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NWN MODULES

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Title  Pawns of the Shadovar
Author  Elven Rogue
Submitted / Updated  11-17-2003 / 03-05-2008
Category  Dungeon Adventure
Expansions  Works on all versions
Setting  Silver Marches - Forgotten Realms
Gameplay Length  5 - 7 hours
Language  English
Races  All
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Any
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  12
Max # Players  01
Min # Players  01
Min Character Level  10
Content Rating  Teen
Alignments  Any
Gameplay Hours  07
Description
*VERSION 1.0 Final*

Rampaging orc kings and shadowy drow have always threatened the peace of the Silver Marches, often bringing the alliance of men and dwarves to breaking point. Yet the alliance has survived so far, strengthened by common enemies and the hardy human folk and dwarvern kin that inhabit the unforgiving lands of the north.

That is until now.

A new threat is emerging, more cunning than the brutal orcs and greater in power and number than the drow of the Underdark. This menace hides itself and its true intent, deceiving its enemies at every turn, biding its time until it is ready to manifest itself in a demonstration of power not seen in the realms for more than an age.

Into this land on the brink of turmoil you step. As an adventurer exploring in northern Faerun you decide to turn your back on the Spine of the World Mountains and head for the respite of Silverymoon, the fabled gem of the north.

Opting for the company of orcs and barbarians rather than snow giants and wolves, you decide to take a path leading through the treacherous Cold Wood only to find that your first encounter is with a young wizard in dire need of your aid...


See roguemodules.co.uk for news on forthcoming Elven Rogue modules....

Files

NameTypeSizeDownloads
Elven_Rogue08Pawns_of_the_Shadovar_README.txtElven_Rogue08Pawns_of_the_Shadovar_README.txt
Submitted: 11-17-2003 / Last Updated: 04-08-2004
txt7.1Kb3490
Pawns of the Shadovar Readme
potsmod11.zippotsmod11.zip
Submitted: 11-17-2003 / Last Updated: 04-08-2004
zip3.7Mb4481
Pawns of the Shadovar Module

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Pawns of the Sh...ential*Elven Rogue2003-11-16--Essential Hak Pack for Pawns of the Shadovar.
SCORE OUT OF 10
8.91
40 votes
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Comments (119):

  1  2  3  4 Next>

Posted by Malak Darkhunter at 2009-08-05 20:58:49    Voted 9.00 on 08/05/09
Definatley a good solid mod with a good story, the puzzels were a little challenging but added to the game. I encountered a bug on the player start module, the magical items chest would not let me remove the items from the chest but other than that everything worked quite well. Good Job!

Posted by Monkey_Magic at 2008-05-15 20:30:28    Voted 7.50 on 05/15/08
This was a fun short module. I enjoyed the story and the knowledge of the setting, and also the music. The areas were very well designed too.

However, I also found the module very easy, and you are given powerful loot early on which make the battles go very easily. I suggest that people use a level 8 or 9 character instead of a level 10 character that you are meant to start with.

Overall the module was fun!
_________________________
City of Arabel

Posted by rawbee at 2008-03-21 18:40:32    Voted 8.00 on 03/21/08
Solid module for a couple hours of fun. I think I played this a few years ago when it was first released. Much improved since then if I remember correctly. Still could not find the Western wall entrance.

Combat for my level 11 monk was much too easy though, suggest people use level 8-9 max.

Thanks

Posted by Steve_Savicki at 2008-03-08 18:42:26    Voted 9.50 on 03/08/08
Storywise, this haunting piece may be my favorite due to its darkness. Two things though:

-.25: Fatal error regarding the fleeing Illmyryn.

-.25: Couldn't get dragon orb to locate the entrance... I had to purposely jump to the area using DM commands.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Ela Regnig at 2007-12-16 11:15:39    Voted 9.75 on 12/16/07
One other comment - I LOVED the Citadel Felbarr layout. Had that big feel that I would expect the Citabel to be like. Nice work there.

Posted by Ela Regnig at 2007-12-16 11:13:30    Voted 9.75 on 12/16/07
One of the better mods I've played. Loved the music. Loved the storyline. My only gripes were 2. Some of the fights were a bit easy, but that might be because my character (a lvl 10 Rogue) had a bit of an overpowered weapon to start off. So I'll let that slide. My only other gripe was an occasional minor spelling error. But really minor. Oh, one other thing that I thought was odd. MINOR SPOILER ALERT**********


When I rebuilt the spirt of unity, I still had the head and hand in my inventory. I thought that was odd. The 2 items should have been deleted from my inventory.

Anyway, excellent, excellent work. I'm going to see if you have any other mods up.

Posted by JP2U at 2007-10-26 17:39:12    Voted 9.75 on 10/26/07
Just finished playing this with my bard9/paladin1 coming out of Fate of Daggerdale (great mod) with a Rod of Seven Parts interlude (can't recommend it but I needed the lawful shift). Ended with bard9/paladin3. All I can say is WOW! This is definitely one of the best mods I've ever played. There's so much good about it that I'm not even going to bother listing it all. Instead I'll just lodge a few minor criticisms.

1) A few spelling/grammar errors but much less than in some modules... minor things like "to" in one or two places that it should have been "too", a missing comma, etc.

2) The ranger/assassin/drow quest didn't go off right for me. I actually killed Imryn in the brief seconds after he went "nonhostile" and before he disappeared but my journal said that he had escaped. Also, when I went back to talk to the ranger afterward, he acted like I had never even gotten Rohalion to help me out, much less thwarted the attack, and still less killed Imryn. It was hilarious to see Imryn show up to report his failure to his mistress only to be slain again by her. Poor guy can't get a break! haha

3) The xp setting for monster-killing was definitely too high. I'd have preferred to see one-third or even one-fifth of the current setting and seen the difference made up for in quest or puzzle-completion rewards. Having the monster xp set so high can encourage exploitation in areas where they fast respawn. Some people talked about the drider respawns but I didn't notice those. I did notice and was very surprised by the fast earth elemental respawn, as well as some drow archer respawns (talk to the elven scout and they spawn to attack him and you... heal him and then talk again and they respawn, heal, talk, spawn, kill, heal, talk, spawn, kill... etc.). On the other hand, I do feel that if you're there to enjoy the story and not just farm monsters then the total advancement rate was about right (still a little high but about right). I advanced about two and a half levels over the course of this module and the story makes me feel that two levels were earned. If it had just been a hackfest I would have stripped xp from myself.

Summary: A really great mod with a mix of puzzles, hack, and story that I can heartily recommend to anyone looking to play a level 8-12 character, especially a character based in northwestern Forgotten Realms.

few last words: For those saying that it was too hard or too easy... that's a bunch of nonsense. The difficulty was perfect for an 8-12 character with level-appropriate resources and sensible tactics/discretion.

Lauriel Evensong, Troubador Guardian, Bard9/Paladin3; curse song, improved expertise, power attack, extend spell, divine might; max taunt.

Posted by Astero at 2007-07-07 12:24:38    Voted 9.25 on 07/07/07
I really enjoyed your module. Solid story with some twists,I had fun completing the side-quests and talking to npcs, I read the books and letters having genuine interest, the length of the maps was just about right. I liked the fact that upon completing some quests people showed their gratitude.

Also, I liked the puzzles, they weren't much of a brainteaser but they added to the mode. Except maybe the one with the pool and the ingredients. I solved it based on pure luck :). As for the one with the altar, thankfully, I examined the dagger which I found in a corpse and its description made me take it but it could be easily overlooked. Needing translation to read the drow texts was a nice touch. When I gave away the statue parts, his head stayed in my inventory. My char was a fighter and the battles were relatively easy. I didn't use any of the artifacts found in the tomb cause I didn't have to. As for the xp, I found it a little too generous :).

Considering this is your first module I can only say well done. I didn't expect to like it so much. I hope we"ll see more of your modules in the future.

Posted by Potrero Gulch at 2007-02-22 11:10:17    Voted 9.25 on 02/22/07
with the exception of a few typos - this module verges on seamless: awesome loadtime, interesting NPC's, great PnP feel, and well woven plotline; now if only there was couple more bags of holding...

excellent work, look forward to your next effort

Posted by Azarr Kul at 2007-01-07 12:05:27    Voted 10.00 on 01/07/07
Great module.

Posted by jfoxtail at 2006-11-23 06:59:33    Voted 9.50 on 11/23/06
Hiya ER...
Well Done! Please do continue to produce another mod or 2 in NWN1 even if it is only to eventually port to "2".
Question: The one thing I didnt get-didnt fit. I saved the halflings. Then the mysterious women came forward and initiated a conversation with me - but it cut off. I could respond (faulty trigger?) She went on to attack the halflings. I killed her. Couldnt talk to the Werewolf man? either?! Killed him. So I have the axe from the halflings, recommended they lower their lofty goals before setting out to adventure...but the axe is just "loot to sell?" Somehow I seemed to have missed a connection to this plot where I expected one - and maybe it was just meant as a side quest.

Posted by jfoxtail at 2006-11-23 06:53:27    Voted 9.50 on 11/23/06
The story so far...
My Half Elven Heritage is showing. I do not know why fate has sent me here to help the Moon Elves. Why does this spell that allows me to speak Drow seem so natural? I killed the matron. I could not bear to see her corupted into the form of a foul Drider; and I enjoyed it? Is my Elven half evil? I helped those Halflings and Dwarves? I seemed tortured not knowing who this shadowy Human is and why Fate has place me as an obsticle to his schemes...
A seriously great Faerun adventure deep in the lore of the Silver Marches. My Half Elf F/W/AA seems custom built to adventure in this land.
Elven Rogues first module (?) is well thought out. Strategic areas, challenging combat, innovative puzzles with a linguistics twist that has not been done before (or at least not as well done before IIRC). Actually this module gives me the same "feeling" as Alazanders 1st module and I suspect (and hope) Elven Rogue will produce more mods. We NWN1 players will have another Hall of Fame body of work.
Congrats

Posted by Saphlyx at 2006-07-09 18:03:54    Voted 9.25 on 07/09/06
Very well done.

Posted by Mirgalen at 2006-06-22 02:57:48    Voted 9.00
At last I finished this with my rogue fighter. The battle I described before was indeed the toughest in the entire module.
I would have liked to solve at least one puzzle in the fortress. The one I got right (the one with the salt grinder) was solved randomly (because there is no logical way otherwise). I also solved the one with the stuck lever although I did not need to because the doors are quite easy to open (pick lock).

Posted by Lariam at 2006-06-14 05:31:23    Voted 9.50 on 01/20/06
Elven Rogue, it is great to hear that you've been working on a new Forgotten Realms module. Eyes of Eilistraee seems intriguing. And I take it that it is coming for NWN (1). Sweet! : )

I guess it'd be time to update my cool-forthcoming-FR-mods-list at the Bioware forums... Tons of good stuff coming. But I'm really looking forward to seeing this one.

Keep us updated. : )

Cheers,

Lariam
_________________________
Forgotten Realms Weave

Posted by Goffanon at 2006-06-07 10:01:50    Voted 9.75 on 06/07/06
Excellent work Elven Rogue - one of the most professional & enjoyable mods I've played in a while; wiht puzzles that were stretching but not impossible.

Posted by rdawg at 2006-05-24 01:02:41    Voted 9.50 on 05/24/06
Just discovered and played this mod, and I really enjoyed it! I really love mods set in the FR, and this one fit perfectly into a campaign for a rogue/ranger character of mine. The mod's very well-plotted and logically designed. Some of the puzzles were tricky, but that made the payoff sweeter. I'm also really glad and excited to read that the author is working on another mod, I'll be first in line when it's ready! Thanks again to Elven Rogue for a really fun mod.

Posted by ElvenRogue at 2006-04-30 08:03:18    
@Mirgalen

Sorry to hear you're having problems with Nedylene. I suspect the battle is quite tough for a rogue, but it should be doable.



* SPOILER *

Use a weapon with a +2 enchantment bonus, then you should be able to hit the clerics no problem. If you've had enough of trying to kill Nedylene you can miss the battle out and continue the main quest (although the Moon elf quest wont be complete).

Let me know how you get on.

* END SPOILER *

eR

Posted by Mithrohir at 2006-04-29 01:41:33    Voted 9.50 on 04/29/06
There aren't many modules out there that depict the Silver Marches as this module did. The elves of the Moonwood and their link with Everdusk Hall, Citadel Felbarr, King Obuld, good stuff. Great plotline and a very compeling story.
I tried out PRC with this module and worked great. My wizard/fighter managed to get a few Spellsword levels. Hopefully some sort of sequel is in the works
_________________________
From the ashes a fire shall be woken,
A light form the shadows shall spring;
Renewed shall be the blade that was broken,
The crownless again shall be king.

Posted by Mirgalen at 2006-04-22 19:03:53    Voted 9.00
Stuck (if not dead) in the grove.

Having a hard time replaying this one with my Rogue 9/Fighter 2 at least for one key encounter while trying to defeat the NPCs without running away to rest.

* Spoiler *

Got to the Grove with the egss but seems unable to defeat the three NPCs.
1. They seems to ignore Line of Sight (LOS) making it impossible to avoid their spells. Is this a new Bioware bug?
2. They have very high AC. My character can hardly hit them.
3. They do not have True Seeing yet they ignore the fact that my rogue is hiding (when both spellcasting or using their blunt weapons). That could be due to the LOS problem as hiding would then require the HiPS feat.
4. The main NPC is rated Challenging yet she is using a spell like "Word of Faith" something that stun with no save (next thing they just kill my prone character) yet she should be two levels higher to access such a spell. What's going on here?

Posted by sad_eyed at 2006-03-22 11:10:30    Voted 7.75 on 03/22/06
A solid module, combat a bit too easy, riddles either very easy or very obscure.

Posted by Lariam at 2006-01-20 21:07:55    Voted 9.50 on 01/20/06
One of the very nice, older modules that tend to go unnoticed probably partly due to votes given having been generally lower in the past.

I found this really enjoyable. The story was okay. Some delightful work had been put into the dialogues, too. NPCs had new reactions after completing some quests, etc. The areas, battles, and puzzles were good. (Well, the battles were a bit too easy, perhaps.) And there were all sorts of little details that gave the mod some life. It was all quite polished, too. Also, there were lots of nice items for which proper descriptions of their background had been given. And there was a nice and informative pdf document that came with the mod.

Oh, and I liked the use of music.

I ran into one problem: the smith in the village didn't give the option to complete one of the very first quests if one didn't choose that option the very first time one talked to the smith. And for no good reason, it seems.

My paladin leveled from level 10 (almost 11) to level 13 (just made it).

It's a pity that this seems to be the only mod that the author has developed. Thanks for this one. This is the 25th vote, I guess... : )
_________________________
Forgotten Realms Weave

Posted by Lariam at 2006-01-20 21:07:03    Voted 9.50 on 01/20/06
One of the very nice, older modules that tend to go unnoticed probably partly due to votes given having been generally lower in the past.

I found this really enjoyable. The story was okay. Some delightful work had been put into the dialogues, too. NPCs had new reactions after completing some quests, etc. The areas, battles, and puzzles were good. (Well, the battles were a bit too easy, perhaps.) And there were all sorts of little details that gave the mod some life. It was all quite polished, too. Also, there were lots of nice items for which proper descriptions of their background had been given. And there was a nice and informative pdf document that came with the mod.

Oh, and I liked the use of music.

I ran into one problem: the smith in the village didn't give the option to complete one of the very first quests if one didn't choose that option the very first time one talked to the smith. And for no good reason, it seems.

My paladin leveled from level 10 (almost 11) to level 13 (just made it).

It's a pity that this seems to be the only mod that the author has developed. Thanks for this one. This is the 25th vote, I guess... : )
_________________________
Forgotten Realms Weave

Posted by rep628 at 2005-11-03 06:25:12    Voted 9.00 on 11/03/05
As promised I voted. I enjoyed your module tremendously and I greatly appreciate the fact that you took the time to answer my questions.

Thanks Again!

R-

Posted by rep628 at 2005-11-03 06:24:01    Voted 9.00 on 11/03/05
Fun: 9 Layout / Design: 9 Dialogue: 9 Originality / Creativity:97 Quality Control: 9

Posted by Dradjeel at 2005-10-13 07:43:54    Voted 8.75 on 10/13/05
Definitely a mod worth a Hall of Fame slot.
_________________________
The Power Almighty rests in this Lone Ring.
The Power, alrighty, for Doing Your Own Thing.

Posted by ElvenRogue at 2005-10-12 05:36:15    
Ambesol

I got your email and I've replied today. Sorry it was so late I don't check that account much these days - I thought my nwvault email was [email protected] so I need to make sure it's been changed over.

eR

Posted by Ambesol at 2005-10-09 12:26:28    
I'm enjoying this module very much but I�m stumped on two of the puzzles; the Infernal Pool and the lever puzzle for the Hammer God�s shrine.

In the room for the Infernal Pool, I read the scroll collected the salts and workbench items and set about trying different combinations but to no avail so far. And my luck has been similar for the lever puzzle.

Any assistance would be well appreciated as I would love to play more of this module.
_________________________
"It's not that you and I are so bright, but rather the rest of them are such fools!"

Posted by ElvenRogue at 2005-09-02 04:55:49    
rep628

*SPOILERS*





Solving the altar puzzle will allow you to find the key that frees Teeolen. The key from Nedylene just opens a statue containing loot - this is the blue claw key. I'm not sure how you are losing the blue claw key could you let me know? Enjoy the rest of the mod.

eR

















* END SPOILER

Posted by rep628 at 2005-08-31 11:10:52    Voted 9.00 on 11/03/05
I am enjoying your module and will vote accordingly when I am done. I am however stuck.
>






I have killed what's-her-name and received the key however I lost the key the second time I killed her. Wha to do now? I do not want to move on until I have freed the female elf. As far as as the altar goes, I was reading through the other comments and I think I will try th "simple knife" I left on the corpse to scrape the wax away. Any tips on the key would be appreciated since the script is not broke.

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