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NWN MODULES

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Title  NWS - Cradle of Cold
Author  Sethai
Submitted / Updated  11-15-2003 / 08-05-2007
Category  Dungeon Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Forgotten Realms
Gameplay Length  2 hours
Number Players  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.

Files

NameTypeSizeDownloads
NWS_Cradle_of_Cold_CEPZ.zipNWS_Cradle_of_Cold_CEPZ.zip
Submitted: 11-15-2003 / Last Updated: 03-23-2005
zip626.17Kb6418
--
SCORE OUT OF 10
8.66
61 votes
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Comments (27):

1 2 3

Posted by Berliad at on07/05/05
(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. _________________________ My NWN Blog FRW Character Creator

Posted by Berliad at on07/05/05
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 _________________________ My NWN Blog FRW Character Creator

Posted by TimHobbit at on06/22/05
These NWS mods are very nice. This one is the best of them so far.

Posted by yuma_bill at on05/09/05
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 on04/17/05
neat, quick mod

Posted by Dradjeel at on04/11/05
_________________________ The Power Almighty rests in this Lone Ring. The Power, alrighty, for Doing Your Own Thing.

Posted by JR at on02/25/05
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.

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