The Cursed Land by Calister68 (original French version named "Les Terres Maudites")
Original French Version
Your hunt for a ferocious wolf has left your group exhausted and spirit broken. The wolf appears once more teasing you once again. The rest of the hunters in your group take chase into a strange mist. The mist almost seems alive. Do you follow them into the mist?
French to English version translated and edited by Decclan Macmanus.
INSTALLATION:
Choose New Module and select The Cursed Land to start the module.
Attachment | Size |
---|---|
the_cursed_land.zip (1088) | 54.72 MB |
tm_hak.7z (1038) | 55.79 MB |
Per the description: for hard play start at levels 1-2, moderate levels 3-4, easy, levels 5-6
I started middle of level 3 with +1 gear. Made level 8 just before the end.
Low gold environment. It's best if you bring in a fully equiped PC.
Limited supplies and gear. The best stuff is swag from defeated enemies.
Nits:
- No auto export and no opportunity to do it manually. You have to reload a save from near the end to export your PC.
- Still some French text that did not get translated.
- Wierd companions.
Overall:
Nice areas, logical enough plot. No bugs. Well thought out horror enviroment similar to Misery Stone.
Is it worth reinstalling the game for this mod? ;)
Always!
But if you like the Ravenloft style campaigns, then yes.
Promising start ...
Wondering if anyone else has gotten stuck as I have; in the very beginning, right after the cutscene introducing the haunted village, I show up in some kind of strange vestibule, in the dark. There is no exit, no clickable door or way out. Could I have some kind of haks issue? Arrgh!
Played with a lv3 human ranger (what could be best according to the module description?) with basic equipment; reached lv 8. That class is a little bit redundant, as one possible companion has the same one (with crap stats, by the way) but... worked OK. I'd say that playing lv 2, specially with wizards or so, would be too much frustating.
A correct Ravenloft little module with a "world"-map a la SoZ. Everything, except some not translated texts, worked fine. Interesting use of light-darkness in some points (dark as hell at some places, through). Abrupt ending (no export character option). The unpleasant sensation of being playing a 2nd or later part of a previous adventure (the end loses dramatic interest) doesn't ruin the fun.
Ravenloft is not my favourite environment and this isn't the most original story of all times nor the most rich in the role-playing field, but it is all in all fun enough.
I almost forgot: scarce treasure and equipment. People is really poor at the other side of the Mist. Be warned!
Not much good is made of the SoZ-style world map, a conservative one would have done as well as the few wandering enemies are not auto-aggressive. Most locations can only be reached after being revealed in conversations.
The ranger companion has some weird stats, but still is very useful if you select the dinosaur as pet. The warlock companion is overall useful, esp. if you exchange Charm for Brimstone Blast at the earliest opportunity.
Good use of lights (even dipped my monk a level into a spellcasting class so I could use the Light spell as I could not obtain any torches), area design is decent.
Combat is not too difficult, atmosphere is always dense, some of the sidequests have unexpected plottwists. The main plot is rather linear but hints at a greater plot. I wonder if playing Nighthowls in Nestlehaven would put it into context?
The custom loadscreens give it an extra unique touch. Thanks to the creator and the translator (even though there remain a few (very few, does not hamper understanding) errors and untranslated items).
Edit: good variety of enemies!A good mod :) Met no bugs in my playthrough (equipped Paladin level 4 - ended up at level 9).
A very good start, good atmosphere - good use of light and mist- love the Ravenloft type of mods.
The boss fights were a littlebit easy - might have started with a lower level character.
All in all a good mod with a decent story! Thanks for making it :)
A masterpiece. I'd even dare say it's how Misery Stone should have been. Here the plot is constantly pilfered, with cutscenes, and informations. The design is carefully made, most of the monsters make sense, hell, i don't understand why i never noticed this before. Well, could be becouse none added the tag #ravenloft probably. It should be added. Not that it's worth playing only if it's raveloft mind me, but if an adventure is settled in a specific setting it should be stated, nonetheless.
What i've found odd are the map encounters, when the enemies spawn they simply stay idle where they are, and unless you approach them, nothing happens (?)
In the map system even the main quest's locations are discovered i guess using your character's spot. That could be a little troublesome, in the beginning i had 0 in spot and i didn't find ANY location. I think at least the main ones should always appear...
The merchants aren't very balanced. They buy your stuff for literally nothing and sell their for quite a bit of cash. In this way it will be quite unlikely for you to buy it.
Last, the boss speaks of something you did to him in a specific event, but there is no mention of that in all the story, so if this has something to do with some previous adventure i'd ask where is it...?
p.s. GCoyote says weird companions, but i just found these two dudes which seemed pretty ordinary to me. (Unless he's referring to the class of one of them [warlock]?)
To the best of my knowledge there are only three mods in a Ravenloft setting:
- The Cursed Land
- Misery Stone
- Ravenloft: Dreamscape
The two companions have weird stats that make them less than useful. Last time I played Cursed Land I think I fixed their stats using Clangeddin's Rebuild utility. https://neverwintervault.org/project/nwn2/hakpak/combined/clangeddins-co...
Ah, right, now that you mention it, i thought too that especially the stats of the ranger didn't make a lick of sense. Then i checked in the toolset and by default he has all stats to 10 (!). I wonder if that's a forgetfulness or intentional.
I think it was a mistake. Another builder was having a similar problem with one of his projects and they were discussing it on the forum last month. I didn't know what caused it until then.
Well, after all, if you consider that most of the builders usually make spawn points for various npcs, especially companions, and he put them directly in the various areas without even making a blueprint of them (!)...
I think Shaar Moan Is a Ravenloft setting module also. I can't remember.
I think the Shaar could be somewhere in Faerun. But i could remember wrong. Anyway, that one is more like halloween theme, since the bard is Michael Jackson