You will have more fun as a group if you are all low level (1-3).
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Classes
All classes should be challenged; spellcasters may want to be levels 3 or 4.
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
03
Max # Players
04
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Description
A local merchant of Threshold has recently purchased a castle overrun with monsters. He would like the PCs to make sure it is safe to enter. This is a conversion of the PnP module B9 Castle Caldwell and Beyond by Harry Nuckols.
Posted by Luspr at 2010-12-15 13:52:35 Voted 7.50 on 12/15/10
Damn it, comments referred to the updates version
Posted by Luspr at 2010-12-15 13:49:12 Voted 7.50 on 12/15/10
4 levels or so worth of fun for a new PC. It's not perfect in terms of spelling (although there are few mistakes, none of them too bad), and the quest set up is a little dated, but the main part of the adventure offers good entertainment and nice atmosphere.
Treasure and encounters are well balanced IMO. There are some tactical elements to a few fights nicely varied enemies.
The script correction in the notes below is useful, but only effects the Mayor's final dialogue - you can happily complete this mod minus a couple of potions without it.
Enjoyed it :)
Posted by MasterDecoy at 2006-06-20 20:58:03 Voted 9.75 on 06/20/06
I loved the entire thing. The town was great, but there were just a few misspelled words or incorrect word choices (i.e., using "peek" instead of "pique" in a conversation with the crying dwarf).
Very fun, took my fighter from 3-5, challenging, but not too difficult or frustrating.
Posted by darth_borehd at 2004-11-27 16:19:44 Voted 8.25 on 11/27/04
A good conversion of the PnP module.
Posted by nwwookie at 2004-02-28 20:42:19 Voted 10.00 on 02/28/04
Posted by Kurzad ( ..xxx.xxx ) at 2003-09-17 23:41:00
Hello Everyone!
Please let me know what you thought of this module conversion - cast your vote.
Thank you.
Posted by Kurzad ( ..xxx.xxx ) at 2003-07-07 14:51:00
Tyro:
* I have installed Shadows of Undrentide. I've updated the mod specs to reflect this. My version is SOU 1.30.7041 English. I (hopefully) "fixed" the module using the new expansion, but did not put any new material in; I only changed some scripting as noted.
Thank you for all your input - you've helped make it a Final Version mod. :)
Posted by Tyro ( ..xxx.xxx ) at 2003-07-05 12:26:00
Aww poop. :(
I just downlowded and extracted your modified module file and placed it in the modules folder. Now when I go to use it gives me an error message.
[quote]
Could not open file because it was created using a newer version of toolset and / or game resources.
[unquote]
I cannot speak for the Toolset or other game resources, but my game version is 1.30.7041 (the very latest, I believe) and I've used my NWUpdate (version 1.18) both before and after I loaded the game just to make sure I had everything bioware thinks I require.
Have you added any expansion paks since your last major "bug hunt?" I cannot image what extras you might have added that would make you module suddenly uncompatable with such a recent version. All of my other modules files still seem to work just fine, btw.
What a Shame, too. I was really hoping to play this one through this time. :(
Posted by Kurzad ( ..xxx.xxx ) at 2003-06-29 00:20:00
O.K.! I checked out every possible trouble area in the lower "areas" of the castle:
* I did find a few scripting issues changing the reputation of the PC instead of simply making the NPC hostile.
* I also found a few placeable items that were of the Commoner faction instead of Hostile.
After making the necessary changes and playing through the module I returned to town and everyone was "kind as can be." Thanks again one and all for your feedback.
Posted by Fergus of Torm ( ..xxx.xxx ) at 2003-06-25 11:56:00
Fun module, Kurzad! BTW, those wights WERE a great way to level up! :) (But now i need a restoration potion, but we'll get that somewhere along the line) ...
Posted by Kurzad ( ..xxx.xxx ) at 2003-06-25 03:09:00
Thanks for your input AND positive feedback Tyro:
* I'll have to do some research to figure out why the town is still hostile towards the PCs after finishing the lower levels. I'd thought I had fixed this problem already - sorry all!
* The poison arrows were not intentional as far as sale price goes; just a lucky break for the PC I suppose. It could either be left as a bonus for the towns economy (and the ideal of other adventurers coming to the area for story purposes), or I can make them NOT dropable.
* I'll check out the potions in the shop - that is a strange bug!?! Thanks for the note.
Again - thanks for the positive feedback on the continuity to the original module. It was one of my favorites!!!
Posted by Tyro ( ..xxx.xxx ) at 2003-06-21 21:25:00
Kurzad,
You asked about bugs, right?
Yes the town was in "attack mode" when my PC returned after exiting from the lower dungeon of CC. I hadn't quite killed all the dungeon's monsters, but I really needed to ditched some of the weighier treasures. I was wondering if this had something to do with it. I saved and tried several times to see if it had something to do with this, but the ogre was just too tough and I needed some way to toughen up.
btw - In the magic shop there are several potions that if clicked on cause the game to freeze and close. These seem to be dups or pairs of the same types.
Oh, one other thing. Why are the mildly poisoned arrows so valuable when sold in town? Was this you intention? I didn't mind the montary boast, but it just seemed outragous for a non-magical item. After selling just three sets of these I could have bought and sold every item in the shops. :/
It's a real shame about the "attack mode" glitch . I was really enjoying this one. :) It seems very true to the original module and not bad for an old fashioned Hack 'n Slasher. :)
I'll check back when/if you get this bug fixed.
Later. :)
Posted by Kurzad ( ..xxx.xxx ) at 2003-06-01 12:24:00
Thanks for you comments Kent:
1) I downloaded my mod. just to make sure the new post (May 19 2003) was correct. Everything worked as intended in said room. One of the sarcophagi provides the means to escaping the room. If you've opened all of them, check around the room again for a green shaft of light.
2) The new update fixed the multiple-spawning wight in sarcophagi #5. The updated version (May 19 2003) only spawned once on my computer - hopefully that is the case "across the board." It may just be that you have the earlier version.
Posted by Kent ( ..xxx.xxx ) at 2003-05-31 17:02:00
***Spoilers***
1)Hey, I'm stuck with the sarcophagi...I opened all of them and I now can't get out of the room. Am I missing something?
2) Sarcophagus #5 keeps spawning wights every time you open it. You can open it multiple times, and it will keep spawning wights. Would make an easy way to level up...
Posted by Kurzad ( ..xxx.xxx ) at 2003-05-19 23:34:00
Okay, I've made a number of revisions and fixes:
* The town should not be hostile now towards the PCs when they return from the final mission. Please post a message if this is not the case.
* All items that can be highlighted can also be opened - no more wondering!
* Some grammar and spelling corrections have been made.
* The ogre is not nearly as tough.
* A number of other (minor) adjustments have also been made.
Thanks again for your input Ignatz and Spinor.
Thanks to Fergus and Bruce for your play-testing critiques.
Posted by bruce ( ..xxx.xxx ) at 2003-04-17 00:47:00
Great module. Excellent balance of story and fighting. Great conversion of the d&d module. You've made me want to try the other d&d converted modules on this site. Kurzad, I hope you attempt to convert other modules for this game. Great attention to detail.
Posted by Kurzad ( ..xxx.xxx ) at 2003-04-14 11:45:00
Thanks for your input Spinor:
* The journal update is placed in completed missions and accounts for the PC having gone and spoken to Osris. I made a minor adjustment to it in the module - ignore the last sentence.
* Agreeably, the ogre is tough, perhaps to tough initially. To save time though I'll leave him as is for now and update the mod. (if and when) other more serious problems arrise. Such as the module beginning in the wrong area. lol!
Thanks again.
Posted by Kurzad ( ..xxx.xxx ) at 2003-04-14 11:03:00
Thanks for your feedback:
Yes - the starting point is supposed to be in town. I've submitted the update. Missed placing it back in town while doing some last minute play-testing. Sorry 'bout that.
Ignatz - I did fix the sarcophogus Factions too. Thanks.
Posted by Spinor ( ..xxx.xxx ) at 2003-04-14 09:35:00
A few comments, though I've only tackled the exterior so far --
* Like Ignatz, I started out in the castle... I assume the starting point should be in town?
* When I offed the witch and reported back to the guard, my journal updated twice -- once for reporting to the guard, and once for reporting to Osris (which I hadn't done yet).
* The ogre patroling the grounds is... nasty. It gets even worse when he drinks the barkskin and strength potions. I wouldn't give a group of four level two characters very good odds (I'd expect them all to die, unless they abused NWNs wretched pathfinding, stood on high ground above him, and rained arrows down). Four level three characters might get a good fight out of it.
Otherwise it looks good so far.
Posted by Ignatz ( ..xxx.xxx ) at 2003-04-13 16:06:00
Ok, I finished the mod, and I think it was really fun and well put together. I had a strange thing happen though that made me open the toolset and have a look. After I cleaned out the dungeon and went back to town, all of the townsfolk were hostile. Turns out that the ornate stone sarcophagi are all in the "commoner" faction. So when I bashed one of them, it made the townsfolk hostile to me. Is this module supposed to do that or is it a bug?
Posted by Ignatz ( ..xxx.xxx ) at 2003-04-13 08:40:00
I am currently playing the module, and am in the dungeon area. So far so good. I'm enjoying the mod. However, I noticed that the mod. started inside the castle. When I cleared out the upper level of the castle and returned to town, Caldwell asked me if I wanted to clean out his castle. Should the mod. start in or near town as opposed to inside the castle?
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