03/09/2012: The campaign version has been taken down from Mediafire, not sure why or how. I can't find my own copy, so it looks like the campaign version is toast.
04/30/2011: Fixed a few bugs in the Campaign version.
02/02/2011: We've created another version of Tomb of Horrors that requires both expansions (MotB & SoZ). The campaign version uses the SoZ Party builder so you may bring your own party. The campaign version also incorporates numerous bug fixes, puzzle modifications, and the final battle is much more difficult. Only one NPC, the dwarf fighter Gribol, is available to join the party in the beginning.
11/24/08: Our tests of the Tomb with the latest patch and expansion (SoZ) has revealed no new bugs. Thanks to Everian for helping test MP.
Recommended Server Settings for MP:
D&D Hardcore Difficulty
Full PvP
No item level restrictions
This is our first attempt at using the NWN Tool. It is loosely based on the updated Tomb of Horrors module by Gary Gygax (updated by Bruce Cordell). It is designed for 4-6 characters of 9th-11th level.
We tried to re-create the atmosphere of Tomb of Horrors PnP module in NWN2. This is not an attempt to copy the PnP module precisely.
This is a deadly module. Some monsters are a little too powerful, and some traps are extremely lethal. Anyone who played the tabletop version of the original will understand this is by design.
You will need a classic party: rogue, cleric, fighter, mage. Substitute classes are ok as long as you have someone who can pick locks, someone with a high search skill, someone with strong melee ability, and a good spellcaster to round out the group.
If you want to explore the Tomb solo, with no NPCs, you will probably need a rogue/wizard of at least 14th level.
Death is very inconvenient. It is strongly suggested that everyone has a raise dead scroll.
The Area Transitions are not set to "Party," so it is easy for the group to get hopelessly lost/separated.
There are lots of crafting components in the module; it's a little overdone actually. We like crafting. You should too.
We have tested using the MotB Expansion and found no errors.
There are two walk-throughs. One is a critical path description. That walk-through provides guidance for making it to the end of the module. It does not provide detailed explanations on how to overcome all of the puzzles/traps/monsters that stand in the way. The other walk-through describes most of the encounters, traps, and puzzles in the Tomb (except for the Necropolis).
This is the original version of Tomb of Horrors Revisited. It is a Module, not a Campaign. It does NOT require any Neverwinter Nights 2 expansions. You do not need any other files to play this mod. Download the zip ToH_Revisited2.zip file to your computer; unzip it; move or copy the unzipped mod file into your My Documents/Neverwinter Nights 2/modules directory.
Is there a way to enable SoZ party creation for this?
Posted by Ocanthus at 2010-07-0907:25:49
rross28, thanks for the vote. SPOILER ALERT: The altar in the chapel has "examine" text that provides the clue for using it. It's vague, for sure, but if you figured out the broken statue puzzle, the altar clue should make sense.
Posted by rross28 at on07/02/10
A module that lives up to its authors notes. This is a hard module, a humbling experiance, just like the PaP version S1. The end fight with Acerarak was over before I realized that he was dead. He was VERY underpowered for the level of character/equipment that you have. Crafting was definately overdone from a balance point of view,(but it is nice to have all the nifty gear) The hints for some of the puzzles (levers in portal room) were not much help, but thats why you provided the walkthrough). It is better to have a hard puzzle(and a walkthrough to help) than an easy puzzle that is to easy and provides no satisfaction in its solution. Problems If your main character is a Rogue (as mine was)then you have a problem in the pit areas (I won't say much more in case I spoil things for others). Lastly the Altar in the chapel. I knew that I had to use it (because you got teleported back to it), but what you put in it, was there some hint that I overlooked that gave some clue? Overall definately worth the download. Well done.
Posted by fishnuke at on09/11/09
Thanks for making a high level module, with SoZ character support! I'm pretty sick of all the level 1 modules that keep coming out. Doesn't magic missile and 8hp get boring? Epic feats are COOL. Liked the big rooms and hefty encounters. I use the starting area as a staging area to outfit new characters even for other modules. My ranger(1)/mage(22) certainly got his butt whopped on the 1st run through by those death knights in the temple...
Posted by DancesWithShoggoths at on09/07/09
I considered my vote very carefully before placing it as my brother I spent several Friday night sessions trying to solve this one , for the most part, enjoyed ourselves immensely. It was unfortunate when frustration led us to using the walk-through more than we wanted to but admired the fiendishness of the tricks traps when the solutions became apparent. The big let-down was the end.The ease brevity of the final encounter killed the experience entirely for me I couldn't wait to export my character move on to something else. Overall, I feel that this mod presents many hours of enjoyable multi-player hack 'n' slashing would not be adverse to recommending it to others, but I would warn them not to build themselves up too much for the grand finale as it is somewhat of a fizzer. _________________________ "Out here on the perimeter, there are no stars..." Jim Morrison
Posted by Nihlar at on08/15/09
Played with 3 friends ended up level 11-12. First the pros: -Multiplayer - Great! -Based on a great PnP module but with own ideas. That's a good thing -Hard encounters, really love that. Then the cons: - It's really boring with re-spawning monsters in a CRPG as there's no DM to give the extra variation to it. - The area design need some improvement to make a so large tomb an interesting touch. More creativeness when it comes to placeables, sounds and lighting. - The puzzles has the possibility to be good but the implementation of them forced us to use the walkthrough more than what was fun. I think it's an okay module for a party of 3-4 players and we had a bunch of fun play hours with it. But for me it needs something more to reach a high vote. _________________________ ZORK - Rediscovering the Great Underground Empire a re-make of the classic ZORK I, for Neverwinter Nights 2 Amraphael's House of Curious Things My NWN2-blog _________________________ If you download it, vote for it!
Posted by TymmeRMortis at on07/20/09
If you remember mean old PnP DMs back in the day, this'll bring a smile to your lips. Great work by a genius. I did think some of the levers too hard to find, especially the one in the tomb corridors to enter the lizardfolk domain. I must have walked right over it with the rogue in search mode at least a dozen times. _________________________ Verbing weirds language--Calvin
Posted by Ocanthus at 2009-07-1805:46:36
akibara: it sounds like you may have been trapped in the false tombs, which are pretty much death traps. ******** SPOILER ALERT ************ The entrance to the real tomb is the cave, not either of the mausoleums.
Posted by akibara at 2009-07-1507:38:43
i was playing with 6 level 9 characters
Posted by Ocanthus at 2009-07-1421:59:03
akibara: this module is extremely difficult in Single Player. It was originally designed as a Multi-Player module for 4 players and then modified for Single Player.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone