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NWN MODULES

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Title  Desert of Desolation Series: I3 - Pharaoh
Author  Curt 'Moondrake' Miller
Submitted / Updated  01-28-2004 / 09-02-2010
Category  Classic PnP Conversion
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Greyhawk
Gameplay Length  You can expect 8 to 16 hours of gameplay, depending on how much you explore, which desert you choose to play in, and how much roleplaying you do with others.
Number Players  Since most of the encounters are fixed and not scaled, staying within the range of recommended levels and party size is particularly important for game balance.
Language  English
Level Range  Starting level should be level 4 in multiplayer. New characters are given money and experience enough for a level 4 character upon module entry. Solo players should be level 6 or 7, depending on class. Multiclass should be level 4 in primary class.
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Balanced Party - Cleric, Rogue, and Mage skills recommended in the party.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  07
Max # Players  05
Min # Players  03
Min Character Level  04
Forums  Link
Content Rating  Teen
Alignments  Any alignment can complete the module in solo play, but in multiplayer the module cannot be completed without at least one 'good' or 'neutral' aligned character in the party.
Gameplay Hours  10
Description
Participate in a tale of ancient prophesies, curses, gems of power, and imprisoned evil. Can you restore the land by breaking a Pharaoh's Curse and earn implements of power in the process? This is a faithful reproduction of the first module in the Desert of Desolation series, with some slight modifications due to limitations of the Aurora toolset. All the lore, texts, layouts, and encounters are as close as possible to the original PnP module.

This version has been replaced with the new Special Edition release. The Special Edition is the culmination of 5 years work. It has been fully updated for the v1.69 patch. Nearly 150 new placeables have been created for the series and there are also new creatures, new icons, new tile groups, new sounds, and a new tileset. Much of the new content is intended for the sequel to this module, so you shouldn't expect to see it all used in Pharaoh.

You can request the module and custom content in the Desert of Desolation Public Forum (use the Forum link).

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-08-17J'Dai7Gorgeous custom content, flawless scripting and a faithful reproduction of the PnP classic.The need for a DM and the PnP approach means that the module doesn't quite fit the CRPG mold.

Files

NameTypeSizeDownloads
NO FILES
SCORE OUT OF 10
9.63
76 votes
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Comments (30):

1 2 3

Posted by Steve_Savicki at 04:31:13    Voted10.00
Is Oasis obtainable now? How do we get a copy of it? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by CraftyShafty at on10/31/07
Fantastic PnP conversion with custom models, sounds, etc. Faithful to the PnP version and captures (and in some ways surpasses) the intended atmosphere of the original. Some very pro work here.

Posted by ddbrenne at on08/17/07
Great Mod. I have left comments at the link above where mod is requested. Thanks!

Posted by Moondrake at 2007-05-2819:31:05    
I highly recommend you play v1.1.0. It is fully compatible with NwN v1.68 (v1.0.2 was for NwN v1.67) and it contains a couple of nice gameplay improvements. There are also some fixes to custom content that were causing some problems.

Posted by Mirgalen at 2007-05-2723:16:24    
I have played version 1.02 SE a few months ago with my guild members. I would like to replay it solo. Is this version outdated? If so how significant are the changes between 1.02 and the latest version (can I just play 1.02 or is the latest version a "must")? Thanks.

Posted by Moondrake at 2007-05-2712:30:26    
It wasn't really complaining... the player felt that once they got out of the desert, they didn't have any reason to go back into the desert. They didn't know anything about what was there, it was dangerous, and they were only there originally against their will. As a DM, I found that I couldn't even give them any justification for going back except the allure of wealth and they reasoned that there were a lot of places where they could adventure that weren't so inhospitable. Of course, they did go back (it wouldn't have been any fun just to quit the adventure) but that's not an 'in character' justification.

Posted by Odinnspear at on05/20/07
Well that explains alot. Darn complainers. If they didn't want to go back into the desert, why did they download a module called desert of desolation? People never fail to amaze me. Thanks Moondrake. Hope you have a great Memorial Day Weekend. Be safe. _________________________ Thank you all so much for the added content it is really appreciated. I wish upon you all genius computing skills and loads of free time.-Thanks :)

Posted by Moondrake at 2007-05-2121:55:37    
I actually had something in the module a long time ago that allowed the players to complete the Raider Quest by returning the head of the bandit leader to the authorities. Unfortunately, I had a group of role-players who had a really hard time coming up with a justification for going back into the desert, so I changed the module so that the quest was completed by clearing out the hideout. There have been several instances where I tried to do something in a way that sounded fulfilling but it created some sort of other problem. I've actually tried many of the suggestions I've received from players and there are good reasons why they don't work. Thanks for the feedback and the vote. BTW... you have to target a ledge or railing for the grappling rope to work. You can't just target the ground. I used to let players target anyplace but then they were using the grappling rope to get to places that were not intended to be accessable, so now they only work on special target objects.

Posted by Odinnspear at on05/20/07
I just completed your module this morning and had a really good time playing solo. I finished with a fighter/rogue lvls 4/3. The grappling rope wouldn't work for me at the end of the module as you said above, but I "changed" my mind and got what I needed a different way. I hope to have the chance to play Oasis of the White Palm sometime in the near future. I'll check robinsonsworkshop site after I vote and see how it's going. The only thing that didn't seem finished to me, even though the module said it was, was the bandit raider quest. It just didn't seem fulfilling to not be able to go back to those soldiers with proof of the raiders demise. I had wondered if you could have a bandit leader found in the maze dead or alive as an encounter, with some special item the king actually wants returned as proof of the bandit leaders demise. For instance something of great personal value to the king that would be worth nothing to anyone else. Such as a stolen token of love for his wife, that the bandits stole to thumb their noses at the monarchy. I know it was not in the original module, but personally for me it would make this module seem more done. Or you could just have a big black screen at the end. That pops up after a couple of seconds and reads: TA-DONE! PLEASE DON'T FORGET TO VOTE. Ha-ha. Anyway, I had a really good time and I hope you understand my comments are only meant to be used constructively if you should so wish. I think you did an excellent job of recreating the original, and am not trying in any way to put in negative criticism. I was just thinking of all the modules that I as a DM or my freinds as DMs would tweak to flesh a more fulfilling storyline out of. And too, all the remakes like the "Return To The Tomb of Horrors" module (game box) that were released to improve upon older ideas. _________________________ Thank you all so much for the added content it is really appreciated. I wish upon you all genius computing skills and loads of free time.-Thanks :)

Posted by Moondrake at 2007-05-1411:08:00    
Thanks for the feedback and I'm glad you enjoyed the module. I can talk a bit about the things which you felt were less than desirable. While a grappling rope CAN be used as a shortcut to a couple of places, its purpose is to provide a possible solution to a puzzle near the end of the module. There is not a single location in the module that is inaccessible if you don't find a grappling hook, which is why there are only a couple of them in the module. Alternatively, climbing will be used extensively in "Oasis of the White Palm" and grappling ropes and grappling arrows can be purchased from merchants to accomodate that need. As for the ending feeling abrupt, the quest objective was to remove the implements of power from the tomb. I'm not sure how the end can feel abrupt when you know from the beginning that performing that task will complete the quest. Certainly my preference would have been to make a nice movie to wrap everything up at the end, but that requires expertise and a significant collection of specialized software, both of which I am lacking. My attempt at an introductory movie (following the tutorial on the Bioware site) left me feeling like the results didn't warrant the effort, so I didn't create another one for the end.

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