"Follow the story of the heroes of the Heart and play through the many obstacles and kill the foes they face. Explore various unique locations, ranging form dwarven mines to elven forests. Earn the trust of the Houses and find out who's behind the recent attacks.
But in the end, will you be able to save the Heart and the hearts of you and your companions?"
This is my first module ever, yay!
Been working on it quite a while now, and I'm pretty relieved to get it off my shoulders, heh, one-man-projects take long to finish. I'm anxious getting to my next projects. I feel like I tried too much and too many things in this mod, maybe that's why it has its shortcomings. All in all, the module is more of a test to see what I can do and what I can't do...
Anyways, I suggest you play as either human/elf/dwarf since the lore wouldn't make much sense else - don't know if it makes either ways. Use a character form level 5 to 7, according to your class, play style and skill.
The campaign has a lot of conversation and the beginning might feel a bit 'slow' but try to hang in there, after the start it will get a lot faster and interesting. And talk to people! Most NPCs have unique lines or two - mostly only the guards share conversations. But in the end, do only the things you enjoy doing!
As this is my first campaign ever (and I'm the only beta-tester) and English isn't my first language, I'm sure some of you will spot bugs/typos in the game. If you encounter something big, look at the readme-file first, I might already know the bug. But feel free to let me know of the bugs and typos so I can fix them - comment here or send me e-mail.
v1.2 - Added Eguintir Eligard's ga-script to two conversations - which hopefully revive the companions every time before the conversation begins. Big thanks to him.
- Made the door to upper levels in N'ir mines base floor indestructible.
- Permanently fixed the investigator conversations! They won't break anymore by NPCs exiting the area, I promise.
- Adjusted the difficulty of Restless Spirits and Vampire.
- Added a conversation file to the demon in case the conversation breaks in House of Water. I have no idea why it should break though.
- Created a Badger NPC to Four Houses - he's in the garden. There are four quests I've seen people having trouble with, talk to him if the quests aren't advancing and he will advance them to you and tell you what to do. - Possibly tweaked something else too, but cannot remember it all now, hehe.
v1.15 - Added a key to the crypts door - it's in the chest now.
- Added resurrection effects to some scripts so that companion deaths shouldn't prevent conversations from firing.
- Flagged the modules to require NX1 and NX2.
- Refixed the investigator conversations.
Update 1.1! Here are the fixes:
- I've tried to adjust the bosses' difficulty to harder.
- Added a ClearAllActions to the pilgrim so that the conversation should fire properly.
- The final conversation fires only once.
- The conversation in the ruins won't interrut anymore, thus the monsters will always be hostile now.
- Remade the broken potion of Ultimatum.
- The quest with the wolves should be working properly now.
- Fixed some reported typos here and there.
Downloaded newer version and so was able to finish. Final battle "it" was only 7xp and no chance of saving character and chaarcter was not exported. Found the final battle very difficult and had to reload numerous ocassions until it attacked without polymorphing and enlarging. Not much to say about the module but I will always give a minimum of 7 for an indy module.
Posted by ericdoman at on06/30/09
Noticed the badger npc for v1.2 unfortunately I have an earler version and so there is no badger in the garden
Posted by ericdoman at on06/30/09
I am really stuck here. Found book in ruins return to house of water. Speak to Gerain or is it Geraint, he tells us magica is on top floor. Go to top floor figure out gems by using book and then find other large book and read it. Not sure what to do now, journal entry only states to head back to Magica of Water and that is it. A demon also appeared in area where barrier was nad can not speak to her. There is no journal entry of what to do next and Heidi just says to go back to magica of water. What have I missed?
Posted by Angantyrsbob at on06/24/09
Hail Mazena! Great module. Definitely recommended to anyone! Hope to see more in the future. Cheers.
Posted by Alastair1 at on06/15/09
this is a rarity for me to comment on a module but this is one of the few that was so good I had to comment. Was great a few typo's but nothing too bad crap you probably made less than I would have ha ha. I used a warlock and did alright the fights were a wee bit hard but wasn't impossible. Keep up the great work!
Posted by chevalier at 2009-06-1407:35:03
Well, yesterday, my feedback wasn't as constructive as I would have liked it retrospect, so my apologies for coming too strong. I would still ask you to reconsider the starting level and give players a fair warning - as well as to readjust some of the fights to make the enemies hard but not simply "natural 20" kind of untouchable.
Posted by chevalier at 2009-06-1316:58:00
The information that the module is playable at character level 5 is not even wrong, it's ridiculous. I barely killed the necromancer after countless reloads, I needed to come back after level-up to deal with the vampire (two casts of Bless Weapon at the same time was probably the only reason I was able to pull it off), the iron golem was untouchable (it's good the door could be smashed and now in the final battle, the magical servants are untouchable as well. I can't say I've wasted my time because the module is extremely well done as far as areas go and it's interesting overall, but the combat is not even overdone, it's ridiculous. You need to correct the information on character levels. If you need a natural 20 to hit and your enemy hits you aplenty when you've already spent all your potions on healing after fighting like 60 spellcasting mephits coming in waves, it's not fun at all and it serves no remotely reasonable purpose. I was going to review the module but it'll be better if I pass. The whole thing with combat is unacceptable.
Posted by foil at 13:33:32 Voted7.75
Any time. Just PM me at the NWN2 bioware boards (foil-) when you are ready and I would be happy to if work didn't keep me from it.
Posted by Mazena at 2009-04-2723:38:55
Wow, I will need a bit of time to take in all this. I really appreciate your effort in listing seemingly everything you've encountered! And first, to answer your question, it is not possible to go higher in the mines - the door is there just because the tunnel is supposed to lead somewhere anyways. And I did think of creating the mountaintop monastery, but it would have resulted in far too much work. And the door in the sunken ruins, also a door that explains how the baddies made it there before you did - since the entrance where you came through was sealed. I agree with all the cons and pros (: And I'll try to learn something from these mistakes. And should you be willing, I would love it if you could proof read my next module - maybe even beta test since I can't find all the bugs myself! That will be in the future though, I've barely started the new adventure. I'm not even sure it will be finished during 2009, but we will see. _________________________ Link Crystals of The Lost Developement Blog
Posted by foil at 15:30:07 Voted7.75
Obviously I needed a proof reader also :D A few cons slipped into the pro category. And ever = every. Thanks again for the module.
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