Title | The Spires of Ravenloft: Revised Edition V1.40 |
Author | evan.yeung/Raven Builder |
Submitted / Updated | 07-23-2005 / 03-08-2007 |
Category | Classic PnP Conversion |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | Ravenloft |
Gameplay Length | 10 hours |
Language | English |
Level Range | 12-15th |
Tricks & Traps | Medium |
Roleplay | Medium |
Hack & Slash | Heavy |
Classes | Any, but having a paladin or cleric along to turn undead would be mighty helpful! |
Scope | Large |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 15 |
Max # Players | 06 |
Min # Players | 01 |
Min Character Level | 12 |
Content Rating | Teen |
Alignments | Any, although good or neutral characters may have a few more options available to them |
Gameplay Hours | 10 |
Description | |
"The master of Ravenloft is having guests for dinner... and you are invited..." So ends the original description of one of the most famous AD&D modules: Ravenloft. This adaptation of Ravenloft borrows from earlier versions by Raven Builder. People who have played those versions will recognize many areas in this newer module. However, the module has been upgraded to make it more challenging for higher level characters and is meant for a party of 4-5 at 12th to 15th level. with access to plenty of healing magic. In addition, many updates have been made to these excellent mods. They include... 1) The addition of materials from Shadows of Undrentide, Hordes of the Underdark, and the Community Expansion Pack. 2) Community scripts that allow vampires and werewolves to conform more closely with their 3rd edition statistics. This includes gaseous form vampires that seek out their coffins (including Strahd!), trolls that regenerate, and lycanthropy effects for those players unfortunate enough to be bitten by werewolves! 3) All areas have been extensively reviewed for sound, music, and item placement, including nasty effects when leaving the Mists of Barovia! 4) New NPCs with extensive dialogue have been added, along with new quests, and new areas. An additional level of the castle, "Strahd's Laboratory" has also been introduced. I've worked on this module on and off for the last 1 1/2 years. I hope you enjoy this expanded edition of this classic PnP and NWN module! Please look at the read me file for more info! Version 1.2 offers significantly improved henchmen control, and the option to have up to 3-4 henchmen at a time. Major restructuring to the lower levels of Castle Ravenloft has been done to decrease lag, and the DMFI DM wands v 1.07 have also been added. Version 1.21 fixes some waypoint orientations and a few spelling errors. Version 1.3 adds henchmen popup text and fixes some faction issues. Version 1.4 updates Spires to patch 1.68 and CEP1.52 |
Attachment | Size |
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played from old vault
Great module, I remember loving the original one and I'm loving this one even more.
I have a couple of problems thou....
Any suggestion?
Kasin -> cast protection from evil or similar spells on him, this is quite general issue with cleric henchmen forgetting to cast it before gate :/
..and I rememebr it annoyed me in the very same module back in the day :/
Trolls -> the last hit, when they are laying on ground 'near death' needs to be dealt with fire or acid. Might also need a torch equipped. (don't remember exactly)
P.S.: deleted the other duplicate post :)
Yeah thats what I did with trolls, fire and acid once they are "dead" but it doesn't seem to work at all. Anyway, I got past that part and exploring the castle now. It's getting a bit confusing with no direction at all and lot of hack and slash but still fun.
at old vault (http://neverwintervault.org/rolovault/projects/nwn1/modules/4191/index.h...) mirgalen wrote that those trolls do die eventually.
I think there were more updated versions of the mod out there - the cep 1.x version and cep2.x version
I think I will link them to each other.
I do have the v1.41 too, not sure if it has updates or just migrating to cep2, but I will try to bring down the trolls when I check that out soon :)
vote test
Was confused about which version to play but I guess this is the preferred version? I remember trying to play the original TSOR by Raven Builder, but after playing Firestarter's exellent module set in the Ravenloft universe with XP1 & XP2 updates, the plain vanilla tileset using the original NWN assets was too unsightly for mine eyes.
under related you have different versions as well
As to which is preferred.. I would recommned the ones with CEP.
Shame that hte last author that touched this module quit before completing the last version (some screenshots were posted) which used 1.69 tilesets.
I played this module because with 50 votes on the old Vault it had a 9.48 score. I really enjoyed the module. It was creepy and dark as it should be and the authors did a good job of recreating this AD&D classic. It is clear a lot of hard work went into the making of this module.
I played with a 13th Level Wizard and it made the module very challenging. Based on the story line it would have been a little easier with a Cleric or Paladin. The battles were pretty tough at times. I did have to reload and try a different strategy a couple of times. Definitely read the authors notes before beginning and heed them!
I did have a couple of minor bugs detailed below, but they did not detract from this module at all. I do recommend this module.
**spoilers**
I did come across a couple of bugs.
There are a couple of henchmen in the city that you can pick up, a Rogue and a Cleric. The Cleric refused to engage in battle. After the 5th or 6th time I just dropped him and kept the Rogue.
I did have the issue with the trolls mentioned above. I just killed them and moved on before they respawned again.
In the laboratory of the Castle there is a DemonFlesh Golem that I could not kill. Nothing I tried would damage it. I poked around in the notes, the comments, the old vault comments to see if others had reported this or to see if I was just missing something and I could not find the answer. I ended up just bypassing the room. There was only a few things of minor value in the room and it did not appear that this was essential to the plot.
Liked it in many ways. Extremely complex castle with so many areas that it was almost endless! I played my usual solo fighter with the Girl and the Priest for henchies and all seemed to work fine. Killed the Count a few times, tried to trail his gaseous Form but no luck. Found him up by the roof and thought I was almost at the end, but no...It was frustrating going over the areas multiple times with no end in sight and no real progress after a while. I remembered the basement maze from other mods that have borrowed it, but could not get down there for some reason. Not really missing it in any event.
Hench interface was excellent, fully equippable. Not a lot of great loot to be found, some potions and such. Staking of vampires is always fun, but few and far between. All in all, a fun ride but no ending that I could achieve. Too bad.