Ghosts stalk the streets of Dalewinter. What do they want? where did they come from? Who do they serve? Perhaps you will be the one to find the answers to these questions.. or perhaps yours will just be another name on the list of their victims... The module includes a Player guide (background and hints [spoilers]), and a DM Guide (Full module information [Major Spoilers]) Version HOU v2.0
I have played part one so I am confident that this one must not be that bad. My guess is that it is just broken. 1. The clock seems to work oddly. Worse day/night cycle (visuals) and time (on the cloak) are at times broken. If it is 10 in the day you should have daylight and the opposite if it is 10 at night. At some point I had the wandering creatures showing up pretty much at any time day or night. Perhaps I had an increase in FPS because less and less NPCs were still walking. 2. Quests and Alignments: You can be rogue w/o being an assassin. There is one quest where unless you manage to sneak around you will have to do some pretty evil things (no alignment shift). 3. Escort? Guess what, I could not find any shrine only a graveyard with a cave and two crypts (one small and one big). The NPC is not a henchman and he just attack anything and he will never rest so good luck if you try to keep him alive. Tried to solve the mystery. Killed bunch of critters (zero challenge) but now I am giving up. If the module get fixed I may try it again.
Posted by Kataja at on12/25/05
Maybe it's not a spoiler if you need to read another spoiler to understand it? ;) When completing level 3 quest for the faction in 5.1 in DM guide, D. failed to appear on my return to the city and there was of course no expected area transition. I did get the "how dare you take me back" message. Afterwards I went to complete quest 2 (given earlier) for faction in 5.2, but the NPCs would not react to it anymore to give my reward. (I retested it at various points. No go.) Finally, I finished quest 1 for faction in 5.3 and didn't get any additional quests from this faction. Faction 5.4 didn't have anything but 3 left at this point so things went normal with them - although the cellar remained a mystery.
Posted by Kataja at on12/25/05
Me and this module got along nicely all the way to the last third of it, when some checks apparently failed: I was no longer able to finish one side quest (only reporting left), I stopped getting new side quests from all factions at once and there were a couple of "find a person to ask about this" questions open to which I couldn't get any logical people to react to at all. In the end I just went through various people and in one location I could talk about something I hadn't done (go to place X, get stuck and turn back, get illogically keyish item Y from unrelated place and suddenly NPCs assume you've gone back to X and used Y, even though no apparent reason was ever given why these two made a combination). This drew the main quest onwards again, and I was able to finish the module even with some half an hour of plot missing from the middle. In the bugginess sense a 7 is a bit too much to give, but for the most part the thing was sensibly fun and unfrustrating as a human monk. I like a lively town adventure (there were some threads to the countryside too, although I never was allowed to go to the Old River for some reason) where there's no "townsperson" NPCs - they all have names. :) The story was nice too, excepting the part I could only build up afterwards. There's obviously lots of work in this module, thanks to the author for that! The main puzzle was disconnected from reality and the end had a anticlimatic walk back home (with some monsters *still* appearing). Some loot was a bit overwhelming in amount of items, e.g. skeletal archers might manage with just 99 good arrows instead of 2x99...
Posted by branmakmuffin at 2005-11-1112:39:47
OK, not too bad. A little heavy and the HS for my tastes, but it's marked as such, so that's not really a complaint. The areas are well-designed, the NPCs behave in an interesting way. That said, there are not too many RP opportunities, but again, the mod is marked RP light, so that's not a complaint, either, just a confirmation that it is in fact a light RP mod. One thing I hated was the "zoo puzzle,", although the author did put the solution in the walk-through. I like my puzzles to be logically consistent within the story, not random RPG brain-teasers (the main reason I never finished the SoU OC). Another thing I didn't like was the monsters who "cast" Bestow Curse. There were darn few things available to remove a curse. Another thing is that after killing the big bad guy and I went back to Dalewinter, he met me inside the gates, spoke to me, disappeared and then a bunch of his undead minions attacked me.
Posted by Dwayne at 2005-06-2010:53:02
Thanks. I just downloaded it. I plan on playing this mod and the first soon. I will be sure to post comments.
Posted by shadowind at 2005-06-2002:09:24
The Download problem is now fixed and now you should be able to download it directly from the file link as any other module.
Posted by Dwayne at 2005-06-1818:09:50
Every time I try to download this mod I am told I have to join IGN Insider if I want to download it. No thanks. I feel sorry for the author. This will kill the downloads.
Posted by shadowind at 2005-06-1812:55:43
The HOU version is now available from the site this has fixed some known issues and had a general makeover. I hope you enjoy this version and please report any errors.
Posted by TaraZ at on04/17/05
Nice mod, I thoroughly enjoyed it!
Posted by Eirinjas at 2005-03-0200:01:00
It's possible I was under stealth but I doubt it because I was in a hurry to get back to town at that time. I definitely was not invisible and Daenfell did strike up a conversation immediately. I was never transported to the spirit realm. I accidently flew through that conversation thread with him though because I accidently double clicked my first response. I don't know what bearing that'd have though if the player is supposed to be sent to the spirit realm no matter what. The hell level had increased on that return and I had new, more powerful ghosts to fight when the conversation ended and I all but ignored Daenfell as he left. Later the amulet struck up a conversation with me when I was in the bleeding forest (I think) and it threatened me but nothing became of that threat. I'm wondering if maybe I did something(s)out of the order you had intended (or in a way you had not intended) that maybe threw things out of whack? The only thing I can think of really is the escort of Mal to the shrine. On my approach I saw the mercenary on the road so I went stealth and walked longways around him and managed to get Mal to the shrine without being ambushed.