The continent of Flanaess (World of Greyhawk); more specifically, the Duchy of Urnst near Wooly Bay and the Abbor-Alz.
Language
English
Level Range
01 - 07 (beginners can level up)
Races
Any
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Any
Scope
Small
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
07
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Gameplay Hours
04
Description
Your life as an adventurer has taken you far and wide across the lands of Flanaess, and thanks to an appeal for aid sent out by the Duke of Urnst, you now find yourself within the city walls of the Duchy's capital city.
His Most Lordly Grace, the Duke of Urnst, seeks experienced hands to retrieve an ancient artifact from the fabled Ghost Tower of Inverness, and you (among others) have answered that call. At this moment, the Duke and his trusted Seer have called you all together in his chambers to discuss the terms of your quest, should you choose to accept...
- - - - - - - - - - - - - - -
This module was originally written by Allen Hammack for the Official ADVANCED DUNGEONS & DRAGONS Game Tournament of Wintercon VIII, held in Detroit in November of 1979. Included within this faithful conversion of the classic PnP module are a number of new and/or updated creatures: Carnivorous Ape, Carrion Crawler, Dinicthys, Doppleganger, Firebat, Giant Ant, Giant Badger, Giant Centipede, Giant Crab, Giant Lizard, Giant Marine Beetle, Giant Sea Spider, Giant Viper, Green Slime, Hieracosphinx, Horned Devil, Ice Toad, Ixitxachitl, Leucrotta, Olive Slime, Owlbear, Pteranodon, Rust Monster, Slime Creature, Stone Giant, & Su-Monster.
NOTE: You MUST also have Elesias' Abyss Tileset (Abyss.hak) installed in your HAK directory. You may find it here.
Posted by Razide0506 at 2011-03-15 21:11:31 Voted 7.50 on 03/15/11
I never played the original, so I can't speak to how well it was converted, but it's a well-crafted module. The areas look good, especially the plane of water, and there are a lot of interesting elements, such as the fate of a bunch of adventurers that came before you and an amusing dispute you're asked to resolve. There were a few bugs, though they may have had more to do with the game than the module - the most glaring were the giant badgers who spawned inside a pile of rubble, and who thus couldn't hit me or be hit. That said, I can't actually say that I really enjoyed the module. There's a lot of backtracking, and some of the challenges were more frustrating than fun, such as the plane of water, which slows you down to a crawl. I also had to keep re-activating the necklace of water-breathing as well. Also, in the room full of traps, I had to keep very tight control of Discinique, who would otherwise walk over one trap on his way to disarm another. Overall, it's a well-made module, but one that just didn't keep me engaged.
Posted by __doug__ at 2010-09-07 19:37:30 Voted 9.50 on 09/07/10
Excellent! Great conversion. I can't wait to play "S4". I had a few problems navigating around the debris and the spider room acted strangely once but it was a blast to play.
CaveGnome is right - Riago is too paranoid to open the door, so you'll have to bust it down. The door has a hardness of 10, hp 30, so you'll need something with some oomph! to do any damage to the door... _________________________
I have a problem to bust the door down, the door which behind Riago resists. It seems that this door is unbreakable because also my henchmen refusing to open it, even Lembu and Discinque. My Pc is a barde. Where is the error?
Posted by CaveGnome at 2010-02-16 04:11:50 Voted 9.25 on 02/16/10
Thanks for this Great module... Very enjoyable but i was a little disapointed by the random encounters between castle and encampment. This part was a little repetitive and sometimes monster encounters where unbalanced (demons), and this place just showing for the encounter feeled strange. I't would have be better to cross "random encounter land" at every time, with or without encounters. The end was a little frustrating. Letting the player try to engage battle with the baddy would be better i think, but well, you where porting an existing module, and i suppose this was the official ending. Is the inexistence of healing kits something from the original module? I am used to heal my henchman this way, and was unable to do it. Loved the underwater level and the soul gem...
Posted by murf09 at 2010-02-14 17:40:18 Voted 9.00 on 02/14/10
Thank you for the good Mod. While I never played C2, I did read it years ago, and there is no doubt your additions improved it significantly.
I played it with a 5/3 Paladin/Sorcerer and with the rogue and wizard henchmen. The combat was balanced and traps were lots of fun. The only problem that I noticed was the henchmen pathfinding and their occassional need to fight each other.
Thanks for your comments (and your vote). But be sure to check your character roster - your character is automatically exported just before the end-game cutscene, so all your hard work and gear (except for the Soul Gem) are preserved... _________________________
Posted by NolDrek at 2009-12-31 23:41:51 Voted 9.00 on 12/31/09
Nice classic PnP Conversion. Well scripted.
Rest restrictions were a minor annoyance (1 HP/day), no recall stone, no way to recover dead henchmen.
Game ended with a cut scene, I gained XP and a level, but there was no chance to save my character before the game quit. _________________________ "'The time has come,' the Walrus said, 'to talk of many things: of shoes - and ships - and sealing wax - of cabbages - and kings - and why the sea is boiling hot - and whether pigs have wings.'"
Hehe, I thought I was smart and tossed a canister of alchemists fire at the barrels in the immolation room and the cave in script killed me all the way in the next room. But it was fun! ;)
Something quirky happened so I figured I would report it. In the hallway after Riago, at the metal door, I monkeyed around near it for a bit and at some point found myself suddenly inside of the chessmaster's room. Not sure if that is intended or what caused it.
How embarrassing - I updated the ZIP file with my test module instead of the actual game module - that's why the start location is all messed up. I will fix ASAP - sorry. _________________________
I need help, I just installed this module and its haks from the ZIP on this page and I spawn inside a small room with two henchman npcs and a soul gem that death attacks me, and there is no exit to the room. Not sure whats going on.
Posted by udasu at 2009-10-19 09:28:17 Voted 10.00 on 10/19/09
Well done indeed! I'm impressed how you've managed to work the toolset to fit the flow of the old 1st ed. mods. Looks like a lot of hard work went into this!
-U _________________________ Well, y'know... Sometimes you eat the bar, and..
16 OCT 2009 UPDATE: Following suggestions from Lord of Worms & RyanC08, I have revised the scripts in the Plane of Water so that the game will properly recognize those special items from the N/PC's inventory which grant some protection from drowning... _________________________
I'll have to test the underwater area some more to see why your henchies keep drowning even if they've got the right potion. I'll also tinker with the potion's expiration so you don't have to "double-drink" just because you surface to visit the oasis. Thanks for the heads-up; I'll try to get to it ASAP. _________________________
Posted by RyanC08 at 2009-07-24 11:14:06 Voted 9.50 on 07/24/09
I really enjoyed this module. It was short and very fun. I liked the characters and scripts (the chess room was my fav!)
For the negatives, I'd have to echo what lordofworms said about the underwater area. If I dranks the WB potion outside of water, I and the henchmen would die. If I drank it underwater, I would live, but my henchmen would still die... even if I SAW them drink it! It also doesn't help that I'd have to drink the potion again upon returning to the water (from talking to the stranded man).
Very well done!
Posted by krickerd at 2009-06-20 23:46:10 Voted 9.50 on 06/20/09
An excellent evening of fun! Very professional mod! I really liked the custom scripts used on events and even the rest system (though not healing during rest was annoying). The ending totally left it open for a sequal. Both my henchmen died in the water area - everytime. Oh well, they served their purpose well for the vast majority of the game. Once again - truly excellent mod! _________________________ Defeat the Black Knights! Play Phantasie
Posted by lordofworms at 2009-05-01 21:11:26 Voted 10.00 on 05/01/09
You could certainly forego hiring the henchmen if you wanted to try multi-player... I wrote all of the scripts assuming the game would be played single-player, so I'm not sure what bugs might appear in multi-player. If you give it a try in multi-player, I'd certainly want to hear what worked and what didn't - if this module gets into the HoF, I'd certainly want to fix any of the multi-player bugs you (and others) might find. Enjoy, and let me know how it goes! _________________________
The only item you WILL lose is the artifact you were sent to recover in the first place; everything else in your inventory is preserved when your character is exported (just before the final sequence of the module)... _________________________
Posted by brisub at 2009-03-22 11:04:00 Voted 8.50 on 03/22/09
I thought it was a very nice mod and enjoyable to play. Some of the fights were a little tougher than I expected, but that was fine. The final fight, however, was a bit ridiculous because of the loss of all of the items. We managed (the party) but it was more frustrating than fun IMO. Still, a worthy production and I was pretty much impressed by it all.
bri
Posted by colourwolf at 2009-03-06 22:26:07 Voted 9.25 on 03/06/09
Fun and solid overall.
I hate persistent corpses, so it gets knocked down a bit for that. There were a couple of glitches (The henchmen disappeared when I fell down the pit)
The ending was a bit of a downer, with no chance to react.
It was a bit strange to be able to steal the 'named' equipment off the henchmen and sell it off.
Posted by JP2U at 2008-12-08 22:43:48 Voted 9.25 on 12/08/08
I like how standard NWN/DND items were renamed to their old 1st edition names ... bracers of defense, potion of healing, extra healing, etc.
However the bracers of defense, or at least one pair found in the dungeon, don't actually offer any bonuses at all. They also seem to have a fixed price of 18K even with no bonuses at all?
You'd never know that from the in-mod merchants though since they're such incredible tightwads.
Unlike Steve, I liked the feces because I figured it was actually in the original module. There was a bit much of it though. (I suppose that's what happens when you have centuries of relieving yourself that never decays?)
Anyway, this was really a fantastic mod and maybe I should rate it higher but I just never liked the original that much ... thought it was a little oddball.
SPOILER HERE >>>
Also, I didn't like being "suckered" by the Seer when I had nailed him as a potential traitor long beforehand. I especially didn't like it since I thought of my PC as a Suloise wizard acting under orders from the Scarlet Brotherhood to recover the gem for themselves. It may have taken centuries but we finally got it!
I just sort of glossed over the whole idea that the gem was taken, or even that I was working for Urnst. I collected my 1K xp then escaped convo, saved and left.
Basically I'd like it if there could be more dialogue and plot choices to reflect diverse alignments and motivations rather then just "I'm neutral/evil so I'll do what they want but make them pay me." notion which is your only usual option. The only other option is to play a mod that caters to evil. Of course this isn't a complaint specific to this mod but I'm just voicing it here. I recognize that it would make the dialogue and scripting quite a bit harder (maybe exponentially so), but it would increase replayability.
Anyway, good work, thanks, I'm looking forward to playing your S4.
Posted by Eva Galana at 2008-10-18 07:59:01 Voted 10.00 on 10/04/08
Got your message, Sir Otus, and replied. Look forward to play the forgotten evil modules (playing one right now by Ol' FP, but, expect to start these soon). _________________________ Well...who would have thought THAT would happen?
Posted by Eva Galana at 2008-10-04 15:16:44 Voted 10.00 on 10/04/08
Oops = I'm such a dummy - nopt Saleron (wrong author) - I just finished that one and downloaded your Forgotten Evil mods - sorry! I was so impressed with the writing, etc...cheers! _________________________ Well...who would have thought THAT would happen?
Posted by Eva Galana at 2008-10-04 15:11:45 Voted 10.00 on 10/04/08
Sir Otus, I have to say that you are one of my all time favorite mod producers here (I'll put you in the same class as Alazander, Abbadon, and others!). As with your Saleron mods, I thoroughly enjoyed this one. I'm from the early 80's PnP playing (although we seldom used mods) and the feel of this was so true, it was great! Thanks! And, I hope you will continue posting more mods here for the NWN1 fans (I have NWN2, but, not so thrilled with that one yet). _________________________ Well...who would have thought THAT would happen?