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NWN MODULES

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Title  Subterra: Dark Tidings
Author  Wydraz
Submitted / Updated  10-09-2002 / 02-28-2009
Category  Dungeon Adventure
Expansions  Works on all versions
Setting  Subterra
Gameplay Length  2-6
Language  English
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Medium
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  04
Max # Players  12
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Hakpak  Link
Description
Your PC begins as a newcomer to the strange underground city of Subterra, the only haven on a world where the surface has been frozen by a cursed unending winter. Refugees flock to the city seeking shelter, many of them belonging to races that are hostile to each other. With them comes an increase in commerce as well as criminal activity. The environs of Subterra are also beginning to attract creatures seeking shelter, in the sewers and tunnels of Subterra. All of this means plenty of work for adventurers like you, and you must make your choices as to who you will aid and who you will fight. Choose your friends and enemies carefully in Subterra, and you might just survive to make a name for yourself in the city of shadows and magic.

Files

NameTypeSizeDownloads
SubterraDarkTidings.zipSubterraDarkTidings.zip
Submitted: 10-09-2002 / Last Updated: 10-16-2002
zip1.5Mb7270
--
Wydraz22SubterraDarkTidings.zipWydraz22SubterraDarkTidings.zip
Submitted: 10-09-2002 / Last Updated: 10-21-2002
zip1.5Mb7196
--
SCORE OUT OF 10
8.5
19 votes
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Comments (34):

  1  2 Next>

Posted by werelynx2 at 2012-08-17 03:20:12    
Ok I've uploaded missing hak here: /View.php?view=Hakpaks.Detail&id=8171
(can't post entire link, sorry)
_________________________
Thanks Rolo:)

Posted by ericdoman at 2010-04-14 06:39:52    
Been trying for a week to go to hak via link above and site is still being sorted. My guess is that it does not exist anymore.

How can I find the Hak for this mod?

Posted by Steve_Savicki at 2009-02-09 18:02:54    Voted 8.00 on 02/09/09
-1: cavern quest was boring

-.25: spelling errors

-.25 grammatical errors

-.25: no ending - had to use notes to know when I ended.

-.25: bland
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Mirgalen at 2008-01-16 20:11:12    Voted 7.75 on 01/16/08
A hidden gem!

Gameplay: 9

Subterra is designed as a specific world and is quite refreshing. There is little gold and treasure to be found giving the module a real PnP atmosphere. I received 80 XP for completed quests making the moderate level progression logical given the settings.

The module is quite straight forward and if tackled properly not very difficult.

*** Hints / Spoilers ***

1. Play Mischief at the Docks with a fresh character to get familiar with the settings including the docks and some of the sewers. Not only you may reach level 2 by the end but if you are lucky you may find one of these illegal weapon (I found a crossbow).
2. Hire somebody from the mercenary guild or better get Sharwyn the bard for 300 Gold. She can handle all the combats with her magic weapon.
3. Do the easy quests first like the rat hunt, the lost orphan, the fairy dust or explore the sewers.

Gold is not really a problem, I finished the module with over 700 GP.

I found a couple of bugs but nothing critical. There is the HP bug (the way around is to save/reload in places where you can rest) and I could not get a Lilith's key even after unlocking the door, the negative energy trap is permanent (not like the one in the crypt) and the door could not be opened/broken no matter what.

Roleplay :7

I had no problem playing my deep gnome rogue/fighter in the environment.

Action: 8

There is action and action. The combats were well balanced and quite a number of places to explore. I quite didn't like however the constant harassment from trouble-makers (called peacekeepers) who could see what weapon his hidden in your magic bag and ask you to surrender it. I constantly had to hide or run away from these guys. I would modify this script so that the peacekeepers would only stop a character if the forbidden weapon is somehow visible.

Visuals: 5

There is a lot in terms of atmosphere in this module, you are in the Underdark after all. But despite the creatures you see in various quarters (like those providing light), the specific pantheon, the portraits and some things (e.g. mushrooms), the place did not feel like the Underdark. To get the right feel the author would need a specific tileset probably not available when the module was created. Still, the module did not feel like we were in a big cave. The place was way too bright (except the dark alley) among other things.

Sounds: 10
If some of the visuals are somehow killing the atmosphere the sounds however are IMHO breathtaking. If you like the Opera you may have a nice surprise in the market district. Also, there was a nice ambient sound in the warehouse (a feminine whispering voice followed by some Orc like grunt).

Replayability: 5
I only played it once but I don't think there is much value in replaying this one.

Documentation: 9
Simple and straight forward documentation and walkthrough. The web site however is not longer available.

Solo: 8
Again, take the bard to have the easiest time.

Fun: 8
I don't like HCR type module and those with respawning creatures but here everything worked quite well and I completed the module with no major problem. Finished rogue/fighter level 5.

Posted by hmdai at 2007-06-22 07:00:35    Voted 7.25 on 06/22/07
I like the idea of the world setting. Especially compare with coming hazard we have encountered nowadays it is much more convincing.

However, there are several points that I find annoying:
1. Gold given inside the mod is so little that my PC could hardly purchase any healing potions or kits without going to poverty.
2. Also, what is the point to have the PC receive hit point lost for every reload?
3. There are almost no resting place inside the sewers and catacombs. My PC and his companion have a hard time to survive.
4. The Numer Quest (given by the ghost inside the catacombs) is broken. When my PC has found the ghost of his wife, although there is update on the journal entry. The variable for the quest is no set such that the quest could not be completed normally.
5. The second quest given by Lilith is broken. When I find the captain of mercenary guild, the appropriate entry for the quest does not appear and the quest is impossible to finish.
6. There is no definite ending inside the mod. Just like the other players said, I have to determine when to end the mod and move on to the next one.
_________________________
Overlooked Module Report February 2009 | Master List | Forum Thread
Academy of Modding Excellence
Romance Module List
Horror Module Collection
Starlight's favorite module list

Posted by Ratboy ( 24.237.xxx.xxx ) at 2004-10-10 15:11:00    
Fun and well done module. Little lacking on the gold and loot. I mean cough up with a little more gold dude. It ain't coming out of your savings account. I felt so poor in the game I was considering just getting a job clearing tables at the tavern just to make ends meet. Adventuring certainly was not paying the bills. In addition, when defeating a "boss" type character it would be nice to get something for the effort instead of two gold pieces or in some cases jack squat. We had a good time (3 players) and I appreciate your efforts. Looking forward to the other mods in the series.

Posted by cateye at 2004-09-11 01:09:33    Voted 8.50 on 09/11/04

Posted by Jez2k at 2004-09-03 09:23:00    
Prator, check the author's website for correct play order.
Or if you're too lazy:

1.Dark Tidings
2.ManaStone
3.Vuldana's Plot
4.The Last Manaquake
5.Gathering Darkness

As for Mischief at the Docks, I don't really know. The description is identical to the first part of the description on this page. Maybe it's a prelude.

Posted by vezz at 2004-08-04 03:17:00    
Dear Wydraz,
I really enjoyed your mod. I played in multyplayer where the restrictions you put are not so oppressive and gave to the play a true role playing experience.
I have to point out tow SERIOUS problems...
***SPOILERS***
1 - the script set in "onenter" slot is corrupted, or simply dosn't work properly. In fact everytime I reload the mod my PC is damaged seriously. So seriously that, afterm reaching level 4, he takes more than 30 hp. As my PC is a wizard who has a limit of 20 hit point, everytime I reload I die... I think this is a major bug that should be correct, otherwise the mod cannot be played!
2 - The door from the last tunnel area in the mines (where there is the fungus forest)is missing. So, altought is possible to enter such area, it's NOT possible to going back, and finish the mod. (P.S. I however finished the mod with a dirt trick: I saved the character when I retrived the notes from Melvar, then I reload a saved game where I was outside the mines with the last character I saved and I finished the mod.)
*********
The mod for me is very good, but I strongly suggest to correct such problems (that for me are bugs...), otherwise the mod cannot be fully played.
Best regards.

Posted by Prator the Legendary ( 70.17.xxx.xxx ) at 2004-07-30 11:00:00    
um... Question. Are these modules supposed to go in any particular order? Cause' this one's for lvls 1-4, and there's another in the game(series?)thats for the same levels... I don't get it.

Posted by romeo_longsword at 2004-07-03 11:43:00    
at the Jeweled Mace basement, after i collected the Jeweled Mace, the door behind me then shut itself. now we are locked in the room, what am I to do?

also, i seem to lost the direction of the game, what am i to do to "finish" the mod? I collected the writing form some guy in the Mala Forest, where the Drow would not enter or somthing.

I feel that I should seek an enchanter, Skully said there might be one at the inn, or try to west gate, well i could not find one at the inn and the west gate is locked.

Any suggestion from this stage?
_________________________
"I amar prestar aen, han mathon ne nen, han mathon ne chae, a han noston ned 'wilith."

Posted by romeo_longsword at 2004-07-03 10:48:00    
Really well designed city but the game play was confusing.

There seems to be no ending of the mod, you just have to say to yourself, stop, and move on the part two it seems...
_________________________
"I amar prestar aen, han mathon ne nen, han mathon ne chae, a han noston ned 'wilith."

Posted by Rosmari at 2004-02-28 21:33:13    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 8   Originality / Creativity 10   Quality Control 10   

Posted by stealth at 2004-02-28 21:32:58    Voted 9.00 on 02/28/04
Fun: 8   Layout / Design: 10   Dialogue 9   Originality / Creativity 10   Quality Control 10   

Posted by zdaddy at 2004-02-28 21:32:40    Voted 6.00 on 02/28/04
Fun: 3   Layout / Design: 6   Dialogue 7   Originality / Creativity 7   Quality Control 5   

Posted by Freshy at 2004-02-28 21:23:56    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 8   Quality Control 9   

Posted by martymcfly at 2004-02-28 21:23:54    Voted 8.00 on 02/28/04
Fun: 10   Layout / Design: 8   Dialogue 8   Originality / Creativity 8   Quality Control 8   

Posted by Lord_Danielson at 2004-02-28 20:53:59    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 8   Originality / Creativity 10   Quality Control 10   

Posted by MarkB at 2004-02-28 20:53:59    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 9   Dialogue 7   Originality / Creativity 9   Quality Control 10   

Posted by Dementia at 2004-02-28 20:53:58    Voted 10.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 9   Originality / Creativity 10   Quality Control 10   

Posted by Ice_Child at 2004-02-28 20:53:57    Voted 5.00 on 02/28/04
Fun: 3   Layout / Design: 7   Dialogue 5   Originality / Creativity 5   Quality Control 3   

Posted by Dominio at 2004-02-28 20:53:55    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 9   Originality / Creativity 10   Quality Control 8   

Posted by Rhune at 2004-02-28 20:53:52    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 10   Originality / Creativity 9   Quality Control 9   

Posted by stepen_starfox at 2004-02-28 20:46:18    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 8   Dialogue 9   Originality / Creativity 9   Quality Control 8   

Posted by Rhune_Ramakin at 2004-02-28 20:46:14    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by Fvguy72 at 2004-02-28 20:39:19    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 8   Originality / Creativity 8   Quality Control 8   

Posted by Draysin at 2004-02-28 20:36:13    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 9   

Posted by dsteve3 ( ..xxx.xxx ) at 2003-03-20 10:59:00    
Disclaimer: I hate being critical, as I understand the awesome amout of time and effort that go into making these modules.

Having said that...

I only play single player, so that is my bais.

This game is unplayable for 1st level characters. The resting restrictions make the sewers and catacombs a back and forth experience. The XP is wacked - a skeleton gives 32XP while a weak skeleton gives 130XP. Way too much work for not enough XP.

I would suggest allowing resting in the sewers and catacombs, and fix the XP so a first level character goes in and a fourth level character comes out. And dispose of that evil trick you use to deplete my character of half his hit points on reload. If this module was perfectly balanced and my character went up a couple levels in a single dungeon, then it would be cool. Your not quite there yet.

This looks like a good module. I will come back to it and start with a fourth level character. Its a little boring to do that too, as there's no challenge in the beginning, but its necessary to overcome the limitations imposed. I appreciate the fact that this mod would be much better played multiplayer.

Designing a game that starts characters fresh is tricky. First level characters are boring as they don't have enough skills to do much, are too fragile, and have no money to buy the tools that solve problems. The temptation to 'insto-level' must be resisted because it depletes the character of meaning.

Since we're stuck with a level 20 ceiling, there are some real limiters on our creativity. I appreciate your efforts, but at this point I'm a little frustrated. I'll come back to this and hopefully I'll have more luck.

Posted by Ice-Child ( ..xxx.xxx ) at 2003-02-14 16:17:00    
I have to agree with zdaddy, I found ti to restricting. I
played it for almost 2 hours. I stayed broke. I also
couldnt get rid of three curses I had because I couldnt
get enough money to do anything with. If you want to run
it this way give the starting character a little more
starting money and warn them of the dangers of curses and
that its 150 to cure them a pop. I three atributes
effected and only had 24 gold in two hours. So I was shy a
butt load of gold for getting cured. Never did make second
level in two hours of playing. So I am sorry but I had to
rate it lower then zdaddy did. It just isnt for a first
level character to play it. You start with nothing and end
up with nothing. The players that were online while I was
online were no help either. I kill something they pray to
it and steal my gold. So it needs other restriction
instead of all the B.S. ones that are in it now.

Sorry but I think it needs to be rewritten from start to
finish and ditch the B.S. HCR modified rules you are
running now.

Ice-Child

Posted by Rhune ( ..xxx.xxx ) at 2003-02-05 09:45:00    
I really enjoyed the module as well. While I had fun in
single player due to the rich world with fantastic NPC's
and involved quests, this module truly shines in
multiplayer. If you're looking for one to play with some
buddies, I think this one is great.


*Spoiler*
Head west when you're in the mines and you won't keep
getting lost.

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