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NWN MODULES

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Title  B10 - Night's Dark Terror Update 2 (Correct haks)
Author  Captain Slade
Submitted / Updated  06-18-2005 / 06-30-2005
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  The Grand Duchy of Karameikos from the old Basic and Expert D&D sets and GAZ 1 "The Grand Duchy of Karameikos"
Gameplay Length  It will take you a while to finish this. In multiplayer gametesting it took approx. 21+ hours to complete.
Language  English
Level Range  1-15
Races  No Half-Orcs
Tricks & Traps  Light
Roleplay  Dependant on Module
Hack & Slash  Medium
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  15
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Based on non-evil, but can be done with evil characters
Description
This has been my off and on labor of love. It is basically a conversion of the old D&D pnp module "Night's Dark Terror". It is more than that however, as I have included B3 "Palace of the Silver Princess" , O2 "Blade of Vengance", and a myriad of short adventures from the early days of Dungeon Magazine, especially The Hunt in Great Allindel, Khasma's Folly, A Lost Dog, Vesicant, In the Dread of Night and others. I've even thrown in some "easter eggs" as well, such as the Cthulhu Mythos, the old D&D cartoon, and Conan the Barbarian. And finally, I decided to convert the "Age of Worms" modules as currently being presented in Dungeon magazine to this as well. Diamond Lake seemed too much like what I had in mind for Threshold, so what the hey... :)

This is the beginning third of the nearly decade long campaign I ran while in college. Play is meant to be in parties, but there are quests to be done solo as well. Besides the main plot, there are smaller quests tied to it that are based to both class and race. Best play would be with a party of five: A Human male, Human female, Elf, Dwarf, and Halfling. Class is a secondary concern. Soloing the whole thing is possible as there are henchmen, but it will be difficult.

Other highlights include almost 100% custom equiptment and monsters, realistic but not hindering rest and respawn rules, a main city with a casino, bathhouse, arena, thieves guild, auction house, and more, all of which tied into an attempt to mix a persistent world feel with a plot driven adventure.

As to the NWN scripts, erfs, areas, and haks I have gotten from the NWN community, I will have to go back though my notes to fully credit them. You will probably recognize them. I take little credit for much of this; I simply have put it all togther in a hopefully enjoyable way.
Finally, I will be hosting this module for multiplayer fun on the server "Karameikos" on the PW Story tab. Hope to see you there!

Files

NameTypeSizeDownloads
S_DARK_TERROR_V4__CEP150Hak.rarS_DARK_TERROR_V4__CEP150Hak.rar
Submitted: 06-18-2005 / Last Updated: 06-30-2005
rar4.2Mb1521
--
S_DARK_TERROR.docS_DARK_TERROR.doc
Submitted: 06-18-2005 / Last Updated: 06-19-2005
doc41.5Kb1333
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
ShrunkhillsVilance D'Asari2003-03-20--This is the CFR grass w/ reduced height for the rural hills/gentlehills cliffs and water matches bet
Columns & Things v1.0NewAge2003-01-24--Columns And Things Demo This mod & hak is just to showcase a few placeable. The following placeab
Dungeons2Eldonorian2002-09-10--This is the same re-skin of the Dungeon & Crypt tile set as in my first HAK Dungeons. Only diffrence
Fearguis' Hybor...) MusicFearguis2003-07-13--I've had several requests to repackage my Conan music hak, for use in other modules. Well, here it
Lost ValleyPasilli2004-02-22--This tileset is based on the Bioware's Underdark tileset. I've partially re-textured it and I've a
NanoSky Pack I - Hi ResNanosphere2004-02-09--This HAK contains four new skies : a forest skybox with large trees and day/night transition, a cany
NanoSky Pack II - Hi ResNanosphere2004-02-12--This is Part II of the NanoSky Packs. This HAK contains four new skies : Ash Wastelands with erupti
NanoSky Pack III - Hi ResNanosphere2004-02-27--This is Part III of the NanoSky Packs. This HAK contains four new skies : Ice Cavern, Sea Floor wit
Roman City AddonsGrassMaster2004-09-03--Adds five new roman style tiles to the City Exterior tileset. There are some things that still need
Round Towers PlaceablesPasilli2004-05-03--This hak contains some placeable Towers I've made for my campaigns. I've used as a base some models
Yumi's Forest W...Ver 1.0Yumi-Chan2003-11-07--I have always felt that the forest tileset was incomplete without having a water terrain. So, instea
SCORE OUT OF 10
9.06
4 votes
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Comments (30):

1 2 3

Posted by Cobweb at 2006-01-1603:35:13    
I am going to take an unusual step (for me anyway)in posting a second comment. Firstly I am surprised that this module has attracted a very small number of votes, although currently I am having a little difficulty in registering mine. Anyway I digress. I am continuing to play this mod and despite the minor bugs am thoroughly enjoying the storyline, plot, graphics, areas design and so on. In short for me it's great! This is the first mod that I have played where in voting terms I have looked at it from the point of view as why I should not give it a 10 rather than this rates a 8, 9 etc. As previously mentioned I do not multiplay and have always played mods on a single player basis. Yes this is a tough mod in that mode but the henchmen provided give me the the back up I need and the equipment available helps. The slow award of XP at the later stage does not really affect the game that much as the looted equipment and/or its value allows me to compete effectively against monsters. I find combat challenging and fulfilling with my elven ranger/rogue or fighter/rogue ( I have played both. From a personal standpoint I tend to prefer to play an elven character when I can. In this mod the presence of trap detection and search skills is essential for survival and maximum enjoyment. Whilst I accept that there may be more to NWN mod playing than single player only, I would like to offer the following comments. There are a number of dialogue issues that crop up with NPCs consistently across the mod. one example that springs to mind is my visit to the Guardian tower in Riffillian and my conversation with Melukki? the halfling guardian. Melukki expresses her sorrow at the news of the slaver kidnapping of my female cousin at the point where I did not know I had a female cousin. I seemed to know of her abduction as well. These bolts from the blue are a little disconcerting. Also when I find (from my first quest)the Baron's imprisoned wizard, Xenophon promptly disappears without a thanks for your help, see you at the pub later for a celebratory drink, or whatever. Having said all that I think the mod rates a fully deserved 9.75 as it stands currently. With the dialogue issues addressed to give storyline and plot continuity and with these minor bugs sorted It is difficult to see how this would not rate a 10. I still don't understand why there have not been more votes. Is there going to be another update to this? I do hope so Many thanks again for all your hard work and ingenuity

Posted by SayWhatEh at 2005-11-1603:58:09    
Watch out. We got as far as the forest king as well. The kings bed is inaccesible but can be dealt with the DM client, but when we were returning from this quest, there was no exit from the destroyed market and out. So we just left this module, there is just to many bugs to be playable. But it looked real promising. But when will it be finished????

Posted by Cobweb at on01/16/06
CONTAINS POSSIBLE SPOILER(S) Despite the lenghty load times and noticeable jerkiness of my graphics card during viewing large open area scenes- (I probably have what may be considered a low end machine these days) most of which are breathtaking I am enjoying this mod greatly.Assassin vines Goblin bitches Great Stuff! I think I may have committed a tactical blunder by taking on too many quests though I am currently enthusiastically pursuing the cattle drive quest. Having tasted victory in the goblin battle, and tracked down the rustled bovines I am now trying to find my employer so that I can get paid. In following advice from the family I seem to have stumbled?? into the heart of the eldar. In seeking to get access to the undead abomination (a great druid fallen from grace?)I have retrieved the Queen's badge of office from her bed and I rather suspect that it's counterpart lies in an identical place in the Forest King's boudoir, however try as I might I cannot get the bed to yield up it's secrets. Is this a minor bug (similar to the killer's key) that needs fixing? - I manged to get round that one but this, temporarily, has me flummoxed!By the way my henchmen (Yes single player I'm afraid - Brother Claudius has an unnerving habit of using Sharwyn's (female human fighter here!)voice. Is he overdue for a return to surgery or does he have a nasty sniffing habit that I need to be aware of? Whilst on the subject of minor issues which do not generally spoil my enjoyment of the game I noticed that one possible henchmen in the Ogre's boozer seems to have misplaced his head. I am referring to the one with the glowing sword. A similar fate seems to have befallen the pretty lady - cleric in the undead cave at the start of the Human quest. As I am fairly uncomfortanle with headless henchmen ( helmet availability notwithstanding)I tended to distance myself from them at the earliest opportunity. I went back to the inn to recruit brother Claudius as my current henchman the nice elven wizard had lost the will to fight and said that she was unable to use ranged weapons (equipped with a phantom bow when I hired her) this malady seemed to have infected her ability to cast spells as well. Another minor bug?? Whilst my gameplaying experiences tend to confine themselves to single rather than multi player environments I thought it worthwhile to bring the henchmen issues to light. In terms of rating, subject to bug fixing for me it rather looks as though this mod belongs in the 9s although how far up I think depends on my overall review after having completed it currently as a male elven weaponmaster/rogue (in training. Thank you for making this a very playable and enjoyable mod to date.

Posted by SayWhatEh at 2005-10-2409:59:43    
Interesting mod so far, but we ran into problems. Started with a friend just and hour ago and went early on into the alchemist guild. It was very difficult for us, and then we could not get the doors from Labpart B to labpart C to open. Im not sure if we have broken something, because opening the sidedoors in labpart B was easy, and we pulled all the levers in the four siderooms. But we cannot open the doors to move on to labpart C??? Can anyone advice? Best Regards / Jocke

Posted by SayWhatEh at 2005-10-2409:59:08    
Interesting mod so far, but we ran into problems. Started with a friend just and hour ago and went early on into the alchemist guild. It was very difficult for us, and then we could not get the doors from Labpart B to labpart C to open. Im not sure if we have broken something, because opening the sidedoors in labpart B was easy, and we pulled all the levers in the four siderooms. But we cannot open the doors to move on to labpart C??? Can anyone advice? Best Regards / Jocke

Posted by el_ax at on09/18/05
Wow. This is a beast of a download (due to the many haks) but *absolutely* worth it. It's a little rough for SP, but just about perfect for DMed games. Excellent PNP feel, but busy enough that the hack 'n slahers won't get bored. Don't limit yourself to hall of fame modules -- you'll miss out on gems like this! I hereby recommend that Cap'n Slade be promoted to admiral.

Posted by el_ax at on09/18/05
Thanks for sharing your campaign with us! It's really refreshing to see someone *finish* their campaign world rather than releasing a series of jump-thru-the-hoops installments. Much more immersive. SPOLIERS BELOW! AHHG! DOOMDOOMDOOMDOOM . . . . . . . . ...in the 2nd lvl. of the mausoleum (behind the old republican temple ruins) the beastie known as the "killer" has a key that opens the nearby portcullis. When you try to loot it off of the corpse, the message "This item cannot be given away" is returned. I can use the DM client (or toolkit) to pry it off of his cold, dead fingers, but will this eventually *break* anything important? It doesn't seem to, but it seemed wise to check before we sink another 10 hrs into this. I'm guessing that one of the more recent patches might be (indirectly) responsible for this silliness.

Posted by DaNippers at on07/05/05
By the way, I am Currently awaiting approval etc to upload the Complete set of haks in one rar. Site wouldn't let me just upload it as it's 112 Megs, lol anyways till then I'm currently trying to add shay's races erfs to this peice, Good work Cap, keep up the job, love haveing builders around that Add LOTS of options and size to things. Options make the WORLD go round, lol "We came, We Saw, We Kicked.... OH MY GOD! RUN!!!!!" _________________________ "We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by DaNippers at on07/05/05
By the way, I am Currently awaiting approval etc to upload the Complete set of haks in one rar. Site wouldn't let me just upload it as it's 112 Megs, lol anyways till then I'm currently trying to add shay's races erfs to this peice, Good work Cap, keep up the job, love haveing builders around that Add LOTS of options and size to things. Options make the WORLD go round, lol "We came, We Saw, We Kicked.... OH MY GOD! RUN!!!!!" _________________________ "We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

Posted by DaNippers at on07/05/05
A well done peice, I say Thumbs up Cap. _________________________ "We came, We saw, we kicked .... OH MY GOD! RUN!!!!!"

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