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NWN MODULES

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Title  A Simple Plan Chp 3
Author  Da
Submitted / Updated  09-02-2003 / 11-01-2008
Category  Dungeon Adventure
Expansions  NWN-1.61
Setting  Tower of the Damned
Gameplay Length  3- 5
Language  English
Level Range  Your imported character from Chp2
Races  Your imported character from Chp2
Tricks & Traps  Heavy
Roleplay  Medium
Hack & Slash  Medium
Classes  Your imported character from Chp2
Scope  Part of Series
DMNeeded  Part of Series
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  Any
Content Rating  Teen
Alignments  Your imported character from Chp2
Description
Descent or Redemption? This is the final installment of the A Simple Plan series. NOTE: If you did not play Chp2 there is no reason to play this module.

Files

NameTypeSizeDownloads
A_Simple_Plan_Chapter_3_v_19.zipA_Simple_Plan_Chapter_3_v_19.zip
Submitted: 09-02-2003 / Last Updated: 03-22-2004
zip656.95Kb3117
--
Da02readme.zipDa02readme.zip
Submitted: 09-02-2003 / Last Updated: 09-02-2003
zip33Kb2625
--
SCORE OUT OF 10
8.53
28 votes
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Comments (30):

1 2 3

Posted by Dwayne at on07/22/05
I finished and I have to say it was a good ending. The only thing that was real hard was the elemental fights. If you don't do it quick it can't be done. Still no big problem. I played good but may try evil sometime. Thanks for the fun. spoiler I did notice that the ending for good where jena turns on you that her dialog gets cut and you can't reply but the dialog box stays on the screen. The ending with Crow was unexpected. The best was the ending with both me and Jena making ammends for our evil in the old fortress.

Posted by Dwayne at on07/22/05
nice end to a great series

Posted by Abbi at on11/06/04
I like the trilogy. The ending is a bit strange though ^^

Posted by Dexter_the_Dark at on08/26/04
The story is one of the best. The bug? when the transition area of the doors south of the imp doesn't work is VERY annoying. I would also recommend another ending in case the player has killed the Crow at the bridge. P.S. No, i didn't use cheats but a pre-generated char. Levelups bore me to death nowadays:)

Posted by Da at 2004-03-2817:11:00    
Supernort, I'm considering the Blind Mephit as an identifier, give him some special skill so he can discern the magic qualities of items just by touch, or something like that, but I left merchants out of Chp 2 & 3 cuz all the stuff is your stuff, the tower is your tower, so anything you find but don't need you can just leave where you found it. Some other folks have complained about no merchants but merchants hanging out in your tricked and trapped tower just didn't make sense to me. I didn't think merchants fit the story. One concession I made was the bag of holding in Chp 2. It kinda defeated the purpose of one of the Chp 2, Chp 3 tie ins but made folks happy. You may recall coming across a bag of 50000 gold that weighted 50 pounds in Chp 2. You may also remember a note stating something like; just because you don't want to bear the burden does not mean that you shouldn't. Well, if a PC got cursed in Chp 2 and took the gold (you don't get cursed for taking the gold) in Chp 3, an NPC will remove the curse for, guess what? 50000 gold. But I figured most folks just reload if they get cursed so dropping in the bag of holding really didn't matter. Sorry for the really long answer to a simple question. Da

Posted by Supernort at 2004-03-2617:21:00    
I've consumed quite a few potions and still no dice. In future versions of the mod I suggest that you make the blind mephit a storkeep, to i.d. items and releive players of heavy equipment that they can't use or do not need.

Posted by Supernort at 2004-03-2610:33:00    
I've used two in a row, and haven't had any luck. I'll try again tonight.

Posted by Da at 2004-03-2603:32:00    
Supernort, Even using lore potions you cannot id the elemental weapons? Da

Posted by Supernort at 2004-03-2514:26:00    
Is there a simple way to identify items in this mod? I haven't found a storekeep yet, and Lore poitions just don't cut it when I am trying to Identify the elemental eapons.

Posted by Supernort at 2004-03-2514:26:00    
Is there a simple way to identify items in this mod? I haven't found a storekeep yet, and Lore poitions just don't cut it when I am trying to Identify the elemental eapons.

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