Rampaging orc kings and shadowy drow have always threatened the peace of the Silver Marches, often bringing the alliance of men and dwarves to breaking point. Yet the alliance has survived so far, strengthened by common enemies and the hardy human folk and dwarvern kin that inhabit the unforgiving lands of the north.
That is until now.
A new threat is emerging, more cunning than the brutal orcs and greater in power and number than the drow of the Underdark. This menace hides itself and its true intent, deceiving its enemies at every turn, biding its time until it is ready to manifest itself in a demonstration of power not seen in the realms for more than an age.
Into this land on the brink of turmoil you step. As an adventurer exploring in northern Faerun you decide to turn your back on the Spine of the World Mountains and head for the respite of Silverymoon, the fabled gem of the north.
Opting for the company of orcs and barbarians rather than snow giants and wolves, you decide to take a path leading through the treacherous Cold Wood only to find that your first encounter is with a young wizard in dire need of your aid...
A solid module, combat a bit too easy, riddles either very easy or very obscure.
Posted by Lariam at on01/20/06
One of the very nice, older modules that tend to go unnoticed probably partly due to votes given having been generally lower in the past. I found this really enjoyable. The story was okay. Some delightful work had been put into the dialogues, too. NPCs had new reactions after completing some quests, etc. The areas, battles, and puzzles were good. (Well, the battles were a bit too easy, perhaps.) And there were all sorts of little details that gave the mod some life. It was all quite polished, too. Also, there were lots of nice items for which proper descriptions of their background had been given. And there was a nice and informative pdf document that came with the mod. Oh, and I liked the use of music. I ran into one problem: the smith in the village didn't give the option to complete one of the very first quests if one didn't choose that option the very first time one talked to the smith. And for no good reason, it seems. My paladin leveled from level 10 (almost 11) to level 13 (just made it). It's a pity that this seems to be the only mod that the author has developed. Thanks for this one. This is the 25th vote, I guess... : ) _________________________ Forgotten Realms Weave
Posted by Lariam at on01/20/06
One of the very nice, older modules that tend to go unnoticed probably partly due to votes given having been generally lower in the past. I found this really enjoyable. The story was okay. Some delightful work had been put into the dialogues, too. NPCs had new reactions after completing some quests, etc. The areas, battles, and puzzles were good. (Well, the battles were a bit too easy, perhaps.) And there were all sorts of little details that gave the mod some life. It was all quite polished, too. Also, there were lots of nice items for which proper descriptions of their background had been given. And there was a nice and informative pdf document that came with the mod. Oh, and I liked the use of music. I ran into one problem: the smith in the village didn't give the option to complete one of the very first quests if one didn't choose that option the very first time one talked to the smith. And for no good reason, it seems. My paladin leveled from level 10 (almost 11) to level 13 (just made it). It's a pity that this seems to be the only mod that the author has developed. Thanks for this one. This is the 25th vote, I guess... : ) _________________________ Forgotten Realms Weave
Posted by rep628 at on11/03/05
As promised I voted. I enjoyed your module tremendously and I greatly appreciate the fact that you took the time to answer my questions. Thanks Again! R-
Definitely a mod worth a Hall of Fame slot. _________________________ The Power Almighty rests in this Lone Ring. The Power, alrighty, for Doing Your Own Thing.
Posted by ElvenRogue at 2005-10-1205:36:15
Ambesol I got your email and I've replied today. Sorry it was so late I don't check that account much these days - I thought my nwvault email was erogue@gmail.com so I need to make sure it's been changed over. eR
Posted by Ambesol at 2005-10-0912:26:28
I'm enjoying this module very much but I?m stumped on two of the puzzles; the Infernal Pool and the lever puzzle for the Hammer God?s shrine. In the room for the Infernal Pool, I read the scroll collected the salts and workbench items and set about trying different combinations but to no avail so far. And my luck has been similar for the lever puzzle. Any assistance would be well appreciated as I would love to play more of this module. _________________________ "It's not that you and I are so bright, but rather the rest of them are such fools!"
Posted by ElvenRogue at 2005-09-0204:55:49
rep628 *SPOILERS* Solving the altar puzzle will allow you to find the key that frees Teeolen. The key from Nedylene just opens a statue containing loot - this is the blue claw key. I'm not sure how you are losing the blue claw key could you let me know? Enjoy the rest of the mod. eR * END SPOILER
Posted by rep628 at on11/03/05
I am enjoying your module and will vote accordingly when I am done. I am however stuck. > I have killed what's-her-name and received the key however I lost the key the second time I killed her. Wha to do now? I do not want to move on until I have freed the female elf. As far as as the altar goes, I was reading through the other comments and I think I will try th "simple knife" I left on the corpse to scrape the wax away. Any tips on the key would be appreciated since the script is not broke.