Any, but having a paladin or cleric along to turn undead would be mighty helpful!
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
15
Max # Players
06
Min # Players
01
Min Character Level
12
Content Rating
Teen
Alignments
Any, although good or neutral characters may have a few more options available to them
Gameplay Hours
10
Description
"The master of Ravenloft is having guests for dinner... and you are invited..."
So ends the original description of one of the most famous AD&D modules: Ravenloft.
This adaptation of Ravenloft borrows from earlier versions by Raven Builder. People who have played those versions will recognize many areas in this newer module. However, the module has been upgraded to make it more challenging for higher level characters and is meant for a party of 4-5 at 12th to 15th level. with access to plenty of healing magic. In addition, many updates have been made to these excellent mods. They include...
1) The addition of materials from Shadows of Undrentide, Hordes of the Underdark, and the Community Expansion Pack.
2) Community scripts that allow vampires and werewolves to conform more closely with their 3rd edition statistics. This includes gaseous form vampires that seek out their coffins (including Strahd!), trolls that regenerate, and lycanthropy effects for those players unfortunate enough to be bitten by werewolves!
3) All areas have been extensively reviewed for sound, music, and item placement, including nasty effects when leaving the Mists of Barovia!
4) New NPCs with extensive dialogue have been added, along with new quests, and new areas. An additional level of the castle, "Strahd's Laboratory" has also been introduced.
I've worked on this module on and off for the last 1 1/2 years. I hope you enjoy this expanded edition of this classic PnP and NWN module!
Please look at the read me file for more info!
Version 1.2 offers significantly improved henchmen control, and the option to have up to 3-4 henchmen at a time. Major restructuring to the lower levels of Castle Ravenloft has been done to decrease lag, and the DMFI DM wands v 1.07 have also been added.
Version 1.21 fixes some waypoint orientations and a few spelling errors. Version 1.3 adds henchmen popup text and fixes some faction issues. Version 1.4 updates Spires to patch 1.68 and CEP1.52
For anyone wondering, I spoke to Evan this past Thursday (Feb 22) and a CEP 2 version is being tweaked and prepared for launch... anyone interested can try out the Beta Test version on the Tech Support Section of Gamespy (Title: Spires 1.41 Beta)
Posted by evan.yeung at 2007-01-1019:43:13
UbdU: A PC afflicted with lycanthropism (is that a word?) should change back when the sun rises. If that hasn't happened to your PC, let me know and I'll take a look... Kenrae and Lucas... thank you for some very kind words! I'm glad at least SOMEONE got dinged by 'the item' :). The comments about Lief and 'the item' are well taken. I wasn't sure how far to press the issue, but seeing how dark and foreboding the rest of the module is, I figured a bit of levity was in order. Whether it was too much may be dependent on the eye of the beholder. I'm very glad, though, that your group had fun! Evan
Posted by lucaspwilliams at on01/02/07
(*Spoiler Warning*) We finished our multiplayer trek last night with a party of four 13th level characters and everyone enjoyed it thoroughly. Brilliant immersion for us purists out there; this module just drips atmosphere. From the wolves howling throughout the eerie trek through the Slavich forest to the mist shrouded climb up the rocky path to Strahd's castle, area design is gorgeous. Kudos to all authors - internal consistency is a sight to behold and visual elements used just right. From carefully placed blood spatters leading from one door to the next in the city providing visual clues to the fate of villagers and the potential location of their assailants, to the physical similarities we observed in the appearances of Gertruda and Ireena (Strahd?s motives for preying on the two fair skinned red heads made perfect sense once we saw the portrait in the Weeping Rooms), all the attention our party paid to observing details paid off in the end culminating in a very rich and satisfying final confrontation. A few optional and thematically appropriate quests in and around the village were just right - they provided a spooky backdrop as we worked up courage for a very focused exploration through Castle Ravenloft. No off topic errands or unrelated ?four corner? quests to run here. I mean, really, who has the time when there is pure evil to defeat? Scripts were nicely done as well and the world felt dynamic (Ireena?s reaction to one of the crypt markers, the swaying of the tower spire, certain PC actions affecting party alignment for example). Any complaints are sufficiently minor and cosmetic. Somewhat flippant comments made by Lief about horrific situations (enrollment at his college dropping off once professors became undead and started eating the students) and scripted PC comments of a highly comical nature after donning a cursed item made us all groan since they were so at odds with the setting; but this was because everything else was implemented so flawlessly. Ireena appeared twice in the finale (once in her NPC garb, once in her finale garb), though we may have precipitated this bug by not returning the key to the Burgomaster?s sarcophagus and completing that quest. In the finale, we noticed the tombstones had vanished from behind the chapel. Two encounters seemed significantly more difficult than others and eliciting some OOC discussion - one with a demon in Strahd?s lab gave us more trouble than Strahd himself, but there seemed to be no warning to avoid them. None of these things interfered with the scripting or mod completion in any way. Net net, this is a mod to behold, and really, a must play, Ravenloft fan or no.
Posted by Kenrae at on12/29/06
A very nice mod. The areas layout are very well done, specially the castle. And the lack of sidequests once you get there is IMO a good thing, it let's you concentrate on the oppresion of the place. It only lacks on NPC interaction, without being attrocious at that. Good job.
Posted by UbdU at 2006-12-2709:51:58
Ok, so, if I turn into a werewolf, the module is over? Because I don't seem to be able to turn back, even after letting my new NPC run around for more than 10 minutes.
Posted by Steve_Savicki at 05:56:11 Voted9.75
Okay, the interview is up. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by Malak at on12/10/06
Great mod!! I encountered no bugs, it started out with nothing really spectacular for me but the action really got better when I got to castle Ravenloft.I especially liked the bridge to castle Ravenloft.It gave a scary feel to the scene.On the whole great job,had a lot fun,thanks for your hard work!
Posted by Malak at on12/10/06
Hey jeffery just a guess, do you have the actuall full instalation of cep and not just the 152 patch,got my friend through the cep and he had to have it all cep1 cep150 cep.tlk etc...alot of times they say need version 152 cep but you have to have the original cep the full instalation to play it.If that's not it then im not really for sure unless your missing something or the game is bugged..
Posted by jeffrey_alvarez2002 at 2006-11-1512:32:46
Yes, I do have the cep 1.52 hakpak, but for some reason it still won't allow me to play the mod. Do you think it has something to do with the cep2? Other mods I've downloaded and saved seem to be unaffected.
Posted by Malak at on12/10/06
Hi jeffery i've noticed that with the cep2 it's like a hak by itself. The mod requires cep 152 do you have that? If not then I would download the older version.Cep was at version 1.53, with the 1.68 version just a patch to fix the visible cloaks.