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.
Regarding fire beetle nest and quest, I destroyed the nest and it still finished out the quest like it should.
Posted by TolenHaznael at on04/17/06
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 on04/17/06
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.
Posted by Kevinnash at 2006-03-1009:23:21
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.
Posted by Hugie at 2006-03-1004:35:56
Sounds good, I'll give it a go (I planned on using a mage too). Thanks for the quick response. :) Cheers, Hugie _________________________ [My (Important) Submissions] [My Website: Link]
Posted by Kevinnash at 2006-03-0918:00:10
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. Let me know how it goes.
Posted by Hugie at 2006-03-0917:30:05
Hi Kevin, What would you recommend level-wise for a single-player run-through? You said it was balanced for 4 lvl 1's--should I be a level 3-4 or so? Cheers and thanks, Hugie _________________________ [My (Important) Submissions] [My Website: Link]
Posted by Kevinnash at 2006-03-0723:58:45
Final Version Notes 1.00 - 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 on03/07/06
Unbalanced combat (solo + 3 henchmen); maps are huge; too much tedious back-and-forth; not much there there.
Posted by Kevinnash at 2006-03-0711:11:42
Added a module description to the download page. There are still 2 known bugs that will be fixed before final. They are minor and don't greatly affect gameplay. 1) Northern Shrine Journal Entry 2) Wandering Monster Float Text in the Burial Halls. I will be addressing these. If you discover bugs that don't include the above please notify me and they will be added to the things to fix list.