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NWN MODULES

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Title  Temple, Tower, and Tomb
Author  Ghool
Submitted / Updated  01-18-2007 / 05-03-2007
Category  Classic PnP Conversion
Expansions  CEP-2.00 Requires Community Expansion Project
Setting  Generic. Can be fit into any world, and any campaign with little, or no modification.
Gameplay Length  If one is motivated enough, I assume you could race through in a couple of hours. If you're thorough, and like to explore, expect around 5 or 6 hours of play, possibly more.
Number Players  I suggest a party of at least 3, but a party of 4 or 5 will function best. Single players may have difficulty in parts.
Language  English
Level Range  14 - 25
Races  Any
Tricks & Traps  Heavy
Roleplay  Light
Hack & Slash  Heavy
Classes  A balanced party will always do better, and a character with at least 8 levels in rogue. All things plot should be able to be opened/bashed by those not having a rogue. A rogue will help a party find more treasure and traps.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  25
Max # Players  06
Min # Players  01
Min Character Level  14
Content Rating  Teen
Alignments  All alignments supported.
Gameplay Hours  06
Description
The Autarch has a problem. His kingdom is on the brink of war, and his royal viziers tell him the only hope for the future lies in gaining three unique magical items, each of surpassing power. But the items are held by guardians of such evil that the viziers tremble at the thought of facing one, let alone all three. Recovering those items means almost certain death.

The Autarch glances down at his desk, noting a message from this morning. Spies report the arrival of adventurers, ones of some renown. Instantly, he has the solution to his problem. Adventurers can get those items. They'll do anything for money.

Even if it kills them.



PnP Original source by: Steve Winter and Laura Craig

((Please Note that this adventure is incomplete, but it's only missing one final area with a bit of role-play at the very very end of the module. Hence, this is why the version is marked as Beta, but it should be bug-free. The DM Guide is still being written, and I hope to have this uploaded at the same time as version 1.0. More info in the Readme file.))

Any feedback, bug reports, rants, praise or what-have-you is not only welcomed, but encouraged and appreciated. There might be small bugs or typos, and if you find any, I'd love to hear about them, so they can be fixed.

Files

NameTypeSizeDownloads
Temple_Tower_and_Tomb.rarTemple_Tower_and_Tomb.rar
Submitted: 01-18-2007 / Last Updated: 04-07-2007
rar2.2Mb719
Maps included in the .rar. One secret door is missing from the Tomb of the Faceless One map, in the Burial Crypt area.
TempleTowerTomb_Readme.txtTempleTowerTomb_Readme.txt
Submitted: 01-18-2007 / Last Updated: 01-18-2007
txt5.24Kb569
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v2.0 (Commu...ack II)The CEP Team2006-09-30--Welcome to the Community Expansion Pack (CEP) version 2.0! Requires NWN 1.68 with HotU & SoU Exp
Rob's Dungeon (...o dark)Rob2003-02-20--Retextured Castle Interior. I have changed the main textures only, but it is enough to give the tile
Temple, Tower, ...omb HakGhool2006-09-07--This is the required hak for my upcoming, and final PnP conversion for NWN. I take no credit for cre
SCORE OUT OF 10
9.61
9 votes
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Comments (30):

1 2 3

Posted by Ghool at 2007-10-2008:19:47    
Life's been extremely busy for me since my commissioned miniature painting business has taken off. It's not likely I'll complete the end, since it's been nearly 4 months since I've gotten any feedback or votes, and I just no longer have the time. I'm not sure if there's that much of a demand to see the end of this one anyways. -Ghool

Posted by Steve_Savicki at 11:52:08    Voted9.75
Is this mod still going to be updated so we can see the end? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by TAMAKAS at on07/31/07
Great mod, I'm loving these pen and paper conversion modules, much more enjoyable than the official campaigns. I soloed my Treasure Hunter rogue through this one (took her through Dungeon of Graves to work up to it) and got her from Level 18 to Level 20. It took every "get out of jail free" card and trick she's collected through her travels from mod to mod to get through some of the fights but it was doable. A henchperson would have been nice at times, but with the way the fights were set up they'd likely have been whittled down to nothing just as bad as my summoned creatures were :-). I loved the custom items and creatures, though the undroppable items are a bit annoying to have to be stuck with through the mod when I didn't need them. And my heart was crushed when I made it to the end and the final area was still under construction :-(. I'm assuming it has something to do with that locked room with all the chests in it in the palace, but oh well. Great mod nonetheless and I can't wait to tackle Tomb of Horrors next (hopefully I"m high enough level). _________________________ In the beginning there was the end...

Posted by Ghool at 2007-07-1015:02:23    
Cursed Rats! I'll have to re-do that area again it seems. Thanks for the feedback, and vote Astero! Glad you enjoyed it! -Ghool

Posted by Astero at on07/10/07
I enjoyed the module immensely. Great atmosphere, visually it was exceptional, unique monsters, sufficient loot, nasty traps, puzzles, secret doors, basically what ever your heart desires for a memorable dungeon crawl experience. *Spoilers* I soloed the module with a rogue/fighter char and ended it using only one rope. It was nice making it retrievable. Stealth was my best friend :). I fought only when it was necessary and saved a lot. Fighting the Faceless One was the easiest battle, although I expected it to be the hardest. When he died I waited for his remains to appear but nothing. I reloaded and the second time everything worked out fine but I was starting to experience an annoying lag. I found it difficult to make one simple step. I reloaded, same thing. I restarted my pc, same thing. I used a recall scroll to return to the palace and nothing changed. I reloaded again and decided to use a console command to move to another area inside the tomb cause I left some rooms unexplored, so I picked one. Boom, Rats! It seemed like thousands of them. The first time I was in that room, some rats started to show up, so I killed them and then used my rope to descend to another area. I never thought that they will keep reappearing. So that spoiled the fun for me near the end :(. Despite my misfortune I won't hesitate giving your module a 10, I really had a great time and I will definitely replay this when you add the last area. *End Spoilers* Thank you for yet another wonderful module :)

Posted by Scrotok at on06/23/07
Amazingly done! Like all of Ghool mods, TTT rocks.

Posted by Scrotok at on06/23/07
Ghool, Just finished the mod -- AWESOME!!! You put a huge amount of work into the mod, and it showed. Thank you so much for keeping my gaming group fully entertained! Some more feedback: *** SPOILER ALERT *** (1) The final boss was a bit easier than I expected, but it was easy to predict that he was the final boss, so we were buffed. Also, we were all standing around the sarcoghagus when we opened it, so he didn't stand a chance (ganged up on him). I know he doesn't spawn until you pick up the golden death mask, so it might be impossible to "fix", but such is the fate of spellcasters -- maybe give him Time Stop or some "instant buff" (Sequencer) item? (2) The one-way "prison" room was amusing, but somewhat annoying, since we didn't have a DM. We had to log off, log on as a DM, jump PC to the rest of the party, etc. Or re-log as a PC. No big deal, and kind of "Tomb of Horrors" like in terms of brutality, so it was enjoyable. (3) I really liked the way the water drained out in the muddy tunnel. Tile magic? (4) I liked the way the Vizier said, at the end, "Go talk to the king. I'll be there in a minute (just as soon as I buff...)". Most amusing :) (5) The PC who found the Annulus put it on his head. When we returned to the Vizier, the Journal said that the Vizier had taken the item, but the PC still had it. (6) I liked the "I'm warning you!" sphixes. I kept expecting them to attack when we got close to the throne, not the doorway to the next area. So, one PC sat on the throne, nothing happened. So I sat on the throne, nothing happened. Then, while I was still on the throne, some PC went close to the exit and I was stuck with 2 angry sphixes in my face :) (7) The final gold sarcoghagus: After trying DEX-boosting spells and items, we got our lockpick skill up to +9... almost, but no cigar. We tried Knock, but it didn't work (8th-level Wiz). We tried Find Traps item (Lens of Detection), no workie. We tried to jump back to the Vizier's palace to buy lockpicks, but the Vizier's convo wouldn't allow us to do so. We finally had to DM spawn a +10 lockpicks. Not a big deal, but a bashing option would be nice. (8) I never played the PnP version of TTT, but I agree completely with you that the "3 mini dungeons" idea translates well into NWN. Take care, and thanks again! I'll ask my gaming buddies (Andreus, Target, Grath, and Visrow) to vote for the mod. JP

Posted by Ghool at 2007-06-0512:53:39    
Thanks for the comments Scrotok! 1. It's a bit bugged at the moment. 2. He's fixed in the version I have. I noticed that last play-test. He should attack with full force from now on. Nigh-invincible?! Hence why YOU were sent instead of Head Vizier Hazim.... 3. Still trying to figure that one out. I think it has to do with such a long script, and MP. 4. Weird. That thing is still a bit buggy as well, and it's in the proccess of getting fixed. Glad you're still having fun! Cheers! -Ghool

Posted by Scrotok at on06/23/07
Ghool, *** SPOILER ALERT *** (1) I'm not sure what the memory moss does, when we're fighting it in combat. (2) The "Tower" boss was near-invincible (took us forever to kill him, had to wait for crit hits from our fighter). For some reason, the boss (once he ran out of spells) would walk away from the throne, then jump back to the throne, then walk away, then jump back, etc. (endless loop) without attacking us. Strange. (3) In the "Tomb" there's a trap where the hall fills up with stone blocks (very cool VFX). My PC was standing by the entrance, and although he was trapped/stuck, he was not injured. Another PC (in the middle of hall) was stuck, and later was killed (something like "you've been crushed by the walls"). (4) For some reason, my PC can't use the Scrolls of Recall. 8 Wiz/7 Ftr, Abjuration specialist (I think). Overall, we're having a blast with this mod (4 players on average per session). Extremely well done! JP

Posted by Ghool at 2007-05-0209:54:11    
They aren't, really. I've just made the level requirements on all three coincide so that one can play a 'Ghool' campaign. ;) -Ghool

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