The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily for its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but the sinister force thought long destroyed, stirs from the black hole that spawn it. Like an ebony darkness, it prowls the lands and safety is but an illusion, for it watches from a shadow, and ponders the possibilities.
Posted by Steve_Savicki at 2009-10-03 20:28:34 Voted 9.25 on 10/03/09
-.25 - incomplete journal entries
-.25- spelling and grammatical errors
-.25: Some disgusting dialogue
Other than that, I wish the author would finish the series. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by angry_yard_gnome at 2009-03-26 08:06:37 Voted 6.00 on 03/26/09
After playing through this mod, I am very much in agreement with Scythe-man. Combat was well balanced and I understood the ambush encounters based on where they occurred, even without having read these comments. The variety of henchmen was much appreciated; however, they seemed a bit weak. The hardcore rules were a unique twist, not to my taste, but that�s only my opinion.
You did do a very nice job with placeables, they really helped to set the mood and add to the environment. Your use of secret doors was particularly well done. Not too hard to find, but not stupidly obvious either. And I NEVER found a door on the far side of the wall before I found the one on the near side, as I have done in other mods!
My biggest dislikes were its lack of overall originality� Sorry, but it felt like many other versions of the same story. There were many spelling and grammar errors, which I felt took away from the game. I know that when I write docs, I cannot proofread them myself, I�m simply too close and already know what I mean to say, so I see it that way. I�m sure there are plenty of community members who�d be willing to proofread from an outsider�s perspective. Lastly, I don�t recall a clean ending. I might be mistaken, but after I reported back to the town council, I received the reward and exp, but then seemed to be left hanging.
On the whole, a decent module. Certainly on par with OldCoast�s �The Village of Hommlet.�
_________________________ angry_yard_gnome
________________
Dave
Posted by Scythe-man at 2007-06-06 15:45:16 Voted 9.00 on 06/06/07
This module has several strong points that I appreciated:
1) Combat is a lot of fun. I was initially turned off when I saw giant frogs and bandits spawn on right on top of the party, but in light of the situations (frogs leapt out of ponds, bandits were hiding in shadows to prepare an ambush), the choice made perfect sense and added to the excitement.
2)Placeables are very well-used. I especially liked the entrance to the moathouse and the first level with all the debris lying around.
3) Sound is well used, although some torches were a tad too loud.
Unfortunately the module has several flaws that prevent from getting a perfect score.
Spelling is pretty bad, with many*bleep*nyms replacing the correct word ("Privet", instead of "Private" for example.) A spell-checker won't catch those mistakes, only actual proof-reading.
There was no possibility to turn off hardcore rules. As a single player I could do without bleed rules and torches that extinguish themselves after a mere 10 minutes (real time).
I was also expecting this module to be the whole Temple, not just the Village of Hommlett. Oh well, I still had more fun with this than ToEE released by Atari a while back.
I just finished the mod. One important thing about this mod is that due to the implementation of hard core rules, you won't be able to regain hitpoints through resting. You must use healing potions, kits or spell.
Do remember to carry enough torches; its pretty dark in some areas and torches seem to burn out pretty quickly
Posted by ShinOkada ( 222.229.xxx.xxx ) at 2006-01-24 03:12:43
Hello. Do somebody please help me understanding more about that Hard Core Rule? I have tried to see the site shown in the readme file but the URL did not work.
I have just started and met 2 henchmen. As it is suggested that I should give them better equipment, I tried to adjust their gears. But they say to wait till they sort their equipment.
And another question. When playing this module as a solo adventure, shall I use a rogue or is it playable with other type of characters? I mean, can I hire rogue type henchman?
Posted by Darcon at 2005-11-09 21:42:43 Voted 8.25 on 11/09/05
Never played HCR before, it's interesting. Raise Dead didn't work, but once you figured out how to beat the guys without dying it worked ok. Quest log didn't update enough to hint as to where to go next. Encounters were tough, and the ambiance was captured beautifully.
Posted by Darcon at 2005-11-09 21:40:11 Voted 8.25 on 11/09/05
Started out slow, but then that is the way with TOEE I think. At least the 2 version I have played have been that way. Good detail on your maps. The Quest log should get updated a bit more often especially when the quest was nearly complete, a hint as to where to go would have been nice. Too bad this is unfinished. Could have been good.
I hope you remain faithful to the original's flavor, atmosphere, and content. Hope your conversion does justice to the original PnP.
Posted by well at 2004-12-24 12:52:49 Voted 10.00 on 12/24/04
I really enjoyed the mod.Excellant work.Cant wait for further adventures..thank you for your effort
Posted by s0laris ( 12.222.xxx.xxx ) at 2004-11-06 22:55:00
Heathen, I enjoyed your mod very much, ran into a problem. The raise dead scrolls would not work on my henchman. I ended up playing solo, since I could not raise dead, I was a f/cl. I am on the latest patch 1.64. Any eta on T2?
Thanks,
Tom
Posted by s0laris ( 12.222.xxx.xxx ) at 2004-11-06 22:55:00
Heathen, I enjoyed your mod very much, ran into a problem. The raise dead scrolls would not work on my henchman. I ended up playing solo, since I could not raise dead, I was a f/cl. I am on the latest patch 1.64. Any eta on T2?
Thanks,
Tom
Posted by Cast0r at 2004-11-04 08:39:34 Voted 8.00 on 11/04/04
I am playing a 37th lvl Monk, Improved Ki Strike +5, alternatively I can wield a Holy +8 Frostbrand. I'm fighting Zuggtmoy in her plane but no matter what I do, I can't damage her. I even tried Holy Water but that had no effect. Anybody got any ideas?
Posted by Turold at 2004-09-27 21:00:00 Voted 10.00
Thanks (for the spellcheck)! I really enjoy playing this mod. It was my first experience (a long time ago) with D&D. Are you still thinking about doing the others in this series?
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-22 06:51:00
Ok ok� I run the spell checker again
I guess when I updated the Henchman system a few weeks ago, I added to the misspellings.
The conversation template had many typos in it� plus I found a handful of my own that got over looked last time I ran the spell checker � some how.
Oh well, I got them now�
So I updated again.
Plz remember to take the time to vote on this mod.
Thx, Heathen
Posted by Turold at 2004-09-19 11:44:00 Voted 10.00
One of my favorites. Played this through a couple of times and have started through this new version again. Glad to see you bring it up-to-date.
I know you put a lot of time into this but it really would help to spellcheck the conversations. It's a little tedious but with NWSpellchecker it goes faster than you might think.
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-16 07:48:00
Ok here�s what I did�
A gave Brandin the Cleric 3 Raise Dead Scroll. They�re in his inventory. So if you decide to let him keep them for the time being, and he dies on you� remember to look through his drop stuff for them. And think about buying some health kits and raise dead scrolls your self from Jaroo or Terjon.
One more point that Dajan made� �Also, when I started with Elmo & Tordag, they were woefully equipped. I think part of this was due to my unfamiliarity with the henchman system. But they both only had crossbows? Again, this could be my error.�
Yes� it was some error on your part� All four Henchmen have very good starting equipment. If you talk to the henchmen you can see and adjust many aspects of their actions.
Good Tip: Tell them to switch to Range Weapons� and have them use their best judgment on when to switch back to Melee weapons. They can kick some +blocked+ that way.
I added a way to read all about the henchmen options in the Welcome to Greyhawk starting spot.
These small changes should help with everything you talked about � I think.
Don�t forget to vote on this mod�
Thx Heathen.
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-14 17:54:00
Ok� updated. Thx Dajan for your thoughts.
I agree with most of what you said.
So today I doubled the time it takes for the bodies to disappear.
I took out the limbo. This might help some what.
And I will work on a raise the dead for henchmen too. But not tonight� wife needs me.
Give me a few more days for that.
Thx Heathen.
ps. The henchmen are only in the mod so as to let one player play the mod. I made this mod with the idea of multiplayer being the main way of playing. I love the idea of death is death� time for a new character� so long as you had 3 or more other players still in the game. Roll up a new character and get back in there. But I do know how you feel� as I said, I�ll get right on it.
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-10 08:46:00
There is a 10% chance that his God would taken pity on him and raise him. perhaps this was it? But then the corps should have disappeared.
Just finished T1 with a Ftr/Mage/Thf. Had a whale of a time. Can't wait to play T2.
Only problem I encountered was in the final battle where Torgan died. Only he didn't and I found him hale and hearty next to his own corpse. Saved me some money on the raise dead scroll though and he was happy enough to carry all the enemy armour out as well.
Posted by adilumn1 ( 68.225.xxx.xxx ) at 2004-09-09 11:44:00
thanks lets keep on adventuring
Posted by Heatheno1 ( 65.33.xxx.xxx ) at 2004-09-07 06:20:00
Oops. You where right, adilumn1. I just updated the mod again. I thought I fixed this problem before� guess not. It works now though� I just play tested it. Now it works as it should. You should be able to run through the conversation as many times as you wish, but only get rewarded once.
Thx., again adilumn1�
Heathen.
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-06 06:34:00
Thx adilumn1, for your help, but the conversation will play as many times as you like it to, so as to let all players read it, if they like. However, only one reward will be given out, and that will happen when the first player starts the conversation. All the sounds from the conversation will played, so i can see why you might think that. But no other rewards will be paid out.
Thx Heathen
Posted by adilumn1 ( 68.225.xxx.xxx ) at 2004-09-05 21:13:00
bug in moat quest when you finish you report your findings to recieve your reward if you talk to each in the room you recieve the reward from each one
Oh, I completely understand. Sometimes the software fixes as many things as it breaks. We tried to play the module last week and found a rather serious problem, so I am glad that you are on top of the changes.
Once the testing is complete, feel free to get the module back on the review queue where it belongs. :)
- J'Dai
AKA - J'Dai Voisin :)
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-04 06:54:00
Sorry man� this mod was at 100%. Key words is �was�. I have no control over expansion paks and patches that change how my mod works. I am fairly sure I got it back up to 100%
On August 27th, I sent you an email as the NWVault Review Admin Assistant and asked if you wished to have this module remain on the queue. I received no response.
Now I see that you have updated this module every day for the last week. That's great from a builders perspective, but that makes it impossible to review the module. Simply put, this module is in a state of flux and needs to be "final" for review consideration.
At this time I am taking the module off the queue. Please feel free to resubmit the module once all the changes are made and testing is complete. Your dedication to your work is appreciated and I will be eager to see the finished product.
Feel free to contact me should you have any questions.
J'Dai
AKA - J'Dai Voisin :)
Posted by Heathen01 ( 65.33.xxx.xxx ) at 2004-09-03 15:42:00
Did some very simple tweaking� in the hc_defalt file.
As I said� it�s been some time since I have done this. Its all coming back to me.
Changed how the XP is awarded, and re-adjusted the bleed system.