The quest begins in Lord Piergeiron's castle, where the PCs are to receive honors for retrieving the gem from the previous module. There are, however, those troublesome dreams, as well as further complications which seem to follow you wherever you go. You can download the optional introduction movie at: http://nwvault.ign.com/Files/movies/data/1043945125197.shtml
Just trying to get out of grandma's house - that chasing cam makes my stomach ill, seriously. I love these so far but I cannot get out of this grandma's house - anyone?
Dude, if all you care about is killing stuff, go find a hacker module. I'm sure there are plenty of them. Or design some yourself. Can't imagine it would be too hard compared to designing something as creative as this.
What I wanna know is what the hell is wrong with half the pages of this board. Even the site itself is being bizarre at the moment. Meanwhile I can't figure out how to get past the ant hill portion.
Okay, since no one else said it, I will. "I shall wipe your taint clean"... roflmfao!!!!! wipe the taint clean! Wipe it! lol! _________________________ The appearance of sincerity counts for more than actual truthfulness. -Morley Dotes
Just wondering if anyone could tell me the way to get the hint from the Archmage`s quarters? I`ve tried everything! (Well, not everything then if I`m not able to progress).
And just to add my voice to this, I really dislike the turn the series has taken away from fighting - tactical fighting is what makes DnD so fun. As long as the conversations are interesting and funny, that`s fine, but DnD is always going to be about fighting.
In light of that, I really think that not giving XP for killing mobs is a bad idea. It just makes people turn on their haste and run past everything. Who can`t buy an invis potion and just walk past everything?
Devs want people to go through their witty dialogues and not just kill everything but some people want to play their characters like that. Don`t remove possible ways to play the game by making killing things pointless.
Posted by Salish at 2006-10-23 12:22:11 Voted 10.00 on 10/23/06
This whole series of modules is awesome! Thank you, to Mr. Miller for making this great game.
Posted by Salish at 2006-10-23 12:21:11 Voted 10.00 on 10/23/06
This whole series of modules is awesome! Thank you, to Mr. Miller for making this great game.
Posted by MikeLM9215 at 2006-07-16 08:48:48 Voted 7.75 on 07/16/06
Cool way of making an underwater adventure. The dreams are not as interesting as would be hoped. Not quite as good as 1.
_________________________ The road to Ravenloft is paved with good intentions.
Odd little comment about your series of Modules here, just as a side note mind you. There are alot of times where I will take a character mid-plot and Save Character so that I can go to the module Zorco's Keep. I don't do it to cheat, or sidestep anything... more just to clear my backpack up between modules (I like a tidy backpack, sue me) and the odd time I might grab a few +3 Heal Kits but never to modify equipment or do anything like that as I like the challenge of the game but like a clean backpack while doing it.
I finished off Dreamcatcher 1, leveled at the end upon picking up the Tear of Selune, talked to the Dungeonmaster, leveled up and didn't really do anything outwardly odd. Saved my character and went to Zorco's Keep to once again clean my backpack up a little and upon arriving in Zorco's Keep ... my backpack was utter chaos. Items rearranged... a TON of "hidden items" and after playtesting, I could move a gem, as an example, from one page of my backpack to another and it would show a majority of the Hidden items but if I changed something again and moved to another page of the backpack and returned ... blip, it would be all messed up.
Just wondering what about your items might do this? I thought it might be the Deathtongue Amulet, the Phasing potions, Therola's Potion (sp?) or something therein but seemed odd because I've brought in alot of oddities with my highest level toon (21 Ranger, 4 Druid) and never ever had a glitch in the system.
Updated to 1.67 Patch and did a play-test with my Range character mentioned there, saved and loaded up Zorco's thinking something might be out of place with Zorco's with the new Update but his backpack was fine, even with Module-specific items in it.
Any help would be appreciated to this oddity of a problem.
Posted by Beemerchick ( 208.51.xxx.xxx ) at 2006-04-23 14:54:31
I can't unlock the door to the Archmage's rooms. I have the key in my inventory, but I keep getting a message that the door is locked.
Posted by nsoman ( 194.46.xxx.xxx ) at 2006-04-18 07:05:14
I can't get past the Bllod Ritual. I know it's a coversation-based thing, but I'm never given the options to use the sword to kill the sacrifice (or any other option). The "What am I suppsed to do?..." and "I don't like the look of this..." conversation options give the same two options: "You're mad..." and "Through the heart...". Both these also give the same two outcomes: "Never!" and "Gotcha...", neither of which progress things any further.
I have SoU installed and the latest V1.66 patch from Bioware. Can anyone tell me how to move to the next stage???
Thanks.
Posted by GLWizard at 2006-04-12 07:46:05 Voted 10.00 on 04/12/06
DC2 was just as much fun as DC1.
Following the rather unnerving (albeit well-done) dream sequences, you get to find out what role Archmage Earind may have had in the swapping of the real gem for a fake.
This mod has plenty to keep you busy. Starting with an Archmage's quarters (my wizard/ranger was fairly drooling), you eventually find yourself exploring a whole new world- under the sea. (Hmmm... that sounds familiar somehow...)
SPOILERS: More custom encounters and items abound here. I'm looking forward to seeing what happens when I find the third piece of the rod for which I found piece #2 in the Archmage's quarters. The Reconstitutor offers a fascinating possibility for someone who wants to re-select feats and/or skills. (I passed, though, as it also appears to do away with my hard-earned spells obtained through scrolls.) And DC2 does the impossible: at certain points, it reduces your activities to the level of a video game or text adventure, yet retains the fun factor. That's no small task- especially in a mod that doesn't award XP for kills.
Parts of the module continue to offer funny dialogue as well. The "interview" with Kronk in particular was hysterical (though I will admit there is a bit of "gross-out" factor there as well).
Posted by Rahl Windsong at 2006-03-05 13:08:39 Voted 10.00 on 03/05/06
Great story and I had a ton of fun playing this entire series.
Posted by akepooh at 2006-01-06 01:21:56 Voted 9.50 on 01/06/06
People have to play this module to know Adam's creative genius. This is the first time i am pleasantly surprised that a collection (get 4 tablets) subquest doesn't make me battle through 4 separate areas. two out of the 4 areas don't need me to lift a sword at all. the ways they are implemented are inspiring too. the way the docking ship is handled is nice too.
the underwater is believable, but there are some angular edges throughout. not a big deal though.
no tough fight required too.
NPC interaction is great. i play a female cleric with nooble as the henchman. the romance started off with what i think is quite a very forward push from my character. but after that...nooble behaves/talks about the relationship quite realistically. great job.
Posted by akepooh at 2006-01-06 01:13:01 Voted 9.50 on 01/06/06
Woww...what a module. Adam, your creativity knows no bound.
Posted by Tom_McG at 2005-10-25 13:58:19 Voted 10.00 on 10/25/05
Great job. Thanks!
Posted by herrjeff at 2005-09-28 07:02:27 Voted 8.75 on 09/28/05
Great underwater setup, many years before PoSC module! Tribute to old video games such as the Grid and Grandma were done before and didn't raise any interest.
Posted by Jess_ at 2005-09-21 12:32:28 Voted 10.00 on 09/21/05
Alberine the Paladine and Championne of Torm has followed Karl in this darkened adventure. They prove the treachery but sink eventually...
Great serie and great story. Technic and dialogs fit perfectly with story and mood.
Posted by Jess_ at 2005-09-21 12:30:54 Voted 10.00 on 09/21/05
Excellent !!! Really a great serie ! This one is better than 1 and technically perfect :)
Posted by Thorinoakenshield at 2005-09-20 15:44:08 Voted 9.75 on 09/20/05
An super mod. however, I do not feel it rose to the level of a perfect score.
Posted by Calabask at 2005-09-11 12:10:04 Voted 10.00 on 09/11/05
Awesome mod and very awesome bringing a boat to the docks like that.
Posted by Nicole at 2005-09-11 11:59:39 Voted 10.00 on 09/11/05
Wow... a boat that moves... I'm shocked and amazed. Execellent work again, downloading Part 3 now, can't wait :)
Super mod so far, like the whole series a great deal. Im having a bit of trouble getting this one, Dreamcatcher 2, to work. I get to the loading screen for Dreaming - The Void, and it just quits itself. It happened on a few other mods Ive gotten, but I didn't want to finish them quite as much as this one.
Posted by surfboar at 2005-08-16 15:04:05 Voted 9.75 on 08/16/05
Excellent. I do have the benefit of having both Aneira and Teira sleeping with me :) Haven't been able to get them both in the party at the same time though.......... hehehehe
Posted by Reluctantly Human at 2005-08-03 22:51:33 Voted 9.75 on 08/03/05
Ok so I see this set of modules one Mod of the Year. I am not in the least bit surprised.
After the well intentioned Shadowlords set of mods, I was happy to continue the story, but had not idea what I was in for.
Right from the get go were some amazing cut scenes. I was a little confused by what was happening in them but it would appear that the author had maybe planned a bit more ahead for what kind of story he had in mind. I did not feel like the story tied back to Shadowlords very much, other than the inclusion of the companion/love interest but I did not mind overly much. At least there was a prelude module included to catch people up.
While in many ways Waterdeep suffered from the same �problem� as Scornubel in Shadowlords 1, it seemed clearer to me that I was examining a small portion of the City of Splendors instead of the entire place. The Candyman storyline was silly, but it did make me smile. The Candyman fight itself, with his many pieces dying separately was well done. The first to come no doubt.
My only real complaint by this point was the camera angle. It seemed like there was a forced camera perspective other than the one I preferred. This could be remedied if I played another module before this one, but every time I went into a cut scene it would happen again. A minor annoyance.
I should mention I was playing with the OHS system for some extra companions, so every time I�d get warped to Piergeiron�s Palace or whatever, they�d come with me. Not the author�s fault by any means, but it made for some strange sights.
The boat segment was the first (and only so far) of its kind I�d experienced at that point so I was blown away with the level of scripting by now. The fight with the pirates was strange, but exhilarating. While I knew my lover couldn�t possibly be dead (knowing the plot outline for Demon), if I had not, landing on the Ruathymian island would have been quite the wake up call. The priestess of Kossuth was an intriguing companion and the island a welcome change of pace. I�m not sure I enjoyed the storyline there tying back into the Dreamer plot before I crashed, but it never came across as hackneyed. Definitely a welcome diversion that could have been a basis for it�s own set of modules. As an aside, playing on the little island reminded me of the old Gateway to the Savage Frontier games that took place out in the Sea of Swords. Never a bad game to be reminded of.
The dragon part was amazing. Short, perhaps. Maybe a bit one-sided, being on a dragon and all, but amazing nonetheless. Kudos sir. As an aside, having lost my priestess companion, I still had the three or four OHS companions. That being said, they still �polymorphed� into a dragon ride too. I could have forgiven that not happening, since I was supposed to be alone by that point, but since they did, I thought I�d mention that I appreciated it.
Exploring Evermeet left me with another exciting side quest: commanding troops. As I might have mentioned I had more than enough companions by this point through OHS to take out any adversaries on my own, but I still really enjoyed using the elves to scout out areas and to forage for supplies. I never did seem to be able to get their morale up, so I don�t know if I just was a bad commander, or if I missed something. Definitely an enjoyable aside though. Also, the �hill� with the catapult and the ogres was the first of anything I�d seen like that (not including the �undersea� area back in part 2) and while it was obvious the engine didn�t know how to handle it exactly, it really added to the immersion. My only complaint with this section would be the conflict between the druid and the loggers. As a druid and an elf, I thought a druidic response might have shown up when speaking to them, but I don�t think one did. Not that it changed the outcome, but I was a little surprised.
At this point, I believe all I had left was the assault on the Dreamer�s realm. I let out a whoop of joy when Earind fell, especially as a loot junkie. Elven archmages ALWAYS carry the best stuff.
I had thought there was a part five to the Dreamcatcher series, so I was a little disappointed when all I got was the wedding in Evermeet (as if any elf from the mainland could even hope to get that. And to a human no less!), but these were some of the best modules I�d played yet. I was sad to lose my nuchakus and the big branch I held in my off hand, but I suppose not everyone can incorporate such neat weapons in their mods anyway. On that note, I really enjoyed all the Kara Tur items and the merchant who sold them. A great change of pace, and one I wish would show up in all the other mods I play.
All in all, an amazing series, especially after I was not too impressed with Shadowlords. I have just started Demon, so I cannot comment on that yet, but it looks like it�ll incorporate some amazing things I�ve yet to see in a mod. Keep up the good work, and I can�t wait to see what you have for us with the new Bioware systems.
Posted by HotondoNaNashi at 2005-07-22 06:59:35 Voted 9.25 on 07/22/05
I think this was more polished than Shadowlords so I'm upping the vote by a bit.
Posted by Furism at 2005-07-18 18:17:37 Voted 9.50 on 07/18/05
An amazing module. _________________________ - Furism
Posted by HotondoNaNashi at 2005-07-16 07:31:53 Voted 9.25 on 07/22/05