Designed & Tested as Single-Player. May play fine in Multi-player.
Language
English
Level Range
Levels 8-10 should be fine.
Races
Human or Half-Elf make the storyline the most believable, although any race is fine.
Tricks & Traps
Medium
Roleplay
Light
Hack & Slash
Heavy
Classes
Any
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
09
Max # Players
01
Min # Players
01
Min Character Level
09
Content Rating
Teen
Alignments
Any
Description
You were raised in the Frozenfar, in Dougan's Hole. When your father received news of his brother's death, he sent you to reclaim the family estate outside Mirabar. Venturing beneath the Spine of the World, you reached Mirabar after many tribulations, only to uncover a deadly plot to steal your family estate. Eventually, you thwarted the plot and reclaimed your family estate. Soon thereafter, you returned to the Spine and helped the Ice Vein dwarf Jornan Kolf rescue his lost kin, in the process making quite a reputation for yourself. Now, the story continues . . . A Forgotten Realms module and follow-up to Beneath the Spine and Return to the Spine. Requires the CEP (with CEP1patch and CEP1patch150, or higher) and Threat2theSpine.hak (included in the download zip). Allows your PC to advance 1-2 levels. A semi-linear hack and slash. Four henchmen available (You can take up to 2). Designed for single player on a normal difficulty setting, utilizing the available henchmen.
looks like you need to update old CEP 1,53 with hak: cep1patch169 to avoid crashes _________________________ Thanks Rolo:)
Posted by Mirgalen at 2010-12-12 02:42:00 Voted 3.00 on 12/12/10
Can certainly be avoided. Else, take a lvl 14 or 15 and have fun.
Good visuals and scripts as usual but the rest is terrible. It shows that to make a good module one need to understand some of the key principles behind something fairly easy to grasp for one who had a chance to DM or play a Greyhawk Campaign. I will not detail the common problems I found in Seryn modules (like combat balance - Greater Cornugon anyone or final boss who was just a push over?) but only raise a question: If we visit these places at such low level what you have the adventurers do when they reach epic levels? Go back chase goblins and kobolds around farmlands? There is a reason why you do epic things at epic levels and collect berries at level one it has something to do with the place of a character in a world that is closely related to his/her achievements.
3-4: It is clear the author tried to make something interesting, but still fell short. With more work it might be worth the download.
New Info on 02-26-09 - I sold off practically everything in Spine 2, saved the character, and re-launched Spine 3. I zipped through Mirabar, hired Roghved and Jornan and shopped at every store I could.
GLITCHES - The game locked up when I tried to access the Apothecary Store, the Black Market Merchant and the store in the Temple of Chauntea. I forged on. I fought some drow in their Underdark Cave and the game locked up when I tried to loot the remains.
02-27-09 - Same bust as yesterday. Memo to self - always save right after a fight, as the game may lock when you loot the remains. Also locked up twice in a row when I tried to open the "burlap bag" after freeing the myconoids.
This preliminary review is being written on 02-22-09 (posted 02-24-09)because I have experienced lockup and crash on multiple separate occasions. The first time, I tried to explore the upper level of the estate before going downstairs to meet the messenger, and the lockup occurred when I tried to enter the secret laboratory. The second, I went downstairs first, then to the Council, then to the stores, and the lockup happened when I tried to deal with the black market merchant. The third time happened in the Goblet and Gems, when I tried to access Jornan's inventory after hiring him and Roghved (sp?). Having been bitten twice already, I had saved right before hiring them, so I did not lose much.
New Info on 02-23-09 - I re-loaded the save from 02-22-09. This time, the crash problem occurred when I tried to open one of my bags, then it did it again at the exact same action on a re-load. So I loaded my last save from Spine 2, successfully accessed the bag, emptied it, saved the character and re-started Spine 3. In this attempt I could access the bag again, but almost all of the stuff I had on inventory screen 2 was gone - and that is my collection of potions, scrolls and gems. I also observed that the portrait I had used in Spine 2 went back to the default portrait when I started Spine 3 and that the Spine 2 portrait was not available.
New Info on 02-24-09 - More of the same crashes when I opened the same bag as yesterday. I went back to the Spine 2 save, emptied the bag, gave back the armor I had stolen from the henchies, as well as the unsellable "dragon treasure" item and the henchie bandage items, re-saved the character and re-started Spine 3. This time, it was inventory screen 3 that was corrupted. I was able to drop an item onto screen 3, and then the contents became visible, but when I grabbed an item and moved it to another screen, when I went back to screen 3, it was "empty" again.
Memo to self - try one more time, but in Spine 2, sell almost everything. If that does not work, get a new copy from the Vault. If that fails, I give up.
NWN Patch Version - Version 1.69
TttS Version 01
No error messages
Thanks for writing these modules. I really appreciate your dedication and effort.
Posted by Razide0506 at 2008-10-14 08:48:50 Voted 7.50 on 10/14/08
I played this one mainly because I played the first two modules in this series, and I pretty much got what I expected: lots of challenging combat, and little story or roleplaying to speak of. The visuals in this module are very creative and look great, and there's an early twist that made this module go in a different direction than I expected, but ultimately, it was mainly just a lot of repetitive combat
Seryn,
Your series looks great so far. I am currently playing your first one and I have noticed that you have been able to successfully use 69MEH69 multiple henchmen scripts to allow for three henchmen. Could you please tell me what setting you used to get this, since I have tried the following in other modules with no luck:
My changes to 69_module_load (fm MBHkit 23a)
//Sets Leadership requirement upon module:
//0 = No Leadership, 1 = Yes Leadership
int nLeadership = 0;
SetLocalInt(GetModule(), "nLeadership", nLeadership);
if(nLeadership == 1)
{
SetMaxHenchmen(100); //Do Not Edit
}
//Sets Loyalty requirement upon module:
//0 = No Loyalty, 1 = Yes Loyalty
int nLoyalty = 0;
SetLocalInt(GetModule(), "nLoyalty", nLoyalty);
//Maximum Henchmen
//Sets the number of henchman a PC may have:
//(Leadership requirement must be set to 0)
//0,1,2...
int nNumHench = 5;
I have then recompile my scripts yet for some reason I can still only hire one henchmen. I have had this problem in another module where I had the same setting but could only hire 3 or 4. Which is why I believe this problem must be related to another script not the Henchmen Kit. I have done this step (Save "69_module_load" as "x2_mod_def_load")as well but it seems to make no difference.
Cheers
EK
Posted by Steve_Savicki at 2008-03-11 20:02:58 Voted 9.00 on 03/11/08
Nice use of monster heads on bodies, but this is just a linear hack and slash with little story.
I liked the second chapter the best. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Lord Dethstryker at 2007-04-04 13:38:53 Voted 9.00 on 04/04/07
Nice hack n slash adventure. Thanks for the effort!
I am still exploring your module and have found it interesting and a bit challenging. So far, I think that the treasure is not quite appropriate for the level of adventure and the great distances between restocking areas make for some very tight times (more potions would be helpful). Just one thing I noticed that I thought I should point out is some rather strange results from the Hells Forge. I was trying to get an item enchanted with POISON IMMUNITY, and depending on the item placed on the anvil, I got some different results. For example, I tried it on a CLOAK OF PROTECTION +2, and got +3 to STRENGTH instead but didn't get charged for the service. I then tried it with my +2 BOOTS OF HARDINESS and got the same results except that it charged me 42,552gp instead. Other items yeilded diffent results but I never managed to get my POISON IMMUNITY.
You might want to check this out.
Cheers and thanks for the work.
Posted by ShadowySweetness at 2007-01-27 07:00:39 Voted 9.50 on 01/27/07
Thank you for a Great Story, even though linear/somewhat as stated it was a fun H/S.
I played through all 3 with my Female HalfElf as Rogue/Fighter.
I think this can be even better with a little upgrade (More Hench/ Interaction) as for my brothers/cousins/Dwarf/Bard ect.. I did not feel the closeness as the interaction was limited.
Also because it is so long it could use many/few more side quests just to make is a little more interesting.
I think you have a Great Talent and would love to see more of your work and hope that you will continue this as I have a character who is not quite ready to retire in her Estate as of yet.
All in all I had a great time.
Thank you for taking your OWN time to make these Mods for us!
As without you Mod Builders... What are us NWN Fans To Do?
Have a Great Day Shadow...
Posted by Lariam at 2006-09-24 13:28:35 Voted 9.50 on 12/15/05
Thanks for the response. Just interested - having greatly enjoyed your NWN modules and seen you "back" in the forums. :)
Posted by Shin Okada at 2006-04-29 00:00:17 Voted 9.00 on 04/29/06
A hack & slash mod fun to play.
I like the landscapes of nine hell.
Posted by Armin at 2005-12-17 12:04:13 Voted 8.00 on 12/17/05
A decent hack & slash module. Good looking areas, OK henchmen but rather boring and repetitive fights. The story really doesn't fit well into the rest of the series and , in all honesty, I think the "hack your way back out of hell" theme has been beaten to death lately. _________________________ With magic, you can turn a frog into a prince...
With science, you can turn a frog into a Ph.D....
... and still keep the frog you started with.
Posted by Lariam at 2005-12-15 15:14:11 Voted 9.50 on 12/15/05
Posted by Lariam at 2005-12-15 15:13:36 Voted 9.50 on 12/15/05
What? Five votes!? Oh, well. I haven't been voting for the mods I played duting the time I didn't vote for them (I don't remember them very well), but this series was very nice. Heavy hack and slash - yes. But good hack and slash! And not just that. I enjoyed the whole series. It was good to have some dwarven related things there, and some important dwarven characters. For some reasons dwarfs don't seem to be very popular. Anyway, five votes... So, I'll vote.
Do you have any other projects that you're working on? In case you have some more FR goodies forthcoming, I'll certainly play them!
I do remember one problem that I had:
*** SPOILERS ***
The weapons that I was able to have enchanted in Hell... Well, I came up with such a powerful weapon, that I had to throw it away when I continued with that character in some other mods of the appropriate level. _________________________ Forgotten Realms Weave
Thanks for the kind words Thomas! Please vote if you're so inclined.
Posted by Thomas_Starthistle ( 70.22.xxx.xxx ) at 2005-08-05 19:06:29
Phenomenally good. Every detail is well-thought-out. Rich visuals, engaging storyline. Should be in the Hall of Fame if it isn't already.
Posted by Seryn ( 65.249.xxx.xxx ) at 2005-05-17 12:50:08
lebowski--thanks for giving it a try. Sorry it wasn't more to your liking, but I appreciate the feedback and the vote.
Posted by lebowski at 2005-05-13 17:04:49 Voted 8.50 on 05/13/05
I meant that hating the henchmen is NOT a good sign.
SIGH new site old flaws. My kingdom for an edit function! _________________________ 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 2005-05-13 17:01:02 Voted 8.50 on 05/13/05
Strange you got so few votes. The mod is visually stunning, unfortunately that's the only thing I found in it to my taste.
SPOILERS
I hated really a lot the hell tour. Lots of fight that got repetitive against many enemies. On the other hand the bosses were more easy to kill. Also the complete customizable forge will let you create some min-maxed equipement that will just let you kill everything in front of you. So for a while the game is too hard and too boring, then it suddenly gets too easy and still boring.
I suppose it's a question of taste, I dislike a lot the standard D&D hells especially if used in this way. They should be more metaphysical than H'n's in my opinion.
Also I found that this tour in hell was completely out of contest respect the other two chapter of the series. I was expecting another Moria kind of exploration and I got into roaming hell.
Also the bard had a very bad AI. He wasn't even singing by himself and it was much more of a nuisance than an helpful henchmen. I tought seriously of leaving him in hell...
When you hate your henchmen it's a good sign. I suppose improving henchmen could get the more more easy to enjoy, still I really didn't liked the plot.
Voted 8.50 mostly because of the work involved. _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
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Posted by lebowski at 2005-05-13 16:53:39 Voted 8.50 on 05/13/05
Beautiful visual but very boring plot, with repetitive fight. The enemies are custom and interesting still they are not enough and I was struggling to finish it. The worse chapter of the trilogy. _________________________ The hottest new modules you can't miss - player suggested
Contributor to Overlooked Module Reports
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Posted by seryn ( 65.249.xxx.xxx ) at 2005-05-11 14:53:25
Thanks Baron! I appreciate the support, comments, and vote. I'm glad you enjoyed it.
My last module, The Fate of Neverwinter, caught fire right from the start and got over 50 votes, but this one (arguably a better mod) is languishing in anonimity. Oh well, maybe the word will get out eventually.
Posted by Baron of Gateford at 2005-05-07 05:06:10 Voted 9.75 on 05/07/05
I don't know - You work your butt off, making a module for the community and they don't vote.
How Rude :-D
I was impressed with this module - you can obviously see that a fair few hours of blood,sweat and tears have gone in to this.
Posted by Baron of Gateford at 2005-05-07 05:03:05 Voted 9.75 on 05/07/05
I can't beleive that this module has had so little votes so far.
This module has good use of custom creatures, and some damned good visuals.
Go Play it.
Posted by Turold at 2005-04-29 08:51:26 Voted 9.50 on 04/29/05
Mod has excellent visuals and an interesting story that stiches some intersting combat together. Definetly one to play.
Posted by Turold at 2005-04-29 08:46:00 Voted 9.50 on 04/29/05
I just completed this mod and was sorry when it ended. It's a good one!
Light Spoilers
I played using a 9th lvl Dwarf Ftr/Def and took both the bard and the rogue as henchies. I played with the difficulty slider set for HardCore and thought all the encounters were about right. I died a few times but didn't hit anything I couldn't handle. I used the bard to buff before combat and then as a crossbow man firing from range. The henchman's equipment I upgraded and there was a lot to choose from so no problem there.
I agree that some of your areas were a lttle too symetric (and predictable) but I thought most of the layout was good. You made good use of the content in the CEP. I really liked the devils and demons. At times I almost thought I was in Hell. All in all a great mod.