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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
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Comments (30):

1 2 3

Posted by Steve_Savicki at 10:14:06    Voted9.75
It's up to you, but I hope you complete the series (I didn't know Firestorm Peak and TTT wer prequels.) _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by Ghool at 2007-04-3016:21:07    
I could never find the sequel in print (and I just might have converted it....), and I had no idea that Acererak's plan was to become a God. Eerie...but great minds think alike I suppose. ;) -Ghool

Posted by Steve_Savicki at 10:35:39    Voted9.75
Ghool, was there a PnP module that carried the story past Tomb of Horrors? _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by Scrotok at on06/23/07
Ghool, *** SPOILER ALERT *** (1) I like brutal. "Don't go changin'..." It would be cool if the non-petrified party members had a way to return to town (perhaps at great cost), BEFORE finding the Hesper, in order to purchase the Stone to Flesh scrolls they forgot to buy initially. But then again, I like the idea that sometimes heroes don't return... (2) Just to clarify, we saw the "swirling vortex of doom dust" twice (it leaves a trail of small gray dust clouds, right?): once when we entered the hall from the Purifying Chamber, and later when we entered it from the Hall of Relics. The Ring of Regeneration +5 (found in Hall of Relics) was the only item on my PC which lost its enchantment, and the enchantment never returned (at least not yet -- we saved the game). Other players noticed all of their equipped gear was disenchanted. (3) I thought I was driven permanently mad, as the conversation with the Hesper suggested. I laughed, because I was the only one with a scroll of clarity in my inventory... I agree with your assertion that healers need to be... healers :) JP

Posted by Ghool at 2007-04-2710:01:03    
Steve: Maybe, but doubtful. Scrotok; SPOILERS FOLLOW: Thanks for the praise and comments. In answer to your questions: 1. The petrification is permanent, with no death GUI. I did this to prevent respawning, and it might be a bit brutal, come to think of it, especially for single players. 2. This might be another bug, as it isn't supposed to go off a second time. I'll check to see if the scripting is all right, and working for multiple disenchants. The effect lasts for a d6 roll in turns (up to 30 real minutes). I did notice that the PC's rings were not having their properties returned as well. If you find any bugs, and the PC's equipment does not get it's properties returned, you can jump in as DM, and recover the disenchanted items. To do so; Jump to the area; Rules Staging Open the inventory of the Disenchanted Items Chest (it's a creature), and remove all the items. Replace these with the PC's current items. 3. Likely, you were driven mad by said effect. It can be removed with a Clarity (assuming you have a healer-type....or some one with a scroll). Most of these effects are permanent, and require the healer to do the PnP job of well, healer. Remove fear, Clarity, Remove Curse, Restoration, are not only suggested, I'd say they are required. ;) 4. Great idea. I shall do so. -Ghool

Posted by Scrotok at on06/23/07
Oh man, this mod is AWESOME! Some feedback after Session #1: *** SPOILER ALERT *** (1) When starting the first quest, one of our party members was turned to stone by a certain CREATURE OF TERROR on the beach. In some mods, this effect is permanent, and the player sees the death GUI. In other mods, the effect wears off after some time. Which one is it for your mod? We waited a long time (10 min of real time), then someone jumped in as a DM and healed him. (2) When we entered a certain hallway in the temple (first quest), some of our party members had some or all of their equipped gear disenchanted by the moving, swirling dust vortex of DOOM. It was most amusing to see their reaction :) However, they soon began asking, "When will this effect wear off?" Eventually, the effect did wear off (I think). However, when we returned through that hallway later (after recovering the first major item), some of the PCs had their gear disenchanted again, and we saved the game (back at the starting palace) without knowing whether or not this effect would wear off a second time. It would be nice to know how long this effect lasts. (3) My PC, being the Master of Lore, was self-selected to interact with the first major item. This caused my PC to become a bit... CONFUSED... much to the amusement of all concerned (except when I hacked them down in my confused state). We waited a long time, hoping it would wear off after a while as it often does in other mods. They eventually found the exit and left me behind, hoping to find a cure later. Unfortunately, since I was left behind, and since they couldn't get back to me, I missed out on the next few rooms (Rats -- must replay in SP mode!). Eventually, someone DM-healed me. Was that effect permanent, or temporary? (4) Based on the above, you might want to include a placeable sign showing "The Penalty for Failure" in the starting area. This sign could have the rules for petrification, disenchantment, confusion, etc., so that players know how long to wait around before getting DM-healed, etc. Although it is entertaining (and good roleplaying) trying to find a solution to each of these problems, I don't want to waste too many real-world minutes doing so, so it would be nice to be able to "cheat" by looking in the DM's Readme, etc. Similar to the way HABD works (you know the rules in advance about how death/bleeding/etc. work). Just a suggestion. I plan to do something like this in my next mod. If you respond to this post, can you send me an email/message also, to remind me to check this site? Thanks! JP

Posted by Ghool at 2007-04-2307:31:30    
I hope you and your group have fun, Scrotok. :) -Ghool

Posted by Scrotok at on06/23/07
Ghool, We're getting ready to start this mod, and really looking forward to it! JP

Posted by LordLestat at 14:28:44    Voted9.75
Thanks for the reply back. I was just thinking on them as 1. Can't blame a guy for trying LOL. _________________________ DEATH A thought on Death; Its not Death if you refuse it, It is if you Accept it! £ð®Ð £ê§tåt

Posted by Ghool at 2007-04-0911:33:28    
Gah...three posts in a row. ;p To answer your question LordLestat; I can't (and won't) merge S1 and this one simply because of all the custom module-specific scripting involved in each module. With both merged, it might create a fair bit of latency, plus it would be a monumental task to do-so. I purposely made this one to be the level bridge between Firestorm peak and S1, technically allowing a party to play a Ghool-style campaign from level 10 and up. I'm glad you've enjoyed them. :) -Ghool

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