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NWN MODULES

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Title  Aschbourne
Author  Rascal
Submitted / Updated  09-26-2006 / 01-23-2007
Category  Persistent Worlds
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Forgotten Realms - Calimshan
Gameplay Length  This is a persistant world so the hours would depend on the players.
Language  English
Level Range  1-40
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  40
Max # Players  20
Min # Players  01
Min Character Level  01
Forums  Link
Content Rating  Everyone
Gameplay Hours  60+
Description
UPDATE 12/30/06


This is a PW I had running for sometime. With NwN2 coming out I have shifted my direction towards there and have no more use for this module. I would like to take the time to share this with everyone and wish them the best in taking this PW and expanding off of it.

**UPDATE** It uses CEP 1.52/1.53 Patch.

Aschbourne, which is the starting town, lies east of Calimport. Your character will travel through many a dangerous road while seeing the ever growing city of Schamedar or the coastal town of Volothamp. Your northern travels will lead you all the way to the ever deadly Marching Mountains.

There are many features to be seen and experienced while playing....

*Persistant Banking
*Persistant Storage
*Persistant Quests
*Party XP, but no disadvantage to the solo'er
*Mage specific unique golem crafting system
*UOA Crafting
*War System
*and much, much more!

Experience an area of Calimshan like never before!

--Do with this module as you see fit as I wont be working on it anymore. I hope you all find enjoyment as I did in this project. Enjoy! :-)

Files

NameTypeSizeDownloads
Aschbourne__v21_7.rarAschbourne__v21_7.rar
Submitted: 09-26-2006 / Last Updated: 12-30-2006
rar2.5Mb1066
--
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SCREENS

A map of the area surounding Aschbourne, which lies east of Schamedar.





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Comments (28):

Posted by attorrman at 2009-03-19 14:48:32    
Hey there everyone on here, and, if I wanted to place "Tommi Undergallows" and, "Drizzt Do' Urden", and his companions into this actual module, what proper featured in game areas should I properly place these NPCs into in this module adventure, please reply on here today.
_________________________
michael sharp.

Posted by fletch218 at 2007-07-29 19:24:39    
Do the maps still exist?

Posted by ffbj at 2007-05-05 10:19:22    Voted 10.00 on 05/05/07
I played on Aschbourne years ago. In fact it was one of the first pw's I played in. Thanks for putting it up rascal.

Posted by ffbj at 2007-05-05 10:18:13    Voted 10.00 on 05/05/07
I played on Aschbourne years ago. In fact it was one of the first pw's I played in. Thanks for putting it up Rascal.

Posted by rascal at 2006-12-30 08:28:30    Voted 10.00 on 12/30/06
Oh yeah....I can vote ;-)

Posted by rascal at 2006-12-30 08:27:53    Voted 10.00 on 12/30/06
I removed the cep 2.0 version as it was broken beyond repair. I have replaced it with a fully operational version of the mod. Enjoy and have a happy new year! ;-)

Posted by rascal at 2006-10-25 10:43:23    Voted 10.00 on 12/30/06
The new version of Aschbourne has now been posted and ready for download. It fixes a bunch of things that went horribly wrong when CEP 2.0 got installed, but rest assured that everything seems to be running smoothly once again. :-)

Posted by Barbidou at 2006-10-07 11:13:57    
thank you very much !

Posted by rascal at 2006-10-06 09:10:25    Voted 10.00 on 12/30/06
Barbidou,
Very possible, as I have already tried but not fully tested it yet. If things work out ok I should be able to get the CEP 2.0 version of this up in a day or two.

Posted by Barbidou at 2006-10-06 06:03:22    
is it possible to have it with CEP v2 and not the beta ?

Posted by Luciano07 at 2006-10-02 10:54:20    
aaaa right, my bad. I see i need the Beta

Posted by Luciano07 at 2006-10-02 10:11:52    
hmmm i have a problem

When i try running it, it claims im missing the required custom talk table.

I have the latest CEP, and all the addons it says are required, and i have a folder in the base directory named tlk with cep2_v1.tlk in there

Where am i going wrong?

Posted by rascal at 2006-09-29 12:25:56    Voted 10.00 on 12/30/06
Steve_Savicki,
Tomi is not in the mod. :-(

Posted by Steve_Savicki at 2006-09-29 11:41:21    
"Calimport is kinda like the capital of the country of Calimshan. "


So is Tomi Undergallows in the module?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by rascal at 2006-09-29 10:32:50    Voted 10.00 on 12/30/06
Steve_Savicki,
I used the short form for posting and didnt see an option for that but I will look again just in case I missed something, but good question none the less.

It is definately rated 'E' for everyone. I had originaly placed in a cat house in Schamedar but eventualy took it out if memory serves correctly. :)

Posted by Steve_Savicki at 2006-09-29 10:20:54    
What is the content rating of this module?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Ion Zin at 2006-09-28 19:04:53    Voted 10.00 on 09/28/06
vote - 10

Posted by Ion Zin at 2006-09-28 19:02:46    Voted 10.00 on 09/28/06
thanks Rascal..you've been much help..its a very nice module..

-Ion

Posted by rascal at 2006-09-28 16:24:15    Voted 10.00 on 12/30/06
Ion Zin,
If you want to re-open it then try to make it in one spot as multiple instances didnt quite work well for me. Right now as it stands the forge is for dm's only but can be switched easily enough by just changing the doorways destination. Delete the doorway to it in the DM's Only area and make a new door somewhere where you want the forge to be accessable to the players. Then simply attach said doors. :)

If you dont want the forge to give out everything then go into its convo and cut out the lines of options you dont want then save it under a different name as to not mess up the original.

I hope this helps ya out dude. :-)

Posted by Ion Zin at 2006-09-28 16:01:31    Voted 10.00 on 09/28/06
how can i go about re-opening the mystic forges?..

Posted by rascal at 2006-09-28 12:29:13    Voted 10.00 on 12/30/06
Also, the mod is setup to prevent death logging as well. ;-)

Posted by rascal at 2006-09-28 12:28:15    Voted 10.00 on 12/30/06
Ion Zin,
There are 3 in the main town of Aschbourne at the Employment Agency. There is one quest for the Adventurer Guild in the next area north of the starting town of Aschbourne.

As it stands now that was the only quests introduced as other quests were done via DM's. There was plans to add an Employment agency to every town but I never got around to it.

Posted by Ion Zin at 2006-09-28 11:34:45    Voted 10.00 on 09/28/06
Rascal..how many non-dm quests can you say are currently in this module?..


Posted by rascal at 2006-09-26 19:29:14    Voted 10.00 on 12/30/06
Ion Zin,
This is just a simple persistant quest system that stores the info on an item that is given to the PC on creation. I wasnt able to add in any long in-depth quests yet so you'll find the classic 'fetch+retrieve' quests, but done in very unique ways. ;-)

Posted by RapidDeployment at 2006-09-26 18:52:49    
if you want a persistant quest system search- Forsetti
_________________________
I am 9fires.In Hell I burn in flames. So cold inside the fires heals the pain.

Posted by Ion Zin at 2006-09-26 15:34:39    Voted 10.00 on 09/28/06
Hello Rascal,

Can you briefly explain the persistant quest system..is it kinda like endless nights?...that would be great to be able to download a PW with a persistant quest system similar to endless nights..

-Ion

Posted by rascal at 2006-09-26 13:26:06    Voted 10.00 on 12/30/06
Calimport is kinda like the capital of the country of Calimshan. Aschbourne lies aways east of Calimport and right next to the River of Ice.

Posted by Steve_Savicki at 2006-09-26 12:53:46    
Is Calimshan the same as Calimport where Tomi Undergallows is from?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

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