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.
This mod turned out to be a jolly good dungeon romp.Well worth the effort.Keep up the good work we can never have enough good PNP conversions. _________________________ Three Headed Troll Art Wurks The Demonfiend Pact custom PNP mod project
Posted by schatten9 at 2006-12-2419:21:16
SPOILER: The djinn didn't say anything to you when he died? Check your text box after killing him.
Posted by Steve_Savicki at 17:16:13 Voted10.00
Okay, where is this more complete ending? I defeated the Efreeti and picked up the treasure, but where's the ending? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve
Posted by schatten9 at 2006-12-1300:27:45
Thanks for posting, suave...I'm not sure what the situation is with the missing talk file. If anyone else has this problem or knows a fix, please post here. I'm not savvy enough with computers to begin to guess how to deal with that error.
Posted by suave4u at 2006-12-1209:30:04
OK, I just found the earlier comment about needed the CEP installed...I have CEP v2 installed but I am still having this problem.
Posted by suave4u at 2006-12-1209:23:25
When I try to load this mod, I get a missing custom talk file error. Anyone else have this issue?
Posted by schatten9 at 2006-11-2906:07:34
Any comments on the new version from those that have played both? I'm curious to know if you feel the balance was better and if the ending seemed somewhat more conclusive with my small additions. Plus, I really could use one last vote to put this at 10. :)
Posted by schatten9 at 2006-11-2000:59:21
Correction: now it's the 1st download listed. Wherever it moves, it's the file "The_Mysterious_...sed.zip"
Posted by schatten9 at 2006-11-1701:09:56
The revised version of "The Mysterious Tower" is now available (2nd download listed.) This version has a small start area with adventure lead-in, lower Search DC's than the original module, and a few added dialogues to help the conclusion of the module somewhat. Not much has been added, as I'm still trying to keep to the original, but the opening town is a decent platform to start from if a lead-in is needed. Enjoy, and look for my new NWN2 module soon, called "Avendale."
Posted by schatten9 at 2006-11-1622:22:49
Thanks for the review! I appreciate your comments, and I'm surprised to see that this one is still being played. I do have a slightly revised version of this module now, with a starting area (as players have often requested) and a slightly more conclusive ending. I will upload this soon (am currently finishing up a NWN2 module I wrote called "Avendale." Look for it on the Vault soon...) SPOILER: The original author seems to think it was a sufficient explanation of what happened to the ghost when you finally arrive at the base of the tower and pull the lever, shutting down the force field. I included in the original release a comment that was given to all players when the lever is pulled, something to the effect that they can hear the ghost wailing as it finally flies away from its long confinement. This is often missed, so in the new version I have a comment given by the treasure guardian at the end.