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NWN MODULES

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Title  I1 - Dwellers of the Forbidden City
Author  Udasu
Submitted / Updated  12-10-2009 / 05-11-2013
Category  Classic PnP Conversion
Expansions  CEP-2.00 Requires Community Expansion Project
Setting  Greyhawk - Oerth
Gameplay Length  It's a vanilla conversion. Non-linear exploration is there.
Number Players  1-4 - Low Level
Language  English
Level Range  1-5
Races  Any
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  Any
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  07
Max # Players  04
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Goodish, overall.
Gameplay Hours  04
Description
Somewhere in the heart of the steaming jungle lies the answer to the whispered tales and rumors.

'I1 - Dwellers of the Forbidden City' for NWN v.1.69

Based on TSR's 1981 Module by David Cook

Designed by:
Udasu & Rosie the Pup

Starting Level: 1
Number of Players: 1-4

Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City?

Parts of this module were used in 1980 for a major East Coast convention tournament.

-----------

Feel Free to email me at

[email protected]

Enjoy!

-U

Files

NameTypeSizeDownloads
I1__Dwellers_Of_The_Forbidden_City_4.7.rarI1__Dwellers_Of_The_Forbidden_City_4.7.rar
Submitted: 12-10-2009 / Last Updated: 05-11-2013
rar787.9Kb2608
Added some great TimG suggestions. Thanks as always for the great feedback!
SCORE OUT OF 10
9.89
15 votes
View Stats
Cast Your Vote!

PORTFOLIO
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SCREENS

Original Module Cover


Merchant Quests


Welcome to the Vale o' many types of henchmen, built right from the mod itself!


The Mongrelman Camp. They're pretty nice after you kill 20 to 30 of them.


There's monsters aplenty on the streets of the Forbidden City.


The bosses get bigger and badder.





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Comments (30):

1 2 3

Posted by udasu at 22:36:40    Voted10.00
TimG - It's okay, it happens, you don't have to like it all. If there is specific feedback, I can at least improve the experience for other players. Feel free to email me a bug / wish list. _________________________ Well, y'know... Sometimes you eat the bar, and..

Posted by TimG at on01/12/13
found the strategy papers and that was the roadblock that I was stuck on. I didn't realize they involved a faction and the remaining "dragon entry" about pockets of Yuan Ti in the city had me confused. I couldn't see any clues to when certain doors would unlock and to me it seemed like a LOT of running around just checking doors that had no real identifier. I ended with a miniature carved chest that I couldn't open. I am going to hold off voting because I don't want to add a vote that would lower the score at all. There's too much effort in this module and as I rushed through it as a playtest I don't think I got the best this mod had to offer. I did see a post earlier in the comments section where someone said that they rarely had any trouble with what to do next but all I felt like I was doing was going in circles checking locked doors. I'll come back to this after a while and play it through again with a different character and give it a vote. The other modules were so good that I am surprised that this one didn't do anything for me at all.

Posted by TimG at on01/12/13
Thanks Udasu, I am almost wondering if I have corrupted something along the way because as I reached what seemed to be the end I a few more odd things happen. As far as I can tell, I have completed all the quests and opened all the doors that should be opened. I beat the demigod in the Yuan-ti area and went back to camp with all the tokens but nothing really changed. I have done enough DM "prodding" to wonder if I broke something but can't figure it out. The only journal entry that I haven't done anything with is the strategy papers and they didn't seem plot critical. Since I never turned them up I wasn't going to worry about it; perhaps I should look into those further?

Posted by udasu at 05:30:31    Voted10.00
TimG - Thanks for the feedback, and I'll work on it. I've updated the surrender script to be mp-friendly. _________________________ Well, y'know... Sometimes you eat the bar, and..

Posted by TimG at on01/12/13
Most things seem to work as multi player with a little dm prodding so if this can be turned into an MP mod that'd be most awesome. If it turns out that I am chasing my tail trying to do this in MP I'll post that as well (eventually)

Posted by TimG at on01/12/13
still just playtesting so it isn't critical but on multiplayer I seemed to have trouble with the doors opening in the proper sequence. It seems like they need to open in a certain order but I couldn't tell if it was just me trying to "rush through" to test or if there really is an MP problem on the door opening sequence. I'll play around with it some more as soon as I get a chance and try to add additional information.

Posted by TimG at on01/12/13
I have been doing some multiplayer playtesting. The surrender script for the Mongelman boss works in single player but doesn't appear to work in multi-player. I tried several saves and restarts but couldn't get him to surrender til i loaded up a single player setting and it worked fine then.

Posted by udasu at 00:20:42    Voted10.00
thanks for the great votes! _________________________ Well, y'know... Sometimes you eat the bar, and..

Posted by udasu at 12:57:14    Voted10.00
Thanks, Rano! _________________________ Well, y'know... Sometimes you eat the bar, and..

Posted by udasu at 00:04:42    Voted10.00
Thx, bram! _________________________ Well, y'know... Sometimes you eat the bar, and..

1 2 3

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