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NWN MODULES

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Title  Rites of Ascension, Chapter 2: Race Against the Coming Tempest
Author  Jeff Carpenter
Submitted / Updated  07-09-2003 / 05-01-2004
Category  Dungeon Adventure
Expansions  NWN-1.62
Setting  Greyhawk Campaign Setting
Gameplay Length  12+
Language  English
Level Range  Single PC: Level 6-7
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  05
Max # Players  04
Min # Players  01
Min Character Level  04
Content Rating  Teen
Alignments  The primary quest scenario includes a thread for evil characters to complete the quest.
Hakpak  No HakPaks required
Description
Arriving in a small mine near the village of Giromy in the country of Celene, the PCs discover that the Brethren of the Twisted Serpent now prowl the village and the surrounding countryside. Forcing innocent children into slavery, the Brethren are mining the surrounding mountains for the final resting place of Valgozar, the StormSon, the ancient overlord of their mysterious sect. The Brethren have abducted a seer and oracle from the local temple of Pelor, the sun god, but for what end? And what does the tomb of the StormSon hold for the Brethren? It seems that nature itself has succumbed to the power of the coming storm. Notes: 1. Henchmen are available to round out the party; they use the Pausanias_Auldar Henchmen AI, but the Henchman Inventory management system makes use of options in NWN 1.62. 2. This is the final release of the adventure. 3. A DM's Guide has been posted in the README section of this site; it includes quest summaries and an adventure walkthrough for RoA2.

Files

NameTypeSizeDownloads
Jeff_Carpenter23DM_Guide_RoA2.zipJeff_Carpenter23DM_Guide_RoA2.zip
Submitted: 07-09-2003 / Last Updated: 10-23-2003
zip11.36Kb7900
--
RoA2Race_Against_the_Coming_Tempest140aFINAL.zipRoA2Race_Against_the_Coming_Tempest140aFINAL.zip
Submitted: 07-09-2003 / Last Updated: 05-01-2004
zip2.5Mb8515
--
SCORE OUT OF 10
9.03
37 votes
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Comments (29):

1 2 3

Posted by Garnet at 2005-07-2705:39:10    
Will this mod be updated as the first and third ones were? I have dled the updated ones and wish to wait to start playing until I have all three.......

Posted by Steve_Savicki at on04/25/05
Same good stuff: Varied environments, monsters and Duergar outnumbering Drow this time was a plus! I always thought dwarves were better fighters than elves and I love the red and black armor! _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by zhitsu at 2005-03-0114:22:00    
I don't know what happened to my last post, but anyway. We completed this module just a few minutes ago. This module would be really good I think, if those bugs and other things were dealt with. I mean those XP issues and other stuff others have mentioned. *spoilers* Also, I don't quite understand the plot. Terilass got us searching for the three items that the Brethen were supposedly searching for. So how did they open the Gate without them? They cheat! =) Also, I found the way we had to bash the altars to get the crystals very dumb. We had problems cause my weapon was ineffective when hitting them, only on a critical hit the altars were damaged. And what a stupid way of getting the crystals! We only smashed the altars after I read it from the readme. Some of the fights are not so well balanced. The single Grey Slaad was way more difficult than the fight with the evil sorcerer (Sanubi-Rahl or something) and his minions. The vampire Talgoroc was a joke, right? Torrent Warriors were ten times more dangerous. Nevertheless, it was good enough module to keep playing, and we will start the third part tomorrow... =) I really hope you would do something about all those bugs, it would make these modules great. Now they are just very good. I'd give the first one an 8 and this one a 7.5 (And I'd give most modules a 7 at most, except ones like Midnight or Gates of Myth Drannon). Keep up the good work!

Posted by zhitsu at 2005-03-0114:22:00    
I don't know what happened to my last post, but anyway. We completed this module just a few minutes ago. This module would be really good I think, if those bugs and other things were dealt with. I mean those XP issues and other stuff others have mentioned. *spoilers* Also, I don't quite understand the plot. Terilass got us searching for the three items that the Brethen were supposedly searching for. So how did they open the Gate without them? They cheat! =) Also, I found the way we had to bash the altars to get the crystals very dumb. We had problems cause my weapon was ineffective when hitting them, only on a critical hit the altars were damaged. And what a stupid way of getting the crystals! We only smashed the altars after I read it from the readme. Some of the fights are not so well balanced. The single Grey Slaad was way more difficult than the fight with the evil sorcerer (Sanubi-Rahl or something) and his minions. The vampire Talgoroc was a joke, right? Torrent Warriors were ten times more dangerous. Nevertheless, it was good enough module to keep playing, and we will start the third part tomorrow... =) I really hope you would do something about all those bugs, it would make these modules great. Now they are just very good. I'd give the first one an 8 and this one a 7.5 (And I'd give most modules a 7 at most, except ones like Midnight or Gates of Myth Drannon). Keep up the good work!

Posted by Jess_ at on03/01/05
Excellent mod, as good as the first part in the story and the tricks ;) But several minor bugs block me to give more than "9,5" :( I report already some and there are the others my team of Cyricists encounter : 1/ Zemirat takes the Mace of Dawn but he doesn't give the false copy in exchange. Recoming as a DM, I don't find any in the list of personnal items. Do you forget to create it ? We were forced to give the real Mace to Terilass :'( 2/ Many quests don't give XP to the team. In particuliar, those of the henchmen give 500XP only to the character who talks to him/her. And the main quest doesn't give any XP. I gain 7000GP by bringing the Mace of Dawn but no XP. Zemirat doesn't give any XP for it. On the whole, an excellent job, just some fixes to enhance the game ;)

Posted by Jess_ at on03/01/05
Some minor bugs but enjoyable game :) Fun: 10 Layout / Design: 9 Dialogue 10 Originality / Creativity 10 Quality Control 8

Posted by zhitsu at 2005-02-2815:59:00    
I've been playing this with a friend and we're almost thru, I think. The module is quite nice, but sadly it has way too much minors bugs and nuisances to make it a really great module. Some things: 100 XP / level is way too much for a respawn penalty. All it does is making you want to load the game, which always ruins the mood. Try 50/level. Henchman sidequests give the 500 xp only to the

Posted by ericdoman at on01/20/09
Jumped to two as I couldn't find necklace for third part of riddle. Have got all 3 items for gate. The Lyzedier gate comes up in my journal but I've never been there. Where is it? This mod was a little disappointing. So easy so far (am in dnd hardcore option). The merchant in Giromy must have more money than sense but I ended up buying stacks of ccw, barkskin, bless and bulls strength potion and waltzed through it. Ok haven't found the bloody gate though. Help?

Posted by Jess_ at on03/01/05
Just a comment to warn Jeff that the Dungeon Master at the beginning of the mod doesn't make a difference between a lone character and a complete team :) When starting yesterday night, my character talked to him and he gives me a level (I was 5th) saying I was too weak to play. But nothing for the others !! We were 4 characters level 4 to 5. There is a problem for the multiplay ;)

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