Title | Hills of Absher |
Author | Tain Shari |
Submitted / Updated | 12-11-2008 / 01-01-2009 |
Category | Combat |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Wheel of Time |
Language | English |
Races | Mainly human |
Tricks & Traps | Medium |
Roleplay | Light |
Hack & Slash | Heavy |
Classes | Any |
Scope | Small |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 40 |
Max # Players | 06 |
Min # Players | 01 |
Min Character Level | 35 |
Content Rating | Teen |
Gameplay Hours | 02 |
Description | |
The Hills of Absher are a geographical formation on the road between Baerlon and Whitebridge from the Wheel of Time novels by Robert Jordan. This module is a work of fanfiction, and no challenge to the proper copyright and trademark holders is intended. This is strictly intended for non-commercial use by gaming groups interested in playing games set in the “Wheel of Time” Universe using the Neverwinter Nights computer roleplaying game. Duplication, reproduction, and distribution of this file should only be for non-commercial purposes. I would like to thank the late Robert Jordan, for creating such a wonderful and diverse world. I would also like to thank Chaos_Theocrat, for sharing his Aurora Toolset creations on the Neverwinter Vault. I have used 3 of his prefabs in this module, and his creationary vision inspired many of the area designs that I made for the rest of the module. Finally, I would like to thank everyone who playtested the module for helping to locate the many bugs it originally contained. Any remaining are solely my fault, and if I overlooked any that were pointed out to me, it was likely missed due to the large volume of them. To all who download the module, I sincerely hope you enjoy it. Thank you, Tain Shari P.S. This was originally created to be included in any of the many Wheel of Time persistent worlds which have been run using Neverwinter Nights. It could be easily adapted to that function again. Removing the door in the Absher Tunnels, and re-connecting the tunnel to the double exits would be the easiest way of doing so. ----- Update 17/12/2008 fixes problem with locked door being marked plot, and removed several redundant chests. ----- Update 22/12/2008 removes plot setting from another locked door. |
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Lack of journal entries made things confusing, but a great epic mod overall.
Excellent module that could have been a 9 with a few journal entries.
Module level indicates level 35-40. I played through with a Level 23 Human Sorcerer/Level 11 Rogue. I played on 1.69 with CEP 2.6
The module was extremely challenging for my character. It was tough with limited places to rest in the module.I was also just out of the range of the module when I started.
The module was well done. The story was simple but had a couple of nice twists. The battles were very tough and I had to reload quite a few times. This module would have likely been far easier for a melee class at the appropriate level. It is clear the author put a lot of hard work into making this module.
I did not encounter any bugs. The module did not have a walkthrough, though I am not sure one would be necessary.
I do recommend this one if you have a high level character that needs a good mostly hack n slash module.
I am voting an 8 on this module, well done Tain Shari!
Interesting story and tilesets. I used a very upgraded single fighter, as usual, and was able to do pretty well. I always believe in a hasted, regenerating PC so that I am not beholden to any potions or other factors. Not sure how I finally found the place for the tunnel, but I did and ended it. Pretty good effort. Not sure what the locked gates were at the outside of the area, up on each side of the hills? Locked and unbashable. Lack of Journal function was troublesome, but not a deal killer.