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
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 at 2006-04-2314:54:31
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 at 2006-04-1807:05:14
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 on04/12/06
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). Overall, a fun adventure. On to DC3... _________________________ NWN: Shifter Expanded Classes hak, GLWizard Spell Pack NWN2: GLWizard Spellpack with Extra Invocations
Posted by Rahl at on03/05/06
Great story and I had a ton of fun playing this entire series.
Posted by akepooh at on01/06/06
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 on01/06/06
Woww...what a module. Adam, your creativity knows no bound.
Posted by Tom_McG at on10/25/05
Great job. Thanks!
Posted by herrjeff at on09/28/05
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 on09/21/05
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.