"Ye want this ol' moneylender's advice on entering Halaster's Hall yet again? My advice is this: Don't. There's precious few treasures worth the death and agony and fear you'll face. Your problems ate twofold: First, ye've walked its halls before, and Halaster pays attention to those who visit him frequently (and he's the one you don't want to have watching you!). Second, you're looking for the lair of that lunatic wizard-murderer from Trades Ward. He's a dangerous lot, that Maddgoth, and many others met their ends by underestimating that pasty-faced little scarecrow. If you're looking to lay siege to Maddgoth's Castle, you're on your own- I've not visited it, and I'm not likely to, either. Truth be told, no adventurer I've heard of liked for Maddgoth's lair and returned to tell of it."
"Not that this scares bold heroes such as ye be, right? Well, the path to fame allows fools and champions alike, though fools often listen better then heroes. Until our coins are shared again, good fortune." -Mirt the Moneylender
This Dungeon Crawl adventure returns once again to the hallowed halls of Undermountain and into an adventure like those AD&D game archetypes of years past.
This is a stand-alone module, though characters from the Lost Level can be used.
Game play- Hack and slash. Don’t look for any mushy romances, or intellectual orations.
Kaedrin's Compatible and DMFI friendly. Play time- About 6 hours.
Use your search skill to find secret doors.
Use the control book for your favorite module settings.
4 companions are provided. You may choose any three at a time. Fighter, rogue, wizard, and cleric.
for characters level 9-11. new characters level to 10.
Attachment | Size |
---|---|
maddgoth_v1.3.7z (1862) | 177.39 MB |
Very nice mod, thanks for your work :)
i ran in to a bug towards the end...The dragons did not recognize me having a certain item they asked for, so the only thing i could do was to free Mr. Stupid Hat, who attacked me as expected. Then the dragons got pretty mad and i had to take them down too :P Luckily i was able to finish the adventure despite my less than optimal choices but i get the feeling things should had gone differently :P
Hmmm.. I seem to be having the same problem. I got the key AND killed all the devils.. but now the one dragon only says 'stay away from my eggs'. B4 she said 'do you have the key yet'. Probably a bug in the dialog. I will probably open the module and see what I can discover. Kinda sad to get this far and have it bug. (granted , did not take me long, I'm playing as a level 20'somthing Shape Master solo)
Decent adaptation, H&S. Everything worked well for me, even the dragon's conversation.
Pretty nice adventure, kinda short for my liking but brilliant use of the toolset. Polished and bug free, no crashes
I started the module with a new human Cleric, and It give me XP only up to level 8, not 10. So my character Is lvl 8, but my companion are lvl 10.
Started lvl 8 finished getting level 10. So, just played at lvl 8 and 9.
No bug, but sometime I feel I was doing my way backward and not straight linear.
Feel little useless find lot of crafting materials, like metals, with no stamp and table for crafting.
Solid dungeon crawl with some traps thrown in to keep you honest. This is the follow on to Undermountain: The Lost Level but without the earlier mods crashing problems.
I reused my Ranger 9/Cleric 1 from the first module to lead this party as well. Make sure you come with full gear, lots of cash or both. The potential companions are better equipped than in the earlier adventure but nowhere ready to head into Undermountain without some better tools and supplies. Also make sure to check their feats and skills, they are a bit different than when you last saw them and you may want to adjust your tactics accordingly. Only real complaint in this area was the Rogue/Ranger/Shadow Dancer who had almost no points in Disable Device and a ridiculous set of feats.
Crafting is better supported this time as well. You should be able to create +2 gear for everyone and a few +3 items if you are careful.
Combat varied from balanced to easy for four 10th level characters on default difficulty. You have some additional options you can set at the beginning to adjust the difficulty.
Good choice for an evening or two of hack and slash.
a nice and short adventure, well made
This is the third, and I think the last, of bealzebub's one-job modules, this time with no side quests at all.
I have preferred to start a new character, since I could not reach level 10 in the Lost Level. I have also faced the already-mentioned issue that XP for only level 8 (and gold too) have been awarded, and not for level 10 as advertized. But it's no big deal to add some XP manually.
I could level up only once, just before entering the castle.
It was again an enjoyable trip through a very well crafted module, and everything has worked as it should (yes, no crashes at all this time!). However, I was slightly annoyed by the frequency of the auto-saves, most of them just one step away from my on save.
Thanks again, bealzebub! Since I think that I have already played all your modules here, I am now looking forward for your next one!