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NWN MODULES

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Title  Ascension Hall
Author  Flaevius
Submitted / Updated  05-15-2003 / 10-28-2004
Category  Classic PnP Conversion
Expansions  Requires Both Expansions (SoU & HotU)
Setting  A conversion of my PnP world.
Gameplay Length  4 to 6
Language  English
Level Range  7 to 10
Races  Any
Tricks & Traps  Heavy
Roleplay  Light
Hack & Slash  Heavy
Classes  Any
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  10
Max # Players  04
Min # Players  01
Min Character Level  07
Content Rating  Teen
Alignments  Any
Description
When you were a child your parents threatened to throw you into Ascension Hall when you misbehaved. The evil creatures inside terrified you. But now that you have learned to handle yourself against the beasts that attacked Beograd, the fear is turning to curiosity. What lurks in the ancient temple and halls beneath? You can recall a handful of brave souls that entered the temple, but you have only heard rumors that some emerged and traveled on to glory. Perhaps it is your time to test your meddle. This is a continuation of the module Beograd. (You do not have to play Beograd to play this module) If you bring in a character lower than 7th level, it will level you up to 7th as soon as you enter. NOTE: This module is VERY puzzle oriented. You will have to complete MOST, but not all puzzles to finish the mod.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-12-10Stravinsky6.67Interesting puzzles, decent combatSome bugs and writing issues

Files

NameTypeSizeDownloads
Ascension_Hall_v102.zipAscension_Hall_v102.zip
Submitted: 05-15-2003 / Last Updated: 10-25-2004
zip1.8Mb1159
--
Flaevius25AscensionHall.htmFlaevius25AscensionHall.htm
Submitted: 05-15-2003 / Last Updated: 10-25-2004
htm23.55Kb1146
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Ascension HallFlaevius2003-04-15--This is a combination of Eldonorian's Dungeon/Crypt and Ruined Castle Haks. This is required to pla
SCORE OUT OF 10
9.19
6 votes
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Comments (18):

Posted by werelynx2 at 2011-01-11 07:16:41    Voted 6.50 on 01/11/11
Improvement over Beograd for sure.

Bad thing I have noticed:
- assumes you play multi - loot is shared every time you pick sth. Even when I'm alone.
- first few areas are badly designed(too much space with nothing filling it)
- in mines barbarians cast rage and.. disappear
- while playing single - 10lvl is minimum
- some riddles are idiotic: buy spear and shield from local store then go deep beneath the earth and place it as sacrifice(shouldn't author place the spear within the tomb). The same goes with buying belladonna and dragons blood. Fortunately author provided walkthrough.
- Another "puzzle" involves destroying 3 pillars with different type of damage, it would be okay if it was easily done by enchanted arrows or weapons, but only magic spells are sufficient.

_________________________
Thanks Rolo:)

Posted by Flaevius at 2005-03-11 18:23:00    
destoo,

Thanks for the post. On your suggestion... did you try the star (and did it work)? I thought I had removed the option to use it from there. But I agree w/ your suggestion and I'll change it.

About the armor. I didn't know about that exploit. That's what happens when you think you've thought of everything. Thanks & I'll correct that too. I am going to remove the armor if the bracers are unequiped.

Thanks!!!

-F

Posted by Flaevius at 2005-03-11 18:23:00    
destoo,

Thanks for the post. On your suggestion... did you try the star (and did it work)? I thought I had removed the option to use it from there. But I agree w/ your suggestion and I'll change it.

About the armor. I didn't know about that exploit. That's what happens when you think you've thought of everything. Thanks & I'll correct that too. I am going to remove the armor if the bracers are unequiped.

Thanks!!!

-F

Posted by destoo at 2005-03-10 10:33:00    
> Has anyone tested this in multiplayer mode? And if so what did you think?

Very good. Stick together as a lone wizard is sure to bite the dust.

We had a few problems with completing the quest, but some how we missed the flashing red sign with
"It is NOT necessary to successfully complete all of the riddles/tests in this module."

So we lost one player halfway through, thinking this would end in disaster.


SUGGESTION:
The Star of Keltra should be removed from inventory after we pass the doors of the Hall of Heroes. Won't make much of a difference, but it's every little bit..

The bracers of armor at the end (can't remember the name) have a little flaw. Equip the bracers, activate the ability, wear the armor, switch back another set of bracers. (nwn will not remove the armor if you lose the "medium armor proficiency" feat)
suggestion? Put the -20% arcane failure on the bracers, not the armor. Or -10, -10%?

Posted by Samson at 2005-02-04 19:30:34    Voted 9.50 on 02/04/05

Posted by El_hombre at 2005-02-02 12:39:07    Voted 9.25 on 02/02/05
Very good dungeon crawl, deserves more recognition.

Posted by Flaevius at 2004-11-05 16:51:00    
Version 1.02 is uploaded. Some changes:

- Changed the ending
- Fixed bug on door in Ascension Hall
- Revised XP rewards
- Revised to include SoU & HoU spells
- Minor modifications

Please e-mail if you have any comments or suggestions. Thanks,

- F

Posted by rilo at 2004-02-28 20:46:04    Voted 10.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 9   Originality / Creativity 10   Quality Control 10   

Posted by ChaironDeCeleste at 2004-02-28 20:36:09    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by ByronDM at 2004-02-28 20:32:38    Voted 8.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 7   Originality / Creativity 9   Quality Control 8   

Posted by Kat ( ..xxx.xxx ) at 2003-11-02 13:28:00    
Has anyone tested this in multiplayer mode? And if so what did you think?

Posted by Flaevius ( ..xxx.xxx ) at 2003-08-02 14:21:00    
OK, made the changes, and added a couple of extra items. Thanks Byron.

- F

Posted by Flaevius ( ..xxx.xxx ) at 2003-08-01 09:21:00    
ByronDM,

As soon as you enter the hall, you are sent a message of all of the tests that you failed. (But with all of the excitement, I don't know of anyone that sees it). So I already scripted in a list of the passed/failed tests.

I love your idea of a conversation that tells you which ones you failed (after completing the hall). I'll definately add that. I'll try to get it done this weekend along with the other two changes you suggested).

Thanks for the help. Feedback is the best way to improve mods. So if you have any other suggestions please don't keep them to yourself. :)

Posted by ByronDM ( ..xxx.xxx ) at 2003-07-31 17:03:00    
I see what you mean about the Pass/Fail thing, and I actually thought that might be why you did it. It makes sense. I certainly would have gone back to re-do any tests I failed. :)
Perhaps, then you should do something later on. Have an NPC somewhere after the final battle when it's too late to go back to the tests who tells you which ones you passed or failed. You can figure it out by process of elimination, but it would be nice to get a list, just so I know which ones to work on next time I play the mod. :)

Posted by Flaevius ( ..xxx.xxx ) at 2003-07-31 11:27:00    
ByronDM,

Thanks for the comments. I agree with you about the low XP reward. I'll increase it since PCs have to go through a lot to get to to/through the hall. I will up it significantly.

I really did put a great deal of thought into the "completed" vs. "pass/fail" issue you brought up. But as you saw, I wanted people to continue if they fail (not reload and try until they complete every test). There are a lot of people that will not accept a Journal Entry that says "Test Failed." And if people redo tests until they know they have passed, it will ruin the intent of the mod.

I saw the same issue you did with the "disappearing prisoner," but I thought I'd fixed it. I have another way around it & I'll fix that with the XP reward and repost. Thank you for your post & suggestions.

Flaevius.

Posted by ByronDM ( ..xxx.xxx ) at 2003-07-27 19:01:00    
Just finished this mod and I have some comments.

Overall, I really enjoyed it. The story was good. The areas are very well-designed and set a really nice atmosphere. All the areas in this module feel like real places, especially the area around town.
I played with a Ranger/Mage/Arcane Archer. Started at lv 6/1/1 and was 6/1/3 by the time I finished. The fights were challenging, but not overwhelming.
I have not played the prior module (Beograd), but I certainly will give it a try after seeing the great stuff presented here.

*** POSSIBLE SPOILERS ***



The Hall of Ascension itself was wonderful and I really liked the puzzles. But I have a couple of criticisms. First I think there should be an XP award for each puzzle you complete. With so many puzzles, it took me a couple of hours to complete them all and a lousy 1500 XP is just not enough for the amount of work I had to put into it.
The only other improvement would be to give a clearer indication of success or failure. I read the note that says that "completed" does not neccessarily mean "succeeded." but my question is, why not say "succeeded" or "failed" instead of just "completed?" Some of the puzzles were prety confusing and I was not sure if I had been successful or not.
As it turns out, I failed about 5 of them, and I absolutely love what happens as a result. You came up with a great way to encourage people to solve the puzzles while still allowing the module to continue if you fail. I had quite a fight on my hands with those 5 failures and had to use every potion in my arsenal to beat them. :)
I would also like to see a better shop. My Ranger could not find any place to buy magic arrows.
There were 2 minor bugs I found.
First, after getting into the Hall of Ascension, I came back to town to buy some potions. But the Cleric there said "I'm sorry, but no Store is available." I don't think that was intentional. Good thing I had already stocked up.
Also, I found a small bug toward the end. When I released the thief from his prison cell and told him to show me the secret door, I was standing in front of him. He bumped into me and stopped. After that, I got out of his way and I spoke to him again and he complained about being tired. He then started walking again and I followed him, but he only made it half way to the secret door before vanishing into this air. I had to re-load a previous save and make sure I was out of the way before talking to him to get him to lead me to the right place.

Posted by Flaevius ( ..xxx.xxx ) at 2003-06-18 19:36:00    
OK, I fixed the perpetual drunk bug and make a few other tweaks. I also modified the ending...

Posted by Flaevius ( ..xxx.xxx ) at 2003-06-16 11:17:00    
There was a bug on one of the tests (Draeggudan) that doesn't let the drunk-adjustment wear off. I corrected it & it will repost soon. I also tweaked a few minor items (Elfri & Sannidor). Please let me know if anyone sees any bugs.

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