For reasons irrelevant, you have become a convict and slave in the God-Emperor Kathutet's domain. For your skills in combat and spellcraft you have been hand-picked to run his Gauntlet, a maze filled with deadly traps and monsters, created for the emperor's own entertainment. The prize waiting at the end: a full imperial pardon of your crimes. Can you earn your freedom?
After playing the original content I was disgusted by how easy it was and its lack of dungeoneering - so what I�ve tried to provide here is a challenging dungeon in the classic style. This is the first thing I�ve done with the NWN2 toolset so try not to be too harsh. Also - I know some things are directly stolen, but there was no way I was going to waste hours trying to come up with my own riddles.
Posted by karen at 2012-07-10 22:54:42 Voted 8.00 on 07/10/12
Nice little dungeon crawl - thanks for the fun! I agree that the voting seems off. You asked about levels, I started off solo as a level 6 paladin with the game on Hardcore and pretty much breezed through the game with a couple of exceptions. Actually, I had the most trouble with the puzzles lol!
I should mention that when I first started I tried to kill some of the guards shooting at me with a bow, but no matter how close to death they were, none of them died so I gave up on that. I really would have liked to take down at least one of them!
I would like to ask a favor - could you possibly give me the console cheat code for the cloak of night? I absolutely have to have it!
Thanks again, and I hope you'll continue to make new mods!
I just started this when the hotfix for patch 1.23 came out. I don't know if it's related, but I have MotB, MoW, and SoZ. I tried with TonyK's AI in my override folder and with an empty override folder; I get a CTD every time I try to save after I do the Mockingbird, booze, and feather thing-quicksave or new save in a fresh slot makes no difference. _________________________ Verbing weirds language--Calvin
Posted by eMRaistlin at 2009-02-01 14:24:49 Voted 8.25 on 02/01/09
Fun, bug free, and one of the modules made for multi that hags around and are not 1 map only.
The action is pretty straithforward, but i'm enjoyig it currently with friends, and it's a good time to play, so it deserve to be better noted (would probably cast a 7 if not to re-up it a bit)
Vidal, The Tunnels and Trolls module is a NWN module. NWN is dead with NWN2 out there. So, why make the reference at all?
Posted by vanyamia at 2008-10-03 05:39:08 Voted 7.50 on 10/03/08
The rating is a rather low for this mod, it seriously is worth a look. Some of the fights could be a little better balanced, but a level 3 rogue and level 3 fighter got through... eventually. Because of the infinite variations on class combinations that is a little hard to judge.
We couldn't judge the lights correctly though, and got fed up of trying sensible permutations. Just a little frustration there when the battling creatures was so neatly done.
Well worth developing and improving upon. :)
Posted by Rosie at 2008-07-05 07:56:44 Voted 7.00 on 07/05/08
Hi there
I've just finished this mod and I have to say I was pleasantly surprised. I guess I wasn't expecting too much given some fairly low votes, but what I found was a well-constructed, bug-free, hack n' slash dungeon crawl with a few nice custom items scattered here and there. Pretty short, but that's probably for the best as dungeon crawls can get quite tedious if they're too long, especially if you're soloing. I played solo with a level 4 paladin and found the mod very challenging but do-able. Minor spoiler below:
The only thing I wasn't able to complete was killing the elemental thingies. I set them against each other, but I didn't have anything with which to kill the remaining one, which could only be damaged by cold. If you're planning any updates, perhaps you could put in some kind of item that does elemental damage and is usable by a non-caster? A companion (even just a meatshield) would also be a nice addition, though I realise that this mod was advertised as multiplayer and a companion would only really be of use to singleplayers like myself. Finally, someone else mentioned music - yep a bit of music and sound-effect type things would really up the atmosphere. Other than those pretty minor things, I have to say I had lots of fun! Thanks for making this!
Thanks for voting, I hope you had fun playing it. _________________________ The Emperor's Mercy - Link
Posted by resistorman at 2008-06-30 18:29:38 Voted 10.00 on 06/30/08
I'm voting 10 because hadrian999 gave you a 1, otherwise, it would have been an 8.5 for good effort at the ye-olde crawl. NO ONE should be given a 1 unless their module doesn't work at all or infects your computer with a dripping kobold virus. I notice that hadrian999 has never submitted anything... hmmm, how did I guess that would be the case?
Thanks for voting. _________________________ The Emperor's Mercy - Link
Posted by Balgin Stondraeg at 2008-06-26 16:48:09 Voted 5.50 on 06/26/08
Oh, I forgot to add, I'll be playing through this again tomorrow with my mate (we'll probably try a couple of 4th level characters, maybe 5th if we want it easier).
Posted by Balgin Stondraeg at 2008-06-26 16:47:24 Voted 5.50 on 06/26/08
Well I gave it another go last night and finished it in one sitting. It was fun but very challenging (and my 6th level cleric ended up about 2-3xp short of levelling to 7th).
I've cast my vote now based on what I feel is a fair evaluation of the module. Hopefuly it'll bump it up a bit (but not too much as I wasn't going to give an unfairly high vote just to cancel out the low ones or anything).
I reckon a few areas could do with some more music as some of them are a bit quiet. You've done a good job of putting things together, no real bugs or anything, just the occassional balance issue in earlier versions. Technicaly it's pretty sound.
Posted by Blatob at 2008-06-17 13:41:43 Voted 5.75 on 06/17/08
Good, although basic module. There is nothing bad with the idea of running the gauntlet to freedom - it looks like some kind of divine test to determine the inocence. This could easily fit as a a part of some larger module. Also, it would be ok if you strip PC of his items - I played through with the 4th level PC. Or you could choose some generic weapon and armour. Potion of lore would be appreciated if you play the mod as a sigle player.
Thanks for spreading the word.
You can only obtain the kaleidoscope if you have a good bluff or intimidate. Its not very useful but I like its description
_________________________ The Emperor's Mercy - Link
Posted by Sabriana at 2008-06-15 05:55:27 Voted 8.75 on 06/14/08
Ah, so it's mostly concepts that were borrowed, and the creatures, their (often) funny names, items, and all the other fun stuff came from you. You shouldn't worry about that, concepts are borrowed all the time - even Hollywood borrowed the 'running through a maze with killers at your heel' frequently. Arnold comes to mind and 'The Running Man'. You did yourself a disservice with the description then, it gives the impression that you took existing NWN module stuff and incorporated it.
Level 4 solo is definitely too low a level for a solo, but the module does not prohibit anyone from using the level they deem appropriate. It does not even prohibit anyone from importing a companion or three.
To be honest, I don't remember if my fighter popped up there with me. I was too busy being creeped out by the noises coming from the rooms. But I do know that he was there with me fighting off the skeletons (tough ones, phew). I will make another run through soon though, because I missed a major chunk of the second level by going through the portal too early. I also plan on using my 8th level cleric and importing one of my fighters again. I'll pay attention this time.
Choosing the path wasn't anything that made me wonder in any way, shape or form. I thought it was a nice touch, as a matter of fact. ...If it just weren't for the creatures trying to kill the PC during that cutscene ;)
Don't sell yourself short with the concept being an excuse for a dungeon quest only. You have put quite a few surprises and twists and turns in there. Some of it might have been inadvertently, like the portals by the bladelings. However, the 2 portals made me wonder for quite a while until I decided it was just the royally rotten king playing head-games. Imagination.... it's a wonderful thing.
I don't remember the kaleidoscope in particular, because there were quite a few funny things going on. The bird for one, the 'skeleton key' for another, and who can forget the snozcucumber (sp?). That was a great touch too by the way. Thank goodness I found the book, those elementals were rough.
The carrion beetles (another nice touch) were tough alright, luckily my PC-girl had some freeze/hold spells on hand still. I'm glad she did, we almost had our collective butts handed to us ... again. We weren't prepared at all for that one, but we learned our lesson: Don't step carelessly in that maze, or you'll be decorating the floor with your corpse.
The lizardmen/bugbear scuffle was another encounter that was surprising. My team ran around that corner at full speed, luckily my PC-girl saw what was going on and collard the fighter (so to speak) to wait out their fight and take on the survivors.
===========End possible Spoilers ===================
Great job on the build by the way. I gave up on that tileset long ago. The Shadow fortress might look mighty fine, but to get even the smallest room to look and fit right in a module takes more patience than I can muster.
As for the low rating, I don't agree at all with it. It's too fun a module to suffer from it. I talked a friend into playing it, and she's still at it. We have to take turns, so it's slow going, because my computer has all things NWN, hers has all things Oblivion. But so far, she's liking it very much. What can I say, when you have laptops only, you got to improvise :D
It�s been a little while since I checked here for any activity and I�m surprised to see there�s still people looking at this module despite its low score. Thanks for voting, I�m glad you liked it.
Spoilers!
The things I would consider to be borrowed in this module:
The background story of your (perhaps unjust) conviction, the decadent emperor and the desert setting is heavily inspired by the Dark Sun campaign setting, specifically the game Dark Sun: Shattered Lands. DS:SL is like a million years old (you�d probably have to run it in Dos Box) but I would still strongly recommend it to anyone who can still tolerate turn-based DnD action. The candle riddle is directly copied from Baldurs Gate 2. The airlock puzzle on the first level is inspired by similar puzzles in DDO and Arx Fatalis. The name �the Gribbler� is taken from The Longest Journey. Some people might have thought the captive deva was copied from Planescape: Torment, but I actually only played Torment after I made this module � and yeah I was surprised at how similar the situation was. A tequila mockingbird is a*bleep*tail playing on the book To Kill a Mockingbird. The statue that tests your virtue is of course based of the Mouth of Truth. Finally, the shadow prince is somewhat inspired by a similar situation in Dark Sun 2: Wake of the Ravager, where you have to free the souls of some people trapped in a pocket dimension (if I remember correctly).
I tried to include opportunities for all of the skills to be useful (except for crafting) and you might say that the shadow prince is the spot check. Shadows hide passively, but I think you can see them under normal circumstances because they attack you. Because the shadow prince is friendly and motionless, he�s about as hard to detect as a shadow in the dark. There are no empty rooms in the module though, so I hope people will realize that there is something going on in that room.
Since you used more than 1 character, did you find they got put in different places when you entered the final portal? I think that this is one of the best touches in the module and really recreates the feeling of old school dungeons. It�s also the reason you can�t go back; you would just be able to regroup. In retrospect I should have put some sort of indication that it was a one-way trip
I actually chose the symbols for the pillars randomly, because I didn�t want guessing to be the easiest way to pass them. The yellow water thing only occurred to me after I posted the module, but I didn�t change it later because I though some people might find it entertaining
I�m embarrassed that people are taking the Other path. It�s pretty silly. I was hoping everyone would just take the Warrior path. I think the whole �choose you path� thing looked better on paper than in practice. I was considering cutting it out entirely but I couldn�t think of anything to replace it with.
Like I�ve said before, the context is really just an excuse for the dungeon full of random encounters.
The main goal of the game is just to secure your freedom. I haven�t really planned to expand on this module or to make anything else with NWN2 unless I get some good inspiration.
_________________________ The Emperor's Mercy - Link
Posted by Sabriana at 2008-06-14 13:03:16 Voted 8.75 on 06/14/08
Well, all done, and one thing is sure, this module does not deserve this low rating. It lacks a bit in the description part, which might be why people are reluctant to try. A first level character cannot survive long, that is certain. Given that my girls are all mages, it makes it even tougher. So I build a bard/fighter/7, just for this occasion. I also imported a companion (fighter/6) and still we had a tough time. But a little strategizing and a lot of running and regrouping, and we made it.
====Possible Spoilers====
For solo play, the level definitely has to be at least 6 or 7 at the minimum - else you get your butt handed to you early and often. Pure casters have no chance unless a companion with melee feats and skills is there as well. It would be nice if there were more resting areas as well, especially after the really tough fights.
On the 1st level, I ran into the problem of cut-scene play with hostiles attacking during the scene-play - repeatedly. When asked about the 'path I wish to take' my poor girl was attacked by wolves and kobolds and killed twice before I got over that hump. The same happened while the loudmouthed bird talked to her, but I could click 'leave' early enough and avoided wipe-out. Other than that, the bird certainly provided comic relief.
The second problem is not really a technical issue. I was able to go through the portal too early. That's a personal opinion only, and has nothing to do with the module itself. I could not back-track, and left a lot of areas unexplored. I wish I had known that beforehand, I had fun exploring the dungeon. A lot of creativity going on there. I loved the elemental creatures, that was some funny naming.
I'm glad the color-room puzzle was not tied to the plot, because my computer did not show the correct colors at all. Everything looked pinkish-white, but my computer (and my card) are not the top of line by a long shot.
You mentioned in the description that some stuff is borrowed, but I don't know which so I can only say that most of the items and creatures were well thought out and innovative. The skeleton popping back to life startled the hell out of me, as did the two spiders popping out of the side-rooms, for instance. I almost missed the shadow prince until PC-girl was almost right on top of him (so to speak). I couldn't see him, and nothing told me that something interesting was in that room. Not the module, but most likely my graphics card again.
I had no problem with the color obelisks after finding the book on the remains. Knowing the red leaf (which I never would've guessed), the blue moon was the first thing that came into my mind. From there, getting the yellow one was a cinch, even though the 'yellow water' raised my eyebrow. Funny, that.
The ending was a bit of a let-down because by then I would've loved to kick some royal butt for having my PC-girl chased through the ditch with arrows, making her having to kill some other poor slaves, and putting her through the wringer ;)
=====end spoilers===========
All in all, this module does not deserve its rating. It is a fun module, and it was tough but doable with the right PC + companion. I might not agree with your description, but the description is the description and the module is the module. It's as simple as that. I for one, usually like to know what comes from the builder and what is borrowed, but that has naught to do with the module itself, nor does it have anything to do with enjoyment and playability.
Good job, and don't be discouraged. I liked the module very much. I actually like having to figure out the best PC/companion combination myself, I do it ALL the time. I usually read the builders' recommendations, but I always use my own judgment - For any module.
Posted by Sabriana at 2008-06-06 16:31:29 Voted 8.75 on 06/14/08
======QUOTE:
As for the bear � I admit he�s pretty tough, but he�s kind of supposed to be �I tried to design it so that unless a group is traveling in very tight formation, only one guy should be in the room before the gates shut, and the other party members have to watch him get torn up by the bear while they scramble to get the gate down and assist him. That�s why you get a handful of resurrection scrolls at the start. Of course, the cheap way to get past this part is to just close the doors after they open, since animals can�t open them again. ======/QUOTE
Hey now - cheap you say? Watch it, sir. I was pretty darn proud of myself when I figured out that this was a way to get by that critter. That's using your noggin - always try for alternatives, no? ;D
Anyway, don't give up on your work because of a low vote. I haven't voted yet either, because I haven't finished yet. But so far I've not encountered anything that merits a low vote from me, and what questions I had have been answered in previous posts.
I know what hard work module building entails, because I've build 3 myself. Strictly for private use, because I'm a complete ignoramus when it comes to scripting. I somehow doubt very much that the community would be as patient and forgiving as my friends and my family for my unique...ah... shall we say,'work-arounds,'in that area.
So thanks for your hard work, keep the faith in your work - it's early days yet. And so far, it's a good module, and I'm enjoying it. I've never played a dwarven girl before, and I'm having fun.
I wonder if I can use the party roster database (another mod). That would give me a companion, and I could try with another race/class.
Actually, your don�t need disable device to get past the pillars - if you have the other 2, you can just guess what the symbol is for the yellow pillar, since there�s only 5 possibilities (spoiler: it�s the water drop). The bars need 16 Str to pass, but it�s not 100% necessary to pass them � it sure is helpful for the final fight though. Almost all the locked doors on the 3rd level are opened by the skeleton key � which is incidentally dropped by skeletons - in the room with the crates. _________________________ The Emperor's Mercy - Link
Posted by Balgin Stondraeg at 2008-05-20 08:34:33 Voted 5.50 on 06/26/08
I tried this multiplayer with a friend on sunday. It was reasonably balanced for a pair of 5th level characters (even if he kept coming close to death and requiring me to heal him up time and time again :p).
Unfortunately we came up stuck against the broken pillar (we weren't min maxed enough to have 4 ranks in disable device between us, let alone individualy). Do you think you could make it roll a skill check instead of count skill ranks?
Previously I had managed to pass it and came up stuck against a locked door and a grate that required great strength to shift.
Module has been updated to make it easier and just to fix up a handful of things � recommended solo level is now probably 5 or 6 depending on class. Group level should be like 4 or 5. Feedback and votes are appreciated. _________________________ The Emperor's Mercy - Link
Posted by Balgin Stondraeg at 2008-05-06 11:38:49 Voted 5.50 on 06/26/08
Actualy, on second glance it does look blue in the red room. It's only the yellow room that looks purple.
First of all, thanks so much for all the feedback, it�s really good of you. I would play your mod too but I don�t have MotB.
- lots of spoilers here -
The glow spider, the astral wolf and Black Bert are all beasts and deserve solid nerfing. There�s no arguing against that. The wolf has actually been nerfed several times already, but I guess his bite still just does too much damage. The cheap way to kill the wolf is to clear out the elemental creatures first, hide in one of their cages, and shoot him with silver bullets, which overcome his damage reduction.
The 2 portals are actually just a half-formed idea � neither of them kill you. It�s really just there to screw around with you. I couldn�t think of any tricky way to determine which is the safe portal so I just left it as it was. I didn�t delete it because it�s not necessarily a bad idea, its just not very good either. I guess it can be interpreted that they lead to both doom and salvation or something like that.
As for the bear � I admit he�s pretty tough, but he�s kind of supposed to be �I tried to design it so that unless a group is traveling in very tight formation, only one guy should be in the room before the gates shut, and the other party members have to watch him get torn up by the bear while they scramble to get the gate down and assist him. That�s why you get a handful of resurrection scrolls at the start. Of course, the cheap way to get past this part is to just close the doors after they open, since animals can�t open them again.
I�m glad you used the lizardmen and bugbears against each other � I tried to show at the start of the level that they dislike each other but my tester never got that he could set them against each other at later points of the level as well.
In the encounter with Juno and Fayron, I wanted Juno to be the damage dealer while Fayron just kept you occupied with his incredible AC and hitpoints, but if hes dealing a lot of damage ill have to nerf him.
I was surprised that you say the guardian does 10-15 dam per hit even with elemental resistance � in my trials, using elemental resistance made him pathetically weak, but I suppose I can reduce his strength some. I originally wanted to make it that you could also neutralize him by pickpocketting his weapon, but it turns out you can�t steal equipped items. You can still disarm him though I think.
The reflected color puzzle:
I think I�ll tweak this so that there is no ambiguity in which color it is, but I don�t think I�ll add text anywhere telling you exactly what the color is. I know some people can�t see it, but I think it defeats the whole purpose of the thing to just tell them the answer � the purpose being to expand the gameplay a little bit away from just fighting and navigating dialogues. The puzzle isn�t necessary to finish the dungeon anyway; it just gives a handful of magical trinkets.
I�ll reduce the caster level of the skeletal magi so they don�t throw so many missiles at a time. At this point, I�d also just like to say that this room took an absolute AGE to put together, since the shadow fortress tileset is a total b***h to work with.
The pillar puzzle:
One requires gold (appraise can reduce the cost), one requires lore, and one requires disable device. I assumed a party of 3 would have at least 2 of these, and if they only have 2 then they can simply guess the last one since there are only 5 options anyway. The formula I�ve been using for skill DCs is: (The highest skill you could have by this point) minus 2 or 3. This is because I always max out skills on my characters, but I guess other people like to have more of a range of skills on their characters.
Massive spoiler: pillar combination is: yellow-water drop, blue-moon, red-leaf.
As for beyond that door, there is no return once you go through it, so make sure you�ve cleaned up anything you wanted to before you continue. Also, you�ll probably want to save any trinkets you find for the final battle. I hope your not playing a rogue because after the pillars it�s pretty much all undead. Other than that all I can say is that a good fortitude save, a high strength and an evil or good alignment (not neutral) are favorable. For a rogue or a non-evil or good character, the final fight might be just too difficult to do solo.
Some questions aimed at y�all:
If anyone has fought the carrion beetles, did you find they were too tough? Did anyone like the elemental creatures puzzle? Did anyone think the description for the kaleidoscope was funny? Does anyone know which games I�ve taken inspiration from? Finally, what would be the appropriate level for a group running this dungeon? Four level 3s? Three level 4s? Higher?
_________________________ The Emperor's Mercy - Link
Posted by Balgin Stondraeg at 2008-05-05 15:06:42 Voted 5.50 on 06/26/08
Hey now, I haven't voted yet. Here's some thoughts.
Spoilers Abound.
The glow spider on the first level is exessively powerful (6 levels plus one or two innate spells that drain strength). It would make more sense if it's attack caused a strength draining poison rather than casting a spell at the players. It's also a huge threat given that by the time a player wanders past it they'll have 900 xp (or less). Setting such a beast against 1st level characters (even if it's at half health) is asking for a total party wipeout.
The two portals (in the bladeling room) both lead to the same point in single player. That bear (even at half hitpoints) is obscenely dangerous and almost garauntees a character death. It's attacks won't miss much and it does so much damage that the average (by this point 2nd level) character will be dead within 2 rounds, 3 tops. And given the hand axe and club they'll have gained by this point they won't be able to do anough damage to put it down in time (unless maybe they're a barbarian) and even if they do, they'll be so badly hurt the wolf will finish them off altogether.
The astral wolf is a huge challenge for a 4th level character, let alone 2nd.
Everything else on level 1 is reasonable for a 1st level party (although they will get swarmed rather a lot).
Goign down to the 2nd level of the dungeon is a huge step up in difficulty level. After attempting the first level with a few different 1st level characters I tried it with a 4th level fully equiped character. The first level was relatively easy (although the room full of gnolls and the astral wolf were trouble).
Down on the second level my fourth level character had numerous problems with the bugbears and the lizardmen. Fortunately I was able to exploit their natural animosity towards each othera nd pick off any survivors (the invisibility potions helped a lot). On those few occassions where I tried to get stuck in and finish off the wounded ones for xp it was fatal so I had to adopt a "just finish off any survivors and pick off the ones on the edges and that way I'll stay alive" policy.
The npc's on the 2nd level are mostly hostile and all very powerful compared to the level a party of fresh characters would be upon enterin the dungeon (and having reached this point I'd assume a party would be 2nd or 3rd level).
Black Bert with his dual wielding berserk axe style is a major character killer (only defeatable in easy mode and killing his two companions first then slowly whittling him down) and the fighter in banded mail with the hammer and the tower shield is also very hard for new characters to hit. Both these oponents have very large attack bonuses and high ac's (plus they do a lot of damage). I'd say they present too much of a challenge for a party of low level characters (although I could be very wrong here).
The guardian (with his elemental flail) has a +11 attack bonus and does around 15-20 damage per hit. Even with the potion of elemental resistance he was still doing around 10-15 damage per blow on easy mode and managed to put down a resilient 4th level character with ease (but he was defeatable).
On the 3rd dungeon level the skeleton mages just pummel characters to death with magic missiles. If there were less of them (who each fire off 2 or 3 volleys of 2 or 3) character survivability would increase no end.
The pillar puzzle (with the three pillars and the lever) really had me miffed. I'm afraid I had to open up the toolset and discover that completing that puzzle requires at least one party member to have 7 ranks in disable device. So that would be a 4th level thief or someone who really liked building cross classed skills.
Unfortunately the character I was playing through had only managed to gain 1 rank in that skill so I don't know what lies behind that door :(.
Now, pushing all those issues aside I really enjoyed playing this module. I think it could be vastly improved if you went over it and tweaked a few things (it might be worth having a floaty text message in the colour rooms to help people who can't see the colours or who might be colour blind).
So yeah, I've enjoyed it but I reckon that the recommended level range doesn't exactly match the threat level within the dungeon too accurately (that's okay, it's easy to misjudge these things). I wouldn't recommend trying it solo with a character as low as 4th level 'though. While it might be right for the first level, the lower levels of the dungeon are calling for a character who's more like 6th or 7th (and they'd probably find the top level not very challenging). You don't have to give up because of a few low votes. This little mod's got potential to be really good :).
You�re right, it does look more purple than blue. I would change it but I don�t think there would be any point since the module seems pretty unpopular. On a related note it turns out some people may not be able to see the reflections at all, depending on their graphics settings. _________________________ The Emperor's Mercy - Link
Posted by Balgin Stondraeg at 2008-05-04 16:22:30 Voted 5.50 on 06/26/08
The colour puzzle on the second level is wrong.
The answers should be green, purple and purple but it only accepts green, blue and blue. That answer is contrary to the evidence (since the question asks you what colour things are).
The module was definitely designed for multiplayer; some of the optional content actually requires there to be more than 1 person in game. The concept was pretty much just an excuse to have a dungeon full of encounters that wouldn�t make sense together otherwise. _________________________ The Emperor's Mercy - Link
Posted by Ciderbasher at 2008-04-28 11:43:59 Voted 6.50 on 04/28/08
@Balgin
the concept is similar all powerfull king/lord etc builds a maze/dungeon full of traps and monsters and invites/forces adventures to test themselves for great wealth .Deathtrap was my first introduction to fantasy so I have fond memorys of it , if done correctly it would make a great module.
I have not completed the module but I would agree with hadrian about level for solo I am level 3 Asmar Druid and it is hard not enough resting areas although maybe you meant it as a multiplayer only mod. More feedback when I have done with it _________________________ Bulmer OakenKeg of Clan Ciderbasher
Defenders of the Sacred Orchard
Posted by Balgin Stondraeg at 2008-04-27 10:28:15 Voted 5.50 on 06/26/08
"At the start don't fight, just run".
Sounds more liek Naked Doom (the old Tunnels & Trolls adventure) than Deathtrap Dungeon. DTD would be awkward to do in NWN2 without some scripting (flooding room traps and a rolling ball trap would be awkward not to mention some of the other stuff). It would be great fun to do 'though.
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