Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN MODULES

- Jump to comments -
Title  MTS1- The Mines of Twin Summit
Author  Q
Submitted / Updated  02-11-2004 / 02-22-2004
Category  Dungeon Adventure
Expansions  HOTU-1.61
Setting  Custom game world described in the Players Guide
Gameplay Length  10 to 20 hours depending on side quests
Number Players  Party of 2-3 is optimal.
Language  English
Level Range  Design assumes 2-3 level 15 characters
Races  Read the attached players guide for ideas on race.
Tricks & Traps  Non-existent
Roleplay  Light
Hack & Slash  Heavy
Classes  Combat oriented characters will fare better
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  17
Max # Players  04
Min # Players  01
Min Character Level  13
Content Rating  Teen
Alignments  Any alignment, though the plot is geared around more nuetral characters
Description
The mercenary party travels to their mentor's home town, home to a rich mithril mine and two nearby dragon lairs. On the way, their mentor is murdered. The players involve themselves in the future of this frontier town while they try to identify their mentor's killer. The ultimate goal is revenge, but the party just might free the town in the process. This module features seven major dungeons to explore and an open ended environment. A moderate amount of quests are present, but the primary focus of the module is high level combat. Characters should begin at level 15 and complete the module at level 23. This is the first module in an intended series of three modules, but the story is self contained. Please read the players guide for more information about the game world and environment.

Files

NameTypeSizeDownloads
MTS1final.zipMTS1final.zip
Submitted: 02-11-2004 / Last Updated: 02-22-2004
zip6Mb12407
--
Q11MTS1_Players_Guide.docQ11MTS1_Players_Guide.doc
Submitted: 02-11-2004 / Last Updated: 02-11-2004
doc2.9Mb10682
--
SCORE OUT OF 10
9.01
46 votes
View Stats
Cast Your Vote!

AWARDS



PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS





You Must Be Logged In to Participate.
Comments (28):

1 2 3

Posted by MikeLM9215 at on11/11/06
Got problems with quests finishing or starting, spelling, or giving players impression of what they are doing. _________________________ The road to Ravenloft is paved with good intentions.

Posted by smdkeef at 2006-10-0811:29:53    
Regarding the previous post (spoiler alert), I figured it out. All I needed to do is look at the fracking map... :^) Keith

Posted by smdkeef at 2006-10-0720:54:34    
*** HELP --- SPOILERS *** I got the quest to retrieve the maps from the dwarven mithril mine. I'm in what appears to be the main entry to the mine (there are two large rooms connected by a bridge). I've killed the undead monks and the demon creature, but now I can't open the large door which I assume leads further into the mine. I'm not sure where to get the key; I would have thought the dwarf in town who gave me the quest would have provided the key. Can anyone help me? Thanks, Keith

Posted by baixiwei1975 at on07/24/06
Pretty good mod. I played single player starting at the recommended level and ending as Paladin 16 / Weapon Master 7 / Champion of Torm 2. Guess I'm a little over the requirements for the next episode ... What I liked: * Good atmosphere as a backdrop for the fights. I don't mind pure hack-and-slash with no roleplaying, but it's much better when (as in this case) there is atmosphere and background. * Lots of interesting enemies with unique personalities, even though you don't interact with them much beyond just killing them. * Fights are challenging without being impossible. What I didn't like: I couldn't find much in the way of strength-boosting items, which I happened to need with the build I was using. Also, potions (except healing) were few and far between unless I missed something. Expensive resting system - OK, I don't mind this, but the first time I saw "You have used up a bedroll" I was like WTF, how do you use up a bedroll? It should be possible to implement this system in a less silly way. Also, as far as I could see there was no way to buy more bedrolls after finishing Rutger's quest. **** SPOILERS **** Getting the four seals at the ending part - I was severely demotivated to give the "right" answers to the guardians' questions. Why? Because giving the wrong answers resulted in a fight, with no "evil" connotations, MORE XP, and GREAT ITEMS which I couldn't get without the fight. You should at least get more XP, or some other kind of reward, for giving the right answers than you do for winning the fights. I know there was a standard sequence for doing the quests, but this sequence wasn't evident from the mod itself. Some of the quests were a little strange if accessed in the wrong sequence. For example, I got into the White Wolf inn from the sewers and cleaned up, then somehow found my way to the White Fox society, which thanked me for cleaning up the wolves. I didn't really know what they were talking about but they referred to it as if it were a quest they or someone else had already given me. Then, after finishing the White Fox quest, Uther told me to go talk to the woman ronin next door, but she had nothing to say to me - I'm guessing because I'd already received the dragon killing quest from Rutger? Anyway the conversations were all a little off in this part. Also, since I did Khor first and then Zael, Zael felt really too easy. I then went back to do the minotaurs, which were candy at that point. But anyway, overall a quite nice module.

Posted by dj1 at on07/03/06
We played this trilogy ages ago as an alternate continuation of our original campaign characters though, unfortunately, we neglected to vote. We remedy that now. We have searched far and wide for excellent multiplayer mods and this is, by far, the best epic quest on the vault. _________________________ "In life, one and one don't make two. One and one make one." -The Who "Bargain"

Posted by grumpy_squirrel at on05/28/06
Great mod so far, but... *****SPOILER***** Okay, I admit it. I'm stuck, hard. Got through the entire module solo with only mild problems at the predictable points. I have two anti-dragon weapons from the dwarves and the amulet from the Dartmoth guys. But I barely scratch the 2 dracoliches before they stun me and pound me to pulp. I've got the game set on easy (first time ever) and STILL can't beat these guys. I've got an AC of 38 (gave up a little to buff abilities). I've summoned an elder elemental and cast stoneskin. I've buffed strength, wisdom, constitution, and still get stunned. None of the tricks I used to get me through the other fights have helped. Does anyone have any ideas?

Posted by Space at on05/24/06
A good, fun, hack-n-slash module!

Posted by KaneBorinson at on02/10/06
I really enjoyed this module. What is seemingly a hack 'n slash turned out to have a wonderfully deep story line and some pretty fleshed out NPCs. Also liked how you could stumble on certain secret places and do things a little out of order, or follow the plot by the letter as well. Just a great all around effort and a custom pantheon of deities is a nice touch too :-) I made a henchie to bring along and act as a second player for me - entered the mod at level 15 with a fighter type. Combat was well balanced and fun. Great work Q! And thank you for the module! I am about to play it again for the second time, in fact, with a recreation of my first pen and paper character from ages ago when I was actually young and enjoying DD for the first time :-) Kane

Posted by KaneBorinson at 2006-02-1005:26:08    
dagoo7: I just played around til I got a henchman that worked. I am not a builder and can?t script a lick ? lol. But? the following worked for me. All you really need to do is find a module where you like the henchmen (like how they act and have good scripting for combat, access to their inventory, etc). I would recommend a 69MEH based henchman or one of the HoTU henches is decent as well. The 69MEH henches are the ones with a pretty robust set of tactical choices, like using only melee weaps or ranged weaps, or choosing their own mode of attack (in ranged attack mode they actually retreat away from monsters that get too close and then start firing again when the gap is opened up ? if possible that is). Go into the module where you want to export the henchman. Export the henchman you want by first, clicking on the NPC paint icon (right hand side, red monster face icon), then clicking on the Custom tab and finding that henchman in the NPC area (under the NPC paint icon - henches are usually under NPCs, Other - sometimes under NPCs, Custom, Special -I think- in some mods) - right click on the henches name and choose Export. Name the export file something so you can find it when you import into MTS1. Open up MTS1 and import that henchman. Once imported, you can edit that henchman in any way that you want. You can change their name, race, gender, appearance, conversation options, etc... Since for this mod they are replacing a player character for this multi-player game, I would give them some pretty good gear (author recommends +3 gear minimum for players starting this mod). When you import the henchman, all of the scripts needed are attached to the henchman already and will import along with him/her. Also, you will need to change a script in the Edit Module Properties Window. Open that by going to the pull-down menu again under Edit and choosing Edit Module Properties. Click on the Events tab and then fill-in the Player Level Up script area with this: x1_playerlevelup (this script should already exist on your hard drive if you have SoU). By the way, I forgot proper name, of the Level Up script area in Events, but it should be blank and will be obvious that it is Level Up. I think that pretty much covers it. Just do not expect the hench to do one-liners like in the OC or anything, as this module is a non-hench module and has no hench interaction triggers. You can edit the conversation, however, and this is only limited by your patience and knowledge of the toolset. Hopefully all of that is clear and works for you. I did that for this module and it worked really well. Have fun! Kane

Posted by fzeigman at 2005-11-0604:19:14    
great module

1 2 3

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Modules


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters