This can be run through without role-playing in less than 4 hours, but with role-playing, it has typically lasted 4 to 5 hours
Number Players
7
Language
English
Level Range
3-5
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Any class, but a rogue is VERY helpful. If soloing, regardless of class, be sure to have a high SEARCH skill! Clerics would also be quite helpful, as there are no healing items to be found.
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
05
Max # Players
07
Min # Players
03
Min Character Level
03
Content Rating
Everyone
Alignments
Any
Gameplay Hours
04
Description
"In this adventure, the characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached--not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?"
This is a fun P&P module that I've translated as accurately as possible with the toolset and my limited scripting knowledge. The module starts you outside the ruins, and though it was recommended to me that I put in a starting town nearby, I didn't want to change anything from the original. For fair balance, enter the game with only one or two +1 items and nothing else magical (this will make your finds more rewarding). Also, bring some healing along (portable or a cleric), because there wasn't any in the original so I didn't add it in. I also highly recommend you have someone in the party with a HIGH search skill. If soloing, play at level 5 or 6, have a high search skill, and bring your own healing. This is my first entry on the Vault. I hope you enjoy it and have fun!
Note: If you want the original experience without anything added in by me, download the "TheMysteriousTower" file. If you want a slightly adjusted for NWN version with some adjustments added by me (including an opening town with shop, story set-up, slightly more reasonable DC's, and an ending comment), download "The_Mysterious_Tower_v3_Revised" file.
A fun module with nice atmosphere :)My char was a level 5 rogue. I didn't have any trouble getting past enemies and killing some of them was a challenge, especially the last fight in the treasure room. It should have been nice if there was some journal entries just to keep tracking the progress and make ending clearer.
Posted by schatten9 at 2007-05-0400:30:27
Thanks Malak! I'm really glad you liked it! I love the old-style dungeon crawls myself, and I'm glad you thought this mod captured that. Goodman Games puts out some great adventures in that style, and if I had more time and programming savvy, I'd make them all into NWN1 adventures! (I've made a mod in NWN2, "Avendale," and it was an overwhelming undertaking compared to NWN1 design.) Thanks again for playing and for your review + vote!
Posted by Malak at on04/15/07
Wow, what an amazing mod! Really like the old pnp style games, was wonderfully scripted, with all the bells and whistles of the cep! Was hard to figure out how to get into the tower, but I finally found the way, and was stumped with the 4-key hole lock device, found out where the key's were from an earlier post. I soloed it with a level 4 fighter/rouge. Truly an amazing mod! hope to see more...don't give up on NWN1 yet, as I prefer to play these mod's over the new ones. Thanks again and keep building!
Posted by schatten9 at 2007-02-2622:08:13
Steve, he's supposed to. Like I've mentioned in earlier posts, I asked if he said anything after he is killed at the end. That's where the dialogue appears. Check the text box, too, to see if it appears there if you miss it onscreen.
Posted by Steve_Savicki at 07:59:27 Voted10.00
Schatten, the djinni just attacked me. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by schatten9 at 2007-02-2020:22:37
Hey roane, Sorry I've taken so long to get back to you! I haven't been checking this site as often as my "Avendale" module for NWN2 since people rarely make comments on here anymore. In answer to your question, yes, you missed something, and it is rather easy to overlook: SPOILER: The 4 keys to the 4 keyholes are found in the ancient ruins on the bodies of the 4 skeleton mages. Check their hands--it's very hard to see, but they each have an index finger carved into a key (a "skeleton key"--bad joke of the original author, eh?) This is tough to notice, and very easy to overlook. I hope that helps! There's lots of fun stuff after that point. I'm glad you're enjoying it so far!
Posted by roane242 at 2007-02-0123:13:26
I must be missing something. SPOILERS I made it through the first set of force field's in the wizard's basement, but am completely stuck at the second one. There are four small holes that say there's a padlock at the bottom, and I assume there's a key, but I haven't been able to find it. I've also been looking for secret doors / levers. Any suggestions? Having a great time with my level five cleric (with a ring of searching!)
Posted by schatten9 at 2007-01-3020:31:26
P.S. In regard to gcmaxon's comment and my statement below, which of the two versions were you running? Your comment would make sense if you weren't running the revised version.
Posted by schatten9 at 2007-01-3020:30:14
Thanks for the recent votes and comments, ATOM and gcmaxon. Gcmaxon, a question: SPOILER: Did the djinn talk to you at the end when you killed him? Check your text box--he was programmed to say something, and it works on my computer. Did it work or not on your computer?
Posted by gcmaxon at on01/22/07
Okay I agree with Steve, the ending is incomplete. If I never read any of the comments at this vault I would not have known the module had ended. Nice job, keep up the good work. Just the facts from Max