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NWN MODULES

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Title  Tomb of Horrors (Forgotten Realms)
Author  Ddraigcymraeg
Submitted / Updated  09-28-2002 / 09-28-2002
Category  Temple / Crypt Adventure
Setting  Forgotten Realms
Gameplay Length  2 or more
Number Players  1player 15+, 6 players 10+
Language  English
Tricks & Traps  Heavy
Roleplay  Light
Hack & Slash  Medium
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  20
Max # Players  06
Min # Players  01
Min Character Level  10
Content Rating  Everyone
Description
This Module tries to emulate the play and feel of original PnP version as strongly as I could within my time, my scripting and NWN limitations. I also had to make certain compromises to make the mod enjoyable as a computer game version of D&D ;-) Here it is set in the Forgotten Realms (rather than Greyhawk (sorry)). It contains custom scripts and content which comes in a hak file provided in the module zip file.

Files

NameTypeSizeDownloads
Tomb_of_Horrors_Forgotten_Realms.zipTomb_of_Horrors_Forgotten_Realms.zip
Submitted: 09-28-2002 / Last Updated: 09-29-2002
zip18.2Mb1522
--
SCORE OUT OF 10
9.25
1 votes
View Stats
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Comments (21):

Posted by Steve_Savicki at 2007-04-20 07:49:19    Voted 9.25 on 04/20/07
Forgot:

-.25: Ending abrupt... at least I found no official way to end the module.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Steve_Savicki at 2007-04-20 07:31:47    Voted 9.25 on 04/20/07
-.25: Didn't like the tunnels - I felt like everything should be linked to the tomb itself.

-.25 - Henchmen - Tomi could never disarm the traps. Their power was set too high.

Some fine tuning and this is a great module.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by ArchoniusXXVII at 2004-08-18 20:54:00    
Decent module that kept my 4-man party busy for a couple nights. Only complaint is the lack of journal entries. We rely on the 'instant' ones to remind us what we're doing when we go back to it, since sometimes it's days later.

The map was confusing, but that's not a complaint really.

My only suggestion would be to remake the module without using the hak. You should be able to rebuild with HOTU, replacing certain creatres with the official ones...

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2003-12-13 23:26:00    
Hi,
Not sure which version of this mod you are playing (v1.3 is the latest.). If there isnt a cheat sheet with the mod u downloaded then I suggest u keep searching..the biggest puzzle is how to use the gems ;-)
If u dont have v1.3..then I suggest u get it..this version should be deleted from the vault.

Posted by Otha ( ..xxx.xxx ) at 2003-12-05 12:45:00    
Where are the gems located that get you out of the gate trap? I found the peculiar diamond, and I already had a ruby, amethyst, and emerald on my character when I imported him into the module but the gate doesn't open when I use them. I'm assuming there are peculiar versions of them as well but I'm having trouble finding them. Other than that, I'm really enjoying the module. Thanks...

Posted by Crom ( ..xxx.xxx ) at 2003-09-22 10:51:00    
Help needed
Spoiler:










Not having much luck with the Eye of Nether that I got from Sirine, to find the Inner Sanctum. She says that it is in the Northwest corner, but I have searched and tried to use the Special Ability with the Eye, (not quite sure how to do this one) and no Secret Door. Any suggestions would be appreciated!

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-10-04 06:51:00    
Ok..I've implemented a fix to the secret doors and pittrap
(s). No longer any conversation script, you just click on
the secret doot and you are through. The pittrap I've made
to be a lot easier to get out of: d20() + strmodifer +
dexmodifier > 16.
Secret doors are integral to the mod so I dont want to get
rid of them..just now they are more sensible to use!
These fixes will be on my other 'final' version of the mod
early next week.


Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-10-03 15:33:00    
Hey,
Thanks for the input. Yep the secret doors use a
conversation script to use them and after an encounter you
need to wait a few moments before using them again (AI
makes you 'too excited' to use them.)
I will look into this, either to get rid of the
conversation script or script a fix.
The pittrap, well okay I should maybe lower the difficulty
to get out of it ;-)
I released a final version which has these two elements in
them, and will fix that one.

Posted by Expresso ( ..xxx.xxx ) at 2002-10-03 14:23:00    
I love the tileset! very much like the original pen and
paper romp. Also I love the emote wand and the starting
area. Here was my problem and why me and my friend only
playing about 20 minutes of it:

The secret doors are buggered. You can't seem to enter a
secret door once an encounter has been started on the other
side. Also we fell into a pit and it took like 20 trys to
get out! This could be one of the great, but personally I
would abandon the secret doors all together. I love the
tough traps, and if the secret doors operated more like
real doors once discovered it would be fine. Please don't
think I am trying to dis your effort. I loved the original
tomb of horrors pen and paper module, and relize that it's
a tough mod to recreate for NWN. I think you should give
some thought to those secret doors personally. Anyways I
can't give much more of an opnion that that because like i
said 20 mins is all we could deal with in the current
state. Thanks for listening. :)

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-10-03 13:24:00    
STOP DOWNLOADING THIS VERSION, the other version is the
completed one. Sorry I should of renamed the other one
as 'Final'..will do right now...

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-10-02 14:11:00    
hey..the final version is out now (1.0), so you should be
downloading that one instead, it'll be under 'new'
or 'final modules'.

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-10-01 19:13:00    
Yeah the main encounters were wacko in hardness, apologies
to ppl pulling their hair out. I've tamed down all the main
encounters in the module to a much more
reasonable/realistic level. I cant update this module so I
will release this new version as final with all the changes
I've mentioned in the posts.

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-09-30 20:04:00    
Dude..its fixed..thanks! now they are much deadlier..(when
they see you ;-)

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-09-30 18:49:00    
No prob man,
This is not the final release so Im just glad to have
feedback! Yep the 'through walls' is due to some custom
scripting and will be sorted..sorry.


Posted by Daerek ( ..xxx.xxx ) at 2002-09-30 18:29:00    
Ok, i havent finished playing this mod, and no offense to you but im not going to. It was fine and ok up untill *SPOILER WARING* *SPOILER WARNING*

the death tyrants that shot through walls!!!
Other than that you might want to tone down that balor...i had a level 17 fighter with good equip, and it took like 30 heals before he went down. Also, where can i get the stone of recall you mentioned?

Elswise it was a very well done mod, very detailed.


Posted by Gary Gygax ( ..xxx.xxx ) at 2002-09-30 16:26:00    
Boo! Forgotten Realms! Boo! I would really love to
download this and see it placed in the proper land of
Oerth.

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-09-30 15:38:00    
err..looks like this website will not allow updates until
my module is not classified as 'new' anymore, so version
0.96 is not up yet.

Posted by Bakutotsu ( ..xxx.xxx ) at 2002-09-30 07:22:00    
Saweet! I remember playing this module back in the day and
was wondering if someone would do a remake, even if it was
a NWN redux. I'll be playing it within a week and will do a
follow up reply/rating.

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-09-29 22:36:00    
Okay just updated to 0.96, hopefully this will be on the
site by Monday...Added Chaunter and Mr.X's custom
placeables. The final content to the mod.
The next version will probably be the final release with
minor gameplay fixes made to encounters/traps/treasure and
bugs found by anybody..so any feedback is welcome.
Also if anyone can tell me why it runs on windows but not
the Linux dedicated server I'd appreciate it ;-)


Posted by Anonymous ( ..xxx.xxx ) at 2002-09-29 16:29:00    
yo.yo.yo....what up wit da mod baby!!! where da mod at?

Posted by ddraigcymraeg ( ..xxx.xxx ) at 2002-09-29 11:46:00    
sorry..I mean levels >=15 if by yourself and >=12 if in a
group of 6.

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