In Auvers Cathedral, South France, a monk called Jacob was responsible for a massacre. The victims were all fellow monks, knifed with their guts spilled out onto the floor. Moreover it is also reported that from a while back then there was news of people going missing from villages in the surrounding area. ...Massacre and missing persons... You, a member of the Knights Hospitaller, head to the cathedral to investigate the relationship between these two cases but ...
* Single play only.
* Restricted to human fighter, level one.
* Module is set in medieval Europe.
----
NOTE: This module uses a tlk file (DarkAges.tlk) which should be placed in the tlk subdirectory of your NWN installation (e.g. C:\NeverwinterNights\NWN\tlk )
----
Created by Loveichi
Translated from the Japanese by HotondoNaNashi (aka Taltos)
The atmosphere is great...and the story is somewhat...twist, it does not look likes what it seems at the beginning...It is a good module that cannot not be missed... When does the part 2 be translated? _________________________ Overlooked Module Report February 2009 | Master List | Forum Thread Academy of Modding Excellence Romance Module List Horror Module Collection Starlight's favorite module list
Posted by Blatob at on02/13/06
nice and short mystery module.
Posted by ctair at on01/28/06
Not really anything to add that wasn't previously said. This fine module is definitly worth the time. It could very well have done without the NWN mini map and the journal. If you want to puzzle a bit yourself, deactivate/ignore these. Looking foreward to the next chapters.
Posted by Armin at on12/18/05
10 out of 10 for incredible atmosphere, suspense and the first mod in a long time that managed to make me jump at some sudden ocurence. The wonderful story does, however, get a bit too railroadish at times. The only choice the player really has once is between death (=end of game) and something a knight probably wouldn't choose... _________________________ 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 philty at 2005-10-0706:32:01
What a good work... Atmosphere of a mysterious plot well implemented. You know when you've done a good work, when the main issue regards grammar and vocabulary (which I agree with). I have not yet finished, because... SPOILER ... I kind of fooled that crazed Monk and managed to go down to the basement again, where I killed the bizarre crit. If I kill the Monk, he becomes TOO powerful to beat. Now, what do I have to do? I thought of going back to the Old Church basement and face those undead (as I have the holy dagger), but the Monk follows me. Do I HAVE to fight the Monk at this stage?
Posted by Magnar at on09/13/05
The mod had a very different feel from others in the vault. Thanks a great tale. Looking for the next chapter.
Posted by Jamine at on09/13/05
I truly loved this short module.
Posted by gaoneng at 2005-08-2709:22:11
How many parts are there to this series? It's rather too short for me to give a fair rating right now. (Feels more like a demo minor quest from a complete mod...) But if the rest of series are as good in design as those seen in this mod, I'd give it a really good score. At some point into the game, I'm really reminded of Hellsing. I hope the rest of the series blows up into something as good as that. I'll be looking forward to the next release. :) _________________________ [ dla ][ united colors ][ player's handbook ][ other submissions ]
Posted by Orpheus at 2005-08-2508:21:36
Indeed a very nice Module, and indeed with an atmosphere-spoiling text. I liked this module -and disliked the textual atmosphere- so much that I thought about working on an alternate version of *all* dialogues. I'll have a look at them now and try it out. I have some negative comments (well, that's me...): ***************** S P O I L E R S * F O L L O W *************** I. Timing a) Cutscenes: There seems to be a problem with the text in the cuscenes; it sometimes disappears too quickly and there is always too much time between each phrase - even if you read it out-loud (that is, slowest reading speed), you have to pause at every turn. +edit: I just read the comments about cutscene text timing; it seems there are several options: 1) expand (thus altering) the english text; 2) simply reduce the timing (if the Japanese text is readable at a faster pace, which I guess is not the case); 3) make two seperate versions available (which I understand you do not want to do); 4) leave the thing as is (although it is one of the main flaws of the mod') It seems to me that, following the guidlines you spoke of above, the best option might be the first (1). Then again, I may be wrong... I'm just trying to help! b) Strange book text: The text that you read when you 'use' the strange book found in the Old Church's basement floats away too fast - I had to pause at every turn to read it 'in time'. No real *problem*, but I would be happy if I could read the text in time without pausing. II. Freedom. a) 'World-roaming': What I would have very much liked in this module is an exterior inviroment - a village with its taverns and inns, its terrified people barring their doors at night, its perpetual rain - a land for the PC to roam, so as to give this solid, realistic feel to the Mod'. Of course, this would probably invole a *lot* of modding (although I know nothing of these things - could it perhaps be taken from the already prepared stuff in the vault?), so I cannot even consider asking. Then again? this, in my opinion, would make this an even greater module; thus, I ask it (knowing how tough the chances are :P) b) Roleplaying(this is just a personal comment, not a request): I felt at times that I had no real choice in the course of things. Well, I didn?t at any time, but sometimes it became annoyingly evident? I don?t know if something could be done about this, but I assume the worst. Anyway, the mod? is so good work that I really can?t complain! III. Texts. I'll work on this, probably today. Some issues (for me at least): a) Names: In my opinion, since this is a French monastery, it would add to the realism (and thus in-game player 'immersion') to give the monks French or at least French-like names; while Luc is fine (and quite French as well?), Gregory could in no way be a French name (or so I think - a quick search in Google leads me to think Grégoir is the French equivalent). b) Wording: Your vocabulary is too casual, as has been pointed out. Spelling errors can be corrected and will not concern me in this post, but some things could be said in better ways. e.g. from the first time I read it, I had the feeling that the 'Old Church' was a bit of an awkward name. Perhaps 'the Old Chapel' might serve better? I would even search for a scholarly synonym of 'misused' and replace 'old' with that (oh well). As I said, I will try to prepare a new version of the texts (since I do have a mania with 'old-fashioned' things) and send it to you - if you so want, that is. The Muses be with you, -Orpheus PS: Oh, I also had this weird idea: I thought of voicing (and I could do some of it) and then I thought that perhaps, just perhaps, it would add much to the atmoshpere if the voicing of at least the characters were in French, no matter the language of the text. In any case, what do you think about voicing this module? Is it too much in size? Impossible for some other reason? I'd love to do some of it, although I have no equipment for that at the moment...
Posted by HotondoNaNashi at 2005-08-2301:49:15
Hmm, no I slipped up interpreting the Japanese on that "new power" bit I'll upload a slightly revised V1.02 shortly.