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Module Profile - The Spires of Ravenloft

Module Profile by Jay Watamaniuk, Aug 9 2002

Module Title: The Spires of Ravenloft
Author: Raven Builder
Play Time: 4-5 hours
Recommended Level: 6-10 Single, 3-9th Party
Single or Multiplayer?: Both
HakPak Needed?: No
Dire Wolves? You bet.
Download locations:
- Neverwinter Vault
- FilePlanet
- Neverwinter Haven

Overview:

Based on the original Ravenloft module by Tracy and Laura Hickman.

The vile evil of Count Strahd von Zarovich is lifted from the pages of the pen and paper favorite module Ravenloft and translated into the world of NWN. This module is best done with a small group of hardy adventurers as the exploration of Barovia and the eventual assault on the huge castle of Count Strahd is very difficult. If playing by yourself be prepared for a very long modules filled with monsters, gloom and chilling antics from the count himself.

From the mysterious gypsy that begins your many quests with a letter detailing a young women who has been afflicted by a deadly evil, to the vastness of the count’s lair you will kept in perpetual danger as you attempt to unravel the timeless evil. Watch for some great uses of lighting and sounds to aid in establishing an atmosphere for the blighted Barovia.

Author's Description:

This module is based heavily on the original Ravenloft Module by Tracy and Laura Hickman. For centuries the land of Barovia has lived a cursed life. Now our heroes find themselves trapped within its borders, guests of the Count Strahd von Zarovich. Will they unlock the secrets of the Ravenloft, or become it's permanent guests? This module makes use of standard death and dying from 3rd Ed.

 

Interview with the Author - Raven Builder

1. When did you first play the original Ravenloft module?

I recieved the module as a present when I was in 7th grade back in 1986. I ran the module for a small group of guys I was in middle school with (back then the infamous "gamer girl" was still a subject of speculation and mystery). I did a horrid job of running it and admit fully that I missed the point of it. It wasn't until I ran it in college in 93 and 94 that I started to really appreciate the amazing story that Tracy and Laura Hickman created. I still run it regularly if I'm with a group that hasn't played through it.

2. This modules is very large compared to a great deal of modules that are out there right now. Why start with such a large concept for a module?

From the moment it clicked as to what Ravenloft was really about, a story of love, passion, obession I knew that it was a story I wanted to tell to as many people as possible. Again, the Hickman's created such a wonderful tale that I knew that I just had to make it my work for NWN. I figured it would be an undertaking, but not only did I want to be able to continue to see this story shared, I wanted to do it in a way that did not require a DM to oversee it.

3. How did you find making a module for NWN using an old favorite from pen and paper?

In some ways easy, in some ways out of control. Again, the Hickman's provided me an amazing canvas on which to work. What I had to do was find ways to bring this story to life within the available conventions of the toolset. I knew how I liked to run the module and I tried to structure the module the same way I had generally seen it unfold at the gaming table. Having this memory with me, of what players in my game sessions had liked and disliked really helped me plan the dialogues, the encounters and the like.

On the other hand, some basic pencil and paper standards did not make it into the original ship of NWN, specifically secret doors. The Castle Ravenloft was designed with the mindset that servants were to be seen only when serving so there are secret doors everywhere, and I had to come up with some way to do this from scratch. I think I did okay there.

And the other challenge was that I wanted to try to provide my players every chance to role play with the NPC's just as though it was a real table top game. This meant trying desperatly to plan for every possible interaction and re-learn C++. A bit daunting.

4. I noticed you used light to establish mood in many of your areas. Do you have any tips for module makers on using light to add to the atmosphere?

I wish I did. I just did what came naturally. Some of the areas are strictly lit by way of basic defaults like "Exterior Dark". Fortunately for my project, Barovia is shrouded in constant darkness so I could plan the look only for night and not worry about what it might look like during the day.

Really, use the preview buttons in the toolset religiously and listen to your play testers.

5. Did you know that the undead are immune to Sneak Attacks? Did you put this in just so I would get mashed into paddies of road goo as a Rogue?

Hehehe. Well as a rogue you were more likely to notice the myriad of traps that Strahd has in place to protect his more sensitive rooms. I play tested once with a group that had a fighter who figured she had enough hitpoints to take any damage a trap could deal out. 1) She was wrong more than once and 2) two words: Teleport traps.

I'm sorry that the undead don't have vital organs for you rogues to exploit, but on the other hand, a ranger finds it pretty hard to sneak along polished marble hallways too. And clerics with extra turning almost make it not worth playing.

6. What pen and paper adaptations would you like to see done for NWN?

Well, I'd love to see someone do House on Gryphon Hill if for no other reason to get people to stop asking ME to do it. *big grin*

Honestly, no single paper and pencil module became part of my gaming experience like Ravenloft did. I'd say that the adaptations that need to be done are the ones that the players are passionate for. I'm kicking around blowing the dust off of the ancient basic adventure "The Lost City" but at the same time I've got to tip my hat to all those creating modules based on custom stories.

Where we get our inspiration from really doesn't matter nearly as much as the fact that hundreds of us are pouring all of our spare waking hours (and some non-waking hours. I've got entire dialogue trees full of the letter h where my nose hit the keyboard) creating them so that people can enjoy them.

Really, the modules that need to be made are the ones that tell stories we want to tell.

 

 

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L'ora attuale è: (imposta ora)
dom, 22 novembre 2009 03:56

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