Included in the zip file are some notes for a DM if there happens to be one. If you are a player you may not want to read it for it contains many spoilers.
Posted by Greywolf2 at 2010-03-25 19:41:10 Voted 10.00 on 03/17/10
I'm glad you are enjoying the series. My players just finished the campaign and I'm trying to make a few changes to the last module to make it playable for a single player.
As for the rest restrictions. As per may campaign I never believed that anyone could meditate or rest in a hostile area. Which is why I put some of those restrictions in the areas.
Some "rough" spots for a solo player resulting from the implementation of HCR. Removing the talent stripping script from the mods "on client enter" helped a lot. The PRI (Inn) rest restrictions made for a lot of backtracking to get to an outside area (often several areas away) to rest -- another complication for spell casters.
I continued with my cleric from the previous mods in the series -- not L12. He pretty much dominated everything that was encountered -- really never even had to heal that often. Biggest threat were the drow mages who could strip the buffs -- but they usually didn't survive long.
The first level of the Labyrinth repeated the "Dizzy Izzy" that was first seen in the Cave of Wind earlier in the mod -- once was probably enough for that "effect" I'm thinking. The maze with invisible walls was just a nuisance -- perhaps there was some "trick" that I was unable to conceive -- any rate -- just a lot of trial and error until the correct path was located. (I did manage to "cheat" a bit after I got close -- let the machine find my path for me; if you know what I mean ...)
All in all a good series. Really like the story -- with a bit of polish and some rearranging of scripts, this would make an excellent solo mod.
Posted by Greywolf2 at 2010-03-17 18:13:45 Voted 10.00 on 03/17/10
I will try and get the last chapter 6 posted sometime in April
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