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.
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. Cheers, Lariam _________________________ Forgotten Realms Weave
Posted by Lariam at on07/27/06
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)... Cheers, Lariam _________________________ Forgotten Realms Weave
Posted by LordNiah at 2006-07-1906:03:57
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.
Posted by ChaironDeCeleste at 2006-07-1805:28:29
Final cutscene - henchman visible 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 at 2006-07-1715:06:43
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 on06/10/06
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 at 2006-07-1709:26:21
Thanks, Steve.
Posted by LordNiah at 2006-07-1709:25:16
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).
Posted by ChaironDeCeleste at 2006-07-1701:22:56
Stakes - maybe by overlooking just 1 container remains bag just single stake was missing for a sidequest *dang* :) Timon 'forgot' to take his sidequest item from the inventory. He also stops trading 1 level too early. The hench refuses too talk about her past with female pc until the end - maybe in the sequel she will be more verbose? ;)
Posted by LordNiah at 2006-07-0917:26:36
The final version is now available. I may make a few more small changes but am now focusing on getting the sequel done.