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NWN MODULES

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Title  Beasts of the Night
Author  Espen G�tzschmann, aka TiLT
Submitted / Updated  11-30-2003 / 07-01-2010
Category  Snowy Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Original setting developed by me. Beasts of the Night was made in a way that makes the overarching world pretty faceless. The idea was that this module could be used for any kind of setting without it feeling out of place.
Gameplay Length  3-6 hours
Number Players  The module does NOT support more than one character, and will act in very unpredictable ways if you try.
Language  English
Level Range  5th level character. The module will offer to level you up and let you purchase equipment, if needed. Expect to earn about 1 1/2 levels worth of experience during the adventure. If you want less of a challenge, play the module with a 6th to 7th level char
Races  All
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Medium
Classes  Paladins detect evil automatically. Druids and rangers can talk to animals. Rangers can track. Special attention has been given to making rogue activities interesting. Persuade, Bluff and Intimidate are useful skills.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  07
Max # Players  01
Min # Players  01
Min Character Level  05
Content Rating  Mature
Alignments  All alignments supported through dialogue. Alignments may shift during the module.
Gameplay Hours  05
Description
Version 1.23 --- Beasts of the Night is an open-ended module for Neverwinter Nights. It requires that you have both Shadows of Undrentide and Hordes of the Underdark installed, as it draws heavily upon features from both those expansions. --- You and your elf friend Celuril are travelling through the winter landscape after having found a potentially powerful gem of origins unknown. You make camp near the secluded village of Haven, rarely visited by strangers. Then wolves start howling. - Unravel the mystery of Haven through multiple open-ended paths and defeat an ancient evil. Roleplay your character through versatile conversation options.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2004-01-26Alazander7.33Good, atmospheric story; attractive area design and great use of lighting; good scripting.Odd faction issues; combat balance could do with a little tweaking.

Files

NameTypeSizeDownloads
Beasts_of_the_Night_v123.zipBeasts_of_the_Night_v123.zip
Submitted: 11-30-2003 / Last Updated: 06-03-2005
zip1.4Mb4688
Beasts of the Night - version 1.23
Beasts_of_the_Night_Readme.txtBeasts_of_the_Night_Readme.txt
Submitted: 11-30-2003 / Last Updated: 06-03-2005
txt15.27Kb3924
Beasts of the Night Readme file
SCORE OUT OF 10
8.42
30 votes
View Stats
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Comments (91):

  1  2  3  4 Next>

Posted by lostillusion at 2011-01-11 13:46:44    Voted 8.25 on 01/11/11
Was quiet enjoyable, the setting was nice.

Posted by Kni7es at 2007-12-22 14:56:34    Voted 9.00 on 12/22/07
Very well done. Good atmosphere, intriguing story, realistic NPC responses... except for a few faction and balance issues.

Posted by Steve_Savicki at 2007-09-29 09:56:40    Voted 4.25 on 09/29/07
VOTE:

Due to mature content, I played with a paladin to avoid roleplaying evil deeds.

Went into the cave, guards turned hostile. That was fine, but then the inn patrons were hostile and docked my paladin's alignment.

Did not like the puzzle - used the dm_jumptopoint option to get to the first encounter with M. Never knew much about his history really.

Abrupt ending - I saved my elven friend, but never saw him again.

Good for a first effort, but still has too many bugs in it.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Astero at 2007-07-02 01:57:57    Voted 9.00 on 07/02/07
Snowy village ran by vampires :). I loved it. Great atmosphere. Congrats as I've read that it was your first attempt. Plenty of options to choose from. I particularly liked the whole secrecy, keeping a low profile and meeting with people outside the village. Nice touch adding two puzzles. Although, the one with the minogon didn't make much sense cause I couldn't understand the logic behind it. Had to consult the walkthrough. After I solved it I didn't notice getting any xp.

My char was a ranger. Animal empathy worked like a charm. Helped me a lot. The hardest battles were the one with Celuril and of course with the final vampire. But I got to admit that after he ran out of spells, he wasn't much of a threat.

A minor observation though. At the beginning, when I saw the tracks, I couldn't make out where they were leading to and to whom they belonged to. Strange, considering I was a ranger. After I talked with Cord the first time, he kept on saying the same when I visited him again. Like we had never met. I didn't notice any bugs. Everything worked out nicely. Overall, a great short module. Well done :)

Posted by rlayman at 2007-06-24 04:08:44    Voted 8.50 on 06/24/07
great mod. hope to see more work from you!!!

Posted by Luspr at 2007-06-18 14:18:21    Voted 9.00 on 06/17/07
It will get one soon enough.

Posted by TiLT at 2007-06-18 11:37:42    
Doesn't it take a while for that to happen? I seem to recall that 3 qualifying modules are selected for the HoF every month.

Posted by Steve_Savicki at 2007-06-18 09:28:50    Voted 4.25 on 09/29/07
I don't see a Hall of Fame badge on this module.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by TiLT at 2007-06-17 12:31:00    
Woo, thank you! I never expected this module to get this far, so even if it took a long time, it was well worth it for me personally. :)

Posted by Luspr at 2007-06-17 02:29:25    Voted 9.00 on 06/17/07
Swooooosh... and into the HoF it goes! Congratulations, it's well deserved and has taken far too long.

Snowy adventure eh? Good thinking ;)

Played this some time ago now, so my vote is based on my experience of an older version. Immersive story/atmosphere, nice custom items, nice varuation in quests... overall, recommended.

Posted by TiLT at 2007-05-25 03:43:45    
I'd like to give a big "thank you" to both PaulBlay and Ugleberg for voting on my module. Only one more vote to go now, and I can hopefully get this thing into the Hall of Fame. :)

Posted by Ugleberg at 2007-05-23 14:10:51    Voted 8.75 on 05/23/07
Good Module

I liked it

Posted by PaulBlay at 2007-05-14 06:13:11    Voted 8.50 on 05/14/07
Probably my mistake - I guess I'd gone through his house first then didn't think to check back there. ^ ^v

*ahem* Anyway I'll up my score 0.5, I haven't got the save game left to check now.

Posted by TiLT at 2007-05-13 22:09:48    
That's really strange. What did you do/say that lead to him disappearing forever? I could have sworn I set up all paths through that encounter so that you'd either get the key or he'd go back to his home so you could get it there instead.

Posted by PaulBlay at 2007-05-13 11:03:59    Voted 8.50 on 05/14/07
As a rogue the more doors that require 'special keys' the more annoyed I get. Sometimes this may be unavoidable but a lot of the time it seems that (with a bit of tweaking) they could be 'difficult picks' without breaking anything.

Well one way or another my Chaotic Evil character messed up thoroughly and I wasn't able to finish the module (see last post). Up until I realized I was stuck it was a very good module.

Posted by PaulBlay at 2007-05-13 10:49:56    Voted 8.50 on 05/14/07
Gah! If you don't get the crypt key from the Mayor then you can't finish the module. What's worse is that there wasn't any obvious warning that you were in effect 'dead' so I saved over all my old saves. :-/

If he actually went back to his home then you could confront him again if needed instead of being up **** creek without a paddle.

Posted by TiLT at 2006-12-14 22:01:04    
I just wanted to say that I would be very grateful if those of you who have played this module would vote for it. At the time of writing, it seems it's only 3 votes away from entering the Hall of Fame. Thank you!

Posted by TiLT at 2006-12-09 04:26:21    
The rating is mature because I don't hold back evil characters much. Some of the things you can do while evil is truly vile. If you're playing a good or neutral character, you probably won't come across much, if any, of that content.

Nice to see that my module was recommended. If you're reading this, thanks Luspr!

Posted by Steve_Savicki at 2006-12-08 11:54:26    Voted 4.25 on 09/29/07
Then again... I must ask why is the content rating mature?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by TiLT at 2006-09-30 12:49:08    
No, in its NWN1 incarnation it won't be updated any more. When NWN2 is released I will attempt a total remake of this module, probably doubling its size in the progress. I've got lots of neat ideas that will give everyone a fresh experience with the story, even if they played the old version. Stay tuned! :)

Posted by Steve_Savicki at 2006-09-28 14:56:44    Voted 4.25 on 09/29/07
So is this mod going to be updated any more?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Mirgalen at 2006-07-29 23:55:34    Voted 8.00 on 07/29/06
I have just replayed this with an evil fighter 2/mage 4 and I found it as good as before if not better than before. The module really does work well with a variety of classes and alignement which is not a very common thing. Thumbs up for TiLT.

Posted by TiLT ( 84.48.xxx.xxx ) at 2006-06-27 11:50:10    
*SPOILER*

If you've been to the buried temple below the caves and confronted Mathance there, you will meet him again in his crypt afterwards. He won't be in his crypt until you've defeated him there.

Posted by mcwkjoyce at 2006-06-22 08:42:37    Voted 6.75 on 06/22/06
Not a bad little module, with some good writing. The puzzles are a little mystifying, but luckily my PC was not exactly a mastermind so I didn't have any problem roleplaying.;) The clock was stuck at 1am the whole mod., which was a little bit of a strange decision. Finally, I couldn't find the final vampire. Made it all the way down to the bottom of the crypt but he wasn't there. Strange.

Posted by Green Catmoon at 2005-08-14 21:18:22    Voted 9.00 on 08/14/05
Nice module, good story, game play and over all atmosphere. Some more cutscenes would have been nice especially at the end?

Posted by TiLT at 2005-08-02 00:26:24    
Wow, I've never heard of that glitch before. Thanks for pointing it out! I'll take a look at the scripts one of these days and see if I can fix it, although I can't imagine what would cause it.

Posted by Vikramaditya ( 69.180.xxx.xxx ) at 2005-08-01 05:30:33    
Really liked the module and the brooding atmosphere. I played it as a Rog1/FTR1/Wiz4 with Weapon Finesse. A few points:

1) This module is really unbalanced for anyone but a strong Fighter (or a Strong Cleric)..I had flame weapon which really got me through it, cannot imagine beating it otherwise.
2) The puzzles, especially the color pool, was too tough. I ended up using the hints and removing the XP from my char.
3) I had an odd glitch in the final battle with Manthance. When I defeat him at the rune stones and return to the crypt to confront him, there were 3 Manthances at the spawn point!. Only one of them came up to talk to me, but when he went hostile, all three did. This I assume is a bug, so I took the first one behind the entrance and defeated him, turned invisible and staked him, while the other two were fighting the bats and familiars they had summoned! (Serious faction issues here). If anybody else has seen this, please do let me know if the original design called for 3 Manthances, or if this is a glitch.

Thanks..

Posted by Gravelooter ( 82.197.xxx.xxx ) at 2005-06-18 02:08:34    
This is an exellent module too. I played it with my elven ranger/wizard/AA and i had a great time. Right now i started playing it again with my halfling Ranger/Rogue. One complaint, though; the vampires are really hard to kill.

Posted by TiLT at 2005-06-03 19:21:38    
A minor update has been posted. The module is now at version 1.23.

The following issues have been fixed in this version *mild spoiler warning*:

- A typo in Marla Addams' dialogue. It referred to Celuril as "Celeril".
- Some minor tweaks to the Minogon dialogue.
- Celuril's sword no longer changes halfway through the module.
- Removed the shovel from the graveyard. It was left there by accident during testing.

Posted by TiLT at 2005-06-03 19:16:47    
A minor update has been posted. The module is now at version 1.23.

The following issues have been fixed in this version *mild spoiler warning*:

- A typo in Marla Addams' dialogue. It referred to Celuril as "Celeril".
- Some minor tweaks to the Minogon dialogue.
- Celuril's sword no longer changes halfway through the module.
- Removed the shovel from the graveyard. It was left there by accident during testing.

  1  2  3  4 Next>

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