bianca at 2011-09-06 22:23:21 Voted 8.00 on 09/06/11
Nice _________________________ Everything you do has a meaning...
Posted by Manderville at 2008-11-26 11:35:15 Voted 9.00 on 11/26/08
Nice module, some spelling errors...
I love the spirit forge, great work there... _________________________ A diplomat is a person who can tell You to go to hell in such a way that You actually look forward to the trip.
Posted by Astero at 2007-09-08 19:49:35 Voted 8.50 on 09/08/07
Overall, a nice trilogy. Interesting story, the whole forge idea was pretty good but it would had been even better if there was a way to put all the ingredients in the same place. A little buggy with some quests, a number of misspellings but that didn't distract me a lot. I had a good time. Well done :)
Posted by agathokles at 2007-06-09 10:00:11 Voted 8.00 on 06/09/07
Nice module, with a good (if a bit railroaded, especially at the beginning) story and an item creation system that merges well into the background story.
A bit rough on the technical edges, though -- a big bug in the prologue, and a number of smaller issues that could have been polished up (but the module is quite old, so it's understandable that it might not be up to more recent ones in this department).
Posted by namiph at 2007-05-07 09:02:37 Voted 9.75 on 05/07/07
top job Capn!
Posted by namiph at 2007-05-03 16:04:00 Voted 9.75 on 05/07/07
Just started, managed to get away from the spectres at beginning.
Some Spirit Forge Spoilers:-
Wine
Fairy Dust
Plus
Ironwood = Barkskin Potion
FireBeetle Belly = Lore Potion
Garlic = Cure Moderate Wounds Potion
Meat = Bull's Strength Potion
Feather = Owl's Wisdom Potion
Spikenard = Spirit Potion - Negative Energy Protection
Cinchona = Spirit Potion - Negative Energy Protection
Feverfew = Spirit Potion - Clarity
Senna = Spirit Potion -Find Traps
Fire Agate = Lore Potion
Garnet = Eagle's Splendour
Will vote on completion.
Posted by SusanMcKinney at 2007-01-08 06:58:01 Voted 9.00 on 01/08/07
I really enjoyed the first part. I was glad to see parts 2 & 3 ready to play. I like the storyline thus far. It would be nice to find a book that tells you some things you can do in the spirit forge.
My least favorite part of this mod was the excessive use of "ermm...", something a battle-hardened veteran that I was trying to play as would not say. Also: I can't find the spirit forge in the city. Anyone help?
That's great news (about the update)! I'll certainly be playing this series once it is updated. It looks cool. _________________________ Forgotten Realms Weave
Ok: the first area is a cutscene: one of the later patches broke it, and I haven't had time to fix it. Seeing as I have had a couple of requests to revive this little ol' series, I'm going to give it a go... I'll post an update in the next 2 weeks to so, updated to 1.66.
Posted by Steve_Savicki at 2005-09-28 10:49:03 Voted 10.00 on 05/03/05
I agree with Anon.
Captain, the only way to get the mod started is to make it to the east end and I had to powergame in order to get more hit points to do so.
Also, I could never solve the rat quest.
It may need debugging; it may need a tweak to cope the current NWN 1.66 patch. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Anon ( 24.6.xxx.xxx ) at 2005-09-21 21:00:43
It's not supposed to be a battle: you are supposed to be transported out as the soldiers fall. I'm guessing that one of the updates to NWN messed it up. I got around the problem by getting a few Invisibility potions before starting the module, the teleport eventually kicked in and took me from the caves.
Unfortunately, there are a couple more things like this in the mod, and it's hard to imagine it getting an update at this late date.
Posted by Thaddeus Leaf at 2005-09-10 18:51:39 Voted 1.00 on 09/10/05
Dear oh dear, this is not good. I start by being killed in an intro cut scene there's no reason for the PC to even be in. Finally managing to survive, I get told I'm a simple farmer (even if my character's a Barbarian or an Elf Cleric, somehow my family are farmers...) and am then sent to be killed by Goblins with poisoned arrows. Trying again, I choose to drink the potion of invisibility when the goblins attack and run away. Arriving (eventually - the area transition was badly placed, too) in a room with a wizard, the goblins have followed and so the wizard casts Cone of Cold to kill a goblin, and gets me as well for 44 damage. Dead for a third time, by "friendly fire" on this occasion, before the adventure has really started. It's hard to see how this module could have been more poorly written.
Posted by Belanos at 2005-08-10 18:10:12 Voted 1.00 on 08/10/05
I'd have to agree with Dwayne. I couldn't even start the mod since I just ended up getting killed by the Spectres. I can't even run away. That first battle is way to much for a first level character, as is suggested. This one won't be in my collection!
Posted by Belanos at 2005-08-10 17:27:39 Voted 1.00 on 08/10/05
Not much fun when all you can do is get yourself killed right at the beginning of the game.
Posted by mooklet at 2005-08-07 10:54:46 Voted 10.00 on 08/07/05
Awsome mod, lots of fun, really interesting story line
Posted by JDoraime ( 204.60.xxx.xxx ) at 2005-07-26 16:13:16
Poor use of factions. The beginning spectres shouldn't be hostile unless they're meant to kill the PC. Use something inimical to the soldiers, instead. Also, if you decide not to let the talkative kobold go, EVERY commoner goes hostile, including the shopkeeper who sent you into the sewers.
Posted by Dwayne at 2005-07-21 20:23:39 Voted 2.00 on 07/21/05
One of the worst I have player. The storeyteller was good but nothing else.
Posted by Dwayne at 2005-07-21 20:22:39 Voted 2.00 on 07/21/05
Not very impressed. After being killed in the opening scene by spectres I get killed many times by the creatures waiting for me at the start. There are too many of them and most are too powerful. To top it all off my familiar won't fight and says I'm out of here. I have never had my familiar run off all the time. Terrible module. I can not see how it made it into the HOF.
Posted by JR at 2005-05-29 14:44:34 Voted 5.50 on 05/29/05
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 particular chapter is fairly short and unsatisfying, but the later segments get a bit better.
Posted by Steve_Savicki at 2005-05-03 12:53:27 Voted 10.00 on 05/03/05
A little buggy in the very beginning- if you have to click on the guy who leaves to continue the mod, then he needs to be made invincible to prevent being hurt from the spectres.
The spectres make a haunting beginning as you enter a peaceful city from the outside and the quests are varied to keep the suspense up. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by tanisflint at 2005-04-23 13:40:33 Voted 9.25 on 04/23/05
How to open the door in Scuttle's store? It is supposed to lead to Griswold's place isn't it? I don't have dialogue with Scuttle about the door and I cannot find a key.
Posted by Steve_Savicki at 2005-04-18 07:40:00 Voted 10.00 on 05/03/05
How do you solve the rats puzzle?
I can't open the unbashable metal grate. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Victor N ( 203.218.xxx.xxx ) at 2005-03-29 09:18:00
same problem with Alex, i can go pass cut scene once with my character dead, and no another time. ^^
Posted by Victor N ( 203.218.xxx.xxx ) at 2005-03-29 09:18:00
same problem with Alex, i can go pass cut scene once with my character dead, and no another time. ^^