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NWN MODULES

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Title  Mirendell Tales Whispers of the Past
Author  Adam
Submitted / Updated  03-24-2005 / 05-05-2007
Category  City Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Mirendell.
Gameplay Length  2 - 6 Hours.
Number Players  Single Player only
Language  English
Level Range  8 - 10
Races  Any
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Light
Classes  Any
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  10
Max # Players  01
Min # Players  01
Min Character Level  08
Content Rating  Teen
Alignments  Recommended for Good or Neutral Characters only.
Gameplay Hours  04
Description
Visit Kalamentein, trading port of the Northern Empire located in the world of Mirendell. A gathering point of different races and unusual beings, a place where strange things are common and not all is what it seems. Follow the strange occurrances within the city and uncover dark secrets and hidden truths.

Haunted by strange dreams you awake in a cold sweat on the hard cold floor of an abandoned mine. Your memories seem to elude you and the only thing you can remember is right now you should be dead.

Please send any bugs or feedback to [email protected] (Current Version 1.3)

Music Hak Pack Link

Files

NameTypeSizeDownloads
Mirendell_Tales_Ver_1.3.rarMirendell_Tales_Ver_1.3.rar
Submitted: 03-24-2005 / Last Updated: 05-05-2007
rar809.7Kb1457
Mirendell Tales Version 1.3
SCORE OUT OF 10
8.86
13 votes
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Comments (39):

  1  2 Next>

Posted by robert_t_walker at 2012-01-19 16:18:06    Voted 9.75 on 01/19/12
Outstandingly atmospheric story-driven module. There were a few minor glitches and ambiguities, but with assistance from the vault and the tips file I got through them.

Posted by LilWaynn at 2011-07-14 23:11:15    Voted 10.00 on 07/14/11
Beautiful and awe-inspiring.

Posted by Mirgalen at 2009-06-04 04:35:38    Voted 9.50 on 06/04/09
Certainly a hidden gem. A Masterpiece possibly. True you can find minor flaws and perhaps it would be best played with a nameless one character but overall it's a great module. I am just giving a vote of appreciation (no review).

Posted by hmdai at 2008-02-29 02:06:51    Voted 8.75 on 02/29/08
Good story but with some minor problem about the plot item and quests which are mostly mentioned below.

There is one more logical error in the story, though. Calandia tell the player that he suffers from the crime that he has not committed. However, at the end it seems like the player has really committed the crime. Is it originally planned in chapter 2 but has been cut out as the author decide to abandon the idea?
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Posted by PaulBlay at 2007-05-07 10:43:57    Voted 8.00 on 05/07/07
This module was great fun to _start_ but as I progressed the lack of companion conversation started to tell. Initial conversations with NPCs were great but there was nobody to really build up a relationship with.

It may just be me but the quests tended to be of the "easy in hindsight" type. I was often left frustrated knowing that I should be able to make progress but not having the right conversation option or being blocked by an un-pickable door.

If an item is necessary for a quest it should be unsellable or noticeably unique (bear skin, great axe). Well I quite probably wouldn't have got that one anyway.

In the end I gave up when Fade wouldn't give me the next step in the quest.

Posted by PaulBlay at 2007-05-07 10:34:03    Voted 8.00 on 05/07/07
The initial 'Welcome' area is a bit odd. I tried starting this as a level 9 rogue and it auto-levelled me to 10. So why say Level Min: 8 ? Then there's the 'narrator' who offers to change my character's level to 8. :-/

On a related note I think it would be better to strongly recommend that people give up their gold / equipment rather than just giving them the option. It seems implausible otherwise.

Good use of music and I can tell that a lot of effort went into the first conversations / responses of the commoners and minor NPCs all over the place. That sort of thing really adds to the atmosphere.

When I was attacked by a mugger in the city a shadow thief went hostile on me as well. After that all the (nameless) shadow thieves were hostile but the guild leader and door guard remained neutral.

On the main quest Fade wouldn't admit to knowing anything about the book even after I had it (without key) in my backpack. Also although I know about both thief factions I could not complete the "Thief faction" quest.

Giavandaris' plate is impossible to pick up (can't get close enough).

"Are you sure theres no other way ..." -> "there's no ..." (Aeio)

"Don't be affraid I'm here to help you." -> "afraid" (slave)

"whats the next job" -> "what's" (Ryder)
In general there are a lot of apostrophes missing.

Posted by PaulBlay at 2007-05-06 13:59:29    Voted 8.00 on 05/07/07
"chopped with a large sharpe axe." -> "sharp"

"Ger her attention." -> "Get her ..." (sculptor)

"Whats the latest news?" -> "What's ..." (Town Crier)

"Gera seems to be very bust at the moment ..." -> "very busy"

"Its time somebody stopped him" -> "It's time ..." (Ryder)
"The mans eyes widen ..." -> "The man's eyes ..." (Ryder)

Posted by Adam at 2007-05-05 08:14:36    
New version of the module is now up, this also incorperates an ending into the mod as I have had to scrap chapter 2.

Posted by Mirgalen at 2007-01-27 20:27:36    Voted 9.50 on 06/04/09
Interesting module. The starting point is really very good. The second half of the module is more classic fetch this and that. I could not finish it, I guess some scripts misfired. A couple of combat intensive areas were a bit too much for a spellcaster as already pointed out. The spelling is probably the weakest part even if it is for the accent I found both Mirendell and Mirandell in the module.
I will probably replay this one to see the end.

Posted by SusanMcKinney at 2006-10-19 19:24:25    Voted 8.50 on 10/19/06
This was a really good module. I can't wait to play chapter 2. I really enjoyed the development of finding out just how much of a scum I was in a previous life. I hope I find out about the woman outside the cave and my friend.

Posted by Verenti ( 24.89.xxx.xxx ) at 2006-07-11 15:30:18    
Far too much like P:T.

I couldn't take this module seriously as a result, and when I came across quests that were "inspired" by it I just sorta rolled my eyes and moved on.

Infact, as soon as I realised HOW inspired by Torment this was I immediately created a Nameless One character to play through with.

Posted by Blatob at 2006-03-13 01:28:04    Voted 8.75 on 03/13/06
Nice mod. However, I was not able to work for mayor ( I didn't find the missing note, though I found a messenger and bandit's knife).

Posted by Blatob at 2006-03-10 13:38:50    Voted 8.75 on 03/13/06
Well, after some half an hour searching the web, I have found answer. Nevermind.

Posted by Blatob at 2006-03-10 13:37:05    Voted 8.75 on 03/13/06
It would be very helpful if you would post the door puzzle solution. You know, there are other languages used in the world, not only English.

Posted by Alcarin at 2006-03-06 16:28:06    Voted 8.50 on 03/06/06
Adam,

Thank you for sharing this mod with us. :) I'm glad you kept up with it and continued making updates to it.

I know you're hard at work on Chapter 2, so please don't take my little quibbles here to mean I want you to fix things immediately or anything. :)

At the end, when both Ryder and Kaltias want to talk to you, you can work for both of them, pretty much up to the point where they ask you to kill the other. I don't know if you intended this or not, but I thought it worth a mention.

I really didn't side with either of them since I didn't know enough about how Kaltias ran things or exactly who Ryder was -- even talking to various people didn't help since there were no conversations options I could find pertaining to that kind of thing. Maybe I just didn't talk to the right people. :)

I definitely liked that rangers could talk to the animals and get shreds of information that were sometimes relevant, sometimes not. :)

Lots of stepping back and forth across areas, which mostly isn't a bad thing, but when out in the far reaches of the Kijo Plains and having to get back to town was the pits. Maybe in Chapter 2, you could implement either a map system or something along those lines to get from place to place (when there isn't a scripted event going to occur).

Keep up the good work and I'll definitely play Chapter 2!! :)

Posted by Alcarin at 2006-03-06 16:08:27    Voted 8.50 on 03/06/06
After many tries (and some updates by the author), I finally finished this. :) There's a good story, here though I figured out the 'catch' or 'twist' to it early on.

The spelling/grammar errors are a bit on the excessive side,which knocked my vote down a few points. There's a spellchecker for NWN available on the Vault, here.

I'll certainly play Chapter 2 when it's out. :)

Posted by lebowski at 2006-02-27 16:57:36    Voted 8.75 on 08/21/05
Good to know you are still working on the next chapter.
Believe me a chapter two, of any module, gets a lot more of visibility to chapter one too.
Just remember to use advertising tools like: screenshots, community news, posts in the bioboard. I'll surely do my best to help you.
_________________________
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Posted by Adam at 2006-02-27 06:14:00    
New version posted, this fixes a few minor bugs and will probably be the last one for a while as I am now concentrating on Chapter 2.

Posted by Midnight16 at 2006-02-09 22:05:18    Voted 9.50 on 02/09/06
Wow...forgot to vote for this thing...XD The only downer of the mod were the numerous spelling and such errors, other then that, an excellent module with an interesting storyline! Eagerly awaiting Ch.2!
_________________________
Stupidity should hurt...a lot...

Posted by Adam at 2006-02-01 04:27:52    
Thanks for all the feedback.

I am currently working on chapter 2, though due to a lack of spare time I haven't been able to work on it for a while.

Posted by mcwkjoyce at 2006-01-30 07:19:17    Voted 8.50 on 01/30/06
I enjoyed this mod, especially the first half. The second half had me running around a bit too much to fetch this and get that which lowered my score a bit. I echo some of the other posters by saying the use of the CEP would help, but the pop-texts were descriptive. Adam has spent quite a bit of time writing this mod and it shows. I liked the story and the fact he didn't give it away so easily. Nobody in the mod seems excessively "good" and the NPCs were well written. I wonder if you are working on Chapter 2?


Quick spelling/bug report.
1. Elizer "your in my home..." Should be "you're"
2. Headstone. "but lead a successful..." Should be "led"
3. Map pin mislabled in the docks district. Says it goes to the docks but actually goes to the merchant district
4. journal entry for thief factions. "theif" Should be "thief"
5. Geri Datteel. Conversation loop so you can get 200xp for excepting the quest each time.
6. Commoner in the temple district talking about the sewers pop up text. "...whole squard of..." Should be squad. (As a side note, never did find the sewers, oh well)
7. Speaking to Fade "I don't I kill you..." Should be "Why don't...."

Also the use of "I" in the first person should always be capitalized. You didn't do this but at least you were consistant so I guess this is "new age" capitalization, and I am not much of a grammar stickler.

Anyways, these are just minor points and I reiterate that I enjoyed your module.
Cheers,
Michael

Posted by mcwkjoyce at 2006-01-30 07:01:52    Voted 8.50 on 01/30/06
see the comments section below

Posted by Eowien_Theile at 2006-01-15 15:57:59    
I agree that this is a very good module - but the language errors do detract from the whole experience. I am volunteering to go through version 1.24 and clean up everything - then save the edited mod and send it back to you via email. (I finished version 1.21).

Thanks for a really enjoyable game!

Eowien

Posted by hannya at 2005-12-28 15:04:13    Voted 7.00 on 12/28/05
That's the ending? you've got to be kidding.

Posted by lebowski at 2005-11-04 01:39:35    Voted 8.75 on 08/21/05
I'm doing my best to advertise your mod in the under-rated under-voted list.
_________________________
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Posted by Adam at 2005-08-30 11:33:18    
Version 1.24 is now up. This version adds a journal entry so players know where the High Halls are. It also expands the Stone Head quest slightly.

Posted by Midnight16 at 2005-08-29 19:31:11    Voted 9.50 on 02/09/06
Hmmm...I like this module...it has an interesting storyline...

Only annoyance is that you didn't really mention areas that you needed to go to...I ran around forever til I finally found out where the High Halls were...
_________________________
Stupidity should hurt...a lot...

Posted by lebowski at 2005-08-21 09:15:03    Voted 8.75 on 08/21/05
Promising story, told with many surprises. The mod is not much linear and that's good, however the un-linearity still needs some work. Also the visual are not bad by any means but could get much better. When the story really gets to be interesting and getting more autonomous from the Torment homage the mod end so to see how really good it is we'll have to wait for the next chapter. Keep up.
_________________________
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Posted by lebowski at 2005-08-21 09:12:36    Voted 8.75 on 08/21/05
I found that and finished the mod too.
As with the best mod many some things I had to leave unsolved. That means this is not dead easy or too linear. Still it could be improved quite a bit.
The best thing is clearly the story, not too much in itself because at this time it's feeling more like a big homage to Torment (appreciated being Torment a masterpiece) than a new story in itself, still how the story is told gets really surprising here and there for the player and that's good. I am sure things will get to their own merit in the folowing chapters.
About the non-linearity that is more like it seems to be there while it is not there that much.
SPOILERS
For example I got the thieves quest practically when I entered the city, but after having talked with my old friend I could get some additional information about the smuggler chief. Why is that? I can't really see a logical explanation to this.

Also I decided to accept the quests from the mayor, but after that I couldn't talk to him at all about the necromancer guy exiled in the mine, so the quest remained unsolved.

The journal generally works but sometimes it lacks to update. For example I got a dialogue that said to me the boulder in the temple district was the right one, but the journal did not update. The same happened after having found out who the smuggler leader was, it only updated when I came back at the clock tower and closed the quest.

Also I already got inside the bandit hideout and killed them all, so it was surprising that the mayor gave me a quest to go there again to find some document, and it was even more surprising to find that a chest had suddenly appeared in their already cleaned building. Or the chest is already there or the building have to be closed and the mayor suggest you a way a to get a key to enter it.

The high halls... you know that is quite easy to forget about that temple in the Tungola forest? Reading the high hall book I had with me, taken from some unimportant place in the city (while I think I never actually an object called tome of the high hall), I got that the important high building was to be somewhere in the city and it took me quite a while to find it in the forest. So I'd say to update the journal with some reference to the Tungola forest, or at least to say in the high hall tome that the temple is now surrounded by vegetation.
Note that the Tungola forest do not have a pin either.

It was very nice and terrible at the same time to find out that my action had real consequence when talking to the guard about the gipsies practically led to a slaughter. I was then expecting the same kind of action-consequence behaviour from the quest with the mayor and Rayden. But even if did all the quest for both ot them no one got a single clue about my doublecrossing strategy, also after I decided to assassinate the mayor he stayd in his home humbling on his own thought. I didn't even got evil point for the assassination. Also note that I did the assassination thing because I was hoping of becoming a mayor and finally force the shadow thieves to retire from the city, considering that I could not fight them. That was naive, I know, still I was expecting some kind of consequence from the assassination.

Also I didn't get the use of the talk to dead thing. Probably it will be important in the next chapter, but how can that be considering that it was an optional subquest here? However I got back to the mines and talked with zombie there but I didn't get much out of them.

There was another thing that I didn't get: the dirt patch, the soft spot seems a place to use a shovel, but there is a shovel in the game? I missed it. What was the use of that place?

Another couple of minor issues I found are concerning the slum quarter: There are two thieves there threatening a commoner. They all stay neutral. I can't talk to the thieves and even more strange the commoner thanks me for help while I didn't do a thing. The skybow here at night stays kind of a very light azure. Kinda desert daylight.

Some quest got me a bit perplexed. Can really someone go in the temple district, where very strangely there is a boulder, and starting craft the statue of an old god? What would the other temple say? I think it would be a much better idea to place the statue somewhere outside the town, maybe in a higher place so that it will be seen by people coming and going from the town.

The two riddles: I didn't solve any of them. Maybe an hint in the readme or even better in some book that could be found inside the game would be useful. Well probably the door one is easy to a native english speaker, but the minotaur statue one seems to me it can be practically any unliving thing. What are the crystal for, by the way?

END SPOILERS

Well enough, with suggestions. The mod was good and interesting, the area design though it's a bit outdated. Mostly because of not that many placeable and because some houses seems more large than need. Also the clock tower do not look like a tower at all in the interior. I think this mod could easily get much better using the Cep, because a part for the tower the layout of the area is not bad at all, they are just not that much furnished in places.
_________________________
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Posted by Adam at 2005-08-21 05:46:06    
The pool of blood is located near the Kalamentein Investigator, near the entrance to the Hnila Forest.

I am also in the process of writing a hints guide for this module.

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