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NWN MODULES

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Title  Weapons of Zhentil Keep (1.02)
Author  LatH123
Submitted / Updated  01-14-2004 / 07-31-2010
Category  Dungeon Adventure
Expansions  HOTU-1.64
Setting  Forgotten Realms, Moonsea area and specifically Zhentil Keep.
Gameplay Length  3-6
Number Players  If you want to try it multiplay, feel free. But I won't fix any multiplayer bugs as I can't play test in multiplay.
Language  English
Level Range  You character will be set to level 9 when the mod begins.
Races  Any - although humans will have a slight advantage in the beginning of the module as they are not kill-on-sight against the Red Plumes.
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Any. Some classes will find it easier than others.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  11
Max # Players  01
Min # Players  01
Min Character Level  09
Content Rating  Teen
Movie Link  It is in the same rar file as the hak pack.
Alignments  Good is recommended.
Description
It is the year 1369DR. Not too long ago most of the evil city of Zhentil Keep has been destroyed by the evil god Cyric. Weakened by these events the Zhents are desperately seeking for a weapon against their mortal enemy: Hillsfar. You are asked by a local temple of Lathander to seek out clues on a monster terrorizing the area. In your search, you meet a young girl. Both the Red Plumes from Hillsfar and the Zhentarim seem very interested in her. In your attempt to uncover the mysterious past of the child, you will travel to the city of Zhentil Keep, its ruins and its underground dungeons. Your character will be set at appropriate level at the beginning of the module and will be given equipment. There are a few sub quests for those who explore. There are three henchmen, and you can have two of them with you at any time. You can resurrect them if they die although there is no respawning for player characters.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-02-09Archaic7.11Great action sequences, new hak content, interesting backstoryPoor NPC interaction, little role-playing, a few bugs

Files

NameTypeSizeDownloads
wozk102.zipwozk102.zip
Submitted: 01-14-2004 / Last Updated: 10-15-2004
zip1.8Mb4457
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Weapons of Zhentil KeepLatH1232004-01-11--The hak pack and intro movie for my module Weapons of Zhentil Keep, which will be released later in
SCORE OUT OF 10
8.4
29 votes
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Comments (30):

1 2 3

Posted by Spike_Spegeil at on10/28/04
Outdated rating system used to calculate this vote. _________________________ Old School

Posted by Cosmo at on10/24/04
Fun: 8.5 Layout / Design: 8 Dialogue 8.5 Originality / Creativity 8 Quality Control 8

Posted by fiacha at on10/20/04
I had a great time with this mod. I was not playing a "tank" and nonetheless I thought it was well-balanced and beautifully designed. I'm not sure why I didn't give it a ten other than that a ten would have to really blow my socks off... but this just about did. Thanks! I have no idea why others were having a lot of trouble with it; I thought it was awesome.

Posted by Larathiel at on09/16/04
If You thought I was being impolite then I really don't know what to tell You. As for posting a lot of , when I encounter an apparent error in a module [that shows promise] I spend a ton of time testing the problem every which way to make certain that it isn't just me. (Since I generally merge the CEP into anything I play.) Why? Because I don't want to be like some people I've seen who post at NWVault wanting action without 1)- fully explaining the problem 2)- making certain the problem isn't of their own creation. Furthermore, since I've become weary of all the little kiddies who like to accuse others of being liars for no good reason, I post screenshots now as proof to stop that problem before it has a chance to start. Good job fixing the module by the way. It was enjoyable once I could finally get past the first 15 minutes.

Posted by LatH123 at 2004-10-1503:54:00    
I dont really support my modules any more. It appeared that all wizards were given epic spell feats. In patch 1.62. I changed that now. It's fixed. Next time when you find a bug please report it politely instead of posting all the +blocked+ you posted.

Posted by Larathiel at on09/16/04
BE WARNED: I think this module may be a prank. It *says* 9th to 11th level, but upon concluding the 1st quest, You get slaughtered by a quartet of munchkin wizards casting Epic Mage Armor, Epic Warding, Dragon Knight, Mummy Dust and Greater Ruin. I've uploaded screenshots, links are in my comments in the module summary itself.

Posted by Larathiel at on09/16/04
Ok, I've played some difficult modules in my day. Ones where in the first area I get killed by muchkinized enemies, others where the author obviously understated the level of characters it was intended for. However, I think this is the first time I've played a module that started off normally (and quite good) and then took a dive off the deep end into bizarro world. *** SPOILERS AHEAD *** The module summary states single player for a character of between 9th to 11th level with a medium amount of hack & slash. Why then, shortly after visiting the farm, and talking to the girl (Wendy?) back in the temple do I have evil mages casting Epic Spells like they are cantrips? In the first round of battle, some rather normal cloud-kill and lightning bolt spells go off. So far no problem. Then I notice that people are casting Epic Warding! Next round, the temple is filled with Red Dragons (guess the four wizards all cast Dragon Knight) then finally, the lead wizard casts *Greater Ruin* and I get blown to kingdom come in one shot! That's a battle that would be tough for even the character I finished Hordes to deal with. At first I thought maybe this was a plot point and I'm supposed to get resurrected by Lathander or something, but the only options on the death screen are to re-load and quit. Is this some kind of sick joke?

Posted by todde at on07/24/04
NIce mod. Looks fantastic and has a really engaging storyline. The NPC's act a little odd, but that is minor.

Posted by colin at 2004-05-0919:01:00    
Cheers for the mod: really enjoyed it. I've always wanted an adventure set in Zhentil Keep. I liked the ice realm hidden in the basement. Any plans for a sequel? I agree with the problems with lebowski concerning NPC's though (I downloaded this version on 1st April). (SPOILERS) I had real trouble with the elven ranger you meet in the jail: I had to dismiss him eventually as he didn't nothing participate in combat and used Linda and Amelia instead. This was a shame as my PC was a wizard. I also had the same problem with Linda's licence in the Mage Guild (it didn't work and I got attacked). Also when I got captured and sent to jail I had a summoned animal with me - it stayed with me but I couldn't unsummon it when I got to the jail, and it just hung around and blocked passageways while I was trying to fight the guards (it was very annoying - as it was a bear you see). Still these didn't detract from what I thought was a very well thought out atmospheric mod. I'll try Fairytale as soon as I can. Many thanks!

Posted by DarkRanger at on05/04/04
Great Forgotten Realms flavor!

1 2 3

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