Visit Kalamentein, trading port of the Northern Empire located in the world of Mirendell. A gathering point of different races and unusual beings, a place where strange things are common and not all is what it seems. Follow the strange occurrances within the city and uncover dark secrets and hidden truths.
Haunted by strange dreams you awake in a cold sweat on the hard cold floor of an abandoned mine. Your memories seem to elude you and the only thing you can remember is right now you should be dead.
Please send any bugs or feedback to [email protected] (Current Version 1.3)
I enjoyed this mod, especially the first half. The second half had me running around a bit too much to fetch this and get that which lowered my score a bit. I echo some of the other posters by saying the use of the CEP would help, but the pop-texts were descriptive. Adam has spent quite a bit of time writing this mod and it shows. I liked the story and the fact he didn't give it away so easily. Nobody in the mod seems excessively "good" and the NPCs were well written. I wonder if you are working on Chapter 2? Quick spelling/bug report. 1. Elizer "your in my home..." Should be "you're" 2. Headstone. "but lead a successful..." Should be "led" 3. Map pin mislabled in the docks district. Says it goes to the docks but actually goes to the merchant district 4. journal entry for thief factions. "theif" Should be "thief" 5. Geri Datteel. Conversation loop so you can get 200xp for excepting the quest each time. 6. Commoner in the temple district talking about the sewers pop up text. "...whole squard of..." Should be squad. (As a side note, never did find the sewers, oh well) 7. Speaking to Fade "I don't I kill you..." Should be "Why don't...." Also the use of "I" in the first person should always be capitalized. You didn't do this but at least you were consistant so I guess this is "new age" capitalization, and I am not much of a grammar stickler. Anyways, these are just minor points and I reiterate that I enjoyed your module. Cheers, Michael
Posted by mcwkjoyce at on01/30/06
see the comments section below
Posted by Eowien_Theile at 2006-01-1515:57:59
I agree that this is a very good module - but the language errors do detract from the whole experience. I am volunteering to go through version 1.24 and clean up everything - then save the edited mod and send it back to you via email. (I finished version 1.21). Thanks for a really enjoyable game! Eowien
Posted by hannya at on12/28/05
That's the ending? you've got to be kidding.
Posted by lebowski at on08/21/05
I'm doing my best to advertise your mod in the under-rated under-voted list. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by Adam at 2005-08-3011:33:18
Version 1.24 is now up. This version adds a journal entry so players know where the High Halls are. It also expands the Stone Head quest slightly.
Posted by Midnight16 at on02/09/06
Hmmm...I like this module...it has an interesting storyline... Only annoyance is that you didn't really mention areas that you needed to go to...I ran around forever til I finally found out where the High Halls were... _________________________ Stupidity should hurt...a lot...
Posted by lebowski at on08/21/05
Promising story, told with many surprises. The mod is not much linear and that's good, however the un-linearity still needs some work. Also the visual are not bad by any means but could get much better. When the story really gets to be interesting and getting more autonomous from the Torment homage the mod end so to see how really good it is we'll have to wait for the next chapter. Keep up. _________________________ 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 on08/21/05
I found that and finished the mod too. As with the best mod many some things I had to leave unsolved. That means this is not dead easy or too linear. Still it could be improved quite a bit. The best thing is clearly the story, not too much in itself because at this time it's feeling more like a big homage to Torment (appreciated being Torment a masterpiece) than a new story in itself, still how the story is told gets really surprising here and there for the player and that's good. I am sure things will get to their own merit in the folowing chapters. About the non-linearity that is more like it seems to be there while it is not there that much. SPOILERS For example I got the thieves quest practically when I entered the city, but after having talked with my old friend I could get some additional information about the smuggler chief. Why is that? I can't really see a logical explanation to this. Also I decided to accept the quests from the mayor, but after that I couldn't talk to him at all about the necromancer guy exiled in the mine, so the quest remained unsolved. The journal generally works but sometimes it lacks to update. For example I got a dialogue that said to me the boulder in the temple district was the right one, but the journal did not update. The same happened after having found out who the smuggler leader was, it only updated when I came back at the clock tower and closed the quest. Also I already got inside the bandit hideout and killed them all, so it was surprising that the mayor gave me a quest to go there again to find some document, and it was even more surprising to find that a chest had suddenly appeared in their already cleaned building. Or the chest is already there or the building have to be closed and the mayor suggest you a way a to get a key to enter it. The high halls... you know that is quite easy to forget about that temple in the Tungola forest? Reading the high hall book I had with me, taken from some unimportant place in the city (while I think I never actually an object called tome of the high hall), I got that the important high building was to be somewhere in the city and it took me quite a while to find it in the forest. So I'd say to update the journal with some reference to the Tungola forest, or at least to say in the high hall tome that the temple is now surrounded by vegetation. Note that the Tungola forest do not have a pin either. It was very nice and terrible at the same time to find out that my action had real consequence when talking to the guard about the gipsies practically led to a slaughter. I was then expecting the same kind of action-consequence behaviour from the quest with the mayor and Rayden. But even if did all the quest for both ot them no one got a single clue about my doublecrossing strategy, also after I decided to assassinate the mayor he stayd in his home humbling on his own thought. I didn't even got evil point for the assassination. Also note that I did the assassination thing because I was hoping of becoming a mayor and finally force the shadow thieves to retire from the city, considering that I could not fight them. That was naive, I know, still I was expecting some kind of consequence from the assassination. Also I didn't get the use of the talk to dead thing. Probably it will be important in the next chapter, but how can that be considering that it was an optional subquest here? However I got back to the mines and talked with zombie there but I didn't get much out of them. There was another thing that I didn't get: the dirt patch, the soft spot seems a place to use a shovel, but there is a shovel in the game? I missed it. What was the use of that place? Another couple of minor issues I found are concerning the slum quarter: There are two thieves there threatening a commoner. They all stay neutral. I can't talk to the thieves and even more strange the commoner thanks me for help while I didn't do a thing. The skybow here at night stays kind of a very light azure. Kinda desert daylight. Some quest got me a bit perplexed. Can really someone go in the temple district, where very strangely there is a boulder, and starting craft the statue of an old god? What would the other temple say? I think it would be a much better idea to place the statue somewhere outside the town, maybe in a higher place so that it will be seen by people coming and going from the town. The two riddles: I didn't solve any of them. Maybe an hint in the readme or even better in some book that could be found inside the game would be useful. Well probably the door one is easy to a native english speaker, but the minotaur statue one seems to me it can be practically any unliving thing. What are the crystal for, by the way? END SPOILERS Well enough, with suggestions. The mod was good and interesting, the area design though it's a bit outdated. Mostly because of not that many placeable and because some houses seems more large than need. Also the clock tower do not look like a tower at all in the interior. I think this mod could easily get much better using the Cep, because a part for the tower the layout of the area is not bad at all, they are just not that much furnished in places. _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods
Posted by Adam at 2005-08-2105:46:06
The pool of blood is located near the Kalamentein Investigator, near the entrance to the Hnila Forest. I am also in the process of writing a hints guide for this module.