Title | Death's Ride (CM2) |
Author | thegeorge |
Submitted / Updated | 11-26-2006 / 12-13-2008 |
Category | Classic PnP Conversion |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Mystara |
Gameplay Length | approx. 5 hours |
Number Players | 1-5 |
Language | English |
Level Range | 15-20 |
Races | any |
Tricks & Traps | Light |
Roleplay | Light |
Hack & Slash | Heavy |
Classes | any and it is recommended to have one cleric in the party |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 20 |
Max # Players | 05 |
Min # Players | 01 |
Min Character Level | 15 |
Content Rating | Everyone |
Alignments | no evil paths |
Gameplay Hours | 05 |
Description | |
REQUIRES: NWN 1.69+SoU+HotU+CEP 2.2[+CMP optional] [v2.1] "A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you to investigate." This is my classic pnp conversion of a 1984 TSR module by Garry Spiegle. For levels 15-20, any class. Like most pnp conversions, this one is also geared towards multiplayer. I know many will try it singleplayer anyway, so effort was made to accomodate those players as well (it uses standard respawning and there are no henchmen/hirelings). The source material recommends having at least one cleric in the party. | |
Attachment | Size |
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![]() | 21.8 MB |
Started 13th level(solo) with my cleric
- difficulty was ok, but I spawned a lots of critters(and suffered from their specials, like throwing stones or acid attack of jellies)
- respawning giants and undead are tedious
- need to backtrack (death gate to death stone then back to gate then to the king)
- warlord's tower is empty(few levels of empty tower?)
- there is one cursed item so beware single players, as you can't make it go away(even being a cleric)
Wow.
Just moved belongings a long distance, from storage, this weekend. (Doesn't everyone just hate to move?) Plus side was: Ran into my old PNP D&D Modules, including Death's Ride, just today. Thot: Well, I wonder if anyone ever did a conversion & put it on the vault? So I see it is, and was just modified by the NWN conversion author late yesterday. That's just cool timing...
Thank You.
I will begin the relaxation from "moving" starting with this module conversion, now.
Peace to you.
This is decent module.
I played this through with a 17th level Rogue with 1.69 and CEP 2.65. I did not experience any bugs in this module. This module was an 8.64 on the old vault.
It is a fairly straightforward mostly linear PnP conversion. Realizing this limits the design choices for the builder, I feel like it was still a bit simple and would be an easy 9 with some color and flavor added to some of the areas.
The battles were tough at times, but mostly fairly easy for my 17th Lvl Rogue.
I agree with the previous poster that the running back and forth and sometimes endless respawning is a bit tedious.
All in all not a bad module.
A weird one, with many super small areas, some very large ones, and the haks made some areas somewhat claustrophobic, if I can use that term. Quests were not really finishable and hard to figure out what to do and where. Gave up after Temple, which was empty.
If you get stuck, use the walkthru.
Thank you for monitoring the posts, thegeorge. I should do better at reading and following the hints in walkthroughs. For some reason I like to try and reason and explore things thoroughly, thinking that will be good enough to push on through! Many fine modules are not workable without the help of the author, and that is probably the case here. Thanks again for the fine effort. I have raised my rating to 8 stars due to your response!