Title | Blaark Chronicles II - Watertown |
Author | Fintallo |
Submitted / Updated | 12-22-2002 / 06-28-2006 |
Category | City Adventure |
Expansions | HOTU-1.61 |
Gameplay Length | 4-8 |
Number Players | Designed for solo play only |
Language | English |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 04 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 03 |
Content Rating | Teen |
Alignments | See the readme |
Description | |
This is the second chapter in the Blaark Chronicles. It is also designed for solo play. Playing through the first chapter (Portage) isn't required, but it will help establish the background and setting. Many of the quests can be completed in different ways, but some choices will cause alignment shifts towards good or (especially) evil. Neutral characters may have difficulty playing through to the end without an alignment change. There are henchmen in this chapter. This current version includes many changes recommended by those who have played the module and has been updated for HOTU; see the readme for details. |
Title | Blaark Chronicles III - Khelvorn |
Author | Fintallo |
Submitted / Updated | 03-01-2003 / 10-09-2003 |
Category | Dungeon Adventure |
Expansions | SOU-1.32 |
Gameplay Length | 4-8 |
Number Players | Solo play only |
Language | English |
Level Range | 7th level is recommended |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 08 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 06 |
Content Rating | Teen |
Alignments | Good or neutral only |
Description | |
Blaark Chronicles III - Khelvorn Third part of the Blaark Chronicles series. Designed for a solo character, level 6-8, of good or neutral alignment. The module starts after the journey north from Watertown, and the player soon learns that all is not well in Khelvorn. The forces of good are vastly outnumbered and need to find allies--but where? Updated to work with the SOU expansion pack. |
Title | Blaark Chronicles IV - Taron |
Author | Fintallo |
Submitted / Updated | 04-24-2003 / 11-25-2003 |
Category | Dungeon Adventure |
Expansions | SOU-1.32 |
Gameplay Length | 4-6 |
Number Players | Solo play only |
Language | English |
Tricks & Traps | Light |
Roleplay | Light |
Hack & Slash | Medium |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 11 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 10 |
Content Rating | Teen |
Alignments | Good or neutral |
Description | |
After forging an alliance against the forces of evil, you head south to warn the city of Taron. But more than the approaching army threatens the city.... This is the fourth chapter in the Blaark Chronicles. Playing through the first three parts is highly recommended to keep up with the story. It is designed for a solo player, 10th level, of good or neutral alignment. This latest version is updated to work better with the SOU expansion. |
Title | Blaark Chronicles V - Vebrun |
Author | Fintallo |
Submitted / Updated | 07-03-2003 / 08-22-2003 |
Category | Dungeon Adventure |
Expansions | SOU-1.31 |
Gameplay Length | 6-8 |
Number Players | single player only |
Language | English |
Tricks & Traps | Medium |
Roleplay | Light |
Hack & Slash | Heavy |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 14 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 12 |
Content Rating | Teen |
Alignments | good or neutral only |
Description | |
After saving the royal city of Taron, and even the king himself, you find yourself isolated and nearly alone in a long-abandoned city. In the ruins, your enemy awaits--but where? This is chapter 5 of the Blaark Chronicles series, designed for a solo, 13th-level character of good or neutral alignment. Playing through the first four chapters is recommended to understand the plot lines. |
Title | Blaark Chronicles VI - Endgame |
Author | Fintallo |
Submitted / Updated | 12-28-2003 / 01-18-2004 |
Category | Dungeon Adventure |
Expansions | SOU-1.61 |
Gameplay Length | 4-6 |
Number Players | Solo player only |
Language | English |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Medium |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 17 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 15 |
Content Rating | Teen |
Alignments | Good or neutral |
Description | |
You have saved Taronia from the dark powers threatening it, but the evil god Jestian's plans don't end there. Chandro, ruler of the gods, needs your help and has summoned you to him. This will prove to be your toughest challenge yet--and may be your last. This is the final chapter in the Blaark series. It is designed for a 15th-16th level character, of good or neutral alignment. |
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Hi Folks, and help please!
I'm having a ball replaying this great series from 'back in the day', but I've run into a serious problem!
**********Spoilers Below************
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I'm at the end of Part 5 "Vebrun", and I have have collected all 10 of the Quest Items (yes, I was the first on my block
) needed to open the Portal to Part 6. Unfortunately, one of the Items was duplicated, so I have 2 copies of the "Black Scythe"! How do I change one into the "Golden Spear"??
I've tried contacting the author (fintallo@hotmail.com) but my emails bounce back.
ANY help or advice would be greatly appreciated!
Thanks in advance!
[Replying to my own post in case anyone else cares]
Quick update:
Out of frustration, I tried putting the wrong item in the right place, and it worked anyway!
Sorry for the dramatic plea for help, I was anxious to continue.
Onwards to Part 6! :-)
played from the old vault
Definatly worth a go
Like this series very much, but now stuck wandering around Vebrum after the cemetary is finished. Anybody know how to proceed? I found that the 4 tree area in the NE corner was green in the DebugMode, but no triggers or anything. I have gotten through all the buildings that are open.Any help would be appreciated.
Hello, I was continuing from the 1st chapter (posted a comment and voted) to play this series through.
Having reinstalled NWN from GOG, I didn't install the Tony K AI and much to my surprise I found a henchman who basically takes the same commands and that seemed a pro. After having instructed him to use ranged weapons until the last moment I found that the command was valid only for that combat action only. After that the henchman would throw himself into battle without using his sling. I found out that I should instruct the henchman everytime before a battle begins... that happened in the quest with the Thieves Guild in the underground tunnels.
Anyway that henchman behavior is still better than in vanilla OC after all, I guess.
Still I found it a little bit as a sandbox mod, a change in direction compared to the first chapter. The control over the henchies could be improved.
Lots of walking and a general lack of focus.
EDIT: another negative feature i found was the one regarding the doors which shut automatically, it is not something that is found only on this mod, sure, but it had a very disappointing bug. Some doors cannot be opened since they can be exit-only doors from other areas. Once I got out from one of these I delayed a while and the doors closed before I could exit trapping me there; as a result of that the game got stuck.
And by the way, where is Tarry?
Couldn't get past the first module in this pack. It's clearly a very early work. Bad lighting and lots of fog in outer areas, which are large and uninteresting. The road south is full of wild animal packs that make no sense. The henchman implementation is ancient, and they have no RP options. Lots of locked doors that should be shuttered down because they lead nowhere. Lots of opened rooms that have empty containers or nothing at all.
Those doors are locked because basically are intended as a way out for other areas you are not allowed to access directly from the town.
Let's say you explore a dungeon under some guild, i.e., then you find the exit which leads directly on the town by one of those locked doors. You may exit from there but cannot enter. Add the fact that the module implemented self shutting doors and you get the picture.
This series was fun! Very straight-forward and I experienced only 2 glitches the entire series. I, too, received a duplicate token, but it did not prevent me from having all the needed tokens to proceed. The only other hiccup the author anticipated and provided a lever to bypass. I am terrible at puzzles in general, but I enjoyed how those found in this series made sense. The story kept me interested, so much that I would have been happy with the darker ending that was hinted at. The only thing I would have preferred are henchmen with more depth.
Overall, it is apparent to me that the author invested a lot of thought and effort into this series, and for that I am very grateful. Thank you!!