Five weeks earlier you and your companions awoke in a small damp cave. Not knowing who you were or where you came from and clad in strange armor. Surrounded by strange people with foreign ways. The next month was a blur of attacks and flight into the wilderness. South, always heading south into the mountains. You have arrived at a small trading post at the base of the eastern mountains. Cold, exhausted and starving with the winter snows coming you take a risk and enter the trading post for supplies.
Player Race: Moon or Drow Elf
(The module won't make sense with any other race)
I really dug the story. Didn't mind having to start from scratch, but I got really bummed with the scripts that didn't go any where and why am I and my comrades who are on the run solving these peoples problems when there are no rewards for helping out?
Posted by Luinel at 2007-09-2811:19:19
This mod sounds so interesting! And right up my alley - I am an elf junkie. So... any chance of it getting updated in order to get rid of the bugs introduced by later patches? TIA.
Posted by Rondo_GE at on08/12/07
Play it if you want but be prepared for disappointment. SPOILERs This mod appears to be the case of a modder with a story to tell and plenty of ideas(and visual talent) who didn't have enough skill (or time) to pull it off. Like some of the others who have played it the mod broke down in the Barrow where my party appears to be now stuck forever. Lots of skeletons to fight there and one Borrowight (not exactly an "infestation") in what appeared to be a Library. No clues in the Barrow as to what was going on and a zig zag passage that ended up in a cul de sac with nothing in it. I also fought and killed a named undead (rather early on if you use the old D&D addage of "go right" in places where dungeons fork) but no clue as to what that was doing there either. I actually think THAT monster was supposed to be the goal of the quest or something. Due to the lack of potions I got into the silly "everyone dies" I ende dup using most of my party as 1 hit point familiars in fights that proved too tough. The trick to this is to fight them until they all die then run off with the monsters chasing you unil they respawn and then use them to wear out the opposing mob. In another instance one of my party got diseased and went down to zero strength. Tried to get him killed but he was so slow he also survived every fight... rather useless. What can I say? All the cons can be beat by shifting in hardcore mode like having no gold, no potions for sale (maybe a bug), illogical rest and no rest places, bad triggers (this seams tro be a NWN2 problems throughout the software), weird economy (another good idea poorly executed)...I got 300 gold pieces for a near usleless helmet but only 2 gold pieces for a perfectly good cold iron longsword. Also in one instance I found a large shield that seemed to have no effect on my fighters armor class...anyway the mod is out of control. The bugs and the poor execution sum it up as a marginal effort.
Posted by Aredhel371 at on08/01/07
Agreeing with the comments of BEA and DaveFritz I really regret not having been able to complete the quest at some point (seemingly having missed a trigger deep within...). Neverthelesse this mod has a lot of merits and such deserves a 7, I think ;-) _________________________ Aka Gront0307 - because of a second adress..;-)
Posted by Blakavare at 2007-07-2719:34:02
Sorry for the strange feedback. I request a bit patience. The updates/patches screw up the module writing.
Posted by Vorgen at on07/27/07
I'd also have to say that area transitions are sometimes very confusing. In the bottom of the arena, for example, the exit includes two doors and a map icon on the floor. you can click on the map icon to exit, or you can walk past the map icon and open one door to exit. Additionally, you can bash the second, locked, door and it will open onto a vast expanse of nothingness with some more of the area seen far below. Is that door supposed to be a window?
Posted by BlindSkull at on07/23/07
Nice module, has quite an interesting dark atmosphere, with all those undead, ruins and mysterious past of the characters. Fun companions and story. Nice small areas. The problem is that I can't finish the module. I went to the barrows and have no idea where to go from there. Haven't found any option to climb down (if I have understood other people's posts correctly, I should climb down somewhere). And that is the second time this module broke down on me :(
Posted by DaveFritz at 2007-07-1807:57:24
Re my last post: For me the key part of the rating is "Potential Unrealized". There is a LOT of potential here, but it didn't materialize. A large part of my disappointment is because of the great potential. Cheers, Dave F
Posted by DaveFritz at 2007-07-1708:42:15
Hello, I have to agree with BlueEyesAustin about this mod. I no longer even want to finish, never mind replaying a fixed version. I experienced all the problems noted by BEA, and by some others. In addition, there was a woman (Tania?) in the Black Ox Inn who was supposed to have a potions store or something in Tradermeet. The merchant standing outside mentioned her. She had a conversation in the Inn, then left, saying she was going home. When you co back to Tradermeet, you still can't gert into her house. One door needs a key and the other opens but has no area transition. To be fair, some of the problems may have been caused by the 1.06 patch. However, some are definite area design problems, too. I still have not tried the Barrow, but the killer for me was the Havnem Loc Arena Ruins area. One of three things needs to be done: a) allow resting, b) provide an area transition back to the outer area so you can rest, or c) jack up the money or reduce prices, then put a LOT more healing/buffing potions in the stores. I also agree with BEA that the initial premise is great, but the story line needs a lot of polish. A good portion of the polish would be connecting the earliest and latest areas better. The part between Tradermeet and the first Havnem Loc area, including both these and Sil, was well connected, but the Temple area and the later HL areas seemed unconnected by the story line as well as by area transitions. While I don't vote on a point of principle carrying over from NWN1, I would have to agree with the "Poor Execution, Potential Unrealized" level of the NWN2 standards. Dave Fritz
Posted by BlueEyesAustin at on07/17/07
Overview A potentially outstanding project that is deeply flawed by a general overall lack of polish. The unfolding story of a cadre of Drow/Moon Elves is one of the better campaign hooks in a NWN2 setting thus far. It is a real shame that the execution keeps this from the mid-8 to low-9 vote I should be able to give it...and I really hope the author does at least one more round of bug fixes and tweaks. The basic construction of the areas in the module is strong. A large walkmesh provides for a much deeper feeling of exploration than in most modules (or the OC). There are also little tucked away caves and encounters that, while not necessary to complete to finish the module, are fun little subquests. The NPCs have interesting interactions with each other and there is a lot of good custom content. This is such a potentially great project that I hope the author fixes the bugs (or at least spends more time on Whack-A-Mole in the second chapter). No NWN2 module has come as close to the feel of PNP for me as this did, with the possible exception of Dark Waters. Ideas for improvment ***SPOILERS*** 1) I think the single biggest beef I have with the module involves area transitions. Unless there is a good, stated reason if I go through a door, I should be able to go back the other way...or at least see a door locked behind me. In several cases, however, doors lead to...well, nothing. One puts the party right in the middle of a stadium...with no hint of how they got there. In another case, an area transition in front of an unopenable door leads to being stuck behind a locked door. In addition, there are outdoor transitions that you can't return through (e.g. the small path from the Arena area up to the cannibal area). 2) One section of the ruins has a doorway that doesn't work. I can SEE the other half of the tomb, but when I go around back the door opens, I get the "through" symbol, but no transition occurs (this is nearby the goblins around two corpses. 3) In the Paladin citadel, the walkmesh of one of the doors actually goes through the exterior wall, so one can walk right through to the interior of the keep. 4) In several fights (e.g. the old skeletons at the Paladin keep, a wight in the Barrow) the MOB would not close to engage once I started peppering them with magic missiles and arrows. 5) Paladin was not at the Inn when I returned from clearing the keep. 6) The first time I saw Mara's "friend" was dead on the floor at the end of the module--is this what was supposed to happen (since it was a quest). 7) Some fights are a bit tough. The five-pull wolves required a few attempts to get right and the damage reduction on the zombies was a bit much. 8) Final merchant for selling equipment is too generous (although this was a nice change from the initial rip-off artist!)
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone