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NWN MODULES

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Title  Beneath the Spine (HotU 1.64 v2)
Author  Seryn
Submitted / Updated  04-14-2003 / 04-02-2008
Category  Dungeon Adventure
Expansions  HOTU-1.64
Setting  Forgotten Realms
Gameplay Length  8-12 hours
Number Players  Tested as single player with henchmen
Language  English
Level Range  Can advance to L8
Races  Human or Half Elf suggested for plot believability
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  02
Max # Players  Any
Min # Players  Any
Min Character Level  01
Content Rating  Teen
Alignments  Any
Description
Starting from your home in Dougan's Hole, a tiny village in the Frozenfar, you begin an epic quest that will force you to conquer the Spine of the World. Across frigid tundra and through endless tunnels you must travel to reclaim your legacy and rescue your kin. Old friends and new stand ready to take up arms and join in you against countless foes. But once the journey starts, there is no turning back! Are you ready to venture Beneath the Spine? This is a FR mod for 1st Level (new) PCs. Any class is suitable, however, frequent combat will make using a spellcaster more difficult. Allows advancement to 8th level. A large hak pack (cms_spine1.hak) is required to provide the Frozenfar's environment. Primarily a linear hack-n-slash, the objective is to get from Point A to Point B as quickly as possible. Uses multiple henchmen scripts, so you will be able to have up to 3 henchmen. Designed and tested for single player, utilizing the available henchmen.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-08-26Alazander7.67Great visuals; solid design; good atmosphere; well-written; original.Some technical issues; main story isn't developed enough; certain classes may find it just a little too challenging.

Files

NameTypeSizeDownloads
Beneath_the_Spine_HotU_v2.zipBeneath_the_Spine_HotU_v2.zip
Submitted: 04-14-2003 / Last Updated: 12-08-2004
zip3.1Mb6518
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Beneath the Spine HakSeryn2003-04-14--This is the required hak for the module Beneath the Spine, Part 1 (and 2, upon release).
SCORE OUT OF 10
8.32
47 votes
View Stats
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Comments (29):

1 2 3

Posted by vezz at on04/03/05
Fun: 8   Layout / Design: 10   Dialogue 8   Originality / Creativity 7   Quality Control 7   

Posted by vezz at on04/03/05
Dear Seryn, I played your mod. and I'd like to write to you my opinions... ***SPOILERS***** 1- First of all I must poit aout a MAJOR BUG that prevents the player from finish the mod. When the PC goes to the captain of the guard, giving to him the letter of the chancelor, the captain says that he's gonna to kill the PC. But this doesn't happens as the captain keep staying neutral (he doesn0t became hostile). Moreover he cannot be killed. So, as the PC need the opened letter, the mod. cannot be ended. I opened the toolset and I noticed that the captain have the plot character flag on. I think that's the problem... I't weird that nobody reports it till now! 2- The mod starts gratly! Very good atmosphere, great design of the interiors and of the landscape. But... after some underground levels that attentions to the details seems to became lesser and lesser. IMHO you put too many levels and in the end they lack the details you put in the first part of the mod. 3 - same thing can be said regarding the use of encounters and monster. In the first part you used fwe monster that was challenging to beat, but not impossible. Also you used monsters pf the same type. In the last part of the undergraound trip you used instead to many monster and too hard one. IMHO the main problem is the exaggerated quantity of different creatures very near one to another (the descend to Mirabar is like a sort of Zoo: orc, troll, Ogres, and three kind of bears, polar, grizzly and dire, all put togheter!). 4 - As previously written the henchman system is old and full of bugs (every time the hench reach a new level something of his gear is lost!). Of course this isn't your fault. The mod is good, with a very fun and intriguing story, but it has a too long undergound journay that can be very boring. The sequel is far better. ********* kind regards.

Posted by Seryn at 2005-02-1406:49:00    
LoCash; I just uploaded a beta of my new mod to the Vault. Keep an eye out for Threat to the Spine. I'll post a link here when it's up. I would greatly appreciate any beta testing you'd be willing to do :)

Posted by LoCash at 15:56:00    Voted8.00
Hi Seryn, Are you still making NWN modules? I would like to beta test anything you are currently working on.

Posted by Seryn at 2005-01-1806:08:00    
ericdoman & Kiri; Thanks for the feedback. Regarding your comments: ericdoman: I will check on the respawn penalty--there should be one, but maybe in the update it got corrupted. Kiri: That henchmen behavior sounds unusual. I'm not sure why they're disappearing on you (they're not supposed to, obviously). I'll take a look at it. **SPOILER** Regarding the key in the Ice Vein Stronghold, there is one inside a container in one of the small bedrooms in the same area. It's in a room on the eastern side of the Ice Vein complex, if I recall correctly. Check all the doors, enter the rooms that aren't locked, then check all the containers. You should find it eventually. I think there is a second key to be found as well within that same area, but I'll have to check where exactly it is.

Posted by ericdoman at 2005-01-1718:17:00    
Great mod. Very tough as maard and rogue/cleric keep getting killed. Although not as frequent as before. I found that I can die and respawn with no xp or gold loss. i don't know this is a bug. Will not do it but because of this one could do the mod all alone. Going to vein clan and massive ambush. It is a nightmare to see henchmen running around at base of cliff being shot at and not being able to re-equip them with missile weapons (similar to lizards). Also Maard dies here. Being shot at and then in come the heavies. When he respawns fortunately after all have been defeated he has no armour (full plate), it's gone. I do like this respawn method of course if they die second time, they have ceased to be. Anyway prob I have is that we are in Vein stronghold. Killed all duergar and orcs, searched everywhere (my 6th ftr has search of 4). Can't find the key for locked door, the one in the south that needs a specific key. Help?

Posted by Kiri at 2005-01-1213:34:00    
Dear Seryn, I'm not sure if you still check these but I wanted to tell you I had a very good experience with your other mod, however, on this one, I keep losing henchmen! If I tell them to level up or if they die and I resurrect them, they say "That was close!" and then disappear. Instantly. I cannot get them back and I'm basically having to do it alone.. any ideas?

Posted by Seryn at 2004-12-0905:34:00    
lebowski; Thanks for the feedback & the vote (as well as the bug report!). I'm glad you generally enjoyed it. My statement about HotU-style henchmen was unfortunately not as accurate as it should have been. The module still uses 69MEH69's henchmen dialogue framework (and hence, the inventory access, etc.). However, the hench leveling aspect (which was problematic in the original, as evidenced by the posts below) was updated to the HotU hench leveling process. Anyhow, sorry for being misleading. As you can tell, this mod is nearly two years old, and it does show. My update was really not much more than combining of the two original halves, plus a little cosmetic polish. Hopefully, some of these issues are not as troublesome in "Return to the Spine" however, I fear that one is showing its age as well. Take care,

Posted by Jonesy14 at on12/08/04
A surprisingly compelling story and some very engaging hack and slash (I was expecting the hack and slash, the story was a nice extra).

1 2 3

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