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NWN MODULES

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Title  The Mummy
Author  thegeorge
Submitted / Updated  03-26-2003 / 07-17-2008
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  an ancient egyptian tomb
Gameplay Length  90 minutes
Number Players  levels 6 to 9 for a party
Language  English
Level Range  for solo
Races  any
Tricks & Traps  Medium
Roleplay  Dependant on Module
Hack & Slash  Heavy
Classes  any
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  12
Max # Players  05
Min # Players  01
Min Character Level  08
Content Rating  Everyone
Alignments  any
Hakpak  (the mummy_s hak is included with the module)
Gameplay Hours  <1
Description
(HotU+SoU+NWN1.69 - original NWN1.32 version included in zip)

'A mysterious tomb...an ancient curse...' [v2.0] An Egyptian-themed dungeon crawl. Best played single-player in the 8 to 12 level range. (The readme includes a walkthru.)

Files

NameTypeSizeDownloads
The_Mummy_readme.txtThe_Mummy_readme.txt
Submitted: 03-26-2003 / Last Updated: 07-17-2008
txt2.28Kb1832
--
The_Mummyv2.zipThe_Mummyv2.zip
Submitted: 03-26-2003 / Last Updated: 07-17-2008
zip14.5Mb2024
7/17/2008
SCORE OUT OF 10
8.17
8 votes
View Stats
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Comments (31):

  1  2 Next>

Posted by Mirgalen at 2012-06-22 20:45:58    Voted 5.00 on 06/22/12
I would rate it higher but I have a problem with this type of module: It is not a (DnD) module per say.

If somebody is taking an adventure game, a movie (in this case) or something else and use the nwn engine to recreate such game (e.g. nw pac-man) I have no problem with that providing the description is clear. I will take the game for what it is or ignore it.

In this case I was expecting a module, perhaps based on a movie but still written with the DnD spirit. I would rather convert a masterpiece like Dark Crystal but this is another story.

This thing does not really work for the following reasons:
- game balance (way too easy to get killed as soon as you start as mentioned by other players) there is worse though, some insects may kill you in an instant, a dagger can kill you too (or any standard human lvl 0 or 1) but a dagger is not going to kill a lvl 10 with a single hit. IMHO these insects should not fight any better than 1-2 HD rats or bats. The first char I played with was an AA so the fireball arrows did the trick with most encounters. I tried the module again with two other chars as I wanted to see what the mirrors were for (answer: you can ignore them and still complete the mod). My mage got killed by a death ray and my melee char could never survive a fight with the insects.

Other than that the mod was fair. It looked nice and the voice effects enhanced the atmosphere. Yet, there was no puzzle for say. One only had to kill or bash pretty much everything to advance the plot. The end was abrupt and your char is not exported at the end.

Posted by werelynx2 at 2011-12-28 11:21:25    Voted 8.00 on 12/28/11
Played with 12th level cleric(from thegeorge's lords of darkness).
Scarabs killed me once, I had to make traps or buff my way:p.
Issues:
- too many similiar undead encounters in the desert, which by the way for its purpose was too big
- one quest entry(trapped) was wrong, when it showed up I couldn't use the door
- merchant had no items I would be interested in
_________________________
Thanks Rolo:)

Posted by felicitynight at 2009-04-06 12:23:31    
The encounter setup is better suited for multiplayer. Special attacks are frequent. Drains STR, will save cone attack, death gaze cone attack are presence throughout the module. Class choice is very limited for solo play as you will need some form of immunity buffs. Rogue is definitely out of question, even fighter or paladin will have a rough time.

Posted by Steve_Savicki at 2008-08-02 20:00:03    Voted 8.50 on 08/02/08
This short little mod reminded me of the old Apple }{ text adventures!
Complaints were I wish Imotep was the last encounter, and not a trapped door. Meaning, he should've placed the Mummy by the exit.

Ending of course was just abrupt.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by heresiologist at 2006-02-04 18:10:05    Voted 8.00 on 02/04/06
I liked this little mod. Nice to see the Ancient Egyptian setting put to use.

I used an 8th level character and the reloads were rather copious and I was often frustrated by the beetles and some of the respawning encounters. I also would have liked to have seen an explanatory dialog for the first mirror I moved (because it was rather alarming and confusing at first).

Nevertheless, an enjoyable little crypt foray.

Posted by ShrikeKnight at 2005-09-10 14:50:55    Voted 7.50 on 09/10/05
Excellent short module. Still holds up well for its age. Those scarab beetles were annoying but hey they're supposed to be.
_________________________
Where the Spirit of the Lord is, there is Liberty.

Posted by HomerSapiens at 2005-02-25 01:39:25    Voted 9.00 on 02/25/05

Posted by Dwayne at 2004-11-09 14:02:00    Voted 9.00 on 02/28/04
Played it again as part of my effort to play all your modules. Still a good module.

Posted by thegeorge ( 69.92.xxx.xxx ) at 2004-10-10 10:06:00    
Since it has been a year since I've posted here, this module should be considered "abandoned". I created it for myself for educational purposes (hakpacks). It will continue to be available for download here, for those that either want to learn from it or those that want a quick Egyptian-themed dungeon crawl.

Posted by Dougolator2 ( 24.83.xxx.xxx ) at 2004-09-13 21:11:00    
I redownloaded the file again. Seems my previous version was corrupt. Seems to work ok.

Posted by Dougolator2 ( 24.83.xxx.xxx ) at 2004-09-13 16:20:00    
Does this work with NWN Ver 1.62?
I can't load the module since it says that the hak file is missing. I did place the hak file into the correct folder.

Posted by gm_man at 2004-02-28 20:39:15    Voted 8.00 on 02/28/04
Fun: 9 &nbsp;&nbsp;Layout / Design: 8 &nbsp;&nbsp;Dialogue 9 &nbsp;&nbsp;Originality / Creativity 9 &nbsp;&nbsp;Quality Control 7 &nbsp;&nbsp;

Posted by Dwayne at 2004-02-28 20:35:50    Voted 9.00 on 02/28/04
Fun: 9 &nbsp;&nbsp;Layout / Design: 10 &nbsp;&nbsp;Dialogue 7 &nbsp;&nbsp;Originality / Creativity 9 &nbsp;&nbsp;Quality Control 8 &nbsp;&nbsp;

Posted by thegeorge ( ..xxx.xxx ) at 2003-10-10 00:12:00    
Since comments on this page are quite rare, I'm going to visit it less often - probably monthly. If you find a bug or you need to contact me, please email me. Enjoy.
- George

Posted by thegeorge ( ..xxx.xxx ) at 2003-07-10 13:26:00    
Wow, a new comment! Thank you Ckret, I thought people had become bored with this one. This module has a number of small related puzzles, such as the two doors you mentioned.
*SPOILERS*
The bridge door will only open after you read something you will find in the room to the left. By "the room to the left" I assume you mean the door by the flesh-eating scarabs? (The door near the shaft of light won't open until you pull the lever in the Treasure Chamber.) The scarab door won't become 'breakable' until you open Imhotep's sarcophagus (destroy the statue to uncover).

Posted by Ckret ( ..xxx.xxx ) at 2003-07-10 05:55:00    
I have two problems ... I can't open the room to the left, and can't lower the second gate of the bridge in the treasure room. The rest seems to work fine.

Posted by thegeorge ( ..xxx.xxx ) at 2003-04-29 15:50:00    
I'm glad you're enjoying it even if you are stuck.

** Spoiler **
There is a secret trapdoor by the northeast corner of that empty room. Hopefully you will be able to find it.

Posted by Dungeon Raider ( ..xxx.xxx ) at 2003-04-29 14:25:00    
Maybe I'm stupid but I've freed Imhotep and can not figure out how to kill him/where to go now... there is still a sealed door and I thought the solution might involve the mirrors but can't get them to do anything.

Also the empt room near Imhotep's chamber.. is something missing there or is it actually an empty room.

Thanks.

I should mention I think this mod is just great... love the whole egyptian theme and the work that's gone into it.

Posted by thegeorge ( ..xxx.xxx ) at 2003-04-19 23:09:00    
Cool. I fixed that xp problem (next update). I originally made this for myself but I figured others would enjoy it. All I can hope for in return is for people to vote on it and give whatever feedback they wish.

Posted by Dwayne ( ..xxx.xxx ) at 2003-04-19 22:33:00    
I just finished playing the updated version. I liked the new beetles. I thought you did a great job making the module look like an Egyptian tomb. It was very refreshing to see something besides the standard tilesets. The module is short but that is good in that it can be played in one playing session. A good module except for that xp problem near the exit. You get 1,000 xp every time you move into or out of the exit room after the mirrors are set. Otherwise no problems. Thanks for a good module.

Posted by thegeorge ( ..xxx.xxx ) at 2003-04-19 21:36:00    
I'm glad that you're enjoying it. Now I know where to look for that xp error as well, so thank you for that.

Posted by Dwayne ( ..xxx.xxx ) at 2003-04-19 21:22:00    
I was wrong about the rest giving xp. I found out it was the area by the exit giving the 1000 xp. I just tried to rest at that moment. It seems every time you go through the area that leads to the room with the exit you are given 1000 xp. Thanks for the hint on how to use the books. I think the module is good so far. it has a great look to it.

Posted by thegeorge ( ..xxx.xxx ) at 2003-04-19 19:58:00    
I don't know about that rest thing, doesn't happen to me, I'll double check anyway. To use an item on another item that you are carrying you need to drop the item you wish to use it on first. There are a few small puzzles that involve
that piece of metal, including that book.


Posted by Dwayne ( ..xxx.xxx ) at 2003-04-19 17:28:00    
I can find no use for either the book or the piece of metal. Something doesn't seem right. I also tried to rest even though it is a no rest area and I was given 1000 xp. The mirrors were nice.

Posted by thegeorge ( ..xxx.xxx ) at 2003-03-27 16:48:00    
As far as I can tell the file LisasSarcoph.hak somehow got renamed to sarcophlisas.hak. Try renaming the LisasSarcoph.hak to sarcophlisas.hak or just get my next module update (should be tonight I hope).

Thank you for your patience.

Posted by thegeorge ( ..xxx.xxx ) at 2003-03-27 16:36:00    
Thank you, will fix asap.

Posted by nihil ( ..xxx.xxx ) at 2003-03-27 16:31:00    
Hi,

I've got the same problem as Hoss. When I try to open the module in the toolset I get the message that sarcophlisas.hak is missing.

Posted by Hoss ( ..xxx.xxx ) at 2003-03-27 16:20:00    
The following are what is in my Hak Dir: egyptian.hak, LisasMirrors.hak, LisasSarcoph.hak, LisasCanopics.hak, mummy_s.hak.

Posted by thegeorge ( ..xxx.xxx ) at 2003-03-27 15:46:00    
Make sure that you put the hakpak that is zipped with the module in your hak directory as well.

Posted by Hoss ( ..xxx.xxx ) at 2003-03-27 15:09:00    
I down loaded all hak packs and the modual and the game still tells me that there is a Hak pack missing and to check the log.

  1  2 Next>

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