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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):

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Posted by Mirgalen at on04/17/10
* Some spoilers here * Back with the Monkey King. Well, I had very high expectations here because this was one of my favorite Epic DnD module (with Test of the Warlords) and because thegeorge is highly talented. At this point I may not finish it. Like my previous character did, the Monkey did wander around, got stuck here and there and ended up in the same island/cave. This time, we got to meet K (nearly the big reason why I wanted to see this NWN conversation) but it was really far from what I was expecting. First K would be to his kind what giants (if not titans) are to humans (not sure if we can mess up and enlarge the existing creature model), second he could easily have 3 times the HP of the standard size thing. K was down within a round and did not even hit my character (Monkey did just over 100 DMG including a critical hit). Found the two "rocks". Took the martial ring, touched one of them then the other (knowing that my char got immunity to death magic active) and here he was down again. If there is a list of 10 stuff a DM/module writer cannot do, this would be one of the items. I sure know TSR did it here and there but I would have either modified the object to take into account the various immunities available in the (NWN) game OR if it was possible to justify the bending of the rules (e.g. you are in the Chaos plane where magic is altered in random ways) I would have somehow made it clear to the players at some point (e.g. player: cast invisibilty, DM: you are now glowing red). Regardless, my char (who is immortal anyway) could come back but I have no clue and certainly do not remember how to get to the end of this module. May be it's time to go find where "Angel Falls" ;-)

Posted by thegeorge at 2007-04-2716:26:33    
Thank you very much. Yeah, it should be nonlinear enough to finish 'out of order'.

Posted by Malak at on04/27/07
You sure know how to create a gloomy atmosphere. All the dead soldiers sitting around the table in castle Skullheim, surprised me. Never seen that done before. Nice scenery,and music.The only problems I had was to figure out what to do next, I kind of beat the module backwards, by going to Gollim Villiage first, then having to backtrack my way to finish the other quest's. But all in all good job!

Posted by thegeorge at 2007-04-1409:01:08    
That all sounds as it should be to me, since this is a classic pnp conversion. I like your 'warrant' idea though, maybe I'll implement that.

Posted by Mirgalen at on04/17/10
A few quick comments after trying the module with my half-orc paladin. * spoilers * 1. After talking to King visit the castle (I don't think you can do anything or speak with anyone before going there, am I wrong?). Once in the castle pretty much defeated any hostile. According to the comments below there is another way to resolve the situation. Yet I don't see where we can get any clue about that or what ype of magic would be effective. 2. After the castle wandered around for a while vising a few villages without learning much about the story. I could not reach some of the places like going from Alicor to Gollim. Also I found a locked door at the end of the highpass road decided to "go get a warrant" if not the proper key before entering. 3. After clearing a bit of the swamp and "rescuing" a number of lost horses found myself back in Alicor. The weather was pleasant enough so a boat trip souded like a good idea. Landed on a beach and found some ancient cave the way was well marked so it would have been hard to miss it. Explored a bit until I reached a dead end. Got killed while trying to examine something (insta death no saving throw). Tough luck.

Posted by thegeorge at 2007-03-0508:32:02    
No, since myself and others are able to play with a character in the proper level range you should too. - and no need for a French map, I have the English one. Are you suggesting that I include it? (Because there's no real need for it.)

Posted by Mirgalen at on04/17/10
My CoT from "Fate of Neverwinter" got crushed/smashed/diced during the first encounter. Ouch! I played the PnP version with my bard he was around lvl 15 or so. I have re-created and played this char from lvl 1 to 40 a while ago (he is a fighter/rogue/druid mix). Don't tell me I need to summon him for this job ;-) PS: The map I have is in French, should I scan it (or use my camera) and upload it here?

Posted by thegeorge at 2007-02-1308:32:49    
btw Has anyone who finished the module tried the Gollim Village sidequest?

Posted by thegeorge at 2007-02-1220:12:23    
And thank you very much jfoxtail. I haven't done a lot to promote this module (so far), so your vote both surprised and delighted me. :)

Posted by jfoxtail at on02/12/07
This is the first of the Georges mods I have had the chance to play. I am very impressed. Great atmosphere, well though out area designs, interesting and varied combat. Being a PNP mod - the plots are usually very linear - yet the George has injected some thought into making a player think it through rather than simply run around in his boots of haste. Above all this mod is well balanced for level 15-21 a much needed niche for where many many quality mods end (look at the top rated you will see a ton). I played a level 19 Cleric solo and so chose to play at the higher end of the range to compensate. So what is missing. Why not a 10? I too wish for a henchmen for better solo play and more robust journal entires. However, I do intend to host this mod some time and I am sure it will be excellent for MP just as advertised. Well done by George (pun intended). Off to download Angel falls et al.

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