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NWN MODULES

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Title  Scourge of the SlaveLords: Pt 3
Author  JayAre
Submitted / Updated  08-25-2006 / 04-03-2007
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Greyhawk
Gameplay Length  Approx 3-4hrs; Large City: Searching for clues
Number Players  Solo
Party (up to 4 or 6)
Language  English
Level Range  Solo 10-12; if Multi-player 10
Races  Normal
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Medium
Classes  Any (Rogue and Cleric may be needed in Party/ There are henchmen to help fill those slots if needed)
Scope  Part of Series
DMNeeded  Part of Series
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  14
Max # Players  06
Min # Players  01
Min Character Level  10
Content Rating  Teen
Alignments  Any (Preferrably of Good or Neutral Alignment)
Gameplay Hours  04
Description
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile Hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! You must move quickly before the slavers recover from your previous forays and attack!

Joseph of the Light, a slave you freed and previous guest of Mistress Gold, warned you of Mistress Golds plight and the conspiracy of a Slave Lord tricking you into doing his/her dirty work. With your map, you head into the mountains to find Suderham, the hidden city of the Slave Lords, to continue your rescue efforts of Mistress Gold.

Files

NameTypeSizeDownloads
downloads.htmldownloads.html
Submitted: 08-25-2006 / Last Updated:
html--1871
1.67 Exotic Islands n' Undersea Caves Tileset Haks from the Bioware Site External Website Beyond Our Control
Scourge3ReadMe_v02.txtScourge3ReadMe_v02.txt
Submitted: 08-25-2006 / Last Updated: 08-30-2006
txt6.11Kb1396
--
Scourge_Pt3_-_Module_v02.rarScourge_Pt3_-_Module_v02.rar
Submitted: 08-25-2006 / Last Updated: 08-30-2006
rar3.4Mb2190
--
Scourge_Series_Hak_3-1.rarScourge_Series_Hak_3-1.rar
Submitted: 08-25-2006 / Last Updated: 08-30-2006
rar9.8Mb2130
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v1.53 patch (.RAR)CEP Team2006-05-08--** Please note : this patch is outdated and does not work with NWN v1.68. As such, please do not dow
SCORE OUT OF 10
8.88
16 votes
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Comments (30):

1 2 3

Posted by jonvez at on09/27/06
******* SPOILER ******* The Council are kicking my ass, finally put 2+2 together realized I'm supposed to die, I guess, but I'm getting a script error: jr_on_play_death: OID: 80000000 Tag:, ERROR: TOO MANY INSTRUCTIONS So I die, but I take it there's supposed to be an event handler kicking in to continue the story?

Posted by Twar_Blackshire at 2006-10-0300:47:16    
Hello Jayare, Just wanted to say that I look forward to downloading the third part to your wonderful adaption in this series. I'm just wondering if you would recommend waiting until a future update before proceeding? I have a character just biding his time until you say 'go'. Cheers, and keep up the excellent work...

Posted by Gaias at on09/30/06
I have played this module through once and have voted on it accordingly.

Posted by jonvez at on09/27/06
Jayare, can't wait to get further into this-- I've really enjoyed your remake of this series-- thanks! I'm having a small issue in the City of Suderham: I can't seem to enter the door to the blacksmith's shop in the thieves' quarter-- there's no highlight on the opening. Should I not be able to enter yet or something? Also, this is possibly unrelated, but I came to this page to see if there might be a newer version of your module with maybe a fix for the above. I didn't find one-- I have the file from 8/30. However, I noticed the comment for the CEP 1.53 patch says it's no longer supported, and there seems to be some weird backwards compatibility issue with that according to the CEP docs. I had already upgraded to NWN v.1.68, for which there is apparently a new CEP 1.68 upgrade. I downloaded that and tried your module with it (after removing the CEP 1.53 hak as per the instructions in the CEP download), but that broke the mod. I'll just go back in the meantime to 1.53 and skip the blacksmit shop, but I wanted to see if maybe that's the reason for the doorway issue. In any event, thanks for another great module, keep up the good work!

Posted by gilknut at on09/26/06
All in all a good series, faithful adaption from the PnP classics. A bit more flavour, perhaps some more "flesh and bone" in the form of subquests and events around town would make this third installment a lot more interesting though.

Posted by Drew38 at 2006-09-2100:45:27    
*****Spoiler************ I have arrived in the chamber with the lords and I am getting absolutely slaughtered... Is there something I should have done before getting here? or is an 11th level Cleric plus 2 npc's just not good enough?

Posted by Cobweb at on09/18/06
Jayare: I had a quick look at the basic system specs for NWN2 and realised that my tottering PC will meet the basic requirements so I for one will be around to play PT 4 and any updated version of part3 you put forward. Many thanks Regards Cob

Posted by JayAre at 2006-09-1810:18:18    
rdawg Cobweb: Thank you both for your rating and individual comments and suggestions, I really appreciate them and will take them into consideration when I update this module. I will be working on adding a few subquests within the city itself to help eliviate some of the tedious searching, some subplots I meant to add previously but was pressed for time to get this mod out to the community. FYI, I do plan on completing this series b4 moving on to NWN2(which requires me to upgrade my computer! sigh.) Not sure how many will be around to play it, but I'd like to have it finished. ~JayAre _________________________ You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!

Posted by Cobweb at on09/18/06
Just to pump up my recall abilities, I replayed pt2 before moving straight into this. I really wish I could give this a better score than I have as it started off in the traditions of part 2. Without wishing to give too much away I have played other non linear mods in the environs of a large city where the search for the critical path was a little bit like looking for a needle in a haystack but to relieve the routine a number of interesting and worthwhile subquests and encounters were introduced to the plot and storyline. This acted as a nice diversionary tactic and made the game a richer and more rewarding experience. The city area design, shops, stores warehouses etc were all a rewarding experience. However I think this part of the mod could have been improved by the introduction of more interaction with some of the locals. The additional scattering of rescue and removal tasks and some local politicking (I would have dearly loved to deliver a come uppance to that wandering parasitical city servant for example) would have helped. Once I had located the next clue to the critical path, the rest was more or less straight forward. However once the action heated up I got into some challenging fights, which were well balanced. Essentially this mod had a great beginning, a slow middle and finshed with all guns blazing. I enjoyed playing it as it was still good but not as a rewarding experience as its predecessor

Posted by Cobweb at on09/18/06
Jayare: Having just downloaded this I spotted Rdawg's comments. Since playing pts 1 2 last year I haven't forgotten how much I enjoyed them so I will be playing this soon comments and vote to follow. I just hope that some of them don't get lost as happened last time. Good to see you back on the vault with the next part. Regards Cobweb

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