It's largely going to depend on how you play it. If you do the side quests, you'll add around 2-3 hours to it.
Number Players
Single player with 1-2 henchmen.
Language
English
Level Range
22 - 25
Races
Any
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Heavy
Classes
Any, but a fighter class is probably the best choice.
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
25
Max # Players
01
Min # Players
01
Min Character Level
22
Content Rating
Teen
Alignments
Any, but paladins get a few more conversation options.
Gameplay Hours
10
Description
"Random attacks by hordes of orcs and giants. Travelers killed by marauding undead, rumblings from the Underdark, and a city thrown into chaos. Everything seems to be directed from some higher power, but why? A call has been made for heroes, for you, to put a stop to this evil, but that just might be exactly what this evil power wants you to try to do...can you survive The Challenge of the Overfiend?"
This module is designed for 1 character of 20th level or better with 1 - 2 henchmen.
You will need SoU and HoTU both installed to play this as well as patch 1.68.
I don't use any HakPaks in this, just code that I modified from the original campaign and the expansions packs and scripts that I have composed myself. I have cutscenes that I put in it and quite a few AI scripts to make enemies a little smarter. There are henchmen in the game you can get to join you, as well as 2 additional characters that will join you at the end if
certain conditions are met. There are also a few suprises here and there.
I have made a multitude of updates to this that you can find in the readme file.
*Note* I'm finding that it is a good idea to save the game immediately after you begin the module and then reload. The game should then work pretty smoothly afterwards. I'm not sure why this is, but the scripts seem to fire properly after an initial reload.
I did a lot of tweaking to this. Deleted a lot of dialogue, changed dialogue, scaled down enemies, and added some spell-casting command options to 2 of the henchmen.
Also, I thought the references to AIDS were inappropriate for a medieval-themed fantasy world. Syphilis might make more sense.
Posted by 11_77 at on08/12/11
Not a bad module. Competently made, but mostly unexciting. I went in with a Fighter 14/Weapon Master 7/Rogue 1 who was a bit under-equipped. Most foes died from a single hit of my PC's two-bladed sword. There were only a handful of truly challenging encounters, but the challenge and creativity increased toward the end. The quest revolving around the Seven Deadly Sins was interesting, and the battle with Wrath was pretty creative. The final battle was too easy, though.
Posted by TimG at 05:45:55 Voted8.75
okay, I got through the 2.5 version from beginning to end with a Paladin. Everything worked as it should with no faction issues and all the quests I did seemed to operate normally. After thinking about it this module has an "epic" feel but doesn't have enough "story" to give the player a sense of "epic accomplishments". The Courtyard of Solitude is great and the story there is very solid. As the player rolls through the scenario there needs to be a sense of building tension as each "boss" is overcome. This could be accomplished by adding more conversation options or by journal entries. Perhaps a "freed prisoner" in the vicinity of the Underdark could relate what he's heard to the character to give more emphasis to the plotline. The sense of progression is mostly uneven from boss to boss. There's so much here to like that I hate to even nitpick at all but a few additions will really kick this module into high gear. The Bordello of Blood and the Courtyard of Solitude are stand outs. Gloomtyme could use some more conversations and activites that further the plotline (from odd angles, just hints of what's to come). All in all it's a really fun module and I recommend it completely and without reservation
Posted by dkstrick at 2011-06-2509:54:45
Man, I wish there was a way to block this advertisement garbage... Zantac, TimG is right. You have to roll with it. You have to let the Tao flow through you to play this module effectively :D. Jens Buchert, I'm glad you enjoyed it. Thanks for the vote! TimG, Thanks for playing through it again. I don't think you'll have the same problems you did last time (and hopefully not a whole set of new ones either). If you do notice anything, definitely let me know.
Posted by Jens at on06/19/11
i've played this mod a while ago. very impressive _________________________ Did you know that you can submit content to the site? Here are all the sections where you can add content.
Posted by TimG at 07:16:22 Voted8.75
I think if you've dealt with Jimmy then you are on the "main path". I'd say just roll with it. I can't recall anything of note in Edenbrook
Posted by Zantac at 2011-06-1208:47:37
I'm wondering if I have missed something. I started this with a ridiculously high level character and started playing. After getting the usual "go here and talk to this person" start, I headed out. But, before I could actually get more than the first of these completed, I was sidetracked by the ogre Jimmy Greed and there seemed to be no way to get back on track. Is this supposed to happen? I feel like I'm ahead of the quest, as the bosses I've faced are tough, seem to have something to do with the mystery, etc; but I've not actually talked to anyone to learn anything interesting. _________________________ My warning meant nothing. You're dancing in quicksand.
Posted by TimG at 13:08:31 Voted8.75
I just downloaded the latest version and plan on playing it all the way through from the start. If I have any ideas I post them here.
Posted by dkstrick at 2011-06-0706:09:24
Thanks kenray64, I appreciate the comment and the vote!