Boddyknock Grinckle, famed gnome explorer, has written a book detailing his explorations into Phalorm ruins near Daggerford. 'Legacy of the Phalorm' has become an overnight success, enchanting thousands of readers across the Sword Coast with its tales of a lost civilization, amazing escapes from certain death and fabulous treasures. But just how much of the gnome's story is real? Is there truly a lost world deep below the earth? Did the human king of the Phalorm survive the destruction of the Empire? Did Boddyknock really free the descendants of the Phalrom from a tyrant's slavery? One thing is for sure, only Boddyknock and the explorers who accompanied him know what really happened.
I've been playing this mod for a few days now, and I could use a little push in the right direction.
Like some previous posters, I'm having a problem freeing the slaves. I'm pretty sure I've gotten all the ones who were locked up in the cells, but the ones in the Boiler Room are still afraid to leave. What have I missed?
Also, as some others have pointed out, some of the area map descriptions lead to the wrong locations, and most of them lead you right back to (you guessed it) the Boiler Room! Arghh! :)
Thanks in advance for any help or suggestions!
Posted by Steve_Savicki at 2010-04-02 21:15:16 Voted 4.75 on 04/02/10
Outdated scripting, but mysterious nevertheless. Never liked the story as a whole though.
I'd play again to see the parts of the caverns I haven't seen yet. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Although I had a lot often with Sgain conversion of the same PnP module I did not finish this one. I tend to agree with Grail Quest on this one so I cannot recommend it.
Could not complete this one. Got stuck somewhere between the Northern and Southern parts of the caves and level 1/2 of the ruins. No idea how to access the other areas. Despite the clever "prelude" the module look like a dungeon crawl with some good ideas and scripts here and there.
* Spoilers *
Found a bug early on where we were attacked by both lizards and priest/follower although according to the Sphinx these two factions are not working together. Also, I am not sure how the bugbears do fit into that picture.
Posted by SusanMcKinney at 2007-12-10 07:08:58 Voted 9.00 on 12/10/07
I really enjoyed the module. I enjoyed the comments he would make.
Posted by Astero at 2007-06-22 09:34:18 Voted 9.00 on 06/22/07
I enjoyed the module. I liked Boddyknock. But from a point after he didn't continue his story about his mentor. I kept asking him but nothing. It stayed unfinished. I don't know if that was intended or a bug.
I too had some problems with the slaves. First I didn't realise that I should keep clicking on them, so I went to the leader and my dialogue with him concerning the revolution was incomplete. I went back and tried again. After some tries I managed to free them. Maybe you should have handled that part differently. In my opinion just opening the doors would be enough.
When I killed the general in the king's tomb the journal showed an error blank entry about my henchman Boddyknock who stopped being in my party and just stood there. I reloaded and although the journal did the same Boddyknock stayed in my party.
I liked how the story scaled. Nice atmosphere in dungeon's palace and in the tombs. Maybe some areas should have been smaller or you should have added more encounters to make them less monotonous.
Despite these comments I liked the module. It had an interesting character (Boddyknock), a good story, nice atmosphere and challenging encounters for my level 5 wizard :)
Posted by Lariam at 2006-09-17 03:11:54 Voted 9.25 on 09/17/06
Posted by Lariam at 2006-09-17 03:11:28 Voted 9.25 on 09/17/06
A nice dungeon crawl with lots of very cool little things! I, too, loved the framing of the story. It was simple, and classic in a way, yet original and something I hand't seen before in NWN. Boddyknock was a nice companion (in contrast to the previous poster I thought he was pretty talkative) and I appreciated his translation help. The story seemed to be well-immersed in the Realms (including its history).
The module also seemed very polished. None of the dialogues were broken in my playthrough. The slaves seemed a bit tricky, first. But actually they worked quite fine. They just stopped when they ran into someone. So, one click on them, and then keeping out of their way (and perhaps doing that again if they ran into each other) was enough for things to work out.
The areas were very large (and pretty empty), though. That was admittedly a serious problem with the module. But it didn't take away too much from my enjoyment of this dungeon crawl. (Also, it was quite easy to earn unnecessarily large amount of gold, I thought.)
I went in with a level 3 paladin. First the difficulty was just right, but things did get a bit tricky at some point. So the suggested 4-6 should work better (I'd go with level 4). My character got 3 levels. More xp may have been available.
It is a pity that we've yet to see more from Sewyrn. Did the author pick up building again with NWN2, say, I'd be enthused to see the products of those building endeavors.
Posted by Grail Quest at 2006-09-10 12:28:40 Voted 4.00 on 09/10/06
After a novel start and a few funny lines -- just a FEW, and not whole conversations, but LINES -- the module quickly degenerated into something very mediocre, which might have gotten it a 5.0 except for the bugs.
The "wisecracks" option initially seemed like a good idea, but the quality of the lines was exceedingly low. Not ony were they often not very funny (IMO, anyway), they were mostly insults rather than funny lines. Too bad there wasn't a way to switch it off.
Areas tended to be big and full of nothing. Exceedingly boring, compounded by having a LOT of walking to do.
The main fault of this module, I feel is that for someone you are meant to take along, Boddyknock says and contributes next to nothing story-wise. What is the point of taking him along if he isn't going to have an active presence?
Many artifacts and placed objects could be clicked on, but with zero result and zero comment from Boddyknock.
I didn't bother to finish, as the slaves in the palace just wouldn't go to the exit, and the leader's dialogue aborted in the forest. A rather severe bug, IMO, and I just didn't care enough to continue.
Posted by sayvil ( 24.175.xxx.xxx ) at 2006-07-10 14:09:03
In the Minotaur Palace, when I use the teleporter, it takes me back to the dungeon caverns. Is it supposed to do that? I have freed all the salves, but the Holiste guy won't run towards the palace to start the rebeliion. What dod I do? Is there a patch?
BTW, I really have enjoyed the module, thus far. Very clever way to get into the story.
Posted by Irmy at 2005-02-04 17:21:02 Voted 8.75 on 02/04/05
Posted by TommyGunnn at 2005-01-20 16:21:36 Voted 9.00 on 01/20/05
Posted by Dags at 2004-12-20 15:09:39 Voted 9.25 on 12/20/04
Fans of dungeon explorations should check this out. The frame of the story is quite clever and unique. The dungeon itself is enjoyable and has some nice puzzles.
Posted by Jonesy14 at 2004-12-08 15:57:03 Voted 9.50 on 12/08/04
Posted by jared_c at 2004-11-30 07:55:58 Voted 9.25 on 11/30/04
A better dungeon exploration than a lot of the mods above it.
Posted by kok_warlock at 2004-07-06 23:05:03 Voted 6.00 on 07/06/04
Start off good, but then turn out to be a boring and bugged mod.
Posted by Johnny at 2004-03-31 15:43:49 Voted 9.00 on 03/31/04
Nicely done.
Posted by wendt at 2004-03-26 18:21:17 Voted 9.00 on 03/26/04
Underrated-- this is a fun and occasionally tricky dungeon crawl-- and a fantastic way to frame the story, by the way.
Posted by 1_4 at 2004-02-28 21:33:58 Voted 9.00 on 02/28/04