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NWN MODULES

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Title  AdVeNtUrEs
Author  John Simpson
Submitted / Updated  10-09-2003 / 10-13-2003
Category  Dungeon Adventure
Expansions  SOU-1.31
Setting  Somewhere outside of Luskan
Gameplay Length  20+ hours
Number Players  Fight wars on different fronts.
Language  English
Level Range  Can go from 1 to 20 (with scaling encounters)
Races  Any
Tricks & Traps  Heavy
Roleplay  Heavy
Hack & Slash  Medium
Classes  All classes are provided for, but the Bard, Thief, and Sorcerer are especially fun because there are particular items tailored for them. Thieves and Bards can work for the Shadow Guild.
Scope  Epic
DMNeeded  Occasional DM Needed
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  Any
Min # Players  Any
Min Character Level  Any
Content Rating  Adult
Alignments  Any
Description
We always hear a lot about Luskan, but very rarely do we ever get to go there... well, welcome to Luskan... a land torn with war from north to south and east to west... there are many various and asundry places for the more entreprenureal of you dirty adventurers... there is work for the Shadow Guild and the Luskan Militia... and the Lost Ruins of Zaja Dur beckon those of steel... for the spirit of the game... enjoy!

Files

NameTypeSizeDownloads
AdVeNtUrEs_v8.modAdVeNtUrEs_v8.mod
Submitted: 10-09-2003 / Last Updated: 10-13-2003
mod16.4Mb1814
--
SCORE OUT OF 10
7.5
1 votes
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Comments (5):

Posted by PaulBlay at 2007-04-24 05:22:53    Voted 7.50 on 04/24/07
Just voting.

Posted by simpson ( 66.168.xxx.xxx ) at 2006-01-01 18:18:57    
i dont even remember this module... it was three years ago... made me teary eyed to read ral the reaper... thanks, three years late...party on yall...

Posted by Drysus ( ..xxx.xxx ) at 2003-10-20 18:49:00    
Well this Mod sounds fun, but i can't get it to work. It says *corrupt file or unsupported mod type. and yes i do have SOU. This is the 1st mod I couldn't get to work.

Posted by Ral_the_Reaper ( ..xxx.xxx ) at 2003-10-13 18:55:00    
As odd as this will sound, I can't believe I enjoyed this mod as much as I did.

The treasure scale is incredibly insane. Old-school AD&D gamers will know what I mean when I say this is a "Monty Haul campaign." Right from the get-go a character is virtually inundated with custom items, most of which are unbelievably powerful. There are even quite a few places to get massive loads of treasure without any effort right at the start of the module, which leads me to believe the module creator really wanted to show off the items he made. Don't get me wrong, a lot of the items are creative, look real nice, and some make playing the lesser-used classes worth it. Still, there were some things so god-awfully powerful I just couldn't bring myself to use them. To give an idea of just how much loot is available, I ended the module with somewhere in the neighborhood of 8.5 million gold, and I just stopped picking up gold and gems after a while.

Spawns can get really annoying in some areas. I'm all for wading through scores of monsters, but it gets to be a little irritating when you just get done finishing off the mob of a dozen monsters just to have it respawn right on top of you. Almost none of these type of respawns had a point where they just stopped spawning, even where it would make sense (you finally win the war, kill the leaders of the opposing armies, yet the enemy encampments continue to pour out scores and scores of baddies. Give up already, y'all lost!

If I were playing a spellcaster in this mod I think I might have had an aneurism. This goes back to the mass, rapid-fire spawning. There are times when you just would not have a chance to rest. Thankfully I played a paladin and it wasn't really an issue.

There were a couple of broken quests, or maybe broken isn't quite the right way to put it. It would have been nice if they were scripted to accomodate players like me who end up going through the entire mod in the most unlinear fashion without ever really realizing it. I ended up leaving the starting area via the Underdark and coming out way beyond the locations where the initial quests are fulfilled, so I'd frequently kill someone I'd never heard of, they'd leave their head, it'd complete a quest I never knew I had, and when I return the head to whoever wanted it, it ended up being the last quest out of many they normally send people on, which ended the interaction with that NPC, which left completing a lot of quests out of the question (I ended up left with quite a few heads in my inventory which no one wanted.) Wow, talk about a run-on sentence...

Anyway...

Having said all that, I had a blast playing this module! I couldn't believe it while it was happening, part of me didn't want to like it, but I can't argue with the fact that I was enjoying myself so much I pulled an all-nighter after first beginning the mod and had a hard time stepping away for a break from then on.

This module is IMMENSE! One thing that would have really come in handy is some form of rapid transit, be it a 2-way recall stone, occasional portals, whathaveyou. Not only are there quite a number of areas that make this mod large, but some of the areas in themselves are quite large to boot. I generally hate big areas, probably because I want to be sure to see all there is to see, and I'm afraid I'll miss something in a really big area. This is, the huge areas in this mod are only huge when it makes sense. I do not expect the Underdark to be made up of a dozen tiny maps. What I expect is what this mod gives. A few GIANT maps honeycombed with caverns, passages, dead ends, little nooks, etc. The Ud is supposed to be hard to navigate, after all, adventurers get lost there all the time. Another area I thought was deservedly large was the desert. It's a desert, people wander around the dunes, get lost, die of thirst. There were always reasons to explore every nook and cranny of these areas, too, so it made it worth it.

This is getting long, but quit reading if you're bored, won't bother me any, I'm talking here.

Where was I...Oh, players may want to adjust the XP bar waay left on this one. You can start a new character and get to level 20, which is normally not a problem, especially given this mod's size. Some may consider it a little gratuitous to be reaching lvl 20 so EARLY, though. Characters under lvl 5 really shouldn't be getting 1k+ xp out of monsters, in my opinion.

Some NPC's were pretty much cookie-cutter ones, real two-dimensional in most respects. Dialogue in this mod is pretty good, though, and surprisingly good with the spelling (lot of spelling mistakes just gets to me for some reason, especially when you can d/l spellcheckers for your modules.) Lot of races represented in this mod, including some fun surprises (got a hoot out of the svirfneblin.)

One of the best things about this module was just how daggon great it looked. This guy put a lot of effort into making it look/sound/feel good, and it really shows. I've played quite a few modules, and this one had me going "Woah.." and "That is bad @#$!" quite a bit. Lot of good toolset work here, and the scripting bordered on genius in quite a few areas (although I believe a lot was borrowed from other scripters, kudos to them, and credit is given in the module.) Scripts are well-remarked, too.

Side Note: Duergar Keep in the UD is called Dociele D'Envey.
Isn't that from the movie "Excalibur", a couple of words in the charm of making? Quite possible I'm mistaken. Happens a lot.

Okay, I've said enough, tend to be incredibly long-winded in my reviews. Just suffice it to say, I really enjoyed this mod. One of the best looking I've seen, and I had a blast playing it. Excellent, excellent work.

RtR

Posted by Jacob Martin ( ..xxx.xxx ) at 2003-10-12 03:41:00    
I really enjoyed this module. It is huge, but throws you into a huge, well choreographed war right from the start. Some of the timings in the waypoints for the battles are truly incredible. Not bad at all!

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