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NWN MODULES

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Title  Terror in Ten Towns v1.52 Final
Author  Azurn
Submitted / Updated  02-19-2003 / 08-01-2008
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Faerun, north of The Spine of the World (maps included)
Gameplay Length  4-8
Language  English
Level Range  11-16
Races  Any
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  16
Max # Players  05
Min # Players  01
Min Character Level  11
Content Rating  Teen
Alignments  Mostly geared toward good alignments but some room for evil choices.
Description
This module is a spin-off of the Icewind Dale Trilogy books written by R.A. Salvatore. He's my favorite fantasy author and I figured my first attempt at a NWN mod should pay tribute to him. This mod is intended for single or multiplayer, levels 11-16. If you aren't at least 11, you will be raised to 11 in the game and also given some gold if you don't have much. Resting in game requires a bedroll, some rations, and you have to wait 8 real time mins between rests. There are a few henchmen available and I highly suggest you use one if you attempt to play single player. I have attempted to make this mod as challenging as possible without making it frustrating. I would say it's around 30% story 70% action. You will need to download the hak pack to play. Also, sorry about the size but a lot of custom music, load screens, models, and a winter tileset are included in the hak. Download the readme for more info on the story.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-04-14Lomar7.4Excellent use of sounds. Quality control is outstanding.Some battles too difficult.

Files

NameTypeSizeDownloads
Azurn21readmesite.txtAzurn21readmesite.txt
Submitted: 02-19-2003 / Last Updated: 08-21-2004
txt3.02Kb17732
--
tentownsv152.ziptentownsv152.zip
Submitted: 02-19-2003 / Last Updated: 09-21-2004
zip1.1Mb18842
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Terror in Ten T...HakpackAzurn2003-03-07--This is the hak pack required to play Terror in Ten Towns. It will work with any version of the gam
SCORE OUT OF 10
8.8
105 votes
View Stats
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Comments (28):

1 2 3

Posted by Tri at 2005-03-0612:49:00    
Is it possible to force a henchman to use a ranged attack? The sorcererss always uses her dagger and naturally gets slain in spite of being equipped with a crossbow.

Posted by Renarion at on02/16/05
An entertaining module.

Posted by Renarion at on02/16/05
No offence thesilversamurai, but have you posted under the right module? I've played this online with a group of friends and your issues of slowly decomposing corpses, infinite encounters and huge drops sound nothing like the game we played. Where you running the game locally, as a single player module? Also, did you mainly play in one particular area? ________ Renarion "If only 'twere possible to change the past, 'twould have been done long ago." --Ashe Grey

Posted by thesilversamurai at on02/09/05
This was a terrible mod. I don't ordinarily vote negatively, but I give this a one. Plagued by bad design decisions, you're forced to wait -minutes- for dead to decompose into corpses which then take another decade to decompose into remains, unless the author forgot to set it up 'correctly' in that particular case, in which case you stand around waiting for the corpse to decompose and it never happens. Which leads to the sight of a paladin chopping up corpses to get to the remains. Everything respawns, which makes it impossible to leave your henchman anywhere, none of the henchmen have an AC better than 24 or so, making them utterly incapable of keeping up with anything in combat. Worse, Bandits are apparently faction allied with spiders, trolls and giants, though there's no mention in the "story" of any of those elements. Mages use bigby's interposing hand, and of course they're always accompanied by warriors with great axes to chop you apart when it succeeds. I'm not sure the author of this has ever played a tabletop campaign, ever been a DM or ever designed a mod before. This 'campaign' is the poster child for Monty Haul, with magic weapons, armor, bracers, gloves and other gear dumped on the player with astounding frequency. (12 +1 rings of protection in an hour?). Finally, the XP is set far too low, though unless the issue of constant respawning is fixed, I'm not sure it'd help to raise it. This is the first mod I've ever just quit half way through in disgust. Don't waste your time, unless you have played everything else and are fond of repetition, monotony and endless amounts of loot.

Posted by thesilversamurai at on02/09/05
This was a terrible mod. I don't ordinarily vote negatively, but I give this a one. Plagued by bad design decisions, you're forced to wait -minutes- for dead to decompose into corpses which then take another decade to decompose into remains, unless the author forgot to set it up 'correctly' in that particular case, in which case you stand around waiting for the corpse to decompose and it never happens. Which leads to the sight of a paladin chopping up corpses to get to the remains. Everything respawns, which makes it impossible to leave your henchman anywhere, none of the henchmen have an AC better than 24 or so, making them utterly incapable of keeping up with anything in combat. Worse, Bandits are apparently faction allied with spiders, trolls and giants, though there's no mention in the "story" of any of those elements. Mages use bigby's interposing hand, and of course they're always accompanied by warriors with great axes to chop you apart when it succeeds. I'm not sure the author of this has ever played a tabletop campaign, ever been a DM or ever designed a mod before. This 'campaign' is the poster child for Monty Haul, with magic weapons, armor, bracers, gloves and other gear dumped on the player with astounding frequency. (12 +1 rings of protection in an hour?). Finally, the XP is set far too low, though unless the issue of constant respawning is fixed, I'm not sure it'd help to raise it. This is the first mod I've ever just quit half way through in disgust. Don't waste your time, unless you have played everything else and are fond of repetition, monotony and endless amounts of loot.

Posted by alastairg at on12/17/04
played this a while ago pre HOTU great

Posted by vanyamia at on12/13/04
Enjoyed the module a great deal, our party really needed the services of it's cleric and rogue. My only comment would be that completing the first stage of the quest seemed to require a lot more time and effort than the finale.

Posted by RobertD at 2004-11-0615:21:00    
Great module. Actually I don't remember anything better , except for original campaigns of course. Very cool idea is new music set, which adds a special "mood". Not too much hack and slash, on the other hand not too much puzzles, and no stupid quests like 'find me a spring i'll give you a key'. One thing is wrong: I thought it was meant to be 'forgoten realms and north of faerun' story. But in fact there is no drizzt, no icewind dale and only last moments of the game reminds you that you are in far, icy north of faerun. This is the same thing I feel about original campaigns - I want to feel I'm in Faerun, and somehow I don't realize it. If you know what I mean.

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