Title | Trials of the Luremaster (v1.08) |
Author | Glenn Pudney |
Submitted / Updated | 10-06-2003 / 06-29-2004 |
Category | Puzzles |
Expansions | SOU-1.32 |
Setting | Forgotten Realms |
Gameplay Length | 6-8 hours |
Number Players | Henchman provided for single player |
Language | English |
Level Range | Non-warrior classes may wish to be towards the top of this scale. For Multiplayer ammend the levels according to numbers playing. |
Tricks & Traps | Heavy |
Roleplay | Light |
Hack & Slash | Heavy |
Scope | Medium |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 15 |
Max # Players | 06 |
Min # Players | 01 |
Min Character Level | 10 |
Content Rating | Everyone |
Description | |
A mysterious halfling Hobart Stubbletoes is found in a small Inn in Ten Towns. He seeks a party of stalwart heroes for a quest to a place of great wonder, with treasures beyond the imagination. Should the party accept, they will be transported to a new place, far from the icy terrain of the Dalelands, finding themselves within the walls of a ruined castle in an unfamiliar land... The adventure is meant to surprise the character, and is conveyed throughout the various puzzles/combats. -Based on the expansion to IWD. |
Attachment | Size |
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![]() | 1.58 MB |
![]() | 8.89 MB |
Played through this mod a few days ago. It had an interesting (if not excessively long winded) story. The encounters were annoying though. Lots of 1 hit kill monsters (beholders, greater water elementals) and not very interesting loot. Really good if you're into easily solvable puzzles and use characters with a lot of search ability, otherwise move onto the next mod.
I played this one because it had an 8.97 with 55 votes on the old vault. I had no idea it was a Icewind Dale expansion. That turned out to work in my favor as the module did not have a walkthrough except on the authors webpage which did not seem to be available any longer. I tried wayback as well and could not find it. I was able to use the Walktrhrough here https://gamespy-archives.quaddicted.com/sites/www.planetbaldursgate.com/... at Planet Baldurs Gate because the author was so true to the expansion.
I loved this module. It calls for a character from Level 10 -15 with 15 recommended for the support classes. I used a 16th level Rogue. I played with 1.69 and CEP 2.6. I did not find any bugs in this module.
Again I did not play the original so I cannot really compare it to the original. The walkthrough from the original did help me get past a couple of parts. They were not really that hard, I was just lazy! :-)
I took the one available henchmen for a short while. The game ended up being very balanced with my 16th Level Rogue alone, so I abandoned use of the henchmen.
The module does have a pretty cool story with some neat puzzles. The puzzles are interesting, blend with the story and are not terribly difficult.
I would play this one again. It does seem like it would be fun going through it multiplayer.
The author really put a lot of hard work into this module. Well done Glenn!
few things:
- olive slime looks awful, it should be replaced with bioware version as should at least some of the wyverns.
- mobs descriptions - some are missing
- henchman is buggy, does not listen to the orders. Although the concept of him is very good. Unfortunately he has nothing to talk with me.
For a short contained dungeon delve, this is great. Played using a Level 10 Druid/Monk, ended at Level 15. Henchman was unique but buggy, sometimes he dosen't use his abilities and often disengages from combat, so I dropped him halfway in to stop him from leeching XP.
Just enough story to keep things going, interesting puzzles and combat encounters are designed reasonably, other than Beholders, which are plain unfair because they can instant kill you with their fort save only death ray that can penetrate walls or strip every single buff without any checks whatsoever. Loot could've been more varied, particularly weapons, since most unique ones are longswords or scimitars.
another 'short but sweet' module, this one was great fun. most combats were pretty easy for my 15th-lvl rogue and his henchman, w/the exception of the grande climaxe, which i had to redo twice.
the builder obviously spent a lot of time on q.c., the mod was carefully built w/no bugs that i could find, and it was well thought-out w/several creative points. the henchman was quite interesting, and the puzzles were... 'puzzling' but not brain-tearing. ;p
XP may be a bit monty-haul for some ; despite the module only lasting several hours, and my rogue being accompanied by a henchman, he was well into 17th level by the end.
in sum, a fine 'dungeon-crawl'-style module great for a leisurely afternoon of play.
Just could not get that door to open! No matter what I did, and without a better journal I am giving up.
Tried this again and with similar results. Too bad.
What door?! I've had this module for years in my PC, so maybe I can help.