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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
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Comments (30):

1 2 3

Posted by Steve_Savicki at on09/29/07
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 on07/29/06
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 at 2006-06-2711:50:10    
*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 on06/22/06
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 at on08/14/05
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 2005-08-0200:26:24    
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 at 2005-08-0105:30:33    
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 at 2005-06-1802:08:34    
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 2005-06-0319:21:38    
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 2005-06-0319:16:47    
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.

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