**This is a HOTU update** SOU users please use the 'Mines of Moria (SOU)' download. This is a recreation of the Lord of the Rings Fellowship's journey through Moria. Includes a choice of three henchmen per player (Aragorn, Gimli, Gandalf, Legolas, Boromir, Sam and even Arwen) to create the Fellowship. A detailed walkthrough is included. v1.5 has been extensively playtested. If you have not already downloaded the Moriahak hakpak and custom music with a previous version, then you will need to do so from the separate link or as part of the 'Mines of Moria (SOU)' download. Thanks to all those who provided constructive criticism and pointed out bugs in previous versions.
I´ve began playing this mod yesterday and found it very compelling. I´m having a problem in the entrance of Moria. I open the door with the charm spell and gain entrance to the mines. Every single time I enter the mines the door closes behind me (as expected) letting two of my henchmen locked outside. Any suggestion?
Posted by Author at 2004-05-2411:38:00
I have updated this module to correct a bug that was kindly pointed out (see the Mines of Moria SOU link) where aborting a conversation spotting a button on an obelisk would prevent this conversation from reoccurring. In regard to the comments about levels,etc, I never heard anyone getting so critical over level ranges and exactly what category of hack slash a module was put in! Your opinion is not shared by any other commenters. If you must know, I played with a *single* 5th level barbarian, 5th level cleric, and no henchmen with no great difficulty. I can't see what the problem was. You do realise you get given 10,000 gold at the start to spend on equipment. I suggest, with appropriate patronisation, given the tone of the initial comment, more practice at playing NWN or turning down the difficulty slider!
Posted by Author at 2004-04-1108:22:00
There is no bug with the One Ring, as someone wrongly stated. The effect is deliberately delayed.
Posted by srn at on03/31/04
Very combat-heavy roleplay-light module with some strange mis-features. For example, I was warned of the dire consequences of wearing the One Ring. So I did. Nothing happened.
Posted by Jerim at 2004-03-2015:06:00
#1 Lvl 10-15? We played as lvl 1 characters being raised by Gandolf...which was no where near enough. We got slaughtered out of the gate. The module is clearly 1-4 persons, lvl 15 and up. The only way we could survive was to have a DM level us up 4 more levels and drop some decent magic items. We took Aragorn and Gandolf out on the first run and they got slaughtered in the first area. #2 This is not a Medium Hack and Slash module. With reocurring events every 3 minutes, it is definately a heavy hack and slash module. The lack of rest spots did not help any. #3 Roleplaying is light at best with some dialogue to kick off the adventure and then very little there-after. The druegar offer a bit, but a rating of Medium is too high. To the good... #1 Some scripting is very nicely done. I especially liked the boulder throwing giants and the bugbears that tried to fight their way out of their jail cells. The first cut scene is also VERY nicely presented. #2 Nice use of the tilesets and placeables. My comments are more from the author's ratings on this page, not so much for the adventure itself. If you like heavy hack and slash with some fairly nifty and surprising scripts thrown in, then you may very well like this mod. If you like a medium mix of Combat, role-playing, and story developement, then you will be disappointed.
Posted by Author at 2004-03-1515:30:00
Re: The abyss fallen altar. Sorry. Its a spot check DC 20, stand within 2 metres, +6 bonus for being in detect mode, +6 for being dwarf, halfling or elf. So even if you have terrible spot, just go into detect mode and have a beer / cup of tea or something while waiting for a c. 25% chance every 6 seconds. Or drink a potion of owl's wisdom. The potion of secret door detection only works on search for doors, not spotting. What I said below was wrong. Hope this works. I advise resting before going into that little tower nearby!! Or you can take the long way back... John
Posted by Anonymous at 2004-03-1515:17:00
Thanks for the comments. Re: Damos You're quite right, but I thought 69MEH's henchmen scripts were good plus it took ages to do all the conversations and my own script changes. There are as many options I think as in HOTU, and in what other adventure do you get bleeding scripts for the henchmen, not just the PCs, where you can use healing packs upon them while they are bleeding upon the ground?? Repeated henchman death is one of my biggest frustrations with NWN and at least you get a little more of a chance to keep them alive this way. Re: RH I believe I used a search invisible placeable which triggers a conversation. My search scripts give a big bonus for being in detect mode. A potion of secret door detection I think also works. But if your single PC has terrible search skill you might have to hang around still next to the obelisk in detect mode for a few rounds before the conversation pops up. You could try a fox's cunning potion. Sorry but what is boh - ?"bash on head". If still a problem let me know and I will give you the DC numbers and the range. John
Posted by Damos at 2004-03-1507:05:00
Just started playing this, but I wanted to suggest that you use the HotU henchmen scripts. They make it far easier to handle henchmen once in game.
Posted by Zog_Zog at on03/14/04
Hi All I have just started on this but so far iam loveing it.I have voted a 10 for this mod cos id like to see it on the top ten. Great work keep it up.