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NWN MODULES

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Title  Adventures of Glebur's Mine: Chapter 1 Enhanced Final
Author  Shimtek
Submitted / Updated  07-17-2004 / 08-23-2004
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Outland Forests, Faelen Mound, Gleburs Mine, Darkone Fortress, Black Caves.
Gameplay Length  2 Hours
Number Players  Auto Level-Up Available
Language  English
Races  Dwarf
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Fighter or other strong Melee Class. Dwarven Defender is quite useful
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  30
Max # Players  Any
Min # Players  Any
Min Character Level  25
Content Rating  Teen
Alignments  Any
Description
While resting at home one day you received an urgent message from your dear cousin Glebur. Glebur's mining expedition which many established dwarves have signed up for has met trouble. The note didnt say much except that he clearly needs your help (Again). Weeks of travelling later you arrive at the mouth of the mine and stand in the waving grass listening to the howling wind and wondering what was so urgent that Glebur requested you and knowing your cousin what evils has he aggravated this time? This module is made for an enjoyable game with high hack and slash as well as an exciting story line. This module usually takes little more than an hour to finish but has a lot of replayability as well as another module or two under development to continue the adventure. Any feedback would be appreciated. Rate it if you can.

Files

NameTypeSizeDownloads
Gleburs_Mine_Chapter_1.zipGleburs_Mine_Chapter_1.zip
Submitted: 07-17-2004 / Last Updated: 07-31-2004
zip1.5Mb1124
--
Shimtek30Gleburs_Mine_Chapter_1.zipShimtek30Gleburs_Mine_Chapter_1.zip
Submitted: 07-17-2004 / Last Updated: 07-30-2004
zip1.5Mb1049
--
SCORE OUT OF 10
8.58
5 votes
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Comments (20):

Posted by Mirgalen at 2011-02-21 06:24:54    Voted 3.00 on 02/21/11
Not worth it.

it's an entry level dungeon crawl with a dwarven theme bumped into the epic levels using orcs with more HDs...

Can be played with anything (e.g. half-orc).

Most of the module can be played with a lvl 22 or so.
The end of the module may need a lvl 26-28.

Unless you are looking for something new for a lvl 25 "dwarf" this module can be ignored.

3-4: It is clear the author tried to make something interesting, but still fell short. With more work it might be worth the download.

Posted by Black Wings at 2007-07-30 07:53:05    
I won't rate it yet as I've only played the first ten minutes or so, but so far I'd say this module is pretty rubbish. It has a totally unpolished feel, with spelling/grammar mistakes on every line of dialogue and orc with the Aasimar male soundset, not to mention my cousin saying "For Christ's sake" (what world is this module set in??)

Having said all that, it's balanced well and perfectly good if you're looking for a simple hack 'n' slash module.

Posted by barnibus0 at 2007-05-07 16:26:50    Voted 9.75 on 05/07/07
Y'know, I've started to become quite a fan of the Dwarves, after I got sick of those nasty Drow and fruity Elves... And guess what? You're modules of Glebur's Mine are the only two that make the player play a Dwarf!

That's one reason... My initial grade is 6.00 for all modules, and flaws and advantages sway this score. I give a 9.75 because of an awesome Hak n' Slash, but untidy cripts as Shimtek said, screw it over... just a bit.. =)

Wants to see more Dwarven modules!

Barnibus
_________________________
Loved Games: Guild Wars, Neverwinter Nights Diamond (Org, HotU, SoU, Kingmaker).

Posted by slobberknocker at 2005-09-03 11:02:20    
For a Hack and Slash mod the basic story is pretty cool but this mod definitely needs some clean-up. Nothing wrong with a dungeon being over-run but a CTD (crash to desktop)only discourages the desire to play. The henchmen interaction is pretty weak and would it kill you clean up the typos, I mean Geeeeez....;^) I don't think it's fair to give a rating until you clean it up. With that being said I think it could be a nice module.

Posted by Shimtek at 2004-08-12 17:57:00    
Havnt heard of or had that happen..

I guess delete the save game and play it without saving :P, the respawn system takes no xp or gold and respawns you where you stand so theres no harm in playing without saving except if the games crashes.

Thats weird.

Might be a few untidy scripts.

Posted by thalnelf at 2004-08-11 19:45:00    
Hmmm, I would love to comment, heck I would love to play it... This is what I have run into. When I save a game and go to load it. The game crashes. When I try to load a saved game from another mod, the game crashes. As long as I keep your mod as a saved game, I cannot load any save points from any other mods. My system has never done this before. I have downloaded 2x once after your update and it is still happening. However, the play up to saving was fun and I enjoyed it. It might be my system - I do not know. However, I have download many mods and played them through to the end. I do not know why it is happening with yours... sadness... Sigh.

Posted by simlaenon at 2004-08-09 18:57:00    Voted 9.00 on 08/09/04
This module's progressed since i downloaded your beta 0.7 release. A lot of polish compared to then.
Like the way you've seemlessly expanded it.

Posted by Shimtek at 2004-08-08 23:01:00    
300+ downloads and only two ratings.... come on.


^_^

Posted by Shimtek at 2004-07-31 22:38:00    
Just did a bit of an overhaul to address what rawbee suggested. Updates listed above.

Posted by Shimtek (too lazy to get passw ( ..xxx.xxx ) at 2004-07-29 18:08:00    
I think your main problem would be the difficulty setting you have nwn set on. This affects friendly fire etc. I found i had a lot more trouble with factions on hard etc.

Well by over-run its meant that they are out numbered by a heap and that the orcs have plenty to sacrifice.

Its really a pity that im out of time to add to the module now. It does need more expansion and a few things fixed. Its really good to finally get some in-depth feedback on it as the only people ive gotten a play test out are friends who arent really into nwn.

One thing i really need is a script to make the defenders use the dwarven defender feat. At the moment all i can get them to use is expertise and parry etc in the SOU defensive mode script.

**Spoilers Below**

As for holding off an invasion indefinately that shouldnt be the case. Ive found that when removing the retreat scripts they still die off after a while, the darkone's do a fair bit of damage as well as the black fiend. I really have to give that thing a slay living spell slot.

The orcs damage. Well ive mostly play tested on a fighter character due to their higher damage ( needed to get through areas quickly and couldnt be bothered rebuilding with a new starting point). Most of the orcs do pretty little damage especially when you've got damage reduction. Only the gangrene really hurt.

With the factions fighting each other i dont see why they're doing it now. They're all the same faction now (used to have a prisoner faction and commoner but i had those problems).

With the crashing i found it usually only happens when you hit tab. Too many enemies on screen at once i suspect.

Theres still a lot that has to be fixed now that ive gotten some feedback on that but i doubt ill be able to do it real soon. Got to study etc.

Posted by rawbee at 2004-07-29 17:42:06    Voted 7.00 on 07/29/04
Fun hack and slash. Needs a little polish, but has good potential

Posted by rawbee at 2004-07-29 11:21:00    Voted 7.00 on 07/29/04
You've got an interesting start to the story here. This was the first time I've played the dwarven defender, what a great character.

I did have a few problems: minor spoilers

1. Stability-my computer crashed quite abit during battles. There was a slight lag as expected with lots of characters involved, but the crashes were fairly consistent. I learned quickly to save often.
2. Henchmen-they were tough to keep control of. However, they were also really strong, so for the most part you didn't have to worry about them. I did have a major problem with the final major battle. I think my henchman was affected by area spells, he then turned on the dwarfs and it was a huge mess. This happened to me several times at various points of the module. This also seemed to affect just the dwarfs, as when I went down the mine shaft, they started to attack each other. I did the dm_factiondefender thing but I couldn't keep up because of the sheer number of participants.

Suggestions

I think you should increase the orcs hit damage. Although they had lots of hp they really needed 4-5 to do any real damage to my lvl 25 character. Although Glebur mentioned that they were being overrun, I never saw his people be seriously hurt. Even without my help the dwarvern defenders likely could have held off the invasion indefinately.

I know this is only chapter one, however I think the size of the mines should be expanded a little along with encounters. It left me wanting abit more.

If possible, provide more background information about the area, character relations, npc's etc. This will help to immerse players into your world.

This is a good start to this module and is worthwhile continuing the story.

good luck

Posted by rawbee at 2004-07-29 11:21:00    Voted 7.00 on 07/29/04
You've got an interesting start to the story here. This was the first time I've played the dwarven defender, what a great character.

I did have a few problems: minor spoilers

1. Stability-my computer crashed quite abit during battles. There was a slight lag as expected with lots of characters involved, but the crashes were fairly consistent. I learned quickly to save often.
2. Henchmen-they were tough to keep control of. However, they were also really strong, so for the most part you didn't have to worry about them. I did have a major problem with the final major battle. I think my henchman was affected by area spells, he then turned on the dwarfs and it was a huge mess. This happened to me several times at various points of the module. This also seemed to affect just the dwarfs, as when I went down the mine shaft, they started to attack each other. I did the dm_factiondefender thing but I couldn't keep up because of the sheer number of participants.

Suggestions

I think you should increase the orcs hit damage. Although they had lots of hp they really needed 4-5 to do any real damage to my lvl 25 character. Although Glebur mentioned that they were being overrun, I never saw his people be seriously hurt. Even without my help the dwarvern defenders likely could have held off the invasion indefinately.

I know this is only chapter one, however I think the size of the mines should be expanded a little along with encounters. It left me wanting abit more.

If possible, provide more background information about the area, character relations, npc's etc. This will help to immerse players into your world.

This is a good start to this module and is worthwhile continuing the story.

good luck

Posted by shimtek dsf ( 210.49.xxx.xxx ) at 2004-07-26 01:41:00    
apologies, ill try to upload it to this site

the reason i had it on my own hosting was because the upload system on this site is a pain in the anus.

Posted by Anonymous ( 24.0.xxx.xxx ) at 2004-07-24 15:57:00    
Hello,I tried to download and play today. When I tried to unzip the file, it states it is corrupt. I download 3 times and used winrar and another unzip program on each download. I would love to play when the download is repaired.
Thank you.


Posted by Lazy author with long password ( ..xxx.xxx ) at 2004-07-21 21:10:00    
I might try to add one of the many full henchman scripting kits available on nwvault at some point. Most ofthe hencmen are set with a script to use defensive feats etc. when they are attacked in battle so they have a designated set of tactics meant for the module but it probably would be good if i allowed the player a bit more control. As for the inventory a lot of modules dont give you control of their inventory (e.g nwn chapter 1-4 campaign) With them already being well armed its probably not essential.

Posted by Lazy author with long password ( ..xxx.xxx ) at 2004-07-21 21:05:00    
Thats not the first complaint ive had about the respawning monsters. The effect i was looking for was a constant attack of huge numbers that made it inevitable that the dwarves would die if they stayed there.
Dialogue from guards guides you to run right into the camp or to atleast hack your way in there. I have had some trouble with glebur running away before you get to speak to him but im sure ive fixed that.

Posted by Alcarin at 2004-07-21 10:54:00    
I did try playing this, and the amount of time you put into this module does show, in some regards, but it does fall flat in others.

Case in point -- the henchmen. Once they join you, you can't access their inventory, nor can you interact with them much. I can't remember, but you might not even be able to change their tactics. Very disappointing.

THe other thing that got me to stop playing was the constant stream of enemies that showed up after you returned from the elven meeting place. I couldn't even get to Glebur to talk to him.

Admittedly, I did the area with the Ogres pretty quickly (almost immediately after stepping through the breach), so maybe I should have cleared out the other areas, first?


Posted by Shimtek at 2004-07-21 00:10:00    
Hey, post some feedback. Ive put well over 50 hours of work into this module :P.

Posted by SmackyT at 2004-07-20 03:35:15    Voted 9.75 on 07/20/04
I lub this module. Good atmosphere and hack and slash. Kind of different to most modules these days.

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