moors and old keep with Forgotten Realms references
Gameplay Length
approx 3 hours. Battle in the moors and old wizard keep
Language
English
Level Range
start at 3 and end approx 7 or 8
Races
any
Tricks & Traps
Heavy
Roleplay
Light
Hack & Slash
Heavy
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
03
Content Rating
Teen
Alignments
any
Gameplay Hours
03
Description
Undead have been spotted in the moors below the tobacco farming community of Tinder Box. The township's local knight has decided to investigate these sightings. Strangely enough he hasn't returned in almost a week's time. The locals are starting to worry and they may ask you for help. Equip 2 henchers to join you in your quest
Thanks KrazyWulfe for trying out this module. you should be able to add this upload into your NWN Module file and play it just fine. Click the module to download and send it to a file your nfamiliar with. Then copy and paste it into your NWN module file and start up your game. Anyone else have trouble adding a Mod file to NWN? Let me know.
Posted by KRAZYWULFE at 2013-03-0703:00:39
o you install this type of module into your game? when i click the link i get...MOD V1.0���?��»�� ���4��?[��p�� �¨���ÿÿÿÿ����� ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� �����?��For my friends Don, Chuck, Ann and Billy. Thanks for so many fun Saturday nights rolling the dice and traveling to so many interesting places! Module takes about 3 hours to play. It's best to import a level 3 character. A brand new character is possible but will be difficult especially if you play core rules setting. Some difficulty with henc..... �É��˹...have no clue what to do with this as i ccannot paste it in to my files and can figure no other way to get it there. yes i am a noob about computers
Posted by Decedion at 2012-06-1806:37:59
Felt I needed one more apology comment for forgetting to add the updated mod file each time I made fixes and updated to the vault. I am thoroughly embarrassed about this and I do apololgize to those who have re downloaded "Lich" thinking it had been updated. Thanks again to werelynx2 for making me realize which step I was forgetting when updating to the vault. I hope those who collect module files will try this latest version and those that gave me helpful advice on improving this module will give it a shot again. Everything in the update description should work as I've tried to add in all of your suggestions that would make the module better. And your suggestions have made it better IMO. I'm always checking in to see if there are comments regarding bug issues so feel free to comment as I do appreciate advice and suggestions. Thanks and again I offer my sincerest apology.
Posted by Decedion at 2012-06-1805:52:21
I am a bonafide "Bozo!" I forgot to open the updated file in the browse section of the module submission....since the end of March. Thanks Werelynx for pointing this out..Do I ever feel like a moron...Ok...the updated version shows today's date and should have all the fixes since...uh..March 31. I'm so sorry for that stupid over sight.
Posted by werelynx2 at 2012-06-1802:16:58
Are you sure it has been updated? It still reads when you hover your mouse on the file: Last Updated: 03-31-2012 Not that I have played, I just download every new module:p _________________________ Thanks Rolo:)
Posted by Decedion at 2012-06-1713:26:53
I apologize in advance to those that re-downloaded my 6-11-12 update. I have polished up a few dialogs and corrected the auto save to the areas in which auto save is active. Perhaps I'm tinkering a bit much but I want this to be as polished as It can be for all module collectors and for anyone new who hasn't played this module before. I think I have just about obliged all suggestions from your feedback in updating this module. Again I thank all the community members who have commented, critiqued, suggested, etc. Hope you have fun playing this module and I'll continue to monitor the comments section here in case of any questions or bugs I may have missed.
Posted by Decedion at 2012-06-1120:00:18
Okay...I updated the mod today. Thanks again Qlippoth for pointing out those glitches. Henchman dialog and hiring and firing scripts were fixed. Since you can have 2 henchers in your party, it's best to fire a henchman( "Wait here for a bit." is the dialog line for dropping a henchman) of your choice before replacing him with another henchman. You can now reselect a previously dropped henchman upon talking with them. Spoiler below: I fixed the variable that links the conversation with Beljorn in the bandit cave when retrieving his confiscated items for him. As far as the lich is concerned, I felt that the narrative dialog was pretty self explanatory when speaking to the newly transformed lich. He must find his phalactery his Lackey carelessly discarded. So he summons in a minion boss for the PC to deal with as the final battle. I can see where you might consider the ending a little unsettling but for the most part I feel I left the ending, as your PC celebrates in the Copper Kettle, pretty much decided and with a possibility of creating a part 2....Thanks again for your feedback Qllipoth and finding the mistakes I missed. This is the latest version updated today and I would replace with this version any other version the Community players might have in their nwn module folders if they collect modules or have yet to play a previously downloaded version of this module.
Posted by Decedion at 2012-06-1019:22:01
Thanks Qlippoth for playing and giving feedback on "Lich." I think I have the double spawn on the final boss fixed. (I apologize to everyone who may have experienced that glitch.) Please let me know if anyone else is having trouble with "captured" Beljorn's dialog not firing once his prayer book is found. If anyone else is having trouble with henchman being kicked out of party because of another henchman's dialog choice, please hollar at me here and I'll look into it ASAP. Sure appreciate your patience Q and any other community members who may be experiencing the afforementioned glitches.
Posted by Qlippoth at on06/09/12
I liked it, compelling story, though I'm unsure of the outcome. There is a lack of clarity at the end, maybe it's just me. Send me an email, I hate including spoilers on here. Bugs: The newest henchman usually bumps the older henchman out of my party. Maybe the script that adds the new guy is counting incorrectly, there is a two henchmen limit, yes? this is with only one henchman, though. I can add them back, but the dialog that starts when they aren't in my party is the one they offer when they ARE in my party. so I have to tell them to get lost then talk to them again to re-add them back. *** SPOILERS *** Excuse the cryptic comment, just avoiding obvious spoilers: There were three items that one guy needed, I had overlooked the book on my way through and once I had offered the first two and exited the conversation he would do nothing and no longer speak to me at all... Rather game breaking. The guy at the end, after I am done with the dialog, every time I hit him he spawns an extra foe to attack me. This get's rather impossible. Maybe the foe attack script should only fire when the dialog is completed (if the user completes the dialog or hits the Escape key), not onPhysicalAttacked? You should be able to just move the script to run when the last dialog option is used (or escaped). So, what about the phylactery that his slave dropped down the drain? Where did the Lich GO, he just disappears at the end of the convo and he summons the Skull King? Or does he turn INTO the Skull King? If he is NOT the Skull King will he be coming back for his phylactery and revenge? This should be made more clear. Now fix these issues and make me a chapter 2! ;)
Posted by Qlippoth at on06/09/12
There are still a lot of builders who aren't going anywhere soon. I'm starting a new project, as are others working on PWs and SP modules. It is a lot slower, since creating a module and a cohesive story takes a long time, is all. Checking this out!