Tales of travelers from the Hullack Forest tell of a mysterious cemetery that has arisen from the earth and a darkness that hangs upon the land. You have traveled the road from Arabel in the west through the rolling hills and forests of Cormyr for what seems like ages...uneventful ages -- until now. Do you dare go forward to see what truth lies in these tales?
This is a remake of the original Tales of the Hullack Forest: The Sunken Cemetery. I have redone most levels and rewritten all of the conversations. In addition, the game has been updated to use CEP 1.53 and the Classic Roleplaying Adaptation Project.
Posted by pnpoldtimer at 2011-10-03 08:39:57 Voted 9.75 on 10/03/11
Why a 10? Because I use a Windows 7 OS with the Diamond Patched to 1.69 and all of the CEP installed. And half the games on here will crash before I can finish them. They will not save properly. But there are plenty that are done WELL. This is one of them. NO CRASHES. So, instant 9.0. Great story takes it to 9.25. Was able to play it in a decent time frame (half a day), so 9.5. I don't mind Epic scoped adventures, but why not make the epic into 4 modules with lots of maps instead of one massive module with massive maps? I love the story pacing and the end was great. Plus, it had good movies. 9.75.
Posted by Mirgalen at 2011-09-14 23:42:24 Voted 9.00 on 09/14/11
Much better than the previous version. Pretty good visuals thanks to use of CEP/CRAP. Extended storyline with cutscene. Some issues have been fixed and the entire module polished or even better remade.
Played it once in 2009 with my necromancer (cleric/mage). This time it was Goldo the tomb raider (hobbit thief/priest of Tymora) who unleashed... er defeated the undead creatures.
It's worth an "8" but I gave an extra point.
8: A very good module that is well polished and fun to play.
Posted by werelynx2 at 2010-08-21 12:50:45 Voted 8.75 on 08/21/10
nice, but too many skeletons for my taste:p _________________________ Thanks Rolo:)
I wish I had found this module earlier. It sounds so interesting. I hope you are still answering posts, bc I have one small problem... I can't seem to load the game. It keeps telling me that I am missing a custom tlk table, but I have everything listed above loaded on my system. Any suggestions? _________________________ The skylark sings all day, and day is too short.
~ Basho
Posted by hmdai at 2008-05-06 07:04:07 Voted 8.50 on 05/06/08
Posted by dbankier at 2007-06-01 10:18:05 Voted 9.00 on 06/01/07
I'm not really into dungeon crawls, but this one was very good. The areas were interesting to traverse and the dialogue was well-written. For a hack & slash "heavy" module there wasn't an excess of combat and there were quite a few challenging battles.
SPOILERS
I'm not sure if this is a bug or not, but were the two companions supposed to tell you more about themselves after you levelled up? Because they didn't, both just had the same respones "I'll talk to you later", or words to that effect. I began as an 11th level character and finished at 14th and still couldn't get them to say anything else.
Posted by Salamander00 at 2006-10-05 07:58:33 Voted 9.25 on 10/05/06
I enjoyed smacking undead around with my 13th-level paladin. My character gained two levels in the process, which sets me up perfectly for Hordes. Nice touch with the burning coffins. Good use of the various tilesets. I'm not a fan of the CRAP additions -- climbing wasn't as interesting as I thought it would be...and I hated the slow effect while wearing heavy armour. I realize that's more realistic, but I'm not looking for realism in my fantasy games. CRAP issues aside, a well done hack-and-slash.
Lariam, the store issue is a bug. I'll have to see what is going on, as it should always open.
Posted by Lariam at 2006-07-27 01:12:58 Voted 9.25 on 07/27/06
Sorry for double-posting, but I'd just like to add that I very much liked the treasure which was of appropriately low level and there wasn't too much of it. (There were some nice custom weapons, too.)
One thing that I noticed which may be wise to notify about publicly: the store didn't open at times. I don't know if that was intentional. In any case, that was temporary. Sometimes it opened after my character had rested. Sometimes it was open the next time my character visited the area where the store was. In any case, do not worry too much if the store doesn't open at some point.
Also, my character leveled up from level 12 to level 15.
Posted by Lariam at 2006-07-27 01:07:05 Voted 9.25 on 07/27/06
Sunken Cemetery was a very nice, and most suitable, dungeon crawl for my undead hunter cleric of Lathander. I had a great time playing this module which is well worth downloading and playing. Go play it, folks!
The dungeon and the other areas looked very nice. There were some cool "special effects": burning coffins, etc. The story was okay (and the ending quite cliff-hangerish), and I'm looking forward to playing the sequel. I liked my companions, although naturally their having been more talkative would've been sweet (especially as from their responses it seemed that there might have been some plans for writing some more dialogue for them). The halfling had some funny comments that he shouted in the middle of fighting (not quite remembering for whom...), but their high frequency made them a bit irritating, in the end.
The battles were very easy for my character. For a cleric, I'd definitely suggest lower than 12th level (my character's level). As very large proportion of the enemies are undead (this isn't much of a spoiler, I take it), most lower-level enemies were down with turning undead (which is always a lot of fun, though!), and the more difficult opponents were easily dealt with with an undeath to death or with a heal spell. Add to that greater magic weapon and divine power (or some other fighterish buffs), and the cleric can pretty easily hack down the rest of the monsters. Level ten would be more suitable, I'm sure, but even then some more non-undead challenge might be appropriate.
I did encounter some minor bugs - nothing very serious - and some typos but I'll notify about them in an e-mail.
Thanks, Lord Niah, for the module. I'm wavering between two votes, and going for the lower one (at least for the time being)...
Chairon, I'm not sure what could be causing the problems. I checked the cutscene again and had no problems. My guess is that there is something in your override folder.
I'm curios whether others also see the pc's henchman standing close to the plot npc and his superior or if it is just on my system - thisd issue first showed up for me in the HotU campaign cutscenes and in Adam Millers Demon campaign; anyway I'm not sure whether it is BioWare (since patch 1.64) or some pesky stuff in the override folder behind that.
Posted by LordNiah ( 206.252.xxx.xxx ) at 2006-07-17 15:06:43
I am currently working on part II. It should be out before NWN2. Originally, I wasn't going to do the sequel in NWN1 and just make a NWN2 version, but since I would be doing prototyping in NWN1, I figured I should just release it for both.
Posted by Steve_Savicki at 2006-07-17 10:27:16 Voted 10.00 on 06/10/06
Any news on part 2? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by LordNiah ( 206.252.xxx.xxx ) at 2006-07-17 09:26:21
Thanks, Steve.
Posted by LordNiah ( 206.252.xxx.xxx ) at 2006-07-17 09:25:16
Chairon,
Timon should be leaving his quest item in your inventory now. This is intentional. Also, the henches do not reveal their background stories yet. They will be more verbose in part II (which I am working on at the moment).
The final version is now available. I may make a few more small changes but am now focusing on getting the sequel done.
Posted by Lariam at 2006-06-26 01:13:27 Voted 9.25 on 07/27/06
Heh - I still haven't got to playing this, Lord Niah. And now that you say there'll be more interaction with the companions, I'll have to wait for the final version. : D
version 1.96 is now up. I rewrote the dialogue for the merchant and made some changes to his quest. He also gives an alternate reward for those not profficent in longswords...
Next update will add more hench interaction and will probably be the final version.
Posted by LordNiah ( 67.37.xxx.xxx ) at 2006-06-21 18:19:35
Thanks for the feedback, Cegli. I agree, it needs more henchmen interaction. I will probably add a few more bits to the henches, but nothing substantial. I do want to do more with hench interaction in the sequel, though.
Posted by cegli at 2006-06-20 15:21:04 Voted 9.00 on 06/20/06
I am not usually a fan of "hack and slash" but this was done better than most. Could have had a little interaction with henches to give them more personality.
Just updated to version 1.95, which includes major changes to a certain golden tongued friend who just got a lot more interesting and a lot more powerful ;)
I'm working on part II. Should be done... sometime.
Posted by Steve_Savicki at 2006-06-10 18:38:59 Voted 10.00 on 06/10/06
Okay, finished the module; I presume there will be a part 2. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2006-06-10 17:28:10 Voted 10.00 on 06/10/06
Okay, how does the door to the 3rd level open then? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
You should have seven shards. Use them on the alter on the third level. That should produce the key.
Posted by Steve_Savicki at 2006-06-10 06:18:17 Voted 10.00 on 06/10/06
Been awhile since I played the original so I forgot, what do you do with the key shards? _________________________ Steve's Characters - please don't forget to vote on them if you play them.