Title | Return to Ravenloft |
Author | Firestarter |
Submitted / Updated | 06-18-2003 / 04-18-2007 |
Category | Roleplay |
Expansions | NWN-1.30 |
Setting | Ravenloft Borderland. This module is intended to introduce players to Ravenloft as laid out in the TSR boxed set, Realm of Terror published 1990. |
Gameplay Length | 15 |
Number Players | Adjusts for solo, multiplayer or multi party. |
Language | English |
Level Range | Item strips and sets level 1 on entry. |
Races | Any |
Tricks & Traps | Light |
Roleplay | Medium |
Hack & Slash | Light |
Classes | Any Link below for Part 2, Beyond the Gate. |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 01 |
Max # Players | Any |
Min # Players | 01 |
Min Character Level | 01 |
Forums | |
Content Rating | Teen |
Alignments | Any |
Gameplay Hours | 15 |
Description | |
I have travelled to an outpost of civilisation called Stone Leigh. The town was built to support a garrison which protects the land from a Ravenloft portal. Without the guards many monsters would creep out of the Gate to infest the area with evil. A terrible storm overtook me just as I was hiking the last few miles. I made it through; soaked and tired, and have found the Temple of Stone Leigh. This module item strips and sets exp' to 100 on player entry. It uses a powerful Stone of Recall type device called the Returnal Mirror. Multiplayers must aquire this item before they exit the game or they will be item striped again when they re enter. Features: No hak used. Multiple henchmen (by 69MEH69 modified). Bashable Doors (by Lilac Soul). Illusions (by David Etheredge & Firestarter modified). DMFI wandpack. |
Attachment | Size |
---|---|
![]() | 3.72 MB |
![]() | 5.83 KB |
![]() | 18.31 KB |
![]() | 5.75 KB |
Thank you for migrating this!!
I added back the extra files that were available in the old vault.
The read-me won't spoil the game, the book-quest just covers just how to find the ravenloft books (a critical quest) and the spoilers download includes how to solve all the quests (including the book quest).
The sequel to this module is Ravenloft, Beyond the Gate.
It quickly became apparent to me when I was writing Return to Ravenloft in 2002 that my module making skills were not up to the task of creating the module I wanted. It thus became a sort of self tutorial for me. It was good in its day and I think it once ranked 22 in the module list. But the module I'd wanted to create all along became Ravenloft, Beyond the Gate.
Thank you all for your kind words below. The bugs and faults mentioned are all valid. A weakness of the module that I realised at the time was that I hadn't been careful enough with faction separation control; disperate groups belong to the same faction, and a lot of the seemingly unrelated faults stem from that. At the time of writing the game only supported a single henchman, The multi-henchmen system in Return to Ravenloft was something I lifted from the vault and I never updated the module so that is why dealing with extra henchmen is non-standard. HotU added multiple henchmen. The party one-liner chatter that goes on (including summoned creatures) was a feature I put in the vault and described in detail on the Builders Guild forum, it so easy to implement I couldn't understand why it isn't more common.
I didn't love this one, unfortunately...let me preface by saying that the sequel is much, much better, so I wouldn't give up on this series if you don't enjoy this one. Anyway, this one wasn't awful by any means--there are some cool areas and plot ideas, and some additions (like the warnings whenever you were entering an area too advanced for you) were very much appreciated. Unfortunately, I ran into so many bugs that it cut into the enjoyment of the game by quite a bit. I'll just caution people to watch out for the following (minor spoilers below):
1. You're allowed to have two henchmen, but I found that active animal companions and paladin mounts sometimes prevented me from adding a second (including after one of them died).
2. One of my henchmen died by following me in an area they were supposed to wait (the bridge) and was apparently erased from the game. On top of that, I couldn't replace her because the other optional henchmen kept telling me I was too low-level, even though I was level 8-9 and near the end of the module at the time.
3. (Endgame spoilers) Even though I successfully convinced the elementals to join me and saved their sister, they didn't show up at all in the final confrontation, and the final boss seemed quite impossible without them. I could barely touch it even with the best weapon I had found in the game, and sometimes Silktongue would decide to start tossing Prismatic Sprays in my direction as well.
So a fun module, but the lack of polish held it back a lot for me. Fortunately, everything was much improved for the sequel, Beyond the Gate.
Played on the old vault. Very good intro to the excillent sequel. Definitely worth playing.
A module that literally could be considered a masterpiece... one made by professionals.
This module is incredibly well-made. I have to say I'm enjoying it so far, and I've put in about 6 hours so far. The pacing is very well integrated into the module, as it eases you in to its intriguing plot. From what I understand, it's based on other fiction already created in the D&D universe. I think it also relates to some of the goldbox games.
The biggest pros for the game are that you get to create a level 1 character from scratch, and it's possible to solo the module. There are 3 companions, from what I can tell. There's a bard character, a rogue character, and a sorcerer. From where I'm at in the game, I'm already level 7.
You'll start out in the town of Stone Leigh. Much of the beginning of the game is played out in complete roleplaying fashion, without much fighting for the first few hours of the game. I don't consider this a con of the game, as a level 1 character is barely able to kill much in terms of monsters. So take some time to enjoy the excellent environment that the creators laid out for you to explore.
The citizens in Stone Leigh all have their own schedules, and they go about their day, as well as return to their rooms, throughout your time in the Ravenloft module.
Your companions are also very well developed. They aren't just stock companions meant to fill a gap. They have their own personalities and they even interact with you as you go throughout the game, adding little bits of dialog to fill in for where you are in the game.
Longtime fans of the modules on the Neverwinter Vault will like that there's not too many junk or filler encounters. The loot given to you in the game is also to an amount that feels just right. I never felt like I was finding TOO much loot, and I never felt like I didn't have enough loot to where my party shouldn't be able to bypass any hard encounter.
A word to the wise: this is a Ravenloft campaign. The recommended character you should make for this module is either a paladin or a cleric. Mostly because the Ravenloft campaign deals with undead in high amounts. It's not because the creators simply used too much undead... It's a simple trope of the campaign setting.
I'm actually having a hard time finding problems with the module. I did think the first boss encounter in the prison was a little bit tough. But other than that, I liked playing this module. I really look forward to the sequel.
I agree with @stsherma
Absolutely fantastic module, almost as good as the sequel. I think it is the only module ever made where the NPCs have their own day and night cycle?? And i've played something like 20-30 modules so far. Little thing but gives incredible immersion. The story is as good as can be, literally very well written. Some cringy lines here and then but hey :P Atmosphere is really thick. You can feel the dark, the heaviness. Only thing i didn't like was the fact you need to level up your henchmen via conversation. It is anticlimactic and buggy as well cuz some random items can disappear from their inventory >.< But seriously, one of my TOP 5 modules for NWN.
Ha ha! I made all the henchmen Halflings XD Having a band of little people running about is just too adorable so I had to
Good ravenloft Module, love the Use of day/night cycle which is very rare
Very enjoyable start of a very promising two-chapter story, 9/10, and a great opportunity to roleplay paladin/cleric.
The Ravenloft setting, although it plays on a cliche motive of "spreading evil" and undead menace is suprisingly well executed and the spirtual and psychlogical predilection towars evil of some characters is played quite well, same case with the feeling of evil power playing games with you. Although tilesets are basic and there is no additional content such as custom music or developed henchmen personalities, the gameplay is very engaging, the areas are well designed and the night/day cycle of NPCs (although less advanced than in ADWR) adds a very nice touch of reality. From what I read, module 2 "Beyond the Gate" is even more promising and I'm looking forward to play it as soon as I am finished with writing my latest book.
BUGS & MINOR INCONSEQUENCES:
- problem with pointer: only first henchman can be managed by radial menu; no matter what, any henchmen taht has inventory checked will become the 1 which is manageable;
Btw. I present a detailed review of both modules on the page devoted to part 2 "Beyond the gate" https://neverwintervault.org/comment/45803#comment-45803
Played through it with NWN:EE and didn't run into any serious issues. Very nice balance between combat, text and exploration, good atmosphere, no walls of text, but still an interesting and well written story, town NPC all have their own names and even individual clothing, as well as a day/night schedule, several rewarding crafting systems, companions have no background story talk to unlock, but make plenty of comments on the environment and during combat (an amusing side effect of the system in use is that even summoned animals suddenly begin to talk; not sure if that was intended but it's funny). The module can occasionally be a little rough around the edges but all in all it's well done and quite addictive. If you get stuck, a walkthrough is provided.
The only thing that struck me as a little weird is how the module basically encourages you to rummage through people's homes and steal all of their belongings. You make a lot of money and gain some nice items that way, I think some even required for or helpful in solving quests. And the module is well aware that robbing these people is a mean thing to do (please don't steal our hard earned money!), but even though it's Ravenloft and all about shifts to evil, there seem to be no consequences for stealing at all. You can do it right under the owners' noses and you won't even get evil or chaotic points for it. Sneaky way of corrupting the player though (instead of the character). ;)
I was sad that the Town Dog died. Other than that it was fun.
was a bit crashy on EE on iPad , but can't really expect things to always go smoothly on that I think