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NWN MODULES

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Title  3rd Edition Adventure Series - The Sunless Citadel
Author  Jeff 'Dueeliz' Weaver
Submitted / Updated  10-30-2002 / 08-26-2003
Category  Classic PnP Conversion
Setting  3rd Edition Adventure Series
Gameplay Length  5
Number Players  Module is designed for a 4 character party.
Language  English
Level Range  Multiple Henchman are enabled to compensate for a lack of players in a party.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  01
Max # Players  04
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  Evil alignment shift possible
Description
*UPDATED v1.63 - August 26, 2003*
3rd Edition Adventure Series - The Sunless Citadel is designed to challenge 1st-level characters who will follow a path to a mysterious dungeon where evil has taken root and face a dark plot which threatens to spread across the land.

HENCHMEN
This module uses the Henchman Inventory & AI mod along with Mulitple Henchmen scripts. Please see the text file for additional information.

CONTENTS
3rd Edition Adventure Series - The Sunless Citadel.mod and The Forge of Fury.mod (NOTE: The Forge of Fury is a placeholder module), a readme.txt, 3eadvseries1.bik movie, and the 3eadvseries1.hak pack.

INSTALLATION
The downloadable file was created using the Custom Content Installer. If you want to install the module manually, rename the file extension to a zip file.

REQUIREMENTS
This module requires NWN v1.28. All clients in a multiplayer game will require the hak pak. Please see the text file for system recommendations.


Files

NameTypeSizeDownloads
v163_3EAS_TheSunlessCitadel.exev163_3EAS_TheSunlessCitadel.exe
Submitted: 10-30-2002 / Last Updated: 08-26-2003
exe5.2Mb88821
--
SCORE OUT OF 10
9.08
264 votes
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Comments (29):

1 2 3

Posted by cancha at on08/08/07
Nice short adventure for a level 1 character. Good for players who dont want to spend months to complete a module (two evenings of play should be enough). Not too many side quests and main quest is simple enough. Realistic loot placement (you dont find loot in every single box that lies around) there's a lot of junk around wich should be the case in a goblin lair! Lacks custom music for ambiance. Some areas are large with lots of running around. I expected more in the ending though, it was kind of "flat". Notes on game play: Couldn't get help of my henchman to force stuff open (I played a weak rogue). Final combat bug... If you just chop down the "tree" before engaging in combat, it make the final engagement a lot more easy. And while you do so, every one stands around doing nothing. I guess they should have attacked to defend the tree but... Never found the way to open that darn door after all...

Posted by cancha at on08/08/07
Hello to all. Has anyone discovered how to unlock the magically barred door in Goblinville? The one with the draconic inscription on the floor thats in a room with a fountain. When you decipher the draconic inscription, it says "channel good, open the path" or something like that. I suspect you have to put some sort of component in the fountain but I haven't figured out what. I'm playing a rogue with Tordek as a henchmen. So the only thing I didn't try is casting a spell. Can anyone help me on this? Thanks...

Posted by jeffabes at on11/24/06
The author has put in some nice touches here. Non-playing characters often responded to me based on whether or not I was equipped with a weapon and what my class was, and there were monsters I haven't seen anywhere else. The plot was good, and even allowed for some moral ambiguity (should I work with kobolds or goblins, or not?) There was a seamless transition to the next module in the series. There were a few problems, though. Some areas were too big, and there was too much walking around to do. A shortcut between the Sunless Citadel and town would have improved this module a lot. Some areas are large even though they only contain one or two battles. This issue is made worse by having all kinds of junk around for the character to sell, which made for a lot of walking to and from town. Substituting gold for this (or at least something less heavy and bulky, like gems) would allow players to spend more time focusing on the positives of this module. I'm not sure why this module is listed as "designed for a 4 character party." I did just fine playing solo starting at level 1, and never using any henchmen. There were a few spelling/grammar errors. (If you're not the author, just skim past these.) 1) README: "loose" should be "lose" 2) Felosial: "your welcome" should be "you're welcome" 3) Pillar with a Rope: "tounge" should be "tongue" 4) to Belak: "prepair" should be "prepare" 5) Top: "spinable" should be "spinnable"

Posted by Kshatriya at on11/07/06
Conventional but well put together.

Posted by Malak at on06/05/06
Good Story!There was definetly a surprise when you least expect it,it was kindda hard to get started,but that makes it more challenging.It could use a good update,then I would give it a 10.

Posted by warren at 2006-04-1618:50:53    
Great. Thanks!

Posted by Twar_Blackshire at on03/23/06
Thanks Jeff for putting this conversion on the vault. I just finished it and am looking forward to the Forge part. Cheers.

Posted by Twar_Blackshire at on03/23/06
Good conversion. Good scripting. Intelligent. Lack of typical combat was refreshing. Good ending. Good use of treasure. Atmosphere and sounds create a believable mod. Good all around. My only possible knock would be that it felt like it dragged in the Underdark part a bit, and that you kind-of get used to walking a bit more than you would want. Thumbs up!

Posted by B003 at 2006-03-2217:52:50    
Good but short.

Posted by Owaen at on12/02/05
Excellent! Can't wait for Speaker in Dreams

1 2 3

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