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NWN MODULES

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Title  Blaark Chronicles I - Portage
Author  Fintallo
Submitted / Updated  10-27-2002 / 02-07-2004
Category  Dungeon Adventure
Expansions  HOTU-1.61
Gameplay Length  3-4
Language  English
Level Range  Designed for a brand new character
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Description
This is the first chapter in the Blaark Chronicles. It is designed to be played using a brand-new solo character. As the story progresses in future chapters, the character will have to make many decisions that will shift his alignment towards good or evil, and neutral characters may have difficulty playing through to the end without an alignment change. There are no henchmen in this chapter, but some will be available later in the series. I have added a map to the .zip file. There have been a number of recent updates; see the readme for details.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-02-02DeathShadow7.78Very well thought out and solid storyline, well done linear structure, good lore and quests.Only very few minor quirks, but well done all and all. No special Hak graphics or sound, but this really shouldn't be considered a Con

Files

NameTypeSizeDownloads
portageHOTU.zipportageHOTU.zip
Submitted: 10-27-2002 / Last Updated: 02-07-2004
zip1.2Mb12579
--
Fintallo07portage_readme.txtFintallo07portage_readme.txt
Submitted: 10-27-2002 / Last Updated: 02-07-2004
txt3.34Kb11207
--
SCORE OUT OF 10
8.21
75 votes
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Comments (28):

1 2 3

Posted by frabron at on08/25/06
Nice module. The areas are sometimes a little bit too big for my taste. The start was a little bit boring but it definitly improves after a while. I intended to play this module as a Level 1 starter and now I will download the second part to continue the story. Well done!

Posted by Spartanfighter at on07/24/06
Good module! A tad buggy here and there, but a fun little game that only gets better as you go throu the chronicle.

Posted by kipetok at 2006-07-0204:42:46    
I'm really impressed!

Posted by ericdoman at on03/12/06
Decided to vote on this at last. Have now gone through it twice with ftr/rg and sorceror. Challenging for both and ocassionally very easy for both. My vote would be lower if this is a one off mod but it is part 1 of 6. So the effort and time put into it is immense.

Posted by Gevaudan at on01/20/06
This module is rather good considering he openly admitted it was his first module. It has some minor bugs but they don't stop playability and don't take away from the game. One such bug involves the matchmaking quest with the farmer's daughter. If started at night the farmer and his daughter are no where to be seen and so you'd obviously just continue on with the major quest and go after the goblins. If you do so when you see the farmer and his daughter during the day you cannot continue the quest at all. But again it is a minor side-quest and not needed for the actual story. This module has a very decent story to it, everything is thought out well and he uses his transitions very well. I'll be giving this module a score of 8 because it shows great promise, makes me want to continue the series, and shows that you don't need scripting to make a good mod with and interesting story. The minor things like small bugs and spawns that respawn if you revisit non-intended areas are the only reason why I do not give it a 10.

Posted by Gevaudan at on01/20/06
This module is rather good considering he openly admitted it was his first module. It has some minor bugs but they don't stop playability and don't take away from the game. One such bug involves the matchmaking quest with the farmer's daughter. If started at night the farmer and his daughter are no where to be seen and so you'd obviously just continue on with the major quest and go after the goblins. If you do so when you see the farmer and his daughter during the day you cannot continue the quest at all. But again it is a minor side-quest and not needed for the actual story. This module has a very decent story to it, everything is thought out well and he uses his transitions very well. I'll be giving this module a score of 8 because it shows great promise, makes me want to continue the series, and shows that you don't need scripting to make a good mod with and interesting story. The minor things like small bugs and spawns that respawn if you revisit non-intended areas are the only reason why I do not give it a 10.

Posted by Kataja at on07/22/05
Bah. Comments and vote-comments are made from the same box but end up in completely different places, as is logical... I'd like the whine post to not be the last to show here, but as I already reposted my vote-comment to the wrong board out of disorientation (and then re-misposted when backing up in the wrong window, and can't remove anything), I'm too embarassed to repeat the process. So check out the stats for more thought-out commentary, but in short: I recommend this series to charismatic characters with a wee bit of disarming traps (and a point of unlocking is always fun), and an interest in crafting items. If you're not a careful sort, bring some hit points.

Posted by Kataja at on07/22/05
Although some juvenile people here just can't appreciate module builders' hard work, I'd like to point out that Blaark I was quite ok to play with a paladin. I've played up to III this far, liked II more than this one for a more plotty plot. I've been playing a Paladin, but now I think I maybe should have started something more charismatic, either a Bard or a Sorcerer, with an eye for armour and weapon crafting for the module - there's nice support item-wise for it. Oh, and have a point or two for trap disarming and bring a universal key (sword-shaped or lockpick-shaped). I didn't run into any problems from being a generally curious and talkative sort. There were some typos, but more like ten than a hundred for the entire mod. The fights weren't generally very challenging for a fighterly type in normal difficulty, but I did need to reload once or twice for getting careless with bosses. There's a bit much of empty space in houses and such without anything going on, which makes me wonder if the builder was going for some realistic feel. To balance it out, all romp-ey caverns and such tend to have a courtesy portal at the end to draw you to the beginning without having to walk all the way. The nice support and encouragement for crafting things made me add to my wishlist a module where weapon and armour crafting is really worth the trouble and gold. :) From the posts I hear this is Fintallo's first try at module building. As such it is a great start and I'm glad that the series got finished even if the evil plotline didn't. In case you've been disencouraged from the community by the loudmouths, Fintallo, I'd like to apologize for us players. We lose a lot of module builders in the start of their career to whiners who don't know the difference between hobbies and stuff they've paid blood for - we seldom get gems since we drive out anyone striving for perfection before they accumulate experience. It's sad.

Posted by Deadsayer at on06/14/05
Kind of sad really, it had to the potential to be at least a good, enjoyable mod if not a great one.

Posted by Deadsayer at on06/14/05
This module is so full of bugs as to be unplayable.

1 2 3

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