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NWN MODULES

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Title  The Beggar's Rattle
Author  JSCairns
Submitted / Updated  06-08-2003 / 08-21-2003
Category  Dungeon Adventure
Expansions  SOU-1.31
Setting  Island Chain of Kulladin
Gameplay Length  25
Number Players  Not tested for Multiplayer
Language  English
Level Range  1st Level Only
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Fighter, Rogue, Monk
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Everyone
Alignments  Any
Description
Each day you wait above decks with great anticipation for the familiar mountain ranges of your native homeland to emerge on the horizon. Weeks before your expected arrival, your ship passes close to the coast of the island chain of Kulladin. Captain Wadring, your host, describes Kulladin as a terrain of endless conflict where the forces of order attempt to build settlements amidst a sea of turmoil. It's greatest city, Ullad, is reportedly under siege even now. Alone on deck, imagining your homecoming to your loved ones, your reverie is broken by a boulder fired from some unseen catapult, descending through the mists to smash the prow of your ship.

Files

NameTypeSizeDownloads
The_Beggars_Rattle.zipThe_Beggars_Rattle.zip
Submitted: 06-08-2003 / Last Updated: 09-24-2003
zip2.7Mb2050
--
SCORE OUT OF 10
8.45
15 votes
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Comments (45):

  1  2 Next>

Posted by ravenscar7007 at 2010-04-25 20:35:42    Voted 8.25 on 04/25/10
I found this module took to long to get interesting. Not until the plains battles did i feel confortable with the feel of the module. Too many hard battles in the beginning discouraged me from continuing to pursue solely a rogue charecter. Too many similar monsters clustered in the same area so you are overwhelmed right away. When the story picked up I was happier. Needs to work with balance, tried to impart playing philosophies on player by making certain encounters too dificult ie Wedak (bosses listed as impossible when charecter is still low level) Currently doing sequel hoping for more story.

Posted by shuurai at 2009-11-05 17:22:47    Voted 8.50 on 11/05/09
Decent module... basically just hack and slash, but there is enough of a story to keep things interesting. Couple of nitpicky things: The first area has a sleep event whenever you enter, which kicks off EVERY time; even when you're leaving the caves or the woodsman house, or coming back from the other areas.

While most of the fights seemed borderline easy to me, there are a couple of fights that were rather frustrating. The assassins in the sewers are one example. They seemed out of balance with the rest of the mod, tougher even than most of the bosses.

Posted by Mareti at 2008-11-20 08:10:15    Voted 10.00 on 11/20/08
Great hack&slash mod. Tough combats require some tactics and prevent boredom. Going to try part two soon!

Posted by Ugleberg at 2008-04-01 15:07:46    Voted 6.25 on 04/01/08
Large areas, messy plotline, poor item-possibilities. It`s a bit cool to go around and kill Cutters until you get sick of it. The beginning made the mosule seem very good but then it went into a empty space with no meaning to continue.

Posted by ShadowySweetness at 2007-05-30 16:15:25    Voted 9.50 on 05/30/07
Hiya JSCairns,

I will not rate this lower considering it is an
older Mod.. But I am enjoying it very much.
It would be nice to see an up to date version come
out.. *hint* as it has a lot of potential.
Thank You For Taking Your Own Personal Time To Make
This Mods For Us...As Without You Mod Builders... What
Are Us NWN Fans To Do?

Have A Great Night...
Shadow...

Posted by acamantor at 2006-07-27 14:00:54    Voted 8.00 on 07/27/06
Quite good hack & slash, followers are boring and of little use.

Posted by ralebeau at 2006-05-26 08:46:47    Voted 9.00 on 05/26/06
Great module, don't know why the story didn't draw me in well enough for a perfect score, but thanks for all your work.

Posted by ericdoman at 2005-09-08 15:25:49    Voted 10.00 on 09/08/05
I am not going to give the game away but this was an Ace mod. Had everything. So load up and play

Posted by JSCairns at 2005-04-05 12:16:00    
Wow! It's been years since someone stumbled across my mod and felt generous enough to comment. I'd basically given up and felt tossed onto the dust heap of NWN eternity. I worked quite hard on these mods but I made them before many tools for upgrading henchmen and such were out there. I apologize if it was primitive in this sense. But I'm very grateful for your comments and support. Maybe it'll get enough votes to at least get listed at some point. In any case, thanks a lot, yuma_bill!

Posted by yuma_bill at 2005-03-21 06:41:00    Voted 10.00 on 03/21/05
Wow, that was a rocking good time! I could tell it was going to be a good mod from the title, which was original and interesting. And I liked the bit where Lomelas the librarian explains the meaning of the name "Kulladin."

I thought the names and dialogue were one of the strongest points in this mod. You really put a lot of personality into these characters, with their own motivations and suchlike. Although I hated her guts at first, Mama Kratkas turned out to be one of my favorite characters.

Combat difficulty was also very good. I played a halfling fighter/rogue so I had to use a mixture of tactics to vanquish my foes. I did think that the items I got kind of overpowered me, but the bosses stayed plenty challenging up until the end so I'm not complaining. You know what the hardest freakin fight was, btw? Those god damn witch dogs! :P

I also liked the unique items...the head was my favorite. Mandoz's quest I thought was really creative and original, as was Dard's (though I never did find Thorn, bummer)

THere were no glaring flaws or broad problems, though I'd like to mention a few lesser drawbacks/bugs:

-THe henchman AI, as has been mentioned, doesn't allow u to tell em to use ranged or to get out of your party
-whenever I enter the first map (the one with unty) from another location, I do a faceplant for a few seconds
-The hunter tells you if you can save his trained wolf Grackle, you can have her, but he doesn't tell you where. I must have come and gone 3 or 4 times before I thought to check the other room. And as a side note on Grackle, is she supposed to talk? Because she screams out battle cries in English! :P That's not really a drawback, gave me a chuckle
-Gashton was a big beautiful town, I kind of wish that area had a couple more people to talk to or another little sidequest. As a halfling, I was so stoked when I finally reached a city of my own people, but sadly none of them had anything to say. I know this isn't a valid gripe in a module which is so diverse and richly textured already...I just would've liked to say "Hey there, halfling brother" and shake his hand or something.

Anyways, thanks again for the hours of entertainment! I am now off to seek my fate in part 2. Oh, and I finally broke down and got an account so I could vote, just for u

Posted by yuma_bill at 2005-03-21 06:19:03    Voted 10.00 on 03/21/05

Posted by Cosmo at 2004-10-17 02:12:36    Voted 9.50 on 10/17/04
Fun: 10 Layout / Design: 10 Dialogue 9,5 Originality / Creativity 9 Quality Control 9

Posted by JSCairns at 2004-02-28 23:12:00    
Thanks for trying this DChrist24. Some strategy remarks/spoilers below on how to do that battle, if you're still interested to try.





SPOILERS BELOW********************************

With that particular battle I think it is necessary to have several invisibility and healing potions which you can get nearby at Skinny's Spider Emporium. You can also attempt to run and then isolate one fighter from the others. Often this can be done by using traps or summoned animals to slow up the opponents and get them separated from each other. It may help to have your henchman parked and then call them to enter the battle at a strategic moment as well - buying you time to heal up and prepare again. I know that battle is tough, but it is definitely defeatable. I just worry when the fun factor gets outweighed by the challenge factor - a fine balance I know. I hope you choose to play on, in any case. The game can be played to the end without fighting that particular battle as well, but you will miss out on the giant's stronghold.

Posted by SleepingDog at 2004-02-28 20:46:08    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 7   Originality / Creativity 8   Quality Control 6   

Posted by Runecaster at 2004-02-28 20:46:03    Voted 6.00 on 02/28/04
Fun: 7   Layout / Design: 6   Dialogue 6   Originality / Creativity 6   Quality Control 6   

Posted by Egaskrad at 2004-02-28 20:39:08    Voted 7.00 on 02/28/04
Fun: 7   Layout / Design: 7   Dialogue 7   Originality / Creativity 7   Quality Control 9   

Posted by gilknut at 2004-02-28 20:39:07    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 9   Originality / Creativity 9   Quality Control 9   

Posted by DChrist24 ( ..xxx.xxx ) at 2004-02-25 21:30:00    
Hey, great mod. This is the first mod I ever played, but it's a blast! The story is great, the encounters are fun because they require strategy and tactics.

However, I'm sure this is just me, but I'm having trouble with the encounter when you enter the Gash Cave. I'm only level 7 and all of the guys are rated as impossible (all 3). I don't even come CLOSE to beating them. They kill my henchman in under 30 seconds even after she's fully buffed up with about 5k+ in spells I bought. Maybe I just suck at the game (I haven't played much recently), but I haven't ran into many problems up until this point...so I'm not sure.

Even though I'm stuck, the mod is/was great! Good job. Maybe I'll try the 2nd part once I get another character up to level 12 or 13!

Posted by DChrist24 ( ..xxx.xxx ) at 2004-02-25 21:29:00    
Hey, great mod. This is the first mod I ever played, but it's a blast! The story is great, the encounters are fun because they require strategy and tactics.

However, I'm sure this is just me, but I'm having trouble with the encounter when you enter the Gash Cave. I'm only level 7 and all of the guys are rated as impossible (all 3). I don't even come CLOSE to beating them. They kill my henchman in under 30 seconds even after she's fully buffed up with about 5k+ in spells I bought. Maybe I just suck at the game (I haven't played much recently), but I haven't ran into many problems up until this point...so I'm not sure.

Even though I'm stuck, the mod is/was great! Good job. Maybe I'll try the 2nd part once I get another character up to level 12 or 13!

Posted by SleepingDog ( ..xxx.xxx ) at 2003-08-03 11:45:00    

This was fun. My PC (fighter) hit L12 by the end. Liked the story, the balance in the fight was good and choice of henchmen/ equipment was fine. Only real gripe is the henchmen - could do with more control over what they do e.g. range vs melee weapons. Having a rogue charge a mob is not good (I usually parked them somewhere and ignored them until the fight was over).

Good mod - hope the 2nd is better!!!

regards

Posted by JSCairns ( ..xxx.xxx ) at 2003-07-23 10:16:00    
Although at first I thought I'd dealt with most of them, I've done a drastic sweep of all the areas to catch the encounters issues. I think I've gotten all of them now so a thief can use their sneak skill a bit more effectively. Thanks for letting me know about this Somphalen.

Posted by Somphalen ( ..xxx.xxx ) at 2003-07-22 16:05:00    
I have now played your module perhaps 2-3 hours and have liked it so far, only few complains I have are:

1) Encounters just suddenly appear all around me, which is a bit hard for a halfling monk/rogue.

2) Respawning without penalty at the spot you died. So no matter what you fight, you always win and get the same rewards. I really don't like it and have to always resist the urge to respawn and so I load the game.

Posted by JSCairns ( ..xxx.xxx ) at 2003-07-15 18:04:00    
Anyone else have any thoughts on this mod? I'm currently working on the next installment and would certainly like to hear more from players of this mod and what they'd be interested to see more or less of in the next one.

Posted by JSCairns ( ..xxx.xxx ) at 2003-06-24 07:41:00    
Thanks for sharing your observations, Egaskrad, and also for casting your vote. You've helped me improve the gameplay as well as given me some food for thought for Part 2.

Posted by Egaskrad ( ..xxx.xxx ) at 2003-06-20 05:45:00    
Well, this module is surely interesting in term of the adventuring, with excellent balancing (in most parts). My *evil* -=lawful good=- paladin end up level 14 (right before the module ends).

I like the way the henchmen are presented in this module. You paid them. You dumped them. They are 1 or 2 level better thus helping you instead more efficiently. You can give up a henchman when they no longer meet the requirement. In fact, it is the first module that I'm willingly paid a henchman, even only for a while.

This is surely not the best module in the vault. However there is a story to tell and tones of monster to chop. I am sure that I wasn't bored.

Posted by JSCairns ( ..xxx.xxx ) at 2003-06-19 09:07:00    
Thank you, , for letting me know you enjoyed this. I haven't seen the rating you entered yet - maybe it takes some time to post.

I hope to delve more in-depth into the henchman scripts on the Part 2 installment of the Beggar's Rattle series (for those of you who'd like a Part 2 - please continue to vote and post your comments - it's been a great help to me so far). What is the best scripting method out there for leveling up henchmen - anybody know? How about for additional henchmen functions?

Posted by Anonymous ( ..xxx.xxx ) at 2003-06-18 23:50:00    
I just completed the mod today, and I must say it was quite fun! From the very start it is obviuos this isn't going to be a straight up hack n slash, unless you plan on being the corpse. I found myself being drawn into it by the story and the action forced me to come up with tactics that were pretty insane! The ambushes were well designed, but could use some scaling down for the first few levels.

My only real criticisms would have to be the size of some of the regions (playing this as a multi player game would be very tedious due to the amount of back tracking), since one of the quests at the end has you running thru 2 very large areas you have already cleared just to finalize the (paladin) quest. And lastly, the henchmen dialogue s were nice, but the more controlable or interactive scripts out there might have worked better. I'm very used to the scripting that allows you to customize their combat/healing reactions, plus the level up script would is nice also.

I have just rated your mod, and I think you will be happy with the score, and once again I would like to comment on the solid mod you have created. Job well done.


Posted by Egaskrad ( ..xxx.xxx ) at 2003-06-18 04:27:00    
I think I am still far from finishing the module but there are a few points that I'd like to make. Nothing I'd consider bugs. They're just some of my thoughts.

1) First, this module seems to have sneeky monsters. Most if not all of them jump right out from no where.

2) In the middle of the module, I run into a group of Giants. That is surely a bit too tough for my character. I think I have reloaded about 20 times in order to bring back either my character or his fighter henchman. I usually consider myself ok when dueling with encounters. Therefore I suggest either a) reduce the number of the giants b) tune them down a bit, or c) move the encounter to a map later. I known that the encounters are not compulsery. I can always get back to that area later. This is nothing but a suggestion.

3) I am not sure if I overlooked. However it seems that once I've decided to attack Mama instead of doing her quest (she sound rude to me and I am evil from the core ;p), I didn't get the key out.

4) I have to complain about the style of the equipments. The most powerful armor at the first map is something that looks like a torn shirt. For my own pround, my character only wears it right before he is facing a boss. The first helmet that have some good magic on it is *purple*, and purple is just evil. ;p When I finally decided to use a cool (black) armor drop by a boss, the next helmet that I found handy is in shiny yellow! (You got it. "ridiculous" IS my middle name.)

5) The module is quite interesting. It would be even better if it starts out with a movie (yeap, and I have the DreamCatcher fever, too).

Hmm, that is it for now.

Posted by JSCairns ( ..xxx.xxx ) at 2003-06-17 12:36:00    
Ok. The Smiley fix version is up. Have fun!

Posted by JSCairns ( ..xxx.xxx ) at 2003-06-17 01:59:00    
It seems to be taking some time for the newer version with the Smiley dialogue fix to upload. If someone is playing the previous version - it does not really change the module experience in a fundamental way to play the older version. There is only verbal acknowledgment that one extremely low priority quest (not even a journal quest) is accomplished. I suppose the server will recognize and post the newer version soon.

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