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NWN MODULES

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Title  Blackguard II - The innocents' blood
Author  Steve B
Submitted / Updated  05-11-2004 / 04-16-2006
Category  Dungeon Adventure
Expansions  HOTU-1.62
Setting  Forgotten Realm
Gameplay Length  15-20
Language  English
Level Range  (Blackguard)
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Blackguard - Lv1 at least
Scope  Part of Series
DMNeeded  Part of Series
Single or Multiplayer  Single Player
Max Character Level  09
Max # Players  01
Min # Players  01
Min Character Level  08
Content Rating  Mature
Alignments  evil
Gameplay Hours  <1
Description
Two weeks have passed since you left Yartar. Along with Fargrak, your new found friend and mentor, you headed North toward Mornbryn's Shield and the Evermoors stopping and hiding frequently to make sure nobody were following you. You don't really know why Fargrak wants Mornbryn's Shield destroyed and how this will help your cause. Yartar has been the only thing in your mind for the last two weeks. You have no news about how things are going there. You just hope they're all suffering and dying. You lie now near the Surbrin river and think about the true strength and powers you found in the dark teachings of Talos. You close your eyes hoping your god will guide your way into sweet, sweet dreams...of mass destruction. (*** READ THE README FILE BEFORE PLAYING ***)

Files

NameTypeSizeDownloads
Blackguard_II_The_innocents_blood_v1.24.zipBlackguard_II_The_innocents_blood_v1.24.zip
Submitted: 05-11-2004 / Last Updated: 06-06-2004
zip3.4Mb27363
--
SCORE OUT OF 10
9.5
230 votes
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Comments (30):

1 2 3

Posted by ericdoman at on05/03/09
Have just played through with a cleric/BG (12/10) and a rg/ftr/BG (6/6/10) had no problems with bugs etc. Found that you need to roll for UMD in parts II and III. Minor spoiler. To make combats a bit easier in the beginning attempt to complete the ranger's quest first with altar. The first time I plaeyed through I never took on henchman's sidequests so do them. You will gain at least 1 level maybe 2 and will find Darkness (Longsword) Having DT of 38 enables you to recover most traps, you can use (difficult sometimes) or sell in part III Thoroughly enjoyed this part especially numerous side quests and the village battle is very well done. Try and play completely solo throughout to max xp except when on henchmen quests. Killing the guardians in front of keep is worth close to 4000xp. You will probably only be able to do this once in hardcore with an item you found at witch's lair. Normal mode will probably be a lot easier to do "X" times. Will prob finish 16th/17th lvl

Posted by hannyadoll at 2009-03-1407:48:04    
You all realize that the latest version of the mod was a few years ago? There's been how many patches since 2004, any which could have broken the mod?

Posted by Penombre at on02/10/09
After my deception with part One, i decided to try this sequel, in the hope it would be somewhat better, as many builders improve trough experience. There were some cool ideas but the dialogs were poor in general and the henchies almost as non-existent as before - there was almost as much walking back and again as in part one. A single quest sometimes required at least 15 to 20 minutes of walking through the same locations again and again. Going back to Fargrak several times just to get minor updates to quests was annoying as hell. Especially since there was nothing else to do in the orc camp. Some fights were pretty badly designed (the undead guardians in Mornbryn's tomb in particular were insanely dangerous while the sorceress - and duplicates - in her underground lair was/were surprinsigly easy to kill compared to her staff) A few quests were broken and the whole experience started like promising to quickly and repeatedly become tedious. The cutscenes added a little depth to the whole on the other hand. The various chests and loot bags were of uninteresting nature most of the time (as in part one) while fighting major foes provided scores of unusable magic items, interesting to get some cash which would remain mostly useless, thanks to the few merchants available and their lack of interesting hardware All in all, a rather boring experience. Somewhat better and more original than part one but that's all. I think i will not even try part 3

Posted by Mirgalen at 2008-10-0907:47:33    
I also got a broken plot but unlike chapter three (broken too) I managed to finish this one once before. Got an army ready but no conversation to advance the plot. I found the following comments to reflect the true nature of this campaign: Yamat (07-18-2004): "Terrible use of CR." Armin (07-30-2004): "One of the most overrated modules on the Vault. The story isn't half what a certain part of the community makes it to be - the author doesn't even understand the basic concept of "evil". (The main character isn't evil, in fact he's simply a childish, psychotic, whining brat :) The fights are tedious, kill all REAL strategy by mindlessly exaggerated enemies that have *no* attackable weakness, and there's no opportunity to roleplay to speak off." Dags (01-14-2005): "A technically superb mod (excellent scripting) that is sorely lacking in the story/plot department. The idea of evil presented here is very constricted and stereotypically melodramatic; I'd love to see a mod that treats evil in a more subtle and clever way." LesserHellspawn (08-17-2006):"Impossible CR with a list of enhancements not fitting the screen. If I want to finish the module, I must resort to cheating. Sad." nuromutt (04-30-2007): "I can't believe it's in the hall of fame. The idea behind it is interesting and the work put in is obvious but the combat is ridiculous. The number of people who say they have to cheat to finish some section should give an indication that something is wrong. As a Barb/Blackguard with 27 Str (w/equip) and a 24 AC I have to play most bosses 8-10 times to succeed. That's not challenging, it's torture." REXDCLXVI (09-08-2008): "Having played this more, it appears as though the fights are tailored for some insane uber-build character. Unless you min/max you haven't a chance of making it through this."

Posted by REXDCLXVI at on09/08/08
Yet more problems with this mod. I restarted and made a ridiculous fighter build as it was the only way to win several fights. I'm now up to the temple of blood quest and it's broken. Yay... No kid in the woods outside, the fountain STAYS BROKEN after getting the metal piece and the door inside is still blocked. Awesome. I can't believe this mod is so high rated. You'd think with all these people playing it there would have been more fixes.

Posted by Thousandhorse at on09/09/08
First off, I did like this mod for what it was and playing as an evil character for the first time it was nice to see a genuine attempt at a portrayal of that. I won't go into what I liked about it, because I wouldn't want to take away from other's enjoyment of it. I will note briefly what I had issue with. My main problem was that I never really got the sense that I was an evil overlord in the making. Despite any malicious deeds I carried out with glee or murders I justified with a shrug and a chuckle, I never felt like anything more than a sadistic and unscrupulous fellow with a chip on his shoulder and an emo haircut. Moreso, I felt like I was a puppet the whole time and though I can sense a sort of Palpatine/Vader-like relationship with the mentor character, It felt to me more like Pinnochio/Gippetto gone bad. There simply weren't enough evil options for me and I was always concerned that at one point, one of the several NPC's I routinely kowtowed to like a gormless berk would send me on a literal 'bootlicking quest', which I would have to undertake to push the story onward. The NPC's I worked for didn't even have the decency to look the part and it came off feeling more like the whole supporting cast of villain conspirators had just gotten off of work at their day jobs. Even upon fulfilling the final destiny of the main character, It felt the same way and that makes no sense considering what that turns out to be. Overall, good mod and fun to play. Many things were done well and I was pleased with the result. It was just not ambitiously evil enough for me. Best suited for an evil barbarian character content with repeatedly asking anyone with a coin and a wicked gleam in their eye what they would like him to swing his sword arm at today.

Posted by REXDCLXVI at on09/08/08
Having played this more, it appears as though the fights are tailored for some insane uber-build character. Unless you min/max you haven't a chance of making it through this. The first BG mod was a little like that, but this one is just crazy in how the boss fights are set up.

Posted by REXDCLXVI at on09/08/08
Lots of fun until the impossible monk fight. The guy is ridiculous. Even with a dire bear and Gard with me he stomps all three of us in no time. Can't run to the orc village or anything...he just follows you there anyway. Nothing like an impossible fight to ruin the game.

Posted by OpiumVanDerPol at 2008-06-1303:15:10    
I'm having the same issue as Raingbird: I've finished the battle against the town, but Fargrak can only send me back to the battle (which is empty and impossible to escape). The orc shaman and Ern hun just say the same stuff they've been saying. The door at the bottom of the ranger's tomb is still warded. I really, really don't want to do this all over again. _________________________ "You're a dreamer, a schemer, a schemer who's schemes don't work. A man who is not a man..." -Astrid Hadad "Pueblo Sin Suerte"

Posted by Hentai at on05/27/08
Stupid lever, i can' t believe i don' t find it before...

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