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NWN MODULES

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Title  Ravenloft, Beyond the Gate
Author  Firestarter
Submitted / Updated  12-19-2003 / 08-18-2007
Category  Roleplay
Expansions  Requires Both Expansions (SoU & HotU)
Setting  Ravenloft.

The Realms of Barovia and Forlorn can be fully explored. Both castles, Forlorn and Ravenloft are complete. There are four settlements; a village, two towns and a city. With over a hundred detailed areas in total this is an epic sequel.
Gameplay Length  30 hours estimated, possibly more. Expect to reach 16th-18th level by game end.

Patch 1.68 or later required. The latest version is final12. The content is complete and it can be finished. This is my 'twelfth final' and it may still contain bugs. If you do encounter problems let me know either by posting on this page or messaging me.
Number Players  Adjusts for solo, party or multi party.

Important non-player characters will auto-level to the approximate strength of the player's character but many, and most monsters, do not. Players using very high level characters (20th plus) will find encounters easy and may cause distracting error messages as important npcs try to rise to impossible levels. For these reasons it is recommended that the players stay within the starting level range.
Language  English
Level Range  Recommend use of character from Return to Ravenloft or a new character. Low level characters will be advanced to seventh level and given access to an equiping shop. There is no level restriction.
Races  Any
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Medium
Classes  Any.

Though this module can be successfully played with all PC classes some offer a less difficult gaming experience. As with most Ravenloft modules there are lots of undead so a character with turning powers (cleric, paladin) would find life easiest. Rogues would find the game most challenging.
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  09
Max # Players  Any
Min # Players  01
Min Character Level  07
Content Rating  Teen
Alignments  Any. Ravenloft caters for both the heights and depths of humanity.
Gameplay Hours  30
Description
I found myself in a world sliding ever closer to Ravenloft.

In a place called Stone Leigh I first encountered the pull of Ravenloft. It tempts me with power and quick advancement in exchange for a little of my soul. Others here that I see have succumbed to the temptation and the results are plain to see; evilness, madness and disfigurement.

By fair means or foul I have fought against the power of Ravenloft in Stone Leigh. Some of those most effected have been killed or banished. A would-be Lord has been destroyed. But the land still draws toward that nightmare realm and I have made enemies, one in particular: a dark witch called Silktong.

There is a Gate in Stone Leigh. They say it leads into the heart of Ravenloft. Evil seeps out of it and my enemy has escaped through it. I will not wait for her to return but shall chase her down and confront the powers on their own ground. I will travel Beyond the Gate.


In this module the player has just finished Return to Ravenloft and finds themself at the bottom of a dungeon complex called The Dark Well. Silktong's history is revealed and the coven of witches that she manipulates must be confronted. Ultimately the player will decide the fate of Stone Leigh. Will it be freed from the clutches of Ravenloft or will you fight to become its Lord?

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2007-03-17Dormammu8.72Excellent Ravenloft adaptation, great design and action.Sharp learning curve.

Interviews

SubmittedTitleAuthor
2006-07-04Hall of Fame Interview - Firestarter (Return to Ravenloft)Steve Savicki

Files

NameTypeSizeDownloads
Beyond_the_Gate_Readme6.rtfBeyond_the_Gate_Readme6.rtf
Submitted: 12-19-2003 / Last Updated: 10-09-2006
rtf23.67Kb9694
Readme, Non-Spoiler, for Ravenloft, Beyond the Gate. Click to view or right-click and save to download it.

Beyond_the_Gate_SPOILER6.rtfBeyond_the_Gate_SPOILER6.rtf
Submitted: 12-19-2003 / Last Updated: 10-09-2006
rtf113.32Kb11252
Walk-through and SPOILER notes for Ravenloft Beyond the Gate. If you are stuck or you played it and want to see what you missed read this. Click to view or right-click and save to download it.

Ravenloft_Beyond_the_Gate_final12.zipRavenloft_Beyond_the_Gate_final12.zip
Submitted: 12-19-2003 / Last Updated: 08-18-2007
zip7.3Mb27271
'Twelfth' Final version of Ravenloft, Beyond the Gate
SCORE OUT OF 10
9.81
122 votes
View Stats
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AWARDS




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SCREENS

Freezing on the Balinok Peaks.


In the grounds of Castle Ravenloft.


Safe in Infal's Tower.





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Comments (637):

  1  2  3  4  5  6 .. 11 .. 21  22 Next>

Posted by Steve_Savicki at 2012-03-25 06:24:08    Voted 10.00
I think it was my character. Will redownload and try another.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Firestarter at 2012-03-15 12:39:00    
Hi Steve, I just checked and I do have the latest patch 1.69.. The last update that I did was with that version. Something else must be responsible for the lock-up. I can't think what though and I never had that fault reported before :-/ Sorry.
_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by Steve_Savicki at 2012-02-25 01:42:06    Voted 10.00
This mod needs to be updated to the latest patch. The game starts, but freezes when I try to load a save.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Xyros at 2011-08-11 08:56:59    Voted 6.50 on 08/11/11
Very fun module with a couple of serious flaws. Short version? It's worth playing. Here's why:

1. Story. There's a beefy enough story plus several side quests to make it worth sending your characters through.

2. Roleplay. It's difficult to find a single-player module that breaks up the pure hack-n-slash with good roleplaying elements and actually does it *well*. This is one of them.

3. It's Ravenloft, and the author was paying attention to detail here.



Unfortunately, there are also a number of flaws working against this module:

1. The story. While written well for the most part, the "big twist" at the end is one of the most ridiculous I've ever seen. I was extremely disappointed. Big storytelling hint here: when developing / resolving your story, make sure you're following the rules you set up in the first place. Changing "the laws of physics" for the sake of a surpise ending isn't good storytelling. It's breaking the audience's trust.

2. Unbalanced combat. There are some battles (the ones you are supposed to fight) which are just ridiculous (yes, that word describes a lot of things in this game). This pretty much *forces* a player to either
a) go with a min/max powerbuild from the very beginning, or
b) spend WAY too much time with the crafting anvil building munchkin gear

Probably a combination of both, and that's just to give the player a more or less *even* chance of winning. Bottom line: the author broke some cardinal rules of NwN encounter design, and the resulting combat is, in some cases, just *not* fun. Here's a hint: if you can't give my henchman most of the abilities that you're giving the enemy and still have a fun and balanced game, then you're *probably* designing the encounter with that enemy wrong. Yes, a few exceptions would be okay, but not the sheer number of them that the author indulged in with this module.


Posted by InsanePsychic at 2011-07-12 18:41:58    Voted 10.00 on 07/12/11
I just wanted to finally leave a comment here. I've played this module six times already, and have just re-installed NWN (With Vista problems to boot) to play this mod again. I don't think I've ever experienced such excellent writing in any game as this module's version of Forlorn. If anyone hasn't played it, you need to. This is, quite honestly, whatevery RPG should be.

Posted by Zaero at 2011-07-01 03:46:41    Voted 10.00 on 07/01/11
Fantasic, creepy, light (uses no hak packs!) module. Amazing adventure worth the 10!

Posted by Firestarter at 2011-05-30 14:19:44    
Hey I feel good. Mirgalen gave both 'Midnight' and 'Dreamcatcher IV' a score of 4.5!
_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by Mirgalen at 2011-03-30 19:44:52    Voted 6.00 on 03/30/11
Ravenloft, Beyond the gate is large vintage module listed 32nd in the Hall of Fame. The long adventure (30 Hours) , sequel to "Return to Ravenloft" also received a reviewer award in 2007. I found it difficult to rate using the mini review system and decided that a full review would give more accurate picture. I felt that it would be interesting to do a counter review based on the official one by Dormammu.

Gameplay: 5.5

1. A complete and unique crafting system. True, except that, one could argue that a magic item shopping mall, as well the tube and anvils, no matter how cool they might be have little to do with RPG (and in particular the very rich and atmospheric Ravenloft settings created by the highly talented Tracy and Laura Hickman). Unless you would have me believe that "Magic: The Gathering" is a roleplaying game simply because you got wizards battles with spells, summons and what not. I played a druid and did not use any of the above. It seems that the entire crafting system does impact the game (combat) balance making the game too easy or in my case too difficult (impossible fights) at the end of the campaign.

2. Time travel. That was one of the best part of the module except for the wrong alignment shifts (see below).

3. Meaningful and useful henchmen? I had a couple of glitches making for interesting role playing opportunities. First, our nurse drowned. She died during a tough fight and raise dead did not work (perhaps her head was underwater). We lost her (and some good equipment) forever. I liked that from a RP perspective but losing your cleric had dire consequences later on. As we ventured into yet another pocket plane, we had to drink a bitter potion. So we did. I admit that, once on the other side, I assumed that we had to move quickly and exit the area. Apparently it was the opposite. Nevertheless, we retrieved the item we came for, raised the dead companions and returned to Bavoria. A glitch/bug made for another interesting RP opportunity: A side effect of the potion made our cleric/rogue turn into a wolf forever! My Druid named Wolfgar have no problem going around with a cleric-wolf. But with her AC of 12 she was not good in melee. We also lost her equipment forever (including one pirate outfit).

4. The mirror(s) were good. Dangerous? My only gripe was having to jump 3-4 times just to go from A to B.

Roleplaying: 3.5

I had quite a few roleplaying opportunities, two with the glitches/bugs I listed above and at list another good one where Wolfgar had to decide if he wanted to save a city (without a single tree in it) or to let it be replaced by a forest. The module is very strong in this area except that several alignment shifts are out of place if not wrong (like become evil if you take items from a tomb). The module as it is, may not be suitable for classes with restricted alignment as they are a few unpredictable Good/Evil swings along the way not to mention some expected changes that would not take place. I have seen many DMs and module makers having trouble with alignment and Firestarter is no exception. Trying to reward/punish actions based on alignment may require the use of clever scripts/conversations. For instance:
1. (You place saving life above all) Yes. I will help you.
2. (This fight is not yours, you do not wish to take a side) Well, I wish you luck, I must go.
3. (You want to inflict pain and suffering) Yes, let me help you. Die! (Attack)
With this simple dialogue, it is easy to capture the PC's action and also his motives (Good, Neutral or Evil). This approach could have been used with a certain paladin. Now if we look at the city versus forest example. Wolfgar is a "Nature's Inquisitor", his job is to protect nature so his duty is to let the forest grow. That action is neither good nor evil.
In this chapter, the alignment shifts were so extreme that my druid became LG and later on LE for a long time. As a result he did not level properly but instead jumped from level 12 to 15 in one go and later from 15 to 18. The module was nearly unplayable due to this.

Action: 3.5

Meaningful combat? When I face an epic NPC with a horde of high level minions, I do not call it like that. I call it poor design.

There was no way I could complete the game with no metagaming and/or using cheesy tactics. A couple of encounters did require running, resting, possibly swapping spells and coming back. This is quite anti-climatic and more roll-playing than anything. The only way we could kill some bosses was to stack creeping doom and wait while hiding in a corner. There was one exception when Wolfgar managed to drown a boss before spamming a bunch of flame strike.

One may say, with the (poor) basic Aurora Engine AI you must use NPC twice the level of the PC to have a fair fight. I would disagree. I can have a goblin (1 HD) take down a party of lvl 5-7 the same way I once had a couple of lvl 8 archers take down a party of lvl 10-14 adventurers. Another party of the similar level had to cross a bridge guarded by a Death Knight (Fiend Folio). They never made it. Somebody talented like Firestarter can certainly script the monsters/NPCs allowing them to take evasive actions, use interesting feats (e.g. disarm) or cast spells in a specific sequence. Also, almost any author can simply design a module in such a way that creatures will always use the terrain to their advantage.

Visuals: 10

Excellent. Much better than any official material (OC/SoU/HotU) and the author demonstrated that the CEP and other hak can really be optional if you know what you are doing. You certainly need to be a good scripter though. As a matter of fact, Firestarter is probably the best author when it comes to script/visuals effect I have seen with perhaps Rick Burton as a distant second. I don't think the Astral plane is accurate though.

Sound: 6

Fair IMHO.

Replayability: 5

One could try a strictly good and a strictly evil PC. Yet, I do not think this module may be worth the trouble.

Documentation: 8

The documentation is pretty good but not the best ever made. I would change a few things like adding class and alignment recommendations and may be a few extra hints.

Solo: 5.5

Fair. I finished it but it was tedious.

Fun Factor: 5.5

There is something about the gate that made it impossible to complete a few quests. We did not kill the count either.

Posted by Firestarter at 2011-02-26 06:51:32    
Have been considering the comments about the game being too easy toward the end. This is due to being able to create uber items with the crafting anvil. There are two crafting anvils in the game. One, belonging to a demon, is accessible very early in the game while the other can only be made near the end. Functionally the anvils are identical, the only difference being that the second is portable - it can be carried around.

A solution might be to reduce the abilities that the demon�s anvil can add to an item or weapon. E.g. can only enchant to a maximum of +4. A second change would make the items enchanted by the demon�s anvil incompatible with the portable anvil. This would force the player to start again with item enchantments in order to make the best equipment. Consequently the player either waits until very near to game end to enchant items or the cost of making the best gear would be much higher.

I haven�t touched the Aurora engine in four years but I don�t think that the time required to make and test those changes would be that high � maybe a couple of evenings. Then the in-game enchantment guidebooks would have to be changed� And some of the dialogue� And the walk through� Argh.

Anyway, I know that NW traffic is low these days but I�d like to get people�s thoughts before I commit myself.

_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by El.Rond Hubbard at 2011-02-22 11:12:12    Voted 9.50 on 02/22/11
This rating is for the two-part series. Excellent, excellent pair of modules. The only reason I docked 0.5 points is for the combat balance... about 3/4 through this second module, it just became ridiculously easy for my pure cleric. The final battle was cake. But overall this is great work. Very interesting, unpredictable quests, very engrossing settings, great NPCs, decent romance. A must-play.

Posted by Delf at 2010-11-14 10:49:39    Voted 9.00 on 11/14/10
I seem to be in the minority here as I actually liked the first module better than this. The thing that really hurt my enjoyment of this module was a problem mentioned by others: the crafting anvil. While I like the idea of letting players customize equipment to their preferences, the system as actually implemented makes it way too easy to get ridiculously over-powered gear, and that in turn makes a mess of the combat balance. And that, in turn, somewhat undermines the creepy atmosphere, one of the selling points of a Ravenloft module, since it is hard, for me at least, to find an environment very scary when I am cutting through any creatues in it who give me trouble without even working up a sweat.

On the other hand, the questionable combat balance was the only serious flaw in what is in most respects an excellent module. It is particularly strong in terms of role-playing, offering good and evil paths both of which are in their own way rewarding to play. It also improves on the first module in terms of the possibilities for henchman interaction.

Posted by frandelgearslip at 2010-04-24 00:02:36    Voted 9.50 on 04/24/10
This was the first user generated module I played and even after having played many more since then it is still one of the best. Even more impressive the author did not need to use hakpacs at all.

Spoilers

The hunting down of the various coven members was entertaining and I really appreciated the tower full of magical shops. The only complaints I had were:

1. I did not particularly like Strahd's characterization, more vampire the masquerade then D&D vampire.
2. Strahd's castle--I wish there was more reason to explore it. As it was I left it mostly unexplored.
3. The anvil--with it the game is too easy, without it the final two boss fights are extremely hard (got through both of them by having my cleric spam heal)

Posted by zetaro at 2010-01-17 08:55:55    Voted 10.00 on 01/17/10
i just registered at the vault just so i can vote for this module :)

first off, i would like to thank Firestarter for the modules, i know most builders do it for personal fun, but you have my thanks anyway.

i would also like to be honest and say that "return to ravenloft" almost turned me off to the series. It was old, the henchmen script was awkward, and understandably quite low in quality (sorry, just comparing it to the quality one might expect from other mods out there, but of course the mod does have some good and unique points)

BUT, for new players, playing it to get to beyond the gate is definitely worth it, miss out on it and you wont get attached to the town of stone leigh, making you lose some points on why you're trying to save the town (or claim lordship over it hehe) and it really does set up the mood for the story.

for me, the one thing that made Beyond the Gate stand out is definitively the creepy atmosphere.

*Spoilers ahead*

Who knew you could still get that after memorizing the environs the tilesets offer? its like playing a completely different game. There's only so much you can do with the tilesets, but because of the story, the feeling of dread you get (like how stone leigh is slowly transforming into a horrible place, slowly conforming to the requisites of being part of "the plane of dread", or whatever the crazy kids call it these days :p ) backed up by the solid creepiness of barovia, and the tragic tale of forlorn (story which i thought was made up by firestarter?) it just all meshes so well to create this world of horrid horrid spookyness, that i just absolutely love :)

some random things i really like:

salina's hut - i love how you placed the trees closely around a standard house, making it look like an old, haunted house, there were more of other crazy innovations like that in the module, i just forgot the others :P all which really made a difference.

forlorn - im not sure where the story is based, but it really fits well in the module, i love the fake daytime city it presents, giving you a break from all the constant darkness surrounding the other areas, but stills holds that feeling of dread, never breaking the illusion. like how an ordinary, busy day in the city streets is still not that ordinary, what with that corpse crammed in the barrel in the corner there, or that when you get inside the houses, its all burning or rotting inside. it gives the feeling that for a moment, you've somehow escaped the nightmare, but deep down knowing that there really is no escape.

Barovia - some pnp conversion adventure going on there, i never played the original (i dont know how to play pnp dnd :p) but whatever the allure the original pnp game had, this module probably has it too, the castle is absolutely fun creepy. although i think i just turned the strange, mysterious, legendary evil vampire villain Strahd into my father in law :p which is kinda "breaking the fourth wall" funny. Anyway, that place was nuts. weve all played castle maps before, memorized the whole thing. but the Castle Ravenloft is really something else. again, perfect atmosphere.

i voted 10, i wanted to give it a 9.75, for some of the bugs, small typos, broken anvil, etc, but because of the scope of the gameworld (it is quite huge), most of the bugs are justifiable, or are probably not even the authors fault, (like visual effects not doing what they're suppose to do) and also because of the unique experience, i just couldn't recommend it more, especially for those looking for a good, creepy, twilight zone kinda mod.

Posted by Manos at 2010-01-03 17:44:08    Voted 10.00 on 01/03/10
An excellent module with a terrific ending for both good and evil. I've enjoyed Ravenloft since the original pnp module (I6) was released back in the 1980's. And from what I've seen here Firestarter sticks with that classic oppressive Ravenloft feel while bringing something new to the table. I very much enjoyed the idea of near independent border regions while still maintaining the dominance of the domain lords. My only criticism is that this mod is a little too heavy on the uber magic items and fast track level advancement for my taste. But that will interfere with it receiving a rock solid 10 in my book. Thanks Firestarter :)
_________________________
Well, she turned me into a newt....

Posted by Firestarter at 2009-10-17 06:37:39    
Thanks Chris. I'm now in Barovia on the edge of the circle of mist. Thoroughly enjoying it though I've decided that my choice of Ranger/Sorceror might be a weak combination of classes.

The only issue that I've had is with unaccountable crashes. It used to happen when I had an old ATI card but never with a g-force fx. My newer PC (g-force 8800) is crashing again (three times so far). As before I think the problem is with the Open-GL driver. I had difficulty playing KotOR recently that also uses Open-GL. I have no crashes with direct-X games. Bit of a worry that I'll get crashes with Dragon Age that arrives in a few weeks - I assume that, being by Bioware it will be Open-GL.
_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by ChrisH at 2009-10-14 08:41:46    Voted 10.00
Just played through a second time after almost a year. Absolutely excellent module! I might go through again as an evil necromancer.

Posted by Firestarter at 2009-10-04 13:25:06    
Thanks to everyone who's commented lately. I'm playing the module again for the first time in over two years. I had to relearn the game mechanics :-p Tried to go solo and latest until the first wolf *owch* encounter so went back for henchies. Got as far as Salina's lair under the marsh. Noticed a few conversations that were a little circular. And hostile Mephits that had no reason to be. Nothing serious and having fun so far. I've made notes so there may be another version if I can remember how to script.
_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by snowdog at 2009-09-05 20:44:53    Voted 9.75 on 09/05/09
Really Great Module.

Forlorn was particularly brilliant, most immersed and most fun I had in NWN in quite some time.



There is a reason not to give 9+ to everything(I voted 7.5 on Return to Ravenloft). It is so great modules like this one can stand out when they get 9+ scores they deserve.

You do get kind of invincible if you take full advantage of the Anvil. I am really not a fan full on crafting, but if there I will take full advantage. I prefer the blacksmith that will build one or two cool items if you get some things for him approach.

Love the transform tube though.

Posted by Skie at 2009-08-09 10:23:59    Voted 10.00 on 08/09/09
Just an update to my earlier post...My sorceress was wearing a modified item tagged "silktong's robes." Owning or possessing this item while passing through the Bone Gate will trigger the end game. Once more, I have plunged headlong into the depths of the shadows of Ravenloft, evermore entranced by the darkness...I look forward to completing my journey. Thank you for a terrific module!

Posted by Skie at 2009-07-28 04:58:50    Voted 10.00 on 08/09/09
I have recently encountered an odd problem. When my character first enters the gate to Stone Leigh (via the Bone Gate), she wins the Lordly Competition and is asked to choose to become its lord or to seal the portal. I cannot complete other quests because the gate is sealed. I can return to Ravenloft with the returnal mirror, but, having played this module a year or so ago, I didn't think I was supposed to win the Lordly Competition upon arrival into Stone Leigh. Any suggestions?

Posted by swivel63 at 2009-06-29 13:53:58    Voted 10.00 on 06/29/09
this is the best mod i've played on NWN.

Posted by RangerSG at 2009-04-18 20:01:32    
I noticed on a recent playthrough that a number of encounters are producing a script error, "x (creature) divide by zero..." It doesn't seem to be breaking anything, but it may be affecting creature AI or spawns.

Posted by felicitynight at 2009-04-15 08:52:19    Voted 9.50 on 04/15/09
I finally get to finish this great module. Thank you for your advices Firestarter, I was late to check up reply.

The module feels non-linear and open. I like the whole competition set-up, in which you can choose who to be your friends and foes. My choices actually matter throughout the game. There is usually more than one way to solve a problem. And for the first time, being evil is actually interesting and potentially more rewarding than good! The lure of evil is very tempting in this module. I found I had a hard time keeping my good alignment, and when I did - what a surprise, bonus xp for breaking the goodie-meter, nice touch there.

I haven't played PnP so I don't know how close it's to the original. Anyhow I like the design of Castle Ravenloft; it is sprawling and has a good layout - old-school players definitely will love the Castle. Encounters and scripting would have constantly kept me on my toes if not for the overpowered items you can craft by using the anvil.

Henchmen are interesting enough. But if you're looking for in-depth character interaction and depiction here, you will be disappointed. Not that it's a requirement to be a great module. I think the henchmen is perfect as they are. They mesh well into the style of the module.

The clean and direct writing style is a nice change from the more dramatic style many authors employ. The directness of speech has some coolness factors that appeal to me, especially in this game of schemes and lies. That's very true though, when lies are adorned with reasons that can motivate your enemies, they are no longer feel like lies and can be spoken with boldness and passion. And it is the case with the Covens.


The bad:

Like many others have already stated, the anvil is too powerful. At first, I thought you have to put every bit of enchantment on your gears to survive, especially after the smack down by the winter wolves. But the difficulty doesn't scale well, by mid game where you can start putting +5 on your gears, the game became way too easy. There are some nicely scripted encounters but they all gone into waste because of the enchanting anvil. If I had known better, I would've restrain myself from using the anvil which I will definitely do so in future playthrough.

This module is a multiple playthrough material and I'm looking forward to do so.

Posted by neskind at 2009-04-02 23:34:39    
Yes my two cents on the overpowered Balinok wolf proablem.
1.Ravenloft doesn't extra powerful winter wolves called balinok wolves they have winter wolves just like everywhere else.
2. The PnP dungeon masters guide has rules on breath weapon damage for challenge level. Judging by the xp I got for killing the lupines id say the problem is that the breath weapon is too damaging for its hit die. Id advise you to look at the winter wolf template as example of a balanced monster (risk vs reward). Cheers

Posted by Firestarter at 2009-03-18 13:02:30    
>>YY>> There are some glitches so far in my game... >>

What you describe sounds like faction issues. I am aware of the ones in Return to Ravenloft but thought that this module had none. Salina and the mephits are in completely different factions so I don't understand that. As are Harmin and the sailor. These issues do crop up more if the difficulty is set to hardcore, all my testing was done in normal (it's quite hard enough) and I never experienced a faction bug. Sorry I can't be more help.
_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by YY at 2009-03-18 03:16:54    
There are some glitches so far in my game:

-All the fire mephits in FirePits became hostile after I killed Salina.

-(On another gameplay)The imprisoned sailor in Immol silver mine attacked me after I killed Harmin.

Similar problems happened also in Return to Ravenloft(previous chapter). After I finished the wraith quest in Eastern Wood, most of the town folks in Leigh Village attacked me. Had to let my PC died to get by.

NWN1.69 with both expansion installed. Got some hands & heads model files in override folder. CEP version 2.1.

Any idea what happened?

Posted by verminthrax at 2009-02-08 17:51:30    Voted 9.50 on 02/08/09
Good story, exciting, large, entertaining.

Posted by Bluerazor at 2009-02-07 21:34:41    Voted 9.50 on 02/07/09
This module was overall great. The story was involved, some areas were very well scripted, and the scale was excellent. We had a lot of fun as a party hacking through all of the areas. However there were a few distracting bugs, including an invincible set of henchmen, and the end combat would have been impossible if not for an absolute fluke which granted us victory in the end.

Posted by Firestarter at 2009-02-06 14:48:22    
>>>felicitynight>>>..I have trouble beating the winter wolves in Bavoria..>>>

I mostly play with a sorceror and those wolves are tricky. It's fine if you have henchmen though. Did you get henchies when you started the mod' - by interacting with the altar in the Dark Well? I think that you can still go back and get them at your level if you want to. If solo you have to approach the encounter really carefully, wait till they separate, hit them hard (they're not that tough in themselves) and don't get cornered by more than one at a time.
_________________________
------oOo------oOo------oOo------
Do be careful! Don't lose any of that stuff. That's concentrated evil. One drop of that could turn you all into hermit crabs.

Posted by beh at 2009-02-05 11:33:30    Voted 9.75 on 02/05/09
This was one of the top three modules i have played so far. Barovia and Forlorn were great fun to explore and the atmosphere you were able to create in both was incredible. There was a certain nuanced complexity and attention to detail that is rarely found in modules, hall of fame or otherwise. Can't wait to play again once ive forgotten most of the details

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