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NWN MODULES

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Title  Blaark Chronicles III - Khelvorn
Author  Fintallo
Submitted / Updated  03-01-2003 / 10-09-2003
Category  Dungeon Adventure
Expansions  SOU-1.32
Gameplay Length  4-8
Number Players  Solo play only
Language  English
Level Range  7th level is recommended
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  08
Max # Players  01
Min # Players  01
Min Character Level  06
Content Rating  Teen
Alignments  Good or neutral only
Description
Blaark Chronicles III - Khelvorn Third part of the Blaark Chronicles series. Designed for a solo character, level 6-8, of good or neutral alignment. The module starts after the journey north from Watertown, and the player soon learns that all is not well in Khelvorn. The forces of good are vastly outnumbered and need to find allies--but where? Updated to work with the SOU expansion pack.

Files

NameTypeSizeDownloads
Fintallo09khelvorn_readme.txtFintallo09khelvorn_readme.txt
Submitted: 03-01-2003 / Last Updated: 10-09-2003
txt4.29Kb8928
--
khelvorn.zipkhelvorn.zip
Submitted: 03-01-2003 / Last Updated: 10-09-2003
zip2.4Mb10194
--
SCORE OUT OF 10
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46 votes
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Comments (25):

1 2 3

Posted by TNAndy at 2005-07-2817:05:20    
I'm completely stuck on the sun elves quest. I've gone as far as I can go in all four directions from the plaza. All five chests are empty, all four doors are locked and unbreakable. After the journal entry about the empty plaza, I get no further clues. Speaking to former questgivers does not help. I've finished all other quests including dwarves, and moon elves. Either I missed something somewhere or there's a bug. I guess I'll have to look in the module for the keys and how to fetch them. I've enjoyed the series up to this point.

Posted by Kataja at on07/23/05
Decent continuation, the old "let's unite all peoples of this earth against the bad guys" plot with some personal twists. Too much romping around uneventfully is bad for my wrists though; this module didn't have as many skip-portals as the previous, and there was a particular long dwarvish tunnel which I walked through *twice* before I was convinced that the exit just drops me back to my starting point in dwarfland and I have to town-stone my way out. The logic of "if you haven't been told to go there, don't" used in the previous chapters didn't quite work here: if you leave things undone, it'll be very hard to go back. Ignore people telling you to hurry, just roam around to your heart's desire. I hate water elementals with drown attacks too, especially since with these amounts of loot the characters won't have money to buy belts of guiding light unless they leave out all other things on their wishlist - and they won't know to before it's too late. I also was about to greatly dislike the shadows with their strength-lowering, which usually requires a restoration to get rid of (which I also didn't have due to being broke enough to not buy anything I didn't know I'd need). I ran through the rest of the tunnels berserking naked (my hench carried the platemails) with just my big sword. Interesting sight that would have made. Then as I finally had to sleep and lose the strength potion effect, it turns out that this time the shadow effect was one-day long only. I think I hate illogical creatures in general. ;) I'll have to agree with some posts here, too: if there's something happening at night, it should be possible to pass the time. I decided to go kill time outdoors in a particular moony place, got my hench killed just trying to unlock the door we just came through. Eventually decided to do a quest requiring me to leave the place and left my hench behind indoors while I went to find the exit. Hmmh.

Posted by k at 2005-05-1015:45:50    
k

Posted by Hypnoxa at 2005-05-1015:44:22    
Incredibly well put together mod, but one problem Sun elf gate...Click on it...Words appear, but there is no way to respond to it. Is it a glich or am I not doing something right?

Posted by mikeyonker at on04/19/05
Very nice. Still the henchwoman I use is worse than useless, as its sometimes impossible to keep her alive. I had to dump her in the next chapter it got so grave.

Posted by Steve_Savicki at on04/16/05
Loved the elf sub-races. So much that I forgot I had a dragon encounter! _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by Kangaroo at on01/28/05
not the strongest entry in the series (too many open spaces and pointless running) but the series is excellent overall.

Posted by garyh2018 at on01/05/05
The series keeps getting better - although the water elementals were a pain.

Posted by branmakmuffin at 2004-11-2219:46:00    
Oops, I forgot you included the riddle answers in the read me, so I sould not have aimed that criticism at you (it still applies in general, though). Sorry.

Posted by branmakmuffin at 2004-11-2215:57:00    
I like the series for the most part so far (I just started part IV). I haven't ranked any of them yet, but this is definitely the worst of the first three. Let me echo the annoyances of other posters: 1. The inconguiities when playing an evil character 2. The dopey riddles to get through the "sun elf" gates 3. The water elementals. If I could reach into every mod designer's head as he or she is designing the mod, I would deliver 4 messages. 1. No rest restrictions, by either time or place. 2. If it's important that things happen in the day or night, try to find a way to allow the PC(s) to simply "pass time until daybreak/nightfall. 3. No water elemental drown attacks (I just used Leto and set my Con to 99 so I wouldn't have to worry about constantly re-loading). 4. If you're going to have riddles, either give clues in the game to help solve them or give PCs the option to simply skip them entirely (again, in this case, I just used Leto to set my Open Locks rank to 99 and I simply picked the "sun elf" gates). Did I mention "no rest restrictions"?

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