Teleports fixed for multiplayer, multiplayer should now need far less DM involvement, so long as there is only one PC speaker
Language
English
Level Range
could take you up a level
Tricks & Traps
Light
Roleplay
Medium
Hack & Slash
Medium
Classes
Best with 'adventurer' characters who will work for gold or a good cause, but there is good roleplaying for everybody
Scope
Dependant on Module
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
16
Max # Players
01
Min # Players
01
Min Character Level
14
Content Rating
Teen
Description
The Neverwinter snowflakes are small, single player, stand alone modules for Neverwinter Nights. They are set in The Forgotten Realms campaign setting and designed to be BIoware style and quality. Lana's Cradle, a small logging town and Zhentarim protectorate in the Dragonspine Mountains, is under attack from a clan of Frost Giants. The Zhents will not waste troops defending the town and the wizard Revileth, custodian of Lana's cradle, has locked himself in his tower while his people die. It seems only a matter of time before the giants make their final, fatal attack. Will a hero emerge to save Lana's Cradle? Or will the ruins of the village soon disappear beneath the winter snows? New update, custom items/books. NWS - The Black Dragons now up. Click All modules to see the rest of the NWS stuff.
I've tried to run this and The Black Dragons and am getting told I need a custom tlk. Having seen nothing on the readme for TBD and nothing in the comments, I am confused. Anyone help would be appreciated.
Posted by edosan at 2010-04-24 22:55:16 Voted 9.00 on 04/24/10
All of the NWS series are excellent and short story-based adventures. (This one had the most fighting of the three) Worth playing.
Posted by gustav at 2008-02-24 15:04:36 Voted 9.50 on 02/24/08
Nice little adventure. No problems or bugs that I encountered. Good for an evening's enjoyment.
I played this right after "Daenarian's Tears" with my ending character from SoU (a rogue/shadowdancer). Combats were enjoyable, not frustrating.
Posted by Arielva at 2008-01-10 21:14:47 Voted 7.25 on 01/10/08
Good story for a short mod.
Posted by ronladopwns at 2007-05-24 17:27:39 Voted 8.50 on 05/24/07
I liked the module. I played it as rouge/assassin/monk and it was somewhat challenging on some fights.
Posted by Lariam at 2006-04-10 19:02:38 Voted 9.50 on 04/10/06
Posted by Lariam at 2006-04-10 19:02:08 Voted 9.50 on 04/10/06
This one was of consistently high NWS quality. The story isn't quite as good as in the others, perhaps, but it was very good, anyway. I really like these polished little gems: very nice immersion in Forgotten Realms, great NPCs, some nice skill checks, your race is given some attention, etc. I had wonderful time.
I found the fights really easy with my 15th level gnome monk. Gnomes are quite killers against the giant folk... And, well, this particular gnome was very well equipped after having gone through the mod Terror in Ten Towns. So, this minor problem is on me.
Thanks, Sethai. The snowflakes do not quite constitute a *series*, proper, but they are, anyway, among my favorite sets of modules! : )
Cheers,
Lariam
P.S. Some minor things that I noted - just in case the mod gets updated at some point:
* The fact that my character was a gnome was nicely taken into account in the conversation with Rorry, but later on the bartender said some things about gnomes that didn't really fit the conversational context.
* The journal entries weren't updated in the very end, I think (the last one said that I should talk to someone, and I already had done that).
* There were some typos such that aren't easily noticed (wrong words, like "me" in place of "mine" or something) in the dialogues with the bartender, and with the the cleric at the temple. _________________________ Forgotten Realms Weave
Posted by sad_eyed at 2006-03-21 07:35:09 Voted 9.50 on 03/21/06
Just as well-made as the other NWS-modules-
Posted by TheSupremeForce at 2006-01-31 13:23:31 Voted 8.75 on 01/31/06
I've now played through three NWS mods today, my PC wrapping up the trio as a fighter 8/CoT 6. It was an enjoyable romp through the snow.
Posted by Riona at 2006-01-11 14:41:20 Voted 8.25 on 01/11/06
The NWS module I enjoyed the least, although I still liked it, and I would like to see more of NWS mods. Anyone who wants to make nice little Forgotten Realms mods gets an A+ in my book.;) What annoyed me the most were the VERY strict resting restrictions. They hit my character *very* hard because she was a lvl 3 rogue/ lvl 11 sorcerer. I had to leave and reenter the Abyssal map twice just to regain my spells (and you DO need them as that map is quite hard). "Little" things like that can, unfortunately, really kill the fun factor.
The story is probably the most simplistic of all the NWS stories, but again--it's not bad. It's also pretty obvious who the villain is.
Posted by Vulcano at 2006-01-10 01:29:52 Voted 9.50 on 01/10/06
This is a great design plan for small group play. It's open ended enough to be part of a larger campaign, as intended. I would have made a small base town and an erf "snap to module" system for these, as that's beneficial for small group play, but that's a trifle for the DM of the group to do himself. Good work.
Posted by Vulcano at 2006-01-10 01:28:02 Voted 9.50 on 01/10/06
I really enjoyed this module. Good for getting your "fix" for FR flavor!
Posted by mcwkjoyce at 2005-11-25 19:51:42 Voted 8.00 on 11/25/05
Took the same character (monk11/shadowdancer4) that finished Daenarian's Tears into this one and finished it in an evening. I really like the idea behind the whole NWS concept (bookended by the story-teller) Most of the areas were overly large, but then again the 443(?) level of the abyss shouldn't be a an outdoor cottage. Also, giants, well, should live in big areas. I ended up sneaking past most of the fights in the abyss and giant area. One fight I did take on was on the top of the frost giant mountain area but the giants were stuck behind placeables and couldnt attack me. Will all my sneaking through this one and the previous NWS I haven't leveled up yet, but I don't mind. They are enjoyable to play. Thanks
Posted by Lokharte at 2005-11-06 10:10:23 Voted 9.00 on 11/06/05
Third in the NWS series that I've played. Played them a while ago actually, just never got around to voting (played Black Dragons first, then Tears, then this). I didn't enjoy this module as much as I did the other two. Humor was good, Abyss segment well done. I had actually ran out of potions (only had 1 left when I went in) but was able to pull it off. The Jarl was dead-meat once I encountered him, couldn't leave him the opportunity to attack the village again hehe. Giants seemed to get stuck behind placeable though, and some areas were overly big. Again, minor spelling errors, not too many tho.Liked the final fight as well, the Harper almost died during that battle but a quick Lay on Hands easily turned that around. Well done mod, not as good as The Black Dragons and Daenarian's Tears (spelled wrong I am sure, can't remember off the top of my head how to spell it), but still great one. Please keep up the good work!
Posted by herrjeff at 2005-09-08 06:07:10 Voted 8.50 on 09/08/05
I like the concept of your NWS modules and enjoyed this one. Useful to have trading opportunities to empty my bagpack. A bit surprised to see one opponent able to cast epic spells at this level though.
Posted by Magus65 at 2005-08-30 14:37:02 Voted 10.00 on 08/30/05
good module but very hack and slash though but still a good module
Posted by Reluctantly Human at 2005-08-23 21:55:50 Voted 8.75 on 08/23/05
Enjoyed the module, probably more than I anticipated considering my pentient for long modules. Made a dwarven defender just for this module, and had almost no problems. I ended up having to heal once or twice in the Abyss, but I think that was because of the traps more than from the monsters.
I think my only 'complaint' as it were, was just that I didn't like chasing the mage down at the end for a showdown. It just seemed a little too convienent that there was a Harper in the village who could follow him. As anticlimactic as it would have been, I think I'd have rathered the mage escaped, possibly to show up in another modules. But that is completely my opinion, and didn't make it any worse of a module for it.
I would definetly recommend, kudos!
Posted by damnstraight003 ( 24.69.xxx.xxx ) at 2005-07-19 19:37:58
Me of course being the over-powered mage player, I simply waltzed in with my level 40 wizard and the uber items I created with all of my instant-death spells memorized (and some fire spells for the giants) and blew the living crap out of anything in my way! (I found it quite amusing to watch my two Balor's duke it out in Revileth's tower, one summoned without protection from evil, one with it.) Anyway I found the module interesting and will definitely be downloading the next two! (or three, or four, or thirty, I can't remember :D)
Posted by Berliad at 2005-07-05 17:34:08 Voted 8.00 on 07/05/05
(I posted this "review" as a comment with my vote, but I'm posting it here to provide feedback to the author)
The Cradle of Cold was the first NWS module, but is the third I�ve played in Sethai�s set of short, stand-alone modules. You begin the module having somehow waltzed through the blockade of frost giants surrounding a small little mountainous village. Discovering that you�re likely doomed unless you can either defeat the giants or slip out of there, you join in on the cause of the village. What follows is a short little adventure that has several fairly difficult fights, as well as a decent little story.
I took my lv 14 wizard/pale master (13/1 split) on this adventure, having just completed Daenarian�s Tears. There are no henchmen in this module, but summoned elemental help worked well. There were several rather tough fights in this module, some of which (including one entire area) could be avoided. However, it was really a mixed bag. Fights against some demonic opponents were very difficult, particularly because some of them could not be damaged by anything less than a lv 6 (I think) spell! Other fights were more enjoyable, particularly against the frost giants�the author kindly included several of the lesser used fire spells in the magic shop, including combust and fire wall, to allow a magic user to have a huge suite of fire-dealing spells to choose from while he pummeled the fire-sensitive giants into submission. Like some of Sethai�s other modules, however, I found that I had to retreat back to �safe� areas with annoying frequency, because spells just wouldn�t do the trick. In particular, I decided to �punt� on the optional area and give up some gold instead, simply because it I got tired of backtracking by the third time I ran out of spells.
The story was decent, and there is a decision to make at the end of the mod, but it pales in comparison to the surprisingly deep stories of Sethai�s later two modules. Still, the premise is good enough to motivate one�s actions in the mod, which is fine given how short it is. This one is well polished from a technical standpoint, and there were no bugs or typos that I encountered. The end result is a fun little hack and slash romp, and as long as you don�t expect it to be much deeper than that, you won�t be disappointed. It�s a nice way to spend an evening, and I continue to love the concept of these Neverwinter Snowflake modules. �B 5 July �05
A few specific comments for the author:
* The townspeople didn�t seem to be quite as desperate and freaked out as they probably should, given how terrible the events of the past few days had been. The little girl, in particular, seemed very silly. I realize it was partly a bit of humor, but for crying out loud, there are dead bodies and flaming houses all around her. But even the folks in the tavern seemed rather nonchalant about their impending doom.
* At one point, someone (the bartender?) says something about not being able to trust a gnome. But he says it to my character, who is also a gnome! Seems like there should be a race-filter on that line.
* I thought there was a fairly big plot hole here: if Threndil knew that the gnome was behind this whole affair, why on earth didn�t he act against the gnome sooner?
* One time, I killed the gnome at the end of the mod, and Threndil died in the process. After the fight was over, nothing happened, and I wasn�t sent to the epilogue. Not sure what happened. A reload fixed the problem. Not sure if Threndil�s survival was the culprit, or perhaps it was that the gnome died before his summoned minions the first time.
Posted by Berliad at 2005-07-05 17:32:26 Voted 8.00 on 07/05/05
The Cradle of Cold was the first NWS module, but is the third I�ve played in Sethai�s set of short, stand-alone modules. You begin the module having somehow waltzed through the blockade of frost giants surrounding a small little mountainous village. Discovering that you�re likely doomed unless you can either defeat the giants or slip out of there, you join in on the cause of the village. What follows is a short little adventure that has several fairly difficult fights, as well as a decent little story.
I took my lv 14 wizard/pale master (13/1 split) on this adventure, having just completed Daenarian�s Tears. There are no henchmen in this module, but summoned elemental help worked well. There were several rather tough fights in this module, some of which (including one entire area) could be avoided. However, it was really a mixed bag. Fights against some demonic opponents were very difficult, particularly because some of them could not be damaged by anything less than a lv 6 (I think) spell! Other fights were more enjoyable, particularly against the frost giants�the author kindly included several of the lesser used fire spells in the magic shop, including combust and fire wall, to allow a magic user to have a huge suite of fire-dealing spells to choose from while he pummeled the fire-sensitive giants into submission. Like some of Sethai�s other modules, however, I found that I had to retreat back to �safe� areas with annoying frequency, because spells just wouldn�t do the trick. In particular, I decided to �punt� on the optional area and give up some gold instead, simply because it I got tired of backtracking by the third time I ran out of spells.
The story was decent, and there is a decision to make at the end of the mod, but it pales in comparison to the surprisingly deep stories of Sethai�s later two modules. Still, the premise is good enough to motivate one�s actions in the mod, which is fine given how short it is. This one is well polished from a technical standpoint, and there were no bugs or typos that I encountered. The end result is a fun little hack and slash romp, and as long as you don�t expect it to be much deeper than that, you won�t be disappointed. It�s a nice way to spend an evening, and I continue to love the concept of these Neverwinter Snowflake modules. �B 5 July �05
Posted by TimHobbit at 2005-06-22 17:09:07 Voted 9.00 on 06/22/05
These NWS mods are very nice. This one is the best of them so far.
Posted by yuma_bill at 2005-05-09 17:05:30 Voted 9.50 on 05/09/05
Thank you for the excellent mod.
***SPOILERS***
You really know how to use the placeables to create a rich, immersive environment. The devastation of the village was very well done. Another thing I enjoyed was the dialogue, full of personality and some dark humor. :)
A couple of my favorites:
"I don't know where Elysium is but it must be really nice 'cuz no one ever comes back."
"Megalomania has been the downfall of far too many of my colleagues."
I also loved the unpronouncable imps.
Combat difficulty was good, if kind of up and down. I played an 11th level monk, and at first I found the sucubi impossible because I only had +1 gloves. I went out and got some +2s, then the sucubi and the marilith were very challenging but the big dude was untouchable. In the end, I had to alternate between some +2s (so the lesser fights would be challenging) and +3s (so I could actually injure the big baddies.)
Oh, you know what the darkest moment was...when I found that woman who had been nailed to a tree and used for target practice. That sight set my character's blood on fire and she could not wait to bring vengeance to the giants!
Overall, thoroughly enjoyable, look forward to more of your work!
Posted by TaraZ at 2005-04-17 20:21:34 Voted 9.00 on 04/17/05
neat, quick mod
Posted by Dradjeel at 2005-04-11 03:46:41 Voted 8.50 on 04/11/05
_________________________ The Power Almighty rests in this Lone Ring.
The Power, alrighty, for Doing Your Own Thing.
Posted by JR at 2005-02-25 13:49:46 Voted 7.75 on 02/25/05
Nice plot, excellent Abyss segment with real aura/look of menace and good challenge level. Rest of mod was a bit too linear and seemed to try to hide that behind huge but mostly empty maps. Still, some decent looks, good characters, nice little story. A couple late bugs: All the clutter in the giant camp allowed me to "trap" both the head priestess and the jarl--they got stuck behind objects and then just froze in place while I shot them to pieces with arrows. Also, I was easily able to kill the gnome before he teleported away, and loot his corpse--and yet he was still "alive" for the final battle.
Posted by Psycho78 at 2005-02-14 19:21:52 Voted 9.50 on 02/14/05
Posted by Samson at 2005-02-04 19:24:36 Voted 9.00 on 02/04/05
Posted by jhiend at 2005-01-14 19:44:50 Voted 8.50 on 01/14/05