You should use the character 'Unknown' which was exported when you finished Chapter Two. If you haven't already played the first two Chapters, please do so!
Tricks & Traps
Light
Roleplay
Heavy
Hack & Slash
Medium
Classes
Your character started Chapter One as a Ranger, but you can multi-class.
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
03
Content Rating
Teen
Alignments
Your character started Chapter One as neutral, but how he develops depends on your actions.
Description
It all began on a stormy summer's night. Left for dead by orc raiders amongst the ruins of a farm, you awoke to find yourself afflicted by amnesia, your life before that fateful night a blank.
Now you have travelled beyond the frontier to a land of orcs, goblins and dwarves. You are far from the Empire which was your home, but its destiny lies in your hands...
To install the module, unzip it into your NWN folder with 'use folder names' or the equivalent option enabled. The module and readme file will be placed in your modules folder and a small hak pack in the hak folder. You also need to download the main Chapter Three hak - see the link below - and put that in your hak folder too.
IMPORTANT NOTE - Chapter Three uses some resources from the Chapter Two hak pack, so make sure you still have that installed!
After enjoying your cutscene scripts, I finally got around to playing these modules. However, I am utterly stuck in the orc town. The only quest I got is "The Searchers" which obviously needs me to leave town. None of the NPCs is telling me anything new, so I got frustrated and decided to bash in the High Priests door with my fists. A cut scene started, and from an earlier attempt I know the priest will start a covo with me. However, my character is busy fighting the door and thus I am stuck - the only way to end this is to close the game. A similar thing happens when I attack anyone - my character is killed and a cut scene starts, viewing him dead on the floor. That sceene never ends. I assume it's got something to do with my installation as this is a pretty crucial function, but I haven't found a way out of that dilemma yet. Besides, attacking random NPCs is not quite IC for how I figure my character - maybe I simply missed the alternative ways out though.
Posted by Steve_Savicki at on02/15/05
The orc adventure begins here and what a travel it is. It's too bad you don't see the sisters reunite, but you can't witness everything. Again, a great series all the way through. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Gestalt at 2005-01-2109:36:00
Thanks for all the comments! I'm glad you enjoyed the series.
Posted by Brandiles at on01/17/05
The conclusion of the LoB series continues with all the strengths of the previous series. Having been captured by orcs, you awaken in a cell with a ranger who apparently knew you from before your accident. She proposes a plan of action ? the two of you must escape from your captors and find a legendary shield, and then bring it back to the temple to stop the Lord of Blight from returning. Your course of action from that point on is completely up to you. That?s what I found to be so amazing about this module. Sure, you can be the ?do-gooder,? who refuses to believe the orcs are ?ramen? (to borrow from the Ender?s Game series) and goes on the quest to save the Empire. You can also give up all allegiance to the empire and support the one ?true? god, seeking out the shield for Karesh. Or, you can pretend to support the orcs, and then turn on them in the end. You can also turn on the empire at the end. I tried to play a more neutral good type who understands that each race is justified in its course of action, but wants to prevent bloodshed and thus tries to stop Karesh. The dizzying range of options in how you play this module are very impressive. There are only a few mods that come close to this one in terms of choices ? black ring pox, stormy night, narcopolis, and bone kenning come to mind. But I think this module takes the cake in this regard. Your decisions not only affect what you do and how you do it, but they also affect how other groups respond to your decisions. Furthermore, death also acts as a plot changer, sending the story along a different path. And since at least some of the decisions you make can be made at the end of the mod, it?s very easy to go back and see the consequences of some different choices. Combat is more prevalent in this mod than any other in the series. You have the option to do a lot of death and destruction. You can kill hordes of orcs, dwarves, and goblins if you wish. Or you can choose to let them be. My character experienced three major combat events in this series. I don?t want to spoil them, but my favorite by far included me leading a small squad of fighters against a nicely scripted army of monsters. Still, combat is at best described as medium in intensity at best. A lot of it is again optional, and it?s all very appropriate to the story. There are apparently two henchmen in this module, though I only encountered one ? Raven, a lv 4 wizard who accompanies you along the way. She is fairly well written, and has good insight about the world around you and the quests. She also does interject from time to time into conversations, which is something that I always welcome. Still, I didn?t feel as tight a bond with her as I felt for Sara in the LoB2. I?m not sure what the difference was ? probably that she was all business, whereas Sara was always in it as a friend (or at least as a doctor supervising a patient). She doesn?t contribute a tremendous amount to the gameplay, although she does provide some buffing spells at opportune times. Since combat isn?t that important, her relatively weak contributions in that regard didn?t seem that important. The one thing I was frustrated about was that she, as a wizard, positions herself right next to the final boss, and thus promptly gets herself killed with attacks of opportunity. As has been the case in the rest of the series, nice touches and polish abound. The dialog continues to be very well written. The cutscenes are magnificent, and have only recently been equaled by those in After the End: The Penumbra ? not bad for something released more than a year prior. I didn?t encounter any bugs, and everything feels very professional. The area design remains exceptional, with good use of terrain, gates, and turns to make smaller areas feel large and impressive. There?s a feeling of depth involved in the worship of Karesh that is very nice to see ? Orcs here are not just thug-like humanoids, they have a real, civilized culture. Unlike LoB2, however, I did like there was some room for improvement in the storyline this time around. The earlier mods had the benefit of just having to hint at vast and terrible secrets to make the atmosphere deep. This time around, the author had to answer all those assorted questions, which means you don?t have the advantage of mystery any more to shape your mood. Nevertheless, I had a few suggestions (spoilers below, skip to next paragraph if you want to avoid them!): * If you opt not to side with either the orcs or the dwarves, and then come back after their battle, it would be nice to be able to talk with the goblins and get them to still release their hostage. While that hostage?s friends would be gone, he could still return to his original home in the mountains. * It seemed very odd to waltz right into the temple at the end without seeing a single orc or badlander. There was never an explanation for this. Were they all hiding? Why were there no guards? I would have preferred to sneak into the village via some back door rather than just walk through the whole bloody city. * I didn?t really have any complaints about the final battle (I sided with the empire) ? I actually had to take some potions to beat Karesh (barkskin made the biggest difference). But I really would have liked to see a more meaningful final cutscene. For example, after theaving Barak, it would have been nice to meet with the captain of the guard from LoB2, be thanked for your efforts, and maybe also get some information about your identity as he promised to do. I never learned my character?s actual name, and that, if nothing else, seems like it should have happened. These ultimately are not major points, however. LoB3 was a very fun end to this series. I really enjoyed playing it, and would enjoy playing another module from this author should he opt to make one! -B
Posted by TheSupremeForce at 2004-11-0909:42:00
Well done. I enjoy a story that provides both focus and options. In respect to those two aspects, this was as good a mod (series) as I've played.
Posted by Black_Diamond at on09/27/04
Anticlimactic IMHO.
Posted by Gestalt at 2004-09-2406:52:00
Thanks, glad you enjoyed it! I've not come across that problem with the dwarf hostage before, but I'll take a look at the code and see if I can track it down.