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NWN MODULES

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Title  Death's Ride (CM2)
Author  thegeorge
Submitted / Updated  11-26-2006 / 12-13-2008
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Mystara
Gameplay Length  approx. 5 hours
Number Players  1-5
Language  English
Level Range  15-20
Races  any
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  any and it is recommended to have one cleric in the party
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  20
Max # Players  05
Min # Players  01
Min Character Level  15
Content Rating  Everyone
Alignments  no evil paths
Gameplay Hours  05
Description
REQUIRES: NWN 1.69+SoU+HotU+CEP 2.2[+CMP optional]
[v2.1]

"A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you to investigate."

This is my classic pnp conversion of a 1984 TSR module by Garry Spiegle. For levels 15-20, any class. Like most pnp conversions, this one is also geared towards multiplayer. I know many will try it singleplayer anyway, so effort was made to accomodate those players as well (it uses standard respawning and there are no henchmen/hirelings). The source material recommends having at least one cleric in the party.

Files

NameTypeSizeDownloads
Deaths_Ride_v21.zipDeaths_Ride_v21.zip
Submitted: 11-26-2006 / Last Updated: 12-13-2008
zip21.8Mb1910
version 2.1
SCORE OUT OF 10
8.64
11 votes
View Stats
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Comments (30):

1 2 3

Posted by Mirgalen at on04/17/10
On Mac I am getting a "missing custom talk table" that's a first since I played a previous version of this one. I have no clue why Linux/Mac users may be having trouble now.

Posted by thegeorge at 2009-02-1400:02:51    
Someone mentioned before crashing with Linux, could that be your operating system?

Posted by SushiCW at 2009-02-0216:11:30    
I'm getting a crash to desktop whenever I try to load the module. Has anyone else had this problem? I just updated to the latest CEP 2.2 and downloaded the CMP. nwclientlog doesn't say anything useful: since it's a hard crash, nothing is recorded.

Posted by thegeorge at 2008-08-0610:30:37    
Excellent. It almost seems like this module was meant for you actually...

Posted by tr0j at on08/06/08
Great fun again. Thankyou. I think I'm becoming a thegeorge groupie. Tried the Gollim quest. *** Spoilers *** I was a little confused about moving someone to a different location after deploying them. Great idea though, as this was one of fav parts of HotU. I ended up charging about trying to snot the enemy before they could get near the troops. Found 2 groups huddling and waiting for me to turn up. Perhaps I had stationed my troops too far away. Funnily, one group, guarding the Mill were entirely wiped out before I could get near them to assist. Not one Manscorpion was hurt. In contrast, the same quality and volume of troops at the Lead mine entrance made a meal of the skeleton warriors also before I could get there. In fact the only action I got to see was a group of skels attacking the front gate. We won of course. Gloria Mundi! I think I offended poor Sir Guy riding my horse up into his boudoir several times. I felt less guilty after the 4th or 5th visit after having to climb all those stairs on my charger. Perhaps Sir Guy could have had one of his manservants bellow to me from a window atop the tower. Fortunately he had installed a greasy pole so exiting was nice and fast. *Loved* the limits on merchant gold. Great idea. Although I finished hauling many goodies unidentified back to my own barony. *Also loved* the items actually lying around on the ground instead of in wine barrels and crates. *Top idea* with the corpses at the table. Great creepy-value. I kept waiting for death's factotum to burst out of the mortar. - I went solo with a combat-wombat, so healing was a chore. Perhaps a left-over first aid-kit in the castle?? - I did need the walkthrough as I got lost a few times. # Totally missed the de-cursing thing. But that adds to replayability so I can try a cleric next time. + Enjoyed skulking about the keep's grounds trying to avoid manscorpions and giants, as my healing potion kitty was empty so it forced me to be frugal with bravado. Added to realism, so I support the monster count as is. Added to the plot.

Posted by thegeorge at 2008-08-0321:19:49    
8/3/2008: just a quick CEPv2.1 fix (hopefully)

Posted by thegeorge at 2008-07-2113:28:55    
Yep.

Posted by Steve_Savicki at 13:23:21    Voted10.00
Is this the 1.69 patch update? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by thegeorge at 2008-01-3123:19:14    
Thank you. I haven't worked on this one for a while, maybe I will when the 1.69 patch comes out.

Posted by fire&ice at on01/20/08
Tried this module with 3 level 16-17 characters. Unfortunately the experience was not quite what I hoped ? although this was somewhat aided and abetted by NWN crashing out repeatedly for our Linux user and new drivers giving me graphical artefacts (this fact excluded in scoring, of course). * SPOILERS * A few comments ? for a 3 player MP party, I think lower levels would be appropriate; most of the big battles were over before we noticed and at least before the rest of the party caught up with the leader. A lot of encounters were kind of confusing ? we seemed to get attacked by a blue dragon early on (before any journal entries about him) and apparently killed him ? peasants seemed inconsistent about warning us about him or congratulating us for killing him. Subsequently we did (or at least our paladin did) find him on the Isle ? he was dead before I got there. Other encounters seemed too frequent. Particularly on the approach to the temple we were hit by endless, respawning giants and manscorpions. No challenge at our level and really tedious. Not helped by the fact that the manscorpions lacked any animation whatsoever. Generally, more journal entries would help. We missed the Hammer of Light completely and generally spent the entire module confused about what we actually had to do, until we gave in and consulted the walkthrough at the end. There were insufficient clues in the castle to know to cast dispel magic/curse on random monsters / objects, so they all got killed. Even on reaching the temple, it was entirely unclear (no clues at all) on what exactly needed doing. And what about that wizard? We randomly encountered him, killed him and then apparently he was something to do with the plot. Finally, the music. Particularly in the castle this was quite poorly used. Each small room had a different, often inappropriate theme. Moving around the castle was being assaulted by a musical cacophony ? no theme apparent. I feel that a single theme, with perhaps another for particularly important rooms, would improve the atmosphere no end. Sorry for appearing negative ? I do thank you for the time and effort you put into this module ? more than I have ever achieved, but it fell a little short for us :( fi _________________________ NWN2: Big Font/High Res GUI // Extra Spell Swapping // NWN1: Colourised Scrolls // Both: Reviews and more

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