"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.
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