It will hopefully play correctly with more than 1 player.
Language
English
Level Range
Certain classes (e.g. monk, druid) will find it harder than others.
Races
Any
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Any
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
20
Max # Players
01
Min # Players
01
Min Character Level
18
Content Rating
Teen
Alignments
Any
Description
The Citadel v1.4 For the last four hours you have trudged along an increasingly muddy road. The rain is unremitting and night has fallen. To your delight, the flicker of light, from what appears to be a building, can be seen through the towering trees. You hope that a respite from this awful weather can be found within. A challenging adventure intended for high-level characters (18-20) - it should hopefully work with a party of characters. Strategy and tactics will be required - simply running headfirst into encounters is likely to only result in death (certain classes, e.g. monk, druid, will find the going more troublesome than others, but still doable). Lots of new monsters, including some rather non-standard henchmen await your arrival. Version 1.4 - the PCs will be given a special staff to help with the final battle (esp for multi-player).
Semi-spoilers..... Damn, hardest I would say. I'm a level 23 sorc / 6 Ranger and getting mu a$$ kicked around every corner. I hate Drow... Holy +blocked+! Not just one high level drow (mage, cleric, etc), two or three!!!? I will need a 2 million gun salute for how many times I am going to die.... Or maybe I should play Monty Python and "run away, run away!!". And they respawn too.... start play taps boys and girls... Maybe this will help me develop some new strategies.
Posted by Zandor at 2004-12-1109:33:00
Ok, having written the previous post, I take that back. Finished now, Kandgaxx dead once I pulled in the superb Arch Lich. Loved the ending, ripe for a sequel I'd say ;-) Probably hardest mod I've played and well worth the time. Excellent.
Posted by Anonymous at 2004-12-0716:15:00
Well, wtg. I'm as far as Kandgaxx with my 20 Fighter, strength optimised, with an attack rating of 35+ and wearing the Citadel armour with the True Seeing bonus. For this one he's using the Hammer of Thunderbolts (+5 enchant - i'll repeat, +5 enchant - 75% daze and 1d6 electric dmg) I can hardly hit him. When I do, it's a scratch. My henchmen (Lich, Citadel Defenders etc etc) all depart for the heavens very quickly. So it's just me wailing away swiping at thin air, whilst constantly attempting to move away from the perpetual swords thrusting up towards my nethers - until eventually I'm flattened every time by his 260+ dmg negative energy spell. Oh, he's at barely injured, if I'm lucky. Dunno what mod the rest of you who've written as if it's merely mildly challenging have been playing, but it's clearly not this one. Ridiculous.
Posted by Darter02 at on12/06/04
Holy smokes? if you want to have epic battles against impossible odds in a solo game then this is IT! I tired this with a Ranger/Fighter/ Rough (7/7/7) who had ample magic items to help him through. Basically I found myself having to sneak invisibly through a few area as they were just too crazy (the first BIG brew-ha-ha for instance, damn, that was nutz) It?s a potion gulping experience with lots of hack-n-slash but not much more than that.
Posted by Anonymous at 2004-10-0817:55:00
SPOILERS! Malacath, not that you're checking posts for responses anymore, but yes, you broke the plot. The teleportation stone is coded to only teleport you out of the summoning chamber if Malfarius is there. The response of not being activated yet is misleading. The intent was that you would observe the summoning and then desperately flee on M's arrival. Apparently the author never intended you to fight M at that point, at least not enough to defeat him. If you have a saved game to back up to, load it and use the teleportation stone as soon as Malfarius appears, and everything should be OK from there.
Posted by Anonymous at 2004-10-0817:54:00
SPOILERS! Malacath, not that you're checking posts for responses anymore, but yes, you broke the plot. The teleportation stone is coded to only teleport you out of the summoning chamber if Malfarius is there. The response of not being activated yet is misleading. The intent was that you would observe the summoning and then desperately flee on M's arrival. Apparently the author never intended you to fight M at that point, at least not enough to defeat him. If you have a saved game to back up to, load it and use the teleportation stone as soon as Malfarius appears, and everything should be OK from there.
Posted by DaZZle at on08/26/04
VERY HARD module. I played it with a shadow dancer / asassin. Some fights are simply impossible. Most creatures have 20+ damage resistance which makes it impossible to hit them if you can't give 20+ dmg on a hit, or have high lvl magic. The module is promissing and I rather enjoyed until I quit (after getting killed 10 time by the same monsters), but I can't give a good mark for a module a quit halfway...
Posted by Malacath at 2004-08-0902:37:00
Great module, although I seem to be stuck. SPOILER ahead: After the sequence in the grand summoning chamber, I managed to kill Malfarius with your average hit-and-run tactic. And now I can't use the teleportation stone, "it's not activated yet". Did I break the plot somehow with killing Malfarius at the first meeting? Needless to say that he killed every single NPC, am I stuck because the guy who gave the stone to me died?
Posted by mean_liar at on08/01/04
A fine mod. I certainly didn't appreciate the ending, if only because there is no sequel.