The module itself can be found here.This module is intended to be reasonably difficult and features scripted boss battles with unique powers. These powers will kill you if you ignore them or do not react properly. It is likely you will die a few times before learning how to survive against these abilities, but the only penalty for a respawn is the time lost. You should only play this module if you are willing to handle this type of challenge and work on improving your play.
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A combined army of devils and demons has assaulted the heavens and the celestial host has been driven back to its stronghold. Empowered by some of the mightiest archangels and the blessed Cathedral of Light, the defenders have been able to hold their ground - but it is only a matter of time before the forces of good are overwhelmed through sheer numbers.
In desperation, the celestials have called upon legendary mortal heroes such as yourself to help turn the tide. The fate of existence itself rests on your shoulders - fail and everything will be reduced to shadow and ash.
Can you accomplish what the angels themselves could not? Can you prevail against the forces of darkness? Can you lift the siege of the heavens?
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Player Review:
"This was my favorite of the submissions, despite the fact that it does some things that in theory I strongly disapprove of. Magical Master has altered some of the normal rules, provided special equipment carefully designed with a thought to play balance, and in general crafted a version of NWN much more console-gamish (or perhaps I should say MMOish, since he mentions being a WoW player) than the standard sort of NWN game. My own approach tends to be more old-school D&Dish, where combat challenge can often be as much a matter of strategically managing resources over a series of encounters as it is about the difficulty of any single enemy, and so I would normally regard some of the things he does, like providing basically unlimited healing and rest, as anathema.
However, I have to admit that these things actually work within the context of the very different style of gameplay he has fashioned, and he has managed to present me with something I encounter all too rarely in NWN modules: combat that has some real tactical depth and is a serious challenge. For that I am prepared to forgive him a multitude of offenses.
This module centers around 5 difficult boss-fights. Each boss has special scripted powers that the player will not survive unless he can figure out the trick to doing so. In many cases, this same power also has some associated downside for the boss that is actually the key to winning the fight if the player can figure it out. The battles thus require thought, and usually require precise play to survive even after one has figured out the trick to doing so. It was an entertaining experience for someone who likes tactical combat, and the moments when I realized how I could turn the tables in what initially appeared to be completely hopeless situations were very gratifying."
- rogueknight333
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Siege of the Heavens is a Neverwinter Nights module designed for a level 40 character. You do not need a level 40 character in your vault, however - you will be leveled up as needed if you join as a lower level character. Good or neutral alignments probably make more sense, but as long as your character doesn't desire the end of everything, any alignment should work.
Unfortunately, there is an item strip - I simply cannot balance when I do not know whether players will have +1 clubs or +20 vorpal longswords. Replacement gear is provided, however. Your character will not be naked or wearing +1 items. See the mechanical changes section in the ReadMe for more information on, well, mechanical changes (module should be playable without reading that section, it is just there if you want to perfectly fine-tune your character).
Please note that it is *STRONGLY* recommended you have a base Constitution of at least 14 (12 for an Elf or Elven subrace) *AND* get the maximum hit points on each level up.The adventure itself is primarily action - the story is linear and there are few "roleplay" opportunities. The focus is on engaging bosses with unique scripted mechanics - you will need to figure out how to defeat each boss. This is NOT traditional "hack'n'slash" gameplay where you wade through hours of boring and identical foes with slightly more hit points and damage each time.
You may die a few (or many) times while attempting a boss, but do not worry - the boss will simply reset and you can respawn. The only penalty is a small amount of time to run back. Boss abilities have a shout, emote, and/or visual to indicate what is occurring, so pay attention to these to figure out why you died.
If you want more detailed information, a list of the bosses and their abilities is provided in the ReadMe(spoilers, obviously).
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If you want to play the module but aren't comfortable building level 40 characters, there are four premade characters provided in the download: a fighter, rogue, wizard, and cleric. These are completely optional and you are absolutely encouraged to design your own character. Playing the fighter (Dwarven Waraxe and Shield) and rogue (dual-wielding short swords) should likely be straightforward, but you will need to fill in empty spell slots gained from better gear for the wizard and cleric. If you look at the spells they have in their spellbook and quickbar by default it should hopefully be clear what additional spells you should memorize (more of the same, basically).
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Unfortunately, due to the time constraints of the Adventure Building Challenge, you only have half of the final module at the moment. Once you finish the available content, you will receive an item called Lilanthria's Hope. Hang onto this, because once the second half of the module is finished you'll be able to use Lilanthria's Hope to skip the first half of the module if you play as a character who possesses it.
Modifié par MagicalMaster, 03 novembre 2013 - 06:56 .