Module is balanced for a party of 4 level 1 characters. Henchmen are available.
Language
English
Level Range
Begin at Level 1 and will end up around level 8
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Heavy
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
08
Max # Players
04
Min # Players
01
Min Character Level
01
Content Rating
Mature
Alignments
Both Good and Evil supported.
Gameplay Hours
04
Description
Tomb of Abysthor Version 1.10
Restore an Abandoned Temple: Enter the catacombs near the desecrated Temple of Muir, God of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will they discover the chamber of Living Rock and the secret power it holds? Adventure awaits!
Final Version 1.10 has been uploaded. This addresses a few minor release bugs.
Large, mostly non-linear dungeon crawl, numerous henchmen, and generally very well made. Ceaseless opportunities to hack apart monsters and evil cultists.
The large, mostly non-linear dungeon makes it easy to get lost, and combat is definitely on the challening side.
Posted by Mirgalen at 2011-09-10 03:58:22 Voted 6.75 on 09/10/11
Not too bad but not great either.
If you play this solo you must play a Good if not LG character. You may try Evil but Neutral does not work. Due to a design error (some priests with death attack that should have been some kind of inflict wound or negative energy touch attack) your character will need to have immunity to death magic. Also note that there is only one rogue to hire and she is not good enough to disable some of the traps (if she is lvl 8 or below). I first tried it with Jill Valentine (Neutral Ranger/Fighter) who was happy to deal with the zombie problem (needed a bridge module between surviving horror 1 and 2, started lvl 4 and finished lvl 8). I started again with a better character (e.g. Good Cleric lvl 7 or above) to try to finish the adventure. I took Goldo the Tomb raider, hobbit rogue/priest of Tymora who's going around looking for undead infested dungeons. Started lvl 9 or so and finished lvl 11. Goldo did ok.
Other than character limitations I found a few bugs and oddities here and there (e.g. you can access the monolith without the earth blood).
5-6: A good effort that fans of the style will find worth the download.
Posted by werelynx2 at 2011-05-20 02:38:50 Voted 7.50 on 05/20/11
Loved the way of handling teleports. The only thing the mod could use are bags of holding(there are only 4 from 20% to 80% or sth). It would be nice to tag"been there" some places as the dungeon is a maze. Also it is relatively easy to stumble upon some monsters too tough for you due to the design of the dungeon. I hated the respawning monsters, good there are only few such encounters. _________________________ Thanks Rolo:)
Posted by DoctorRuina at 2009-08-14 04:33:04 Voted 9.25 on 08/14/09
A very entertained module. A good conversion of the original module. It has a few bugs but of little importance.
Posted by laisee at 2006-10-14 06:36:40 Voted 9.50 on 10/14/06
This mod deserves more recognition. Nicely put together, definitely challenging battles. Could use more role play, more stuff to interact with Cara about (as in hints, progress etc.) and the mod should either be played as totally good or evil, but not neutral in my opinion. Pls disregard the note below, I found your "hints" and found Abysthor's tomb with the key in 5a right after that. Thank you for all the good work put into it. I may even try a replay as an evil rogue character to check out that aligment.
Posted by laisee at 2006-10-14 03:32:43 Voted 9.50 on 10/14/06
****possible spoilers*****
I think I have explored everything I can, but I just can't find the earth blood well for the living stone vial (chamber of living rock??) in order to get to the black monolith. And what the hell is the Stone Enigma for? I also have seen mention about prismatic doors and have taken the book along with me forever, but have yet to encounter anything like them.
I have been through all 6 levels, all crypts level 2a etc, and am seriously stuck (have double checked all ramps and doors). My lawful neutral elven wizard with a watchman's helm is now true neutral due to searching/spoiling the holy sarcophagi (only found the xtra northern crypt on 2nd run through while searching for the well) Been having fun, but need a hint here - non-linearity is cool, but I found the sphynx area off of lvl 5 really early in the mod. Too many re-spawns too in Deepest Cavern particularly - hence lvl 8 already.
Scruffylad: Thanks for taking the time to Review my module! I really appreciate it.
Steve: Module is rated M for Blood and Gore.
Thank you everyone for playing and voting on my mod. I am really looking forward to NWN2.
Posted by gcmaxon at 2006-09-12 20:05:51 Voted 9.75 on 09/12/06
Kevin,
Great Mod and I enjoyed playing it. I only had one problem with it and that was no credits at the end and I did'nt even get to see the Monolith blow up! ;) wink
Why is the module rated mature? _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Swshbklr at 2006-08-25 21:51:48 Voted 9.50 on 08/25/06
An outstanding module, and true to the PnP version.
I did, however, find one small bug playing this mod in Multiplayer at NWC. For the kobolds/contaminated mine quest that the constable gives, each PC in the party must talk to the constable in order to be able to actually get into the mine. If only one PC talks to the constable, that PC is able to get into the mine, but the rest are barred from entering.
Other than that, we've been having a blast with it! Thanks for all of the effort and skill that you put into this mod!
Tolen: Thanks for Voting. I'm glad you enjoyed the module.
Barrabus: I marked the object plot in the 1.10 release so yes this is working correctly now.
Posted by Barrabus ( 12.4.xxx.xxx ) at 2006-04-17 19:15:51
Regarding fire beetle nest and quest, I destroyed the nest and it still finished out the quest like it should.
Posted by TolenHaznael at 2006-04-17 09:21:15 Voted 8.75 on 04/17/06
Just played through it this weekend. Overall I thought it was a good module and a good conversion. With three henchman the difficulty level is challenging enough but playable. Several encounters were incredibly difficult (Lokaug, the temple of orcus), as they should be. The storyline was implemented well, the lighting and atmosphere was appropriate in most areas of the dungeon, and I particularly like the clever ways you implemented certain traps and obstacles. The font of bones, prismatic walls, and darkness corridor were all handled very smoothely.
Posted by TolenHaznael at 2006-04-12 12:30:30 Voted 8.75 on 04/17/06
I just saw that this module was done. I look forward to trying it out once I get home from work, as ToA is one of my favorite PnP modules. I'm glad someone finally released a conversion of it. I'll vote once I get a chance to play it through.
I've discovered a bug with the "Deleniel's Home" quest. When you reach the fire beetle nest, make sure you start a conversation with it as opposed to destroying it or you can't finish the quest.
I'll need to flag this item as plot in a future update.
Note this quest is optional so I don't consider this bug serious, but it's worth mentioning to those of you who are doing the quest.
I assume you don't want to use Henchmen? You can have up to 3 of them.
If you don't wish to use Henchmen then I'd recommend at least level 4 at the beginning. That's a guess though as I haven't tested this without companions.
I believe one of the testers soloed this thing at level 1 without henchmen but I think he was using a Mage (AE Nukes and Pets) and I'm under the impression he wasn't using hardcore difficulty.
- Fixed the Northern Shrines Journal Entry
- Fixed the Stone and Chalice Quest Bug
- Fixed the Floating Text Bug on the Wander Monster Spawn in the Burial Halls
- Increased the Power Level of the Guardian Demon
- Nerfed the damage output of the Cave Morays
- Increased the mob output on some of the Wandering Monster tables.
- Increased some experience rewards for several quests.
Thank you everyone who tested this. Please download this mod and vote on my work.
Posted by Drexar_Heulbric at 2006-03-07 20:50:29 Voted 6.00 on 03/07/06
Unbalanced combat (solo + 3 henchmen); maps are huge; too much tedious back-and-forth; not much there there.
Just curious, what exactly is this module about? _________________________ Coen
"I came, I saw, I conquered" Julius Ceasar
Posted by JJ ( 172.165.xxx.xxx ) at 2006-03-06 21:49:21
In reply to the one asking about 'The Word'. Thats just flavor text. If you were using the PnP module, one could decide what it was and what would happen.(Perhaps scripting in a bless/curse depending on what the character did?)
Well there isn't exactly a robust storyline coded to team up with the Agents of Orcus but evil role-play is supported. There are both good and evil alignment shifts based on what you do.
I don't want to give away too much but lets just say that there are choices you can make that affect the outcome of the story.
Posted by DNova ( 216.220.xxx.xxx ) at 2006-03-02 13:31:01
How about an evil option for the no-good-rotten PCs? Work for Certain factions in order to gain control of the Monolith.
Found and spoke with Karith. Enabled me to pick up magic items in showcase also referred me to stone and chalice etc. But still uncompleted quest in journal entry ie finding out about N Shrine.
Anyway reloaded a saved game and am going through the mod again
Posted by grift-x- at 2006-02-28 15:42:36 Voted 10.00 on 02/28/06
cool mod. clever scripting. cool traps. areas are well made. despite it being in beta, its quality is better than a lot of final mods out there.
Posted by grift-x- ( 198.245.xxx.xxx ) at 2006-02-28 15:38:03
areas are well made. clever scripting. cool traps. even though it's beta, it's better quality than a lot of final mods out there.
I have probably missed some hidden doors but I have now cleared LVl 1 to 4. Soloed upto 4th lvl, now have Barb but at 6th lvl.
Uncompleted quests are
1 N Shrines been to the 2 found the 3 secret chambers below (you must have made searching for hidden doors very easy), Killed the two orc acolytes but could notr find any reason why they had been desecrated?
2 Have found 2 holy burial chambers but can not open any of the sarcophagi. In a bout of frustration/anger destroyed "Flail's"
3. In Lvl 4 found out that they are looking for Dark Monolith? Is that the stone face carving (huge)? Been back there a few times and still waiting for it to say "the word". Whatever that word may be.
4. Can not find the Holy Scepter, Stone of Tircople and chalice of Elaner?
Is the Lab just a red herring. Found secret chamber but bookshelves just burst into flame. Did not detect any traps on them?
Had to start fight with guardian of temple and Natasha (at the time in Natasha's lair, there was a door that was magically closed). Once I attacked her the door had opened (had collected the head of ? before)
If the guy below got to 8th lvl I am about 3000 short of 7th. I am wondering what have I missed.
Posted by AFSCORPIO ( 70.242.xxx.xxx ) at 2006-02-21 18:12:47
I just finished playing through your module as a fighter type.
Spoilers
I ended up as a Ftr6/Pal2. Having played through the module once I knew what to expect. I was surprised that it was in my opinion a lot eawsier as a Fighter than a Wizard. Not having to worry about MR and spells made things a lot easier. Once I found the Lsword and got some decent armor the game got a lot easier. Still had to spam rest a couple times but nothing near as bad as a Wizard. Soloing was a lot easier. The neverwinter AI helped a bit also. Was able to draw the enemy awawy in small groups to make them more managable. Many of the bosses didn't follow and onve you had the Stone of recall things went a lot quicker. I definitely enjoyed the module and am looking forward to the final version.