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NWN MODULES

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Title  Blaark Chronicles IV - Taron
Author  Fintallo
Submitted / Updated  04-24-2003 / 11-25-2003
Category  Dungeon Adventure
Expansions  SOU-1.32
Gameplay Length  4-6
Number Players  Solo play only
Language  English
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Medium
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  11
Max # Players  01
Min # Players  01
Min Character Level  10
Content Rating  Teen
Alignments  Good or neutral
Description
After forging an alliance against the forces of evil, you head south to warn the city of Taron. But more than the approaching army threatens the city.... This is the fourth chapter in the Blaark Chronicles. Playing through the first three parts is highly recommended to keep up with the story. It is designed for a solo player, 10th level, of good or neutral alignment. This latest version is updated to work better with the SOU expansion.

Files

NameTypeSizeDownloads
taron.ziptaron.zip
Submitted: 04-24-2003 / Last Updated: 11-25-2003
zip2.5Mb9031
--
Fintallo25taron_readme.txtFintallo25taron_readme.txt
Submitted: 04-24-2003 / Last Updated: 11-25-2003
txt3.23Kb7742
--
SCORE OUT OF 10
8.93
42 votes
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Comments (110):

  1  2  3  4 Next>

Posted by MikeLM9215 at 2008-07-07 20:21:31    Voted 7.50 on 07/07/08
Somewhat overpowered fourth module. Die a lot with penalty. Better plotted than previous modules. A few times you can complete a quest but not get any conversation for it until you finish another quest first.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by WeAreAllKosh at 2008-03-13 08:51:39    Voted 3.00 on 03/13/08
Certain improvements over Part 3, but not much.

Biggest problem is that the same encounter format persists. In fact, it�s even worse here. The groups of creatures you fight get larger (the Minotaur fights were just absurd). There is another large group of water elementals to fight. There�s one bodak after another in the crypts (thankfully only 1 at a time with a lower save DC, but the save vs. death concept remains pointless and annoying). Add in groups of mummies with their fear effects, and groups of minogons with their stun effects, and groups and groups and groups and groups and groups. The last commenter is spot-on. The designer�s only method of creating challenge is just throwing more creatures at the PC. It doesn�t matter if they�re cannon fodder, if they�re spell casters, or if they possess save-or-die special abilities � you -will- fight 5 of them, by god!

Quests keep the player busy, but that�s about it. They�re all very repetitive. Especially the merchant quests. Every single one is exactly the same. You have the merchant � and in the back of the store you have the merchant�s spouse. The merchant�s spouse gives you a problem to solve. You solve it, return, and receive 500gp and 500xp. Every time. It�s like there�s a merchant guild in the city ruling that merchants� spouses must hire adventurers to solve the store�s problems and that the reward for their services can be no less and no more than 500gp. The chancellor�s quests seemed like something different at first, but they ended up being just as repetitive as the others -- each one leading (after more very long walks) to a large, rather linear area where you�re fighting one class of creature (giants in one, undead in another, constructs in the third). Reminded me of the OC quests, only with less general effort.

One area that was actually improved -- the henchmen. Scattered throughout the palace, they aren�t too obvious to locate; you might go through a lot of the city quests before you pick one up. But they can actually rise to an appropriate level. Unfortunately, I had not yet picked up the rogue when I tackled the trap-loaded towers.

Other improvements were things that just weren�t done � like the clock-based events in Parts 2 and 3. Probably not an active improvement on the designer�s part, just that he didn�t bother to put in anything clock-based this time. :\ But I�m thankful for the absence nonetheless. Otherwise, most of the same problems from Part 3 persist here.

Posted by SusanMcKinney at 2007-12-09 12:40:15    Voted 9.75 on 12/09/07
This was a fantastic set of adventures. I loved the overall storyline. I loved the nuances of the world as I traveled through them. I hope to find more modules like this!

Posted by Nelson The Geek at 2007-09-17 03:23:58    Voted 10.00 on 09/17/07
A great series by Fintallo. I noticed in the Vault posts that this was his first module series. I am amazed. Well polished, with an engaging plot and very few spelling errors.

Some posters have complained about the linearity, especially in the later chapters. IMHO, this is misguided. You are on a save-the-world quest. You're not going to go off on a side-jaunt at a time like that. The most intelligent point made was the comparison to writing a novel. When writing a cohesive series of modules, that's what you're doing - writing a story. If the complainer wants a more free-form module with non-linearity, that only comes with sacrificing the story. I for one prefer a cohesive plot.

Fun - 10, Layout/Design - 10, Dialogue - 10, Originality/Creativity - 10, Quality Control - 10, Overall - 10

Posted by Litepulsar at 2006-09-13 18:08:50    Voted 9.00 on 09/13/06
Though I enjoyed the overall storyline, the area design... I found the battles far too challenging at certain points during the module. Still, this yet another excellent effort by Fintallo, I do hope that you're going to build more!

Posted by ericdoman at 2006-03-12 09:48:26    Voted 9.50 on 03/12/06
This is my favourite part of this epic. Combats were really challenging. Trying to reach the breach with the engineer was also a challenge but was easier than a ftr/rg. Just made engineer invisible as was my sorceror and barb. The elite NME are very tough and they keep respawning. Had a prob first time around as my barb kill miss seth? and then a waitress. When we were to meet up with engineer he too was hostile. Had to reload a saved game prior to reaching the city.

Stone golems are a nightmare for sorceror but barb with +2 morningstar, hasted and stoneskin klled them off really quickly. Iron golem was simple isaacs storm and magic missile. Barb had +3 dagger only +3 weapon available.

Before the end take all eqpt from barb ready to resell afterwardds. He is not available for 5.

Posted by Kataja at 2005-07-31 06:55:42    Voted 8.25 on 07/31/05
Curious start for an adventure, but some time after when I started to get around the well-to-do side of a particular town the adventures got more motivating. I really could use a greater brawler's belt though, any fist-fighting huge clumps of muscle are wiping the floors with my poor paladin.

Two typos: Gallin: "you've come to far south" to -> too. Much later Aniril: "you should sek him" sek -> seek. Also, if henchmen are swapped by just picking up new henchmen, the number of henchmen counter goes more and more negative. ;) I haven't noticed any negative effects from this though.

Posted by Hypnoxa at 2005-05-14 05:03:43    Voted 8.75 on 05/14/05
Just finished this module. No problems glich-wise. It was good, but the other three were better in my opinion.
________Spoiler Warning_________
Forgive me if i'm being repetative but...

-Once again drown attack is uber annoying
-The mummies are also very annoying because of the fear spell. (You had no idea how many clarity potions I had to buy -.-)
-And how about a little more enthusiasm for when you save the kings life!??! I mean you had no heart there at all.

Player 1: I have the cure.
Priest: Let us give it to him.
Player 1: Ok
Priest: This should cure the king.
King: I am cured. Here is a ring and necklace. Maybe you can be a king of Khelvorn some day.
Priest: The king is saved.
Player 1: Cool, bye.

I mean please...add a little more spunk to that part of the story if you could. You just saved the kings life...

Posted by Hypnoxa at 2005-05-14 05:02:48    Voted 8.75 on 05/14/05
Just finished this module. No problems glich-wise. It was good, but the other three were better in my opinion.
________Spoiler Warning_________
Forgive me if i'm being repetative but...

-Once again drown attack is uber annoying
-The mummies are also very annoying because of the fear spell. (You had no idea how many clarity potions I had to buy -.-)
-And how about a little more enthusiasm for when you save the kings life!??! I mean you had no heart there at all.

Player 1: I have the cure.
Priest: Let us give it to him.
Player 1: Ok
Priest: This should cure the king.
King: I am cured. Here is a ring and necklace. Maybe you can be a king of Khelvorn some day.
Priest: The king is saved.
Player 1: Cool, bye.

I mean please...add a little more spunk to that part of the story if you could. You just saved the kings life...

Posted by zamboni at 2005-04-29 15:11:00    
Hi Vimsen, I don't think the author checks here anymore-- it's been a while since I played this series, but I do think that your stone has a finite number of recalls. I ran out of recalls too, I think.

Posted by Vimsen at 2005-04-24 06:24:00    
Hi there.
I think its great you have added Stone of Recall to some of your modules, but not it tells me, when I try to use it, that "The stone has lost its power." Is this a bug or is this ment to be? I tried talking to the lady in the temple again both with and without the stone in my inventory, but nothing happened.
Other then that, I love your work so far!

Posted by mikeyonker at 2005-04-19 10:46:44    Voted 9.00 on 04/19/05
Not as good as the last. The henchwoman, especially once I got to the slaads, was a complete dead weight, so I had to dump her, even though I spent alot of money on equip for her. Also, the battles got monotanous, like 8 minotaurs over and over. It was not terrible, but it wasn't as exciting at all times.
It was fun, however, and I look forward to the following two mods.

Posted by Steve_Savicki at 2005-04-17 18:24:04    Voted 10.00 on 04/17/05
As part of the series, I gave this a 10, but it had more bugs in it than the rest of the mods.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Steve_Savicki at 2005-04-17 16:17:00    Voted 10.00 on 04/17/05
Hi, I've completed all 3 areas Perric assigned me and reported him. My quest slot is empty and I don't know what to do next.

A little guidance please.

Thanks,
Steve
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by MT Silver ( 217.215.xxx.xxx ) at 2005-04-07 15:26:00    
Hiya Fintallo! Allow me to be the first to congratulate you on your Hall of Fame award! I love your modules. You deserve it man!

Posted by Dags at 2005-04-07 15:21:00    
What an utterly classless post by Colossus. That's the sort of cancerous contribution that detracts from the mod community and discourages solid mod authors. It's fine to offer criticism, but be constructive, not destructive. That sort of post below just pisses me off. Fintallo, personally I enjoyed this series of mods, even if they aren't the most innovative.

Posted by Colossus ( 69.196.xxx.xxx ) at 2005-03-13 21:33:00    
also add more of those fetch and retrieve quests you are so fond of.

Posted by Colossus ( 69.196.xxx.xxx ) at 2005-03-13 21:32:00    
Hey Fimtallo, do you think you can make the maps even bigger with lots of spaces in between placeables and nothing else? Also please add more of those fetch

Posted by Samson at 2005-02-04 19:32:43    Voted 9.50 on 02/04/05

Posted by Kangaroo at 2005-01-28 15:59:00    Voted 9.50 on 01/28/05
To answer the question below, in the second mod in the series you have a chance to take an evil or a good/neutral route through the rest of the series. I think the author originally intended to design separate "evil" mods, but apparently that never happened. Still, this is definitely worth playing through with a good or neutral character. I think this is a really solid module, maybe the best in the series (with VI). But the series really is stronger than the sum of its parts-- sometimes the individual mods are a little repetitive (doing the same basic tasks in variations, especially in V), but they link together very well, and you really see your character grow from a low level peon to an epic hero. By the way, I played this through with the PRC, and I think it's an excellent series to play with the PRC, since you get up to around 17 or 18 by the last episode. So, to the author, great job, I really enjoyed your work!

Posted by Kangaroo at 2005-01-28 15:56:13    Voted 9.50 on 01/28/05
Excellent entry in the series

Posted by Stravinsky00 at 2005-01-16 00:47:19    Voted 8.75 on 01/16/05
I really liked the set up of this module. The way you have to take care of the various potential threats to the city was quite entertaining.

Posted by branmakmuffin at 2004-11-22 16:01:00    
Why is the mod marked for good or neutral when the previous mods can set the PC's alignment to evil?

Posted by KE_Sabre at 2004-09-22 23:35:17    Voted 8.50 on 09/22/04

Posted by Ganghis at 2004-08-15 18:10:00    
I liked this one a lot better than 1-3. I didn't see any bugs except with the henchmen. They weren't that useful anyway. The only real problem I had was with the clay golems. I couldn't damage them with anything, not even a +3 greatsword power attack critical hit. The only way I took them out was with elemental arrows, and even then it was just the elemental damge that got thru. Water elementals were still very annoying with their drown attacks. Still liked this one a lot. Thanks.

Posted by chiff at 2004-07-27 06:20:37    Voted 8.00 on 07/27/04

Posted by Fr84 at 2004-07-20 12:39:29    Voted 8.50 on 07/20/04

Posted by Ultramundane at 2004-07-10 22:29:26    Voted 8.00 on 07/10/04

Posted by SleepingDog at 2004-06-19 03:36:00    
Played from the 1st series using a Ranger. Enjoyed it so far but the henchmen AI is giving me too much grief. They ignore the "Stand Your Ground" command so they get killed when dealing with tough groups. My druid henchie seems unable to summon her animal companion. This is ruining, for me, a good series.

regards

Posted by Anonymous ( ..xxx.xxx ) at 2004-06-02 12:00:00    
pbfrog...



***************SPOILER************************



Seem to recall that one rod is outside the ruined tower, one is dropped by a Khelvorn Elite soldier hiding inside a house, and the third is inside a different house, but lying on the floor in a store-room. Hope this helps.

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