Classes with access to prayers may have a hard time in abyss. Spellcasters in general will be more challenged.
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
30
Max # Players
08
Min # Players
01
Min Character Level
15
Content Rating
Teen
Alignments
Good or neutral characters preferred as story is biased towards good. Evil is possible.
Description
H4 - The Throne of Bloodstone
v6.4 is a remake of the classic P&P module with the same name. Bloodstone is harrased by undead troops sent from neighbouring undead ruler Zhengyi. Baron Tranth of Bloodstone needs help to protect his small mining village. Do you have the courage to step to the aid of Baron Tranth and do you dare to face the real threat lurking in the nether realms?
Module require HOTU + SOU expansions and supports bleeding, town portal items. Require food to rest and holds hundreds of new creatures and magical items.
Hi. I'm thinking of playing this with my MP party of Sor(17)/Pal(17)/Bard(17) with relatively decent kit. What difficulty level do you recommend Tim? f&i _________________________ NWN2: Big Font/High Res GUI // Extra Spell Swapping // NWN1: Colourised Scrolls // Both: Reviews and more
Posted by Black at on01/03/08
It's mostly well-made and fun, and the system of traveling between the planes is interesting, but I gave up on this module shortly after entering the planes. The main reason for this is the battles, which are frustratingly hard and all yield little to no experience. Experience isn't an issue in all modules, but this one is primarily hack'n'slash so I expect to be rewarded for overcoming creatures that, without exception, are immune to pretty much everything and have spell resistance. The 8000 point reward for the first quest made up for it somewhat and I might even have leveled up had I finished the module, but ultimately it was too frustrating for me having to retry every battle two or three times and earn no more than a hundred exp. for each one. Also, the dialog was kind of bizarre and I didn't get much choice of what to say.
Posted by Tim at 01:20:42 Voted9.75
I can see that that remark can be misunderstod. It is from before the time levels greater than 20 existed. There was then a script to manage items of geater level - ILR (Item Level Restrictor) that unequipped items that was too powerful. No such script is needed today. No script changes need to be done. I made a change to the text once hotu appeared but when read today I fully understand your confusion. But on a similar note, there is a starting dialouge that allow you to select combat difficulty (depending on your player skill - strength of character et.c.). The difficulty will affect the amount/value of treasure found so you should consider the difficulty carefully. I hope you will have a good time playing my module. You are welcome to send me feedback or questions should the need arise. Best regards, Tim _________________________ Intelligence - The ability to plan ahead. Wisdom - To actually do what you planned.
Posted by JP2U at 2007-10-2800:34:45
continuation of last message which got cut off... so my question is... Are you saying we need to go in and change the script and menter in multiplayer mode just to make available all the custom items? Or is this something you only had in place in the pre-HoTU version?
Posted by JP2U at 2007-10-2800:32:41
Thinking of playing this mod and briefly skimmed the readme first and came across something I don't understand... This is from the readme. >>>>>>>>>>>>>>>>>>>>> This module has a built in ILR-system that can be turned on when run on a server. This system takes care to unequip (or disallow use of) items that is too high level for that character. This means that even if you turn off the ILR on the server it is still used by the module. If ILR is on the module may create items higher than level 20. This is true if any of the characters has experience enough to reach level 21 or higher. There is now no way to turn on this ILR-system from within the module. It is off by default but can be changed to on in multiplayer if you change the script set_ilr. Why have ILR on? - Higher than level 20 characters can then use higher than level 20 items! That?s why. It is off by default so you if you don?t want it you don?t need to do anything.
Posted by Tim at 13:42:16 Voted9.75
You may have used a potion of Bless to make it work as well. Thank you most humbly and good luck in the future. _________________________ Intelligence - The ability to plan ahead. Wisdom - To actually do what you planned.
Posted by Lord at on06/10/07
Nevermind, Tim. It turns out it was the PRC pack we had going from the beginning. I tested the non-PRC'd backup mod and it worked fine. However, due to us utilizing PRC'd characters in the un-PRC'd mod, it removed some of the features that the PRC provided, so we did not save, thus losing out on the game's final XP. But at least we saw the ending. Thanks for creating probably one of the most challenging mods we've played.
Posted by Lord at on06/10/07
Tim, managed to further ourselves and get the Gem of Life. Our characters and Quillian have tried to plant it and we've had no luck. The spell required does not work and I've cast it dozens of times. Doesn't work in his hands or ours. Wondering if it's a bug. It would seriously be discouraging to think we made it this far for nothing. Please advise.
Posted by Tim at 15:37:40 Voted9.75
Hm, Lord of the Dense, there is quite a bit of help in the manual about the working of the gates and conduits. There is an item tht when used tell layer, x and y position. I take it you are using one of these, both of you, to see that you are in the same coordinate. If you are you end up at the same destination when using a conduit. If you end up at different locations when using the same conduit I bet you have diffeent coordinates. If creating the Abyss again I would have increased the number of areas of each layer to minimize the risk of using the same area in two coordinates at the same time in multiplayer, alas, this will not be done. If going back to the Astral you will reset your coordinate to 0,0,0. There are items that enhance your thief skills, such as a ring of thievery. I even think the henchman could help opening the doors. The locked door in layer 8 is actually a bit of a shortcut with a low probability to occur. This is of course not the only way to layer 8. I hope this helped some. You have come far, do not give up! Best regards, _________________________ Intelligence - The ability to plan ahead. Wisdom - To actually do what you planned.
Posted by Lord at on06/10/07
Sorry to seem dense about this, Tim. Another gamer and I are trying to get to Orcus' layer and no matter what we do, we just can't seem to coordinate it. I'm running the server and from what we can tell, we enter the portal/conduit at the same time, and from the same coordinates (from what we can tell). We had Pazuzu create one on Level 3 and I may have went, but my companion didn't. He's never seen the level. I'm sure if we could figure out the trick, it wil also get us into Level 8, which thus far only yields an impossible-to-open locked door. We have the same trouble with a locked door in the center of one of the Level 7 screens. I realize this may call for a thief in the party, reading previous notes. Any insight on this would be most appreciated. We are pretty much at the point of calling it quits.