A continuation of the Bramblewood Tales: this module features a massive manhunt, a lost artifact of tremendous power, intrigue, treachery, several interesting puzzles, a magical temple, and three talkative henchmen (including one the likes of which has rarely been seen)
It is not required to play BT1 or BT2 before playing BT3. Immediately upon starting BT3, you will get a journal entry called 'The Story So Far' that will give you all the background information that is needed.
This module is designed to be played by a small party of level 5-7 characters, or solo by a level 6-8 character
I recommend that everyone read the important information in the README file that comes with this module.
Posted by werelynx2 at 2011-12-31 06:43:06 Voted 5.00 on 12/31/11
Some potential comparing it with previous parts. _________________________ Thanks Rolo:)
Posted by Steve_Savicki at 2009-04-04 19:29:48 Voted 8.50 on 04/04/09
A wild goose chase and no reason as to how the culprit was, but a conclusion nevertheless. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Dwayne at 2009-04-03 07:54:47 Voted 9.00
Glad to see this series in the Hall of Fame. I always liked the series.
Posted by wango at 2006-09-20 17:44:18 Voted 9.00 on 09/20/06
So far all these have been great mods, but I have run into a problem. In Bramblewood, at the waterfall dungeon, I get stuck. As soon as I enter, I can't move past the "teeth" of the cave. Syn does some spells and runs over and kills the umber hulk, and all I can do is stand there. I can leave the dungeon, and go back in, but I always get stuck at the same place. Anyone have any suggestions??
thanks
Posted by rep628 at 2005-11-03 05:48:33 Voted 5.00 on 11/03/05
My group was very frustrated with this module. We tried the mod 3 times and we were never able to complete it. Our best attempt landed us with 2 of the 4 required pages. Shame really as we very much enjoyed BT1 and BT2.
Posted by MikeLM9215 at 2005-05-06 22:07:14 Voted 7.00 on 05/06/05
Best of the series. All of the henchmen died quickly and irrevocably, as well as the priest who sent you on a quest. _________________________ The road to Ravenloft is paved with good intentions.
Posted by Kataja at 2005-01-23 11:36:00 Voted 8.25 on 01/23/05
I usually just mail module owners directly since the popup javascript on the site is bothersome (plus my comments don't tend to be very useful for the audience at large). Since the author seems to be inactive, though, I figure I'll comment here. (Minor spoiler warning.)
I consider this module quite an improvement from the earlier two-three. The henchman Syn commented on our progress (when I didn't tell him to go stand in the corner so he wouldn't get killed, which was his most common task), and I could talk to him about his past. I also was forced to discuss my quest with him (his initial dialogue) every time I had him re-join my group, up until at some point in the actual Temple he snapped out of it. Experience from disarming traps is always nice.
This module, as the earlier Bramblewoods, scales up encounters if you're a high level (up to "nuisance level" for my rogue, but I blame myself for that bit :)). The "plot monsters" and henchmen don't scale up, however. This meant that both other possible henchmen were killed before I ever saw them, by enlargened mobs. Lesson here: make important people unkillable (by settings or precautions) until they've fulfilled their plot task. Well, these weren't show-stop-important, but I would've been happy to be rid of Syn for a while too... ;) Also, when the two henchies died, I already knew a whole lot about them and what I'd find on their bodies by reading my journal.
Posted by Kataja at 2005-01-23 11:27:31 Voted 8.25 on 01/23/05
This module shows great improvement from the first two-three (if you include Glenden wood). It's still hack'n'slash but it has a kernel of atmosphere added to it already.
Posted by TommyGunnn at 2005-01-20 16:07:02 Voted 7.75 on 01/20/05
Posted by erthule at 2005-01-10 09:28:33 Voted 6.00 on 01/10/05
Thanks very much for this trilogy. ended up being a 7/2 ftr/rogue.
Quite easy in the end. Only middle when meric helped out with orcs. If he hadn't been there I would have got my butt kicked.
Found quite a lot of stuff that was of real help (bolts, arrows, bullets). NB for all players with ref to water els, don't go toe to toe, run and shoot.
The one item which was prob too powerful was the wand of summoning monsters iii. A dire wolf or 5 i used up aided sooooo much as all henchmen died pretty quick.
Posted by benomyte at 2004-08-26 19:06:06 Voted 1.50 on 08/26/04
Pretty bad. Got off to an okay start, but then i couldn't get past the first puzzle. i guess i was lacking a couple of props, but i looked everywhere for them and just gave up.
Posted by Grok ( 209.142.xxx.xxx ) at 2004-08-16 20:05:00
What's up with Grok in the end of the first?! It was WAY too easy in my view(well my view is solo with a lvl 16 elf ranger!)
I almost gave up on this mod after going to one of the areas (the least important one, foreshadowing of who sent you) because the creatures were SO TOUGH.
and the big problem is not me, it is the henchman. This is a nicely done module, no major complaints, just minor ones.
1) water elementals: at these character levels, given the odds you will roll low enough when you have 4-10 saves within a few rounds, you gonna die. the problem is with the monster. it's drowned attack is so much more a big deal than knockdown attack of air. I don't even know if the other elementals HAVE touch attacks.
2) this game should be called Temple of the Elder Gods and HOW I SAVED THE GAME EVERY 30 SECONDS SO MY HENCHMAN would not die. having henchman that don't come back just forces the player to save often. especially when we are told the henchman are cool and plot oriented (which they were)
anyway, other than those small gripes, this module is like a nice simple session of tabletop, with a few suprises. kudos... _________________________ "normally, both your *sses would be dead as f*cking fried chicken, but you happen to pull this sh*t while I'm in a transitional period so I don't wanna kill you.." jules from pulp fiction
Posted by LordAserak ( 4.41.xxx.xxx ) at 2004-06-18 17:04:00
Nicely done indeed.
A friend and I played through all 3 of the mods.
Spoilers****
I was weary of Syn from the beginning. Maybe the name was too close to Sin. I dunno.. but I just was unsure of him. I guess the Doppleganger from Mod 2 had me on edge. I am not sure if he turns or not, since he died pretty early on.
The dancing sword was great! First, seeing the dead bodies around where the sword was found. Second, watching the sword just litterly chop through the critters and quickly regen, well, my partner and I had a true fear that we had to keep this sword killing or it was gonna turn on us and kill us. We were also quite sure it could happen. At one point, we tried triggering as many beetles as we could and dropping them on the sword so the sword would die. (later, found we could dismiss him like a regular henchmen). Sadly, the sword died while fighting the Fire Elementals - suddenly, my partner and I missed that sword...
Gregor caught us completely by supprise. The bandits were dead, my partner was feared, and I was like WTF is going on? It took a moment to realize we had one pissed off wizard among us.
The earth puzzle. I never did figure it out. Even by looking at the parchment clues... I am not even sure I had the proper parchment that I was thinking was earth. However, we did manage to get past the puzzle. I stood at the switches and opened and closed doors while my partner walked down the hall to confront the elemental. Lucky that was earth instead of water *err.. drowning sucks*.
Fun mods! Well done!
Posted by Alazander at 2004-06-05 12:44:34 Voted 8.00 on 06/05/04
See review.
Posted by lebowski at 2004-03-23 13:23:51 Voted 7.00 on 03/23/04