those that can turn undead will have an easier time
Scope
Medium
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
Alignments
no support for evil
Gameplay Hours
07
Description
[HotU+SoU+1.69]'The Undead. Denied the eternal rest of Death, cursed to wander the many planes and worlds forever, their very existence a mockery of the life they constantly crave yet cannot have. Created by the foulest magics, they have only one thought, one burning goal: revenge against the living. Or do they?' Starting level: SP 3 or MP 1. Setting your game difficutly to 'Very Difficulty' disables respawn and setting it to 'Easy' disables the respawn penalty.
Posted by werelynx2 at 2011-12-25 13:28:03 Voted 9.00 on 12/25/11
too many same repetitive wight encounters in hidden valley and those groups in mansion.
also too much XP I think(every boss leveled me) _________________________ Thanks Rolo:)
Posted by Mirgalen at 2011-11-16 06:27:06 Voted 7.00 on 11/16/11
I had another with this one. It can be fun with the right character (either a cleric or a hero immune to lvl/stat drain) otherwise it can be very frustrating.
Also, with the current version you can never get Jilla to join since some creatures will kill 1-2 NPC before you get a chance to turn or fight them. Some fights were over the top. Did you know that crocodiles and even rats could be that nasty?
Tried it once with a monk and gave up . Replayed it twice, my Barbarian finished at lvl 12. Ditto for my Fighter/Cleric.
Posted by Neilium at 2010-04-16 13:32:45 Voted 9.75 on 04/16/10
Hi George!
I had a blast playing this mod! (I must admit that I needed to peek at the Walkthru a few times or I would've missed a couple of things.) Thanks for the Store and Save Character option at the end, that really helped! :)
Thanks again!
Posted by ZapNL at 2010-04-06 14:57:29 Voted 7.50 on 04/06/10
Fun fun. Playing as a rogue paladin, i can say that the fights were a little unchallenging at times, especially cause i kept my cleric ally alive through the mod. Mostly due to blessed weapon ^^
The mood and setting in certain parts were great, where other areas looked like they had gotten way less attention. Enjoyable all in all.
Posted by Dwayne at 2010-04-02 11:56:20 Voted 9.75
Glad to see this one made it into the HOF. I enjoyed the module when I played it. There have been some improvements since I played so I do plan on playing it again.
Posted by JP2U at 2008-12-31 12:37:26 Voted 8.50 on 12/31/08
Razide happens to be correct: The module is essentially a collection of unrelated side-quests ... but that's because that's exactly what it was in pnp. To my knowledge thegeorge actually strung them somewhat together into a story. It's pretty much a simple "fight progressively more powerful undead" module. I do like the little stories that go with it however and how it was all (rather loosely) tied together.
It's basically a solid module, fun to play, and definitely worth the download.
I started with a level 1 wizard and the very first fight was, of course, a multiple reload to win. By the time I reached 3rd however I just relied on my flamed imp and a lot of invisibility and things went much more smoothly. The encounter with the lady necromancer was really cute especially considering I was playing a necromancer too. The bit about, "Uh! He is perfection!" reminded me of Rocky Horror Picture Show, haha! I liked that you didn't actually have to fight to complete that quest and were given some "RP" options.
By the time I got to the Hidden Valley I was actually sort of lost in the fog and had to keep relying on invisibility and my familar to explore and find relative safe spots in which to rest ... I can see how that would have been very hard for many, especially rogues. I think this "lost" feeling was what was intended though. I don't think that the area was too empty though. Too many more monsters would have been just too much to handle at that level, especially since there were wandering monsters that could interrupt rest.
There was some more good NPC interaction at the end of that section and beginning of the next.
So basically it was all great ... until ...
I managed to smoke my first vampire by 6th level but from that single kill I got ... drum-roll please ... over 14,000 xp and 2 levels!
Wow. So this sudden experience discontinuity was all by itself a major strike against the module I think. I'd rather have gotten half or even a third that much xp and had a couple side-quests thrown in maybe to get ready for the mansion, or even to just go into the mansion at 7th.
I actually didn't finish the module because I had some others that I wanted to play with this character by around 8th level. Saved character and ended module at the docks.
One major improvement that could be made is to actually split the module into sections, one centered on Duffin, one for the Hidden Valley and Mummy Chambers, one for the city and mansion, and then I guess another for the final sections. That way you could slip any one of these mini-mods into a "campaign" wherever you wanted, which also would be more in the spirit of the original pnp version I think. But of course that would require a major reworking.
Posted by Hellix at 2008-09-06 01:29:40 Voted 7.75 on 09/06/08
I agree with Razide0506 for the most part. I think the module is worth playing until Hidden Valley, then the size of mostly empty areas kills the fun. Still, I appreciate the amount of work put into this one. _________________________ Click Link to view content submitted by me.
Yep, since it's a conversion of an anthology it's loosely connected. And, you're welcome. :D
Posted by Slyfeind at 2008-05-01 18:52:46 Voted 7.00 on 05/01/08
A very good undead-slaying adventure. I agree it felt loosely connected, with no real story behind it all. Still, they were fun mini-adventures. Occasionally I felt a bit lost, but a little exploring got me back on track. I didn't understand the Oriental Adventures part and had to look it up in the walkthrough. The Kung-Fu fight music had a grainy quality; sampled too high maybe? There needs to be a shop in every section, if not an inn and a temple as well.
Other than that, I enjoyed it. Thanks very much for converting this module to NWN!
Posted by Razide0506 at 2008-03-06 20:56:37 Voted 5.00 on 03/06/08
The module seemed like a collection of mostly unrelated sidequests without a story to tie them altogether. This, plus the lack of NPC interaction meant that I never really got into the module. Some of the areas are well-designed and atmospheric, while others, like the village, were sparse and uninteresting. I finally quit in the mansion - after walking through a bunch of empty rooms and fighting the same creatures over and over again, I consulted the walkthrough to see what was I was supposed to do. I went to the right place, but the ghost never materialized to attack me, and so I couldn't continue the game. Overall, this was disappointing.
Posted by Steve_Savicki at 2008-01-01 09:31:38 Voted 9.50 on 01/01/08
I guess Mac OS Leopard fixed some of the errors, though it still crashes due to all the custom content.
Ending abrupt; we should've seen the daughter at the very end so she could at least give us congrats. I hope the George updates with this.
PS, I knew if anyone, it would be the elf. The dialogue in the beginning hints that. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Mirgalen at 2007-11-06 00:56:52 Voted 7.00 on 11/16/11
Sorry for the repost but I only see 1/3 of my post so here it is again (crossing fingers).
Another great module from thegeorge that was in my "To Play" stack. I mostly agree with Expresso's review except that I tried to play the mod solo and could not complete it. There is a small oddity in the game description above (I wrongly assumed this was a short module): "Gameplay Length 7 hrs" is probably correct and one should ignore "Gameplay Hours
Posted by Mirgalen at 2007-11-06 00:50:21 Voted 7.00 on 11/16/11
* Stuff missing from previous post - go figure *
Another great module from thegeorge that was in my "To Play" stack. I mostly agree with Expresso's review except that I tried to play the mod solo and could not complete it. There is a small oddity in the game description above (I wrongly assumed this was a short module): "Gameplay Length 7 hrs" is probably correct and one should ignore "Gameplay Hours
Posted by Mirgalen at 2007-11-06 00:49:29 Voted 7.00 on 11/16/11
Another great module from thegeorge that was in my "To Play" stack. I mostly agree with Expresso's review except that I tried to play the mod solo and could not complete it. There is a small oddity in the game description above (I wrongly assumed this was a short module): "Gameplay Length 7 hrs" is probably correct and one should ignore "Gameplay Hours
Posted by ericdoman at 2007-10-31 23:54:40 Voted 8.00 on 10/31/07
I don't know if it was me but this mod didn't seem to have any storyline, plot etc. Should have been called "The Who, What, Where, When and Why mod". Started as a 1/2 rgr/clr finished as a 1/10/1 rgr/clr/ftr.
Basically a mish mash of stuff with not much of a clue what was going on who were these people etc
Posted by Astero at 2007-06-23 11:21:41 Voted 8.75 on 06/23/07
Nice mod :) Truth be told, it didn't catch my attention at the beginning. Until I jumped into the portal and everything changed. Great atmosphere. I loved how the tunnels were. I had some problems navigating but other than that it was awesome.
The design was excellent. I soloed it with a level 3 fighter but I've found the battles mostly easy. Some areas felt a little empty, like the village of Dauffin. I didn't notice any bugs. Everything ran smoothly. Well done.
Oh, the reason those objects are 'clickable' is so that they can be examined.
Posted by Rhiana at 2007-04-30 13:29:25 Voted 10.00 on 04/30/07
Classic adventure tale, nice fights and some interesting villains.
spoiler:
Some placeables (desks) highlighted in blue in mansion, but nothing happened. I was able to pick up the doll, but not the music box /grumble. Made me wish I was a dexterous gnome and not a half elf paladin! hehee. Nothing mod breaking that I experienced.
Man, those crocs in the sewers made jump and they're just plain ugly, lol.
Since it works for me and not for you it probably is one of those two reasons, and I would have to be using your computer to test it. You shouldn't vote on modules that you don't finish though.
Then how did I play it through? You have something in your override directory most likely that's crashing it.
Posted by Steve_Savicki at 2007-03-06 03:45:37 Voted 9.50 on 01/01/08
Hi George,
The module still crashes when transitioning from area to area. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Posted by Steve_Savicki at 2007-02-20 09:20:35 Voted 9.50 on 01/01/08
Awaits update then. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Steve_Savicki at 2007-02-19 18:53:02 Voted 9.50 on 01/01/08
This module is broken. Every other area that loads that game crashes.
I think it's the hak. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Hi Curious_Hanuman, it's been a long time since I played through but as I recall it's a matter of successful searching. Therefore, See Invisibility won't help, but Search Mode will. Since you're playing an elf, it *should* come easier to you.
In the Body Snatchers section after getting the quest from Hannes to track down the missing NPC, despite playing an Elf thief/wizard and using the See Invisible scroll, the trapdoor in the northwest corner doesn't show up. I am running Ver. 1.67 and reinstalled all the module files. Still nothing. Am I missing some critical step? Help appreciated.
Ah right - that longsword is cursed I believe. If you don't have access to the remove curse spell, as I recall the apothecarist (the store) can remove them.