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.
having big prob, In town, trying to keep the engineer safe so as to fill in breech. he keeps getting killed. I know there is a chance to get a second one but I would imagine the same thing will happen, ie he just gets involved in fighting khelv elite and they kill him. Not only that I,ve lost barb when facing mummies and lich and now the bard keeps getting killed. is there a way around this? I'll try it again but when its your 15th attempt it gets a little boring. Overall though upto this point (and you did not really specify to take a good character, VERY VERY IMPORTANT). Very good
Posted by Ganghis at 2004-08-1008:31:00
I played this one with my evil character since there wasn't an evil version done. That caused some problems. First, the dragon attacks me when I try and give him back the backscratcher. After I kill him, my journal says that I need to bring him something from the tunnel. Same thing with the oracle. The journal should be updated after they attack you. If I forgot what they said before I killed them, I wouldn't know where to go next. The sun elf also attacked me for being evil. Then none of the portals worked and it left me stranded. I had to use dm_jumptopoint to get out of there. Then the sun elves still joined because I had the arrow from the mages corpse. That doesn't make any sense why they would join after that. There was no way in the module for me to shift my alignment to good, even though I did everything everyone asked me to the nice way. Also, I never found any reason why I should go to the Orc camp. No quests sent me there. The jailed dwarf quest was annoying too. I can't bribe the guy, so I need to get some elf wine, which is with the moon elves. After you start doing the elf quests, there is no reason to ever travel back to the dwarves except to deliver the wine. The majority of the dwarf mine's questing is unavailable until you give the guy the wine. It just seemed like there were a lot of areas where you wouldn't get to if you only did the quests in order. In Chapter two, if you had to go to the inn, odds are another quest would send you up that way pretty soon so you could do them both at the same time. That didn't happen with this one. Aside from that, I liked this mod, but not as much as #2 or #1. Moving on to #4.
Posted by Ganghis at 2004-08-1008:29:00
I played this one with my evil character since there wasn't an evil version done. That caused some problems. First, the dragon attacks me when I try and give him back the backscratcher. After I kill him, my journal says that I need to bring him something from the tunnel. Same thing with the oracle. The journal should be updated after they attack you. If I forgot what they said before I killed them, I wouldn't know where to go next. The sun elf also attacked me for being evil. Then none of the portals worked and it left me stranded. I had to use dm_jumptopoint to get out of there. Then the sun elves still joined because I had the arrow from the mages corpse. That doesn't make any sense why they would join after that. There was no way in the module for me to shift my alignment to good, even though I did everything everyone asked me to the nice way. Also, I never found any reason why I should go to the Orc camp. No quests sent me there. The jailed dwarf quest was annoying too. I can't bribe the guy, so I need to get some elf wine, which is with the moon elves. After you start doing the elf quests, there is no reason to ever travel back to the dwarves except to deliver the wine. The majority of the dwarf mine's questing is unavailable until you give the guy the wine. It just seemed like there were a lot of areas where you wouldn't get to if you only did the quests in order. In Chapter two, if you had to go to the inn, odds are another quest would send you up that way pretty soon so you could do them both at the same time. That didn't happen with this one. Aside from that, I liked this mod, but not as much as #2 or #1. Moving on to #4.
Posted by Anonymous at 2004-05-2615:14:00
Enjoying the series so far, but if you're still going back and tweaking the older modules like this one, here's my two cents... ***SPOILER*** Facing four Water Elementals at once in the underwater mines has simply become a frustrating exercise in reloading the game and trying to make four saves vs. drowing in a row. After multiple attempts and only one Elemental dead, I feel like the module's screeching to a halt. Especially since the character is wearing an amulet of water breathing, which should make drowning impossible. Might be a thought to give the amulet the property of immunity against that particular attack.
Posted by Armin at on05/25/04
Generally very good mod. Well balanced fights, doable with less-usual classes. Only point of criticism: Some areas are overly large, with a LOT of walking through empty areas _________________________ 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.