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.
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.