Figter, Barabrian or Monk. No pure druids, bards or rogues
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
07
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Teen
Alignments
Evil
Gameplay Hours
06
Description
A module about a mohrg. (see screens) You can start with a 1st level, 7 - level or a character exported from "To Cheat Death"
This is my second module. It is a sequel to "To Cheat Death". "To Cheat Death" had three endings, and this module follows its "evil" storyline. Playing "To Cheat Death" is not required for this module.
Features:
mid - level module
CEP 2.0 required
corpses don't disappear
cutscenes
25.000 words in dialogues
many custom stuff (like descriptions for creatures)
3 endings, that depend on roleplaying choices
combat starts as medium, becomes hard towards the end.
Linear plot
1 Henchcreature to choose from. (see screens. It has a personality ;))
Posted by Randalish at 2012-07-02 07:32:22 Voted 8.50 on 07/02/12
This is a very refreshing, original and fun module. The polish isn't perfect and dialogue options are rather limited, but it has an original concept, fast-paced and varied gameplay, decent writing, excellent characterisation and a bunch of interesting choices for the player to make. Sometimes it's a bit silly, but more often it's actually funny.
The characters in particular were a pleasant surprise. I thought Mage XII D was going to be a convenient gimmick, but I rather underestimated her. Arrows likewise had a lot more going for her than her (entertaining) first appearance indicated. Tivvum of course is a very entertaining creation, unlike most extremely-powerful-NPCs-who-randomly-reveal-plotpoints in other games or modules. Even the shadow demon who seemed a throwaway character at first turned out to have a bit of a personality.
All in all this may not be an instant classic but it's far ahead of the run-of-the-mill competition, and for my money more entertaining and effective than many modules that are more dramatic or complicated.
Posted by Kilvain at 2009-12-16 02:28:41 Voted 9.75 on 12/16/09
Another fun module with a unique storyline. One of the few modules, perhaps because of its relative short length, which inspired me to go back and try the other possible endings. I like that the module can be played in one sitting on a weekend. It's nice not to have to save the world in 40-60 hours for a change! Thanks for all your hard work.
Posted by laisee at 2009-02-28 05:57:39 Voted 9.50 on 02/28/09
A wonderful follow on from to cheat death, like lisha_sun, got the bad/hatred ending and want to play it again. I know this wasn't intended to be series, but I do love how different parts of all three mods do integrate. I have never had so much fun playing evil before as it isn't what I usually play. Monk/Assassin/Morgh.. bwaaaahaaaahaaaaa..... :D Great mod, a breath of fresh air (oops I can't breath!) and great work.. thanks so much Hellix..
Posted by lisha_sun at 2008-09-15 10:34:35 Voted 10.00 on 09/15/08
I got the bad ending. Wonderful. Now probably I'll try the other paths...
Decided today to play. Chose the evil path.
Found a plot critical faction bug.
Fixed it.
And updated the module. _________________________ Click Link to view content submitted by me.
2 ShadowySweetness: Thanks for voting, though I personally think this module doesn't deserve such high ratings. It's not HeX coda, after all.
I never planned it to be a series. I was more like "ooh, a Toolset! I can make mods! And post them!" As I learned later, building modules is a lot more about inspiration and time than skill. As I don't have time right now, there will be no part 3. This year =) _________________________ Click Link to view content submitted by me.
Posted by ShadowySweetness at 2007-09-27 13:14:15 Voted 9.25 on 09/27/07
This was even better than the first!
Had a great time with it.
Was (Twisted/Dark/Funny/Sad/Happy) Etc..
Many different aspects. Loved the areas and the major differences in them.
I was having trouble stopping as I had to see what would happen next.
The ending seems to give off a hopful part 3?
Thank you for taking your own personal time to make this series
for us, As without you Mod Builders what are us NWN1 fans to
do?
Thanks for bug notice. It was easy to fix. Version 1.2 uploaded (2 bugs crushed).
_________________________ Click Link to view content submitted by me.
Posted by acamantor at 2007-09-27 07:02:07 Voted 9.25 on 09/27/07
Well, with the proper ending the module is even better. I tried all three different finals. They are truly different indeed!
Mayhap I had got another bug:
Spoiler
When I gassed the clerics, the conversation didn't work as it should, it had a continue but ended without opening the door and without the not responding Arrows stuff (suposing this should happen even if you gas the clerics). Not a big problem as having played in "good" mode previously I knew where to dm_jumpto :-).
The dragon (after first conversation in the warehouse (the dragon first appears in the warehouse, you must walk closer to princess)) should fly away and land a little bit to the east from The Divine One. As everything works fine on my computer, I don't know why are you experiencing this bug and how to fix it.
A solution for you is: (use it from Coil1 area only):
I have Arrows now and can not find Dragon so I can get on the ship.
I have looked for him everywhere I could think of? So I am stuck in this town cuz I have no hands to climb onto the ship:(
Please Helpppppppppppppp
END SPOILER*****************************************
****************************************************
Ok, updated the module. It's amazing how insidious and well-hidden can the bugs be. Be vigilant, for the root of all bugs lies in sloth of a module author. Crush the bugs by noticing them and posting here. I shall take great pleasure in vanquishing them. _________________________ Click Link to view content submitted by me.
By the way, a quick fix for you (until update):
After entering the house, pause the game. Type:
~
DebugMode 1
dm_setfaction undead (a cursor will appear. click on Arrows)
dm_setfaction undead (a cursor will appear. click on Amy)
DebugMode 0
This should turn them non-hostile. _________________________ Click Link to view content submitted by me.
1) no
2) it isn't supposed to be that way. It's a faction bug. Another you is a token copy created to give you your appearance back. There is supposed to be one final dialogue in the house and a final cutscene.
It seems I will have to make version 1.1... _________________________ Click Link to view content submitted by me.
Posted by acamantor at 2007-09-25 09:06:49 Voted 9.25 on 09/27/07
A good module with a innovative plot, very interesting. The story is well narrated.
Spoilers contained
Is there a way in which arrows don't fade away without speaking after asking what would be of you?
Didn´t understood quite well the final scene with a human me caged in an empty house with hostile amy, arrows and another me. Missed some dialog or cutscene after the fight of the entity and Tyvvum?
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