Discover the hidden plot behind the recent bandit raids. Play one of three custom races, master one of four custom classes. Command twelve different henchmen and unique summons. Collect NPCs who will serve as your personal shopkeepers and advisors. Lots of custom content and a different feel than your normal NWN module.
Posted by Steve_Savicki at 2012-06-30 17:22:48 Voted 9.25 on 06/30/12
-.25: Used hack that caused me to lose animal empathy and my animal familiar.
-.25: No ending; I finished the queen, but nothing.
-.25: Some dialogue themes disturbed me. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by werelynx2 at 2011-08-25 02:54:46 Voted 6.00 on 08/25/11
oh and the vote _________________________ Thanks Rolo:)
Posted by werelynx2 at 2011-08-25 02:54:18 Voted 6.00 on 08/25/11
- very unbalanced
- huge areas
- "Command twelve different henchmen" - when I took 3rd one got kicked out - so the max henchies is 2.
- The story was not as good for me to continue after few hours.
Overall: Uber h'n's with 4 new classes and 4 new races. _________________________ Thanks Rolo:)
Posted by Kshatriya at 2005-12-30 08:36:32 Voted 4.00 on 12/30/05
Much more time was spent making the custom classes and races than on the module itself and it shows from the start: huge empty areas, threadbare writing, not much to interact with, the setting and story are simultaneously bland and incoherent.
The frequent commentaries by the module maker are unbearable, please spare us the lectures or put them in books so they can be avoided.
Posted by iaia9 at 2005-08-13 04:09:52 Voted 9.75 on 08/13/05
This was a fun, fresh, and original Mod with cool new classes and races, a real delight to play. I only had a couple of problems with bugs, but none were game breakers. Keep up the fantastic work!
I don't really check these pages any more so if someone needs help send me an e-mail with the DETAILS of the problem and I'll try to help.
Posted by Andiri at 2005-07-16 19:25:31 Voted 8.50 on 07/16/05
Original, interesting (but somewhat overpowered) races and classes. Okay though linear plot. Some areas too large and dull. At the time I played, there were quite a few bugs, but I'm not taking off for that because I played an early version.
I recently went through this module again myself and found a bug and fixed it. I also completed the dialogue for the game master orb which will help with any problems that may still exist.
Posted by Thirdpres at 2005-06-02 14:20:09 Voted 8.25 on 06/02/05
Nice module. I would have liked more interesting -- characterizing -- dialogue with henchies and npcs so I could develop an interest in them. I enjoyed the more adult/mature flavor of WCASS over this effort although this was still good. Thanks for building it and putting it up for us to play with.
Posted by zamboni at 2005-04-21 01:54:23 Voted 7.00 on 04/21/05
A truly difficult mod to rate. It has some wonderfully original aspects, particularly the classes and the wide variety of henchmen you can recruit. The mod is also really massive, which is fun. On the negative side, it's generally quite linear, except for a few spots, and given that structure the plot isn't particularly compelling or unique. The combat balance is also a bit off early on-- had I not been playing one of the custom classes, it would have been even worse (the custom classes are VERY powerful, and necessarily so). This mod's worth checking out, but you may find it frustrating (although you might also love it).
Posted by Mark55 at 2005-02-22 15:57:30 Voted 8.00 on 02/22/05
innovative in many ways, but area design and bugginess are a problem.
Posted by Saime at 2005-01-20 13:45:11 Voted 8.00 on 01/20/05
Posted by resistorman at 2005-01-16 21:07:00 Voted 7.00 on 01/16/05
Fine Aged Romano Cheese:
Interesting approach with custom races and home base support... a very individualistic feel that only lacks discipline and editing.
Velveeta cheese-like substance:
Too much running around in huge inert areas, couldn't finish because of bugs, repetitious.
Posted by resistorman at 2005-01-16 21:06:27 Voted 7.00 on 01/16/05
Fine Aged Romano Cheese:
Interesting approach with custom races and home base support... a very individualistic feel that only lacks discipline and editing.
Velveeta cheese-like substance:
Too much running around in huge inert areas, couldn't finish because of bugs, repetitious.
Posted by Dags at 2004-12-20 15:06:45 Voted 8.75 on 12/20/04
I really dug the extra races and classes, and I thought the story was pretty interesting too, definitely the author's best work so far.
Posted by Anonymous ( 80.127.xxx.xxx ) at 2004-12-19 22:57:00
Okay. Thanks. I,ll keep trying.
John
Posted by Silent_Bob at 2004-12-18 13:58:48 Voted 10.00 on 12/18/04
Posted by John Taylor ( 80.127.xxx.xxx ) at 2004-12-18 08:31:00
I am really enjoying this mod but I have run into a problem. If I try to go to the summit of Mt Helmut. The location starts to load and then after about one third is loaded I get kicked out of NWN back to my OS. Is there something special aboput this location that might cause this to happen.
Thanks for the help.
Posted by Twick ( 69.196.xxx.xxx ) at 2004-12-15 22:09:00
woa sorry for the triple posts. I didnt get a successful pot message the first 2 times.
Posted by Twick ( 69.196.xxx.xxx ) at 2004-12-15 18:30:00
I have just began playing this mod and already I have found some rather bothersome design problems.
SPOILERS:
- The areas are too large and relatively empty. Take
the temple in the Fae town for example. Its huge,
and its rather annoying to have to make your PC run
all the way the other end of the temple to gear up
and then all the way back to begin his adventure.
- There are too many places where the plot direction
just ends suddenly and the story just hangs. This
forces the PC to run around (the large areas)looking
for a plot trigger to continue the story. There were
3 places where this happened for me already. The
first was where I entered the fae town to find 4 main
areas which were spread out evenly across a rather
large map. There was no one to greet my PC so he had
to run around looking for someone to talk to.
The second was when my PC was just finish talking to
Wilby to whom my PC was sent by the elder to seek
information. My PC was told that that there was
no information (???), and there was no guidance as to
what to do next. I had to make my PC explore every
inch of Wilby's (large) town just to make sure that
there was no further plot devices. The third was when
I my PC returned to the elder to inform her that
Wilby had no information, he was told there was
nothing he could do for now. Again I had to make my
PC explore the (large) fae town to find another plot
trigger. Having found nothing, I read the walk thru
to find that my PC had to leave town to meet someone
outside.
I am still at the beginning of the module, but already I am weary. I doubt that I will finish.
Posted by Twick ( 69.196.xxx.xxx ) at 2004-12-15 18:24:00
I have just began playing this mod and already I have found some rather bothersome design problems.
SPOILERS:
- The areas are too large and relatively empty. Take
the temple in the Fae town for example. Its huge,
and its rather annoying to have to make your PC run
all the way the other end of the temple to gear up
and then all the way back to begin his adventure.
- There are too many places where the plot direction
just ends suddenly and the story just hangs. This
forces the PC to run around (the large areas)looking
for a plot trigger to continue the story. There were
3 places where this happened for me already. The
first was where I entered the fae town to find 4 main
areas which were spread out evenly across a rather
large map. There was no one to greet my PC so he had
to run around looking for someone to talk to.
The second was when my PC was just finish talking to
Wilby to whom my PC was sent by the elder to seek
information. My PC was told that that there was
no information (???), and there was no guidance as to
what to do next. I had to make my PC explore every
inch of Wilby's (large) town just to make sure that
there was no further plot devices. The third was when
I my PC returned to the elder to inform her that
Wilby had no information, he was told there was
nothing he could do for now. Again I had to make my
PC explore the (large) fae town to find another plot
trigger. Having found nothing, I read the walk thru
to find that my PC had to leave town to meet someone
outside.
I am still at the beginning of the module, but already i am weary. I doubt that I will finish. I dl this module because of the high ratings. Now I wonder why the ratings is so high.
Posted by Twick ( 69.196.xxx.xxx ) at 2004-12-15 18:23:00
I have just began playing this mod and already I have found some rather bothersome design problems.
SPOILERS:
- The areas are too large and relatively empty. Take
the temple in the Fae town for example. Its huge,
and its rather annoying to have to make your PC run
all the way the other end of the temple to gear up
and then all the way back to begin his adventure.
- There are too many places where the plot direction
just ends suddenly and the story just hangs. This
forces the PC to run around (the large areas)looking
for a plot trigger to continue the story. There were
3 places where this happened for me already. The
first was where I entered the fae town to find 4 main
areas which were spread out evenly across a rather
large map. There was no one to greet my PC so he had
to run around looking for someone to talk to.
The second was when my PC was just finish talking to
Wilby to whom my PC was sent by the elder to seek
information. My PC was told that that there was
no information (???), and there was no guidance as to
what to do next. I had to make my PC explore every
inch of Wilby's (large) town just to make sure that
there was no further plot devices. The third was when
I my PC returned to the elder to inform her that
Wilby had no information, he was told there was
nothing he could do for now. Again I had to make my
PC explore the (large) fae town to find another plot
trigger. Having found nothing, I read the walk thru
to find that my PC had to leave town to meet someone
outside.
I am still at the beginning of the module, but already i am weary. I doubt that I will finish. I dl this module because of the high ratings. Now I wonder why the ratings is so high.
Posted by Twick ( 69.196.xxx.xxx ) at 2004-12-15 18:21:00
I have just began playing this mod and already I have found some rather bothersome design problems.
SPOILERS:
- The areas are too large and relatively empty. Take
the temple in the Fae town for example. Its huge,
and its rather annoying to have to make your PC run
all the way the other end of the temple to gear up
and then all the way back to begin his adventure.
- There are too many places where the plot direction
just ends suddenly and the story just hangs. This
forces the PC to run around (the large areas)looking
for a plot trigger to continue the story. There were
3 places where this happened for me already. The
first was where I entered the fae town to find 4 main
areas which were spread out evenly across a rather
large map. There was no one to greet my PC so he had
to run around looking for someone to talk to.
The second was when my PC was just finish talking to
Wilby to whom my PC was sent by the elder to seek
information. My PC was told that that there was
no information (???), and there was no guidance as to
what to do next. I had to make my PC explore every
inch of Wilby's (large) town just to make sure that
there was no further plot devices. The third was when
I my PC returned to the elder to inform her that
Wilby had no information, he was told there was
nothing he could do for now. Again I had to make my
PC explore the (large) fae town to find another plot
trigger. Having found nothing, I read the walk thru
to find that my PC had to leave town to meet someone
outside.
I am still at the beginning of the module, but already i am weary. I doubt that I will finish. I dl this module because of the high ratings. Now I wonder why the ratings is so high.
Posted by Enfamous13 at 2004-12-07 07:57:40 Voted 9.00 on 12/07/04
Very good mod. This one is a big jump up from Hand of the Zshi which I also liked. I finished the mod as a LE Shehbui rogue(5)/fighter(4). After level 4/5 the challenge level began to drop but the mod was still difficult enough to keep me playing. I'll probably play through it again as a Fae Dancer just for another challenge.
Posted by Enfamous13 ( 65.4.xxx.xxx ) at 2004-11-30 18:16:00
Are the claws for the raven subrace changed on purpose or is it a bug? In Assassin: Hand of the Zshi they had an extra property.
Posted by AdamNeko at 2004-11-30 07:21:00 Voted 9.50
Lebowski, to answer your question on the black drake claws, I've already answered this. You need to have a character who already has weapon proficiency(Creature). Once you have that set, you'll be able to equip them without a problem. One other note, you won't see the claws in your inventory while equiped. NWN has issues showing creature attack weapons and hides.Well, I can think of two things to put here.
"I like Swords" - Fighter, 8-Bit Theater
"Warriors of the Night, Assemble!" - Night Elven Priestess of the Moon
Posted by Xiphias at 2004-11-30 04:59:22 Voted 4.50 on 11/30/04
The only reason this isn't lower is because apparently it gets better later on.
I've only played the start but the awful balance, amount of bugs and the fact that the author regularly breaks immersion has made me delete it from my hard drive.
Basically read the readme first, if you don't like the authors attitude then it's probably not worth downloading this.
And a warning: Nudity for female charactors is much more prevailent than the readme implies. i.e. one of the outfits during charactor creation and the amazon outfit you get at the start has it.
Posted by lebowski at 2004-11-27 03:44:11 Voted 8.75 on 11/27/04
Good idea with the different beginning and the village HQ to improve. Also good new races and classes and a nice easter egg at the end. Unfortunately dialogues are thin and combat gets repetitive (even if quite tough especially at the beginning). _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
An interview with me about NWN mods
Posted by lebowski at 2004-11-27 03:42:00 Voted 8.75 on 11/27/04
It's a very thought and original mod, however some things could have been better. For example I can't understad why there are no skies. It's and HotU requiring mod and it's mostly set in the ouside so what's the point in not having skies?
Also the combat is challenging (even if some classes the amazon is ridicously strong after areund sixth level) but unfortunately you'll face basically the same encounter over and over again. Some players do not mind this so it's a question of taste I suppose.
If you like very long mod with many explorations and enemies and with a touch of originality than this one is for you. I'd vote 8.75 mostly for the effort with new classes and races and for the main village-hq idea (if not would have been 7.5).
SPOILERS
Two question not in the walkthourgh:
I finished the mod and I didn't find the four books about controlling elements for the wizard. Nor did I found how to get the halfling Perin selling me goods.
Why the black drake can't equip his own claws?
END SPOILERS _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
An interview with me about NWN mods