Need at least one PC with 1st level arcane, divine spell or use magic device ability
Scope
Large
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
15
Max # Players
04
Min # Players
01
Min Character Level
10
Content Rating
Everyone
Description
This is an adaptation of the Lord of the Rings journey through Moria intended for one or more PCs level 10 and up. Gandalf can raise novice or low level PCs up to 10th level at the start of the adventure. Note that at least one PC must have 1st level arcane or divine spell ability or use magical device ability. Features include new scripted oozes, tentacle beasts, displacer beasts, a ring wraith shadow-dimension, flying skulls, poltergeists, the Balrog, and other events that capture the spirit of the Mines of Moria. Be aware that sometimes secret doors must be discovered to continue on the correct way. Special potions of secret door detection can help you with this, as may going into detect mode. You may choose Aragorn, Gimli, Legolas or Samwise to help you in your quest, or might like to recreate these or other members of the fellowship as PCs yourselves. Have fun.
John, The Gaming Havens guy hasn't posted your info yet, but it usually takes a couple of days. The Rings bit was neat, but I especially enjoyed the less effects-based touches; the first thing I thought 'Wow' about was the Weathertop-like resting spot. The 2nd thing was the avalanche on Caradrhas. The third thing was the Dwarven Ring. The One Ring worked as I expected. PS I admit to using your spoilers, but I liked the entrance. I thought it was clever; others found it needlessly frustrating. Oh well...
Posted by John at 2003-04-2306:43:00
Dear Archaic, Thanks for your comments and your posting of the module on "theonering" site. I saw your Dunedain module and am downloading it now. I take on board your comments about multiple henchmen and agree that while two's company, its hardly a fellowship. With the positive feedback, I definitely intend to post an update when the expansion pack comes out. From that point of view, can I ask specifically what you thought about my implementation of putting on the One Ring, and putting on the First Dwarven Ring, and the poisoned passages? John
Posted by CraZy at 2003-03-1021:25:00
WOW, I havent tried that solution yet...but the fact that I haven't found that door already is puzzling to me. I am playing with an Elf and we automatically are searching for hidden traps and doors even if we aren't in Stealth Mode. That corner you are talking about is where I decided to fall back to when the Cave Troll was coming in and I lobbed arrows at him until he reached me and then I fought from that corner and after defeating him and everyone in it I hung out for a bit in that corner...however I never came across that door. Maybe I absolutely have to go into Stealth Mode to find that particular door... Here's why the solution totally lost me...its because the module so far seemed based upon the Mines of Moria but there was far too much within this module to follow the movie or book completely, so much of the module didnt require even knowing the Lord of the Rings story to complete. Well, when I got to the halls and saw the well and tomb and everything, it all seemed like it was right out of that part of the book...and right after fighting the Cave Troll and the drums still sounding they headed out of that room and back towards the halls and on down...which in your module takes you to the Balrog and is the wrong way to go. I restarted and tried the fight w/ the Cave Troll and doing some other things before and after dumping the skeleton into the well but like I said, I never came across that hidden door....which is why it was so unsolvable for me at this point..I had pretty much given up on the room with the well in it thinking there was nothing else to do there :( I hate getting answers to the problem too...if I knew I were looking for a hidden door I betcha I coulda found it...but there being a hidden door just didnt occur to me because I thought I was supposed to be running from the Balrog and following some obvious path out and down....LOL!
Posted by John at 2003-03-1012:11:00
Answer to getting past Balrog ***Total Spoiler*** * * * * * * * * * The rest area referred to is in the NorthWest corner of the large room (20 somethingth hall), not in the vault with Balin's tomb. If you move your mouse over this area or press tab you will see the area transition. This was where the fellowship rested in the book. Resting is no longer possible there once the Moria drums sound. From here on it follows the book (except the skeleton bit). When you go into Balin's tomb room and set off the skeleton in the well, you must fight the Cave troll and orcs. However, in the book and the film the fellowship left by a side door and did not fight their way back through the main way. The latter is all a trap as the Balrog says. A crevasse blocks the way to the Bridge. Instead, once the drums start, it becomes possible to find a hidden door just behind the well in Balin's tomb room (very easy to find as long as you are near to the northeast corner of the room). Go through here and descend a number of staircases and precarious narrow bridges until you come to a level with the second hall. Now you come out beyond the crevasse and the adventure continues... (Can I ask players of my (two uploaded so far) modules if they think I should include a brief walkthrough with them? I have the feeling that after luring players into a pattern of simple game play I suddenly present them with situations where it becomes much harder to work out how to progress!)
Posted by CraZy at 2003-03-0815:14:00
***SPOILERS*** I'm totally lost here. I have knocked the skeleton down the well and that brought forth the Cave Troll and the Orcs. I kill them and then proceed to the Main Stairs. I go through a few sets of stairs killing and maiming as I go, and then I enter the Second Chamber I think is what it's called. It has the Balrog in it. I have no clue what to do here. I kill all the Orcs on all 4 corners of this area, but all 4 doors I cannot get through. If I try to talk to the Balrog it attacks me and then I'm french fries so fast it'd make McDonald's drive-thru envious of the speed. If I clear the area with the Balrog of all the Orcs and then head back to where I came from (the halls of Kazahd Dum) then that area just keeps spawning reinforcements of Cave Trolls and Orc Captains and I'm dead super fast once again. Also, when I first enter the Halls of Kazahd Dum I got a message about how it looks like it'd be safe to rest in an area to the North...or something like that. Well, that is where Balin lies dead and where the well is that you push the skeleton off into. However, nowhere in this entire area can you rest. What did that mean then? Was it just to draw you to that area so you'll push that skeleton into the well? Need some help here or else I think I'm done and this was my story. :P
Posted by John at 2003-03-0512:10:00
Sorry about the frustration, CraZy. Point taken. I never really bothered about checking all the random containers when playtesting. I'm impressed you're so thorough in your loot hauling. None of the good stuff should be inaccessible, but I supppose if I put anything in, it should at least be accessible! I was really just using the containers for decoration. I have given you chances to stock up on potions of Lore to identify stuff, because I like the lore skill to be useful (100gp to identify at a shop is nothing). Call me mean, but I sometimes like players to have to make hard choices about what is most worthwhile hauling out of the dungeon, instead of having friendly shopkeepers all over Moria. Maybe I should include more bags of holding, though, if this is considered too frustrating. Thanks for your comments.
Posted by CraZy at 2003-03-0510:24:00
Firstly, I love this module so far and I didnt find the door too hard to get into once I found that guy's frozen body. So dont take the rest of my comment wrong, this module is a good one. I love all the stuff I find, but I have to treck so far back to sell it or find out what it is...hehe, guess that's realism for ya! :P ***SPOILERS*** I am in the Chamber of Sorrows, think thats the name of the location. I just entered it...looted the 2 barrels in the first room...rounded the corner and took out the flaming heads and the skeleton lords or whatever...and am starting down that long hallway with three doors close together at the beginning of the hallway....its in the lower part of the map. So...the 3rd door you have to pick the lock or bash it in. Once I do so there is a meat locker and my guy says something about being disgusted by it...and at the end of the room is a couple of weapons just left on the ground...one is an enchanted handaxe. They are not reachable because the hanging meat is in the way so you cannot get your PC close enough to pick them up. Is this intentional? Because I have found MANY places so far in this game where barrels, crates, or objects are unreachable because of some other un-damagable placeable you have in front of them. I like the mod...but the bug of not being able to get to things because of stuff in the way is a common one with mod designers in NWN and it gets frustrating...you might wanna check over some of your areas for things like this.
Posted by John at 2003-03-0413:09:00
Astor, The entrance for Moria is South of Eregion and then East (do not go further South to Isengard, unless you want a fight!). Chi va piano, va sano, e anch lontano!
Posted by astor at 2003-03-0312:29:00
ehm, sorry but, i i dont find the entrance for moria??? when arrive at carados pass after the lightinh, where i go???, sorry but i'm italian, and the english is not my strong:)) i find the corpse with book, but where are the entrance??? bye
Posted by Andrew at 2003-03-0119:37:00
Nevermind. I found it. Interesting ending, and well done.