Title | Soul of Darkness |
Author | Darren Strickland |
Submitted / Updated | 05-14-2011 / 04-21-2013 |
Category | Dramatic |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | A tavern in the city of Woodyvale. |
Gameplay Length | Somewhere between 5 and 8 hours. |
Number Players | 1 |
Language | English |
Level Range | around 15th - 18th |
Races | Any |
Tricks & Traps | Light |
Roleplay | Heavy |
Hack & Slash | Medium |
Classes | It probably favors a fighter class, but a well-played mage could be a good choice also. |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 18 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 15 |
Content Rating | Teen |
Alignments | Any, but if you're good or neutral your alignment could shift through the course of the module. |
Gameplay Hours | 07 |
Description | |
***This module was previously known as "Breaking Bad"*** "It is said that years ago a great general rose up from the Abyss and struck terror into the hearts of those in the upper planes by carving a path of destruction through the heavens. The celestial army responded with a swift and brutal counter-offensive led by their best general; a solar named 'Pevlanar'. As the war raged, it became clear that neither side was defeating the other and many soldiers were falling on both sides. As the two generals battled each other in the skies, there was a brilliant flash of light and instantly both generals were gone. And the war came to a sudden standstill. That was 2,200 years ago." Features -------------------------- - 3 endings - Optional combat in some areas. - Possible alignment shifting. - and various other little things here and there. This module is designed as a single player adventure. If you find any problems with it, please let me know. ATTN: You will need CEP 2.3 to play this, SoU and HoTU both installed, and patch 1.69. *All the updates I have made to this module can be found in the readme file* |
Attachment | Size |
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![]() | 43.68 MB |
Overally a nice module that is suitable for all alignments with many options to change it.
Usage of custom content is also a strong point of this module.
bugs:
- typos: "horizen"-Stasrajamin;
- you get XP each time you hit the crystal in dream
- some missing portraits
- some highlightable placeables that have no use nor description here and there
- Stryker is South not North(area is rotated 180 degrees, with name dushomb south)
- no bags of holding at early shops only at the end
- can't give key to Stasrajamin
I may try this one later... let's hope the author fixes the bugs.
Not sure I'm an alignment changing module player.
You can play the good path if you want.
How do we know when we are to make a path making decision?
It's called Moral Code, humans come with it preinstalled. If your human seems to lack it please return it to your seller for a refund/fixing.
It's one of those modules that encourages bad behaviour, not that rewards are greater, but because you have to watch every step.
What really defines the path is only at the end game(when you talk with angel), but if you stray form being good sooner your alignment will chnage.
Was fun while it lasted, but module is broken.
I have the uniform on and can't get into Planter's Way.
If I remember correctly you also need to kill shambler and loot the corpse.
Did so, nothing of significance.
So the bugs above don't affect the ability to complete the mod?
Should not affect it, I think.
What do the NPCs at the gate say? Have you got the quest from the city merchant to get some flowers from Planter's Way?
I never knew :D i must have swayed to the good path last time, but this one is still well worth playing.Music is a bit weird at times.
I tried, I really did. I had to give up on this one. This is just not my cup of tea. The author clearly worked hard on this.
I started this one with a 17th Level Elven Rogue. I was using 1.69 and CEP 2.65.
***spoilers***
After meeting Ron Burgundy in a bar, Cousin Eddie in a shop with the full suite of Christmas Vacation one liners, meeting a bard who only sings songs about "Mary Jane", meeting a group that gave me a quest to retrieve some dope, having to clean out an area with "Mary Jane" growers and finally random giant purple spider in the middle of a city, I just gave up.
The module starts off in a dream but is very confusing. I will allow that all will eventually be cleared up, but I just could not play any longer. I also got stuck in the dope field behind a door that had locked and immediately faced with a choice who to fight not really knowing who which sides were good or bad. And that seemed to be theme, choosing whether or fight or kill without really knowing the background of the story. I could guess which parties were on the side of good or evil and guessed right the couple of times this was an issue, but again it just was not clear. After getting stuck behind the door in the dope field and having to dm_movetoarea to get out, I figured my time would be better spent.
Again I believe the author really put some effort into making a nice module. There are some well done cut scenes and other "treats" in the module that prove this out. My only beef is the heavy use of modern references and OOC content. I am sure this will be a 9 or 10 with some. My vote is only reflective of the content not quality of the module.
I enjoyed this mod! A bit kooky at times but fun and mostly well made. A poster above listed some minor errors, none of which are game breaking (though the south/north confusion tripped me up for a needlessly long time).
A different one, that is for sure! Not really that happy with the hak environments and the story was weird and jumped around a lot. Okay I suppose for its offbeat allure, but to me not that great.