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Title  Keep Tyramor - Beta II
Author  Monkey04
Submitted / Updated  10-14-2002 / 12-27-2002
Category  Temple / Crypt Adventure
Setting  Demonic Castle
Gameplay Length  30 - 90 minutes
Language  English
Level Range  Recomended level of 20, team play required for lower levels
Races  Any
Tricks & Traps  Heavy
Roleplay  Non-existent
Hack & Slash  Heavy
Classes  Any
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  20
Max # Players  10
Min # Players  01
Min Character Level  15
Content Rating  Teen
Alignments  Any
Very high difficultty hack n slash module. All custom level 20 gear. All custom monsters. Lots of traps and locks. Tons of loots. Up to two and a half hours of gameplay. One special tunic item for each class in addition to other drops. Bindstones are stationed at the start of every level. A few merchants in the front. One has normal items, and two have custom items some of which are usually needed in the mod. Have fun.


Submitted: 10-14-2002 / Last Updated: 11-23-2002
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Comments (13):

Posted by JoeTheMonkey ( ) at 2003-07-26 19:28:00    
AMAZING! This mod rox! Download it now! the items are insane and the challenge rating is perfect for level 20 chars with custom gear! get it now!!!

Posted by Monkey04 ( ) at 2003-07-26 19:23:00    
The other post of this mod on the website is a bug and should NOT be downloaded

Posted by Monkey04 ( ) at 2002-11-09 12:34:00    

Posted by Monkey04 ( ) at 2002-11-01 15:30:00    
People, plz post or email me feedback on this mod, i need
it to so i can make it a good mod.

Posted by Monkey04 ( ) at 2002-10-23 15:03:00    
Ok, like i said above and in the previous post, I've fixed
the lore merchant who now carries items to help identidy
most things you'll find. I also weakened the Demon Beasts
because i heard that they were slaughtering people (lowered
respawn rate, lowered hp, lowered ac, and removed mind-
affecting and stun immunties i think). Finally, the BEST
part of the update, i added some new unique enemies to the
first three levels. Each one has a class specific piece of
armor, one for each class with a few exceptions were i
could share (like sorcerer/wiz or cleric/pally). I hope you
enjoy and have fun with it :)

Posted by Monkey04 ( ) at 2002-10-20 09:23:00    
Ok, its updated, as it says above, i added a new NPC
with 'something to say' to the beggining, removed the
trapazoidal portal and meastro, added working xp rewards
for picking locks and disabling traps, Finished the fourth
floor with a few new enemies and loots, and did some touch-
up work on various other problems. The lore merchant still
isnt working so expect another udate soon.

Posted by Monkey04 ( ) at 2002-10-19 13:31:00    
Updated the mod again, please re-download if you can when
the site updates. Should be done by the end of today or
tommorow (10/19/02 or 10/20/02). Enjoy :)

Posted by Monkey04 ( ) at 2002-10-17 12:31:00    
Wooohooo!!! 100 Downloads!! :)

Posted by Monkey04 ( ) at 2002-10-16 12:33:00    
Thanks kess, as to your feedback, the trapezoid and meastro
were simple for testing purposes and i forgot to remove em
before posting. Also, the bones lords are actually one of
the weaker enemies in the mod lol. The way you can take em
down is to just whack em alot. I made up for the high
attack with lower ac and hp. Also, as for the people
standing in the town: i just put em there to pupulate the
town but now that you mention it i may make them give side-
quests or be shops, but some will stay as guards. Anyways,
if u send me an email ill gladly email you the updated
version with another level, more items, a bind-stone
system, removal of the trapezoid n meastro, and a few more
miscelaneous updates. thx :)

Posted by Kess ( ) at 2002-10-16 01:50:00    
Ok, here's some feedback. I haven't played through the
whole module yet, but I intend to. Just so you know, I'm
using a level 20 paladin. Of course everything in here is
merely my opinion and you don't have to listen to me if you
don't want to.

First, move that "hidden" entrance to the 3rd level of the
keep to someplace that is a bit more logical. Stick a well
somewhere in the town and have it be the secret entrance.
If it's not really supposed to be a secret entrance then
mark it better. A big blue trapizoidish thing appearing in
the middle of the town square, right in front of the
starting point, is just weird.

You have a lot of people standing around in this place.
Why not give them something to say? Or have the move
around? Either would be nice, but not really needed.

The Bone Lords are just a bit excessive. I looked at it's
attack bonus when it hit me... +45? That negates my
paladin's AC entirely right there. I'd recommend halving
his strength to 28. Since he's immune to critical hits
then it took my pally quite a while to take him down, and
since he could hit me every single attack, I went through a
few too many Potions of Heal. I wouldn't mind him as much
if he were more like a boss near the end of the floor
instead of seeing 2 or 3 in a single room.

I like how you made so many custom items, it adds more
interest for the player when they pick up something and
say "I've never seen this before! Wonder what it is!"
Even more so if the player has no lore skill and has to
wait to get outside to the shop to find out what he just
picked up. You should think about writing up little
descriptions for them instead of using the default "long
swords can be anywhere from bla bla bla the black knight
always triumphs bla bla," that's not really what you'd
expect someone would talk about when holding a flaming
weapon. Though that's just another little thing that can
be ignored if you don't want to bother with it.

Speaking of the shop, I'm pleased that you didn't make it
like most people do (ie: sells everything in the known
universe). I was relieved that it wasn't going to take me
the next 20 minutes to see everything the shop had.

The "Meastro of Experience," doesn't really serve much of a
purpose if you think about it. Turning on the Debug mode
and typing "~GiveXP (number)" does the exact same thing
that he does. (This is also why I never understood the
reason behind the countless "Level up fast!!!11!1" modules
out there, but I guess I'm just crazy like that.) Players
already know this is a high level module, if they don't
have a high level character then they can simply
dm_givelevel or GiveXP to one of their other characters (or
just make a new one) to meet the suggested level. But now
I'm rambling so moving on.

This module has a lot of potential, and is one of the few
I've come across that didn't get shift+deleted after a few
minutes of play. Keep up the good work!

Posted by Monkey04 ( ) at 2002-10-15 18:26:00    
Mixed coments hmm....Well, to Rome: Thanks bro, plz email
me some feedback since i need all the help and feedback i
can get :), and to Dude: The only reason i posted this was
becuz even with all the fixes and such i've tried i cant
host games to get feedback and multi-player tests. Anyways,
i hope veryone enjoys, and plz send me lotsa feedback and
ideas. Also, since i work on this mod at lesat 4 times a
week and add more levels, items, etc. feel free to email me
for updated versions.

Posted by Rome ( ) at 2002-10-15 17:42:00    
Betas are great thanks for uploading.

Posted by Dude ( ) at 2002-10-15 13:56:00    
keep ur BETAs to urself

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