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NWN MODULES

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Title  Beyond the Dungeon of Graves
Author  TolenHaznael
Submitted / Updated  01-03-2006 / 04-19-2006
Category  Classic PnP Conversion
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Rappan Athuk dungeon and surrounding areas.
Gameplay Length  There are many quests to finish, secrets to find and monsters to slay. Expect to spend many hours in Rappan Athuk!
Number Players  Multi-player supported, but loot and experienced is balanced more for single player or small party
Language  English
Level Range  3-20+
Races  All
Tricks & Traps  Heavy
Roleplay  Medium
Hack & Slash  Heavy
Classes  All classes are welcome, though melee might find soloing easier.
Scope  Epic
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  40
Max # Players  Any
Min # Players  01
Min Character Level  03
Content Rating  Teen
Alignments  Any. Dialogue options and items exist for various alignments.
Gameplay Hours  60+
Description
This is a NWN module inspired by Rappan Athuk: the Dungeon of Graves, by Necromancer Games. The original D&D module is probably my favorite of all time�a huge open-ended dungeon famed for being the world�s most deadly, where death is commonplace and treasure is earned, not given. This module is my attempt at portraying that. I�ve attempted to best duplicate, in the most fun way possible, every feature of the dungeon, using whatever resources I could.

Files

NameTypeSizeDownloads
Beyond_the_Dungeon_of_Graves_1.1.zipBeyond_the_Dungeon_of_Graves_1.1.zip
Submitted: 01-03-2006 / Last Updated: 04-19-2006
zip12.5Mb3322
The complete module, including .mod, .hak and readme files, as well as a walkthrough. Version 1.1
SCORE OUT OF 10
8.96
8 votes
View Stats
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SCREENS

The Death Knight Navarre awaits you in a hidden tomb...


The lake of lava lies deep in the dungeon, home to great treasure and fiery guardians.


The sacred Temple of All Gods.


Few will conquer the Den of the Master...





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Comments (70):

  1  2  3 Next>

Posted by Mirgalen at 2011-12-08 04:28:07    Voted 3.50 on 12/08/11
Can be avoided.

I found this to be tedious and boring right from the start. Got the two quests, one henchmen (only) and left the town. First problem he is lvl 1 and does not lvl at all. You need to ask but he he will only take a lvl so you mean I need to ask him 17 times? next we found groups of monsters every three steps and they respawn so crossing an area twice you get to fight six times the same boring creatures. Now if these were making any sense may be i could give it a try but I found a group mixing wasps and bears and ogres or what not. I am pretty sure that this type of exotic encounter was not in the original material. It's really too bad because the screens are looking quite nice and they are some nice features here and there.

Posted by gogmagog at 2009-10-13 16:33:39    Voted 8.75
A somewhat too faithful module about Rapan Athuk. I do like the additions, but this is wayyyyy too big. There is lots of open space that could be trimmed.

Posted by JP2U at 2008-12-12 01:06:30    Voted 8.75 on 12/08/08
Yes I know that this is an old mod but it's still good. With some love and attention it could potentially be among the best in the vault. I'm writing this in case anyone here, Tolen or anyone, wants to put in some of this time and effort.

I put in some myself and the following is a report of that.

First of all, everything Scotmartin posted a couple years back and the recommendations he made are on target. For example, adding a few minor dialogue options at certain points would help.

Another recommendation is to get rid of monster respawning altogether and instead put in a wandering monster script of some kind. That would be a lot of work though.

Both of those are a little beyond me though, but here are two things that can definitely be fixed very easily. I fixed them so they must be easy!

1) The mage's guild store doesn't work because of a bad streff on the three thunderstones he's supposed to sell. Replace these or just get rid of them entirely and the store works fine.

2) Marthek in level 2 Central, Zehn in level 4 Upper Temple, and the Hydra in level 12 all have "lootable corpses" turned on but also have only a 5 second timer before their bodies disappear. Since Marthek and the Hydra carry quest items this is horrible since it means the quest items will disappear forever if you don't loot their bodies within 5 seconds of the killing blow. Since it takes nearly that long just for the death animation to happen most people won't do this. It has to be looted almost before they've hit the ground. Anniemarina commented on her inability to get the quest item and this is why. You have to freeze game the split second they've died and click on their corpse to get the item you need.

This whole problem can be avoided though just be turning off lootable corpse. They'll still drop their item since it's flagged as droppable.

I wonder why Tolen made these monsters with lootable corpses when nothing else in the mod seems to be.

I also noticed while looking at this in the toolset that some of the clerics (all of the big clerics except Zehn himself) have "no permanent death" turned on. YOIKS! I don't even know what that means or what game effect it has ... I seemed to kill them just fine.


Posted by JP2U at 2008-12-08 08:38:22    Voted 8.75 on 12/08/08
I have no idea why more people haven't rated this mod!

Posted by JP2U at 2008-12-08 08:31:46    Voted 8.75 on 12/08/08
One big problem:

There are potentially game-breaking faction problems that can start to develop if you play in HC mode and accidentally hit a neutral bystander even once. In my case, I fireballed some basilisks and some statues got hit. Even though they weren't destroyed they went "hostile" on me. This is doubly odd since it's not actually possible to turn them back to flesh I don't think. It was either that or it was accidentally taking a whack at my henchman while he was confused and fighting me. Anyway, if you hit enough statues or whatever like that then some other things in the area, like some NPC goblins, that might have been friendly to you turn hostile. Why they should care about statues I just don't know. And if you kill the gbolins then more things start turning hostile, even if they should have no sympathies for goblins and even if they were nowhere in the vicinity of the goblin kills and even if they could have no way of knowing about it. Kill those then more, then more ... it's a cascade that spins rapidly out of control until your reputation is in the toilet and everything on the server is hotile to you including city-folk, merchants, critical NPCs, etc. I ended up wiping out an entire city of goblins that were all supposed to be friendly or neutral to me. Then when I went back to town or to a hermit NPC or to a camp of outcasts that I had aided ... really anywhere ... everyone hated me. Normally I would have just quit the game right then and there but it was so good and I had come so far that instead I just froze game and manually reset the faction of everything I met. Sort of sad though when they're trying to throw you a party at the end but they can't because they're all too busy trying to kill you.

Again, I think this would only become a problem in HC mode or maybe for evil characters who go around killing nonhostiles.

However:

The game world is just so immense and so well-developed that I just had to finish it despite the above! This is THE definitive Rappan Athuk. So many quests and subquests, so much to do, so many places to see, so many custom items, so many interesting situations, so many challenges of such diverse nature and difficulty ... wow!

So, having said all that, I want to list a few more problems in hopes of eventual improvement.

Wizard guild merchant: Store doesn't work. Trying to shop there freezes the NWN program and sticks the music in a loop. You'll be lucky if you can ctrl-alt-delete or otherwise close your program without killing power. This is a shame since I'd really like to know what's there without opening the toolset. Not too big a problem though since you should be able to find enough scrolls/spells to fill your book while adventuring or on levelup.

Respawn on non-necessary monsters: It's just too much. Many times you'll have to backtrack though an area more than once and it's a real pain in the butt to meet the same huge groups of trolls or umberhulks every single time. I'd recommend that the first time throught he groups be full-size and then later times in they be half-size or even less. I don't recommend getting rid of them all since that would leave the area empty which would be even worse. Also, having some respawns is just realistic, gives you an extra incentive to not back-track too much, and is part of a natural dungeon-crawling and old-school DnD experience.

XP: It's too much for the lower-powered monsters. 31-36 xp for a PC in the mid-teens for an ogre kill is too much. This wouldn't matter too much but, combined with the large respawns mentioned previously, it means you'll be racking up 1,000's of xp in pointless trivial kills.

A few typos: Not too many though and I didn't even bother to write them down.

Final analysis:

Again, this is THE definitive Rappan Athuk. It's great and includes basically everything that was in the original modules. It's so big with so much to do and filled with such fun stuff it's suitable as a campaign in itself or even, with a little tweaking, as the core-area of a PW. Best for party-play of course. Heavy on the hack-n-slash but mostly it's all goal-directed and to a purpose. Can take you from 4th-18th for which you'll have to put in many hours of play. Again, this was all just as the original modules were intended.

The only ways I can think to make this better are to add a little more life/activity and RP options in the city, tone down some of the pointless respawns, greatly lower xp for low-end monsters ... that's it really.

Thanks for such a great job on a great series!

Posted by gumbee42 at 2008-11-09 19:18:36    
I had the same problem with the Orcus Wand.

Posted by woityra at 2008-03-30 19:48:31    
Can somebody explain in detail how I can get the Wand of Orcus? I've killed him 3 times and he never drops it. Gotta be a bug or something. Any help would be appreciated .

Posted by Eternal Knight at 2008-03-11 21:47:35    Voted 9.75 on 03/11/08
One of my favorite modules.
Just a quick question is there anyway that you can increase the amount of henchmen you can get in this mod without using OMB excellent mod.
Cheers
EK

Posted by Howatt at 2008-02-28 14:38:50    
Hi, loving the dungeon (with the exception of the constant respawning of enemies), but I've hit a wall. I'm at the Seven Seals quest, and I have the "tool" to get past the seals, but the second one, the rainbow wall, won't shut down. I've used my "tool" and the message says the wall is down, but I still can't get past it. I know NWN has a glitch that makes it still visible but I click past it and I still can't get through! Any help?

Posted by anniemarina at 2007-08-22 18:10:54    
I killed the hydra for Tribitz, but I didn't get whatever I'm supposed to get to give him to complete the quest. Is there a way around this?

Posted by Nulldog at 2007-08-06 20:22:06    
I actually won the PnP mod set of this without getting killed (and that's out of 30+ character deaths as we played). I'm d/ling this now and look forward to seeing how you did. I've played 2 other direct-translation mods of this set, one was pretty good and the other was pretty not so good, and to be fair to the mod creators I don't think the Bioware engine is versatile enough to truly recreate this mod, especially with things like Wish, Freedom and Trap the Soul being non-existant or severely limited in NWN, unless you're a truly inventive whiz at scripting waypoints and triggers. The one I liked did set up triggers that would relocate your PC in a room simulating the inside of a purple worm's stomach if it got a swallow attack on you, for example =). I'll drop back to rate it when I'm finished.

Posted by gogmagog at 2006-11-22 23:29:43    Voted 8.75
Does anyone know the item number for thw Wand of Orcus? I couldn't get the wand due to a glitch and want it so i can have a look in the back room

Posted by gogmagog at 2006-11-22 00:48:30    Voted 8.75
I do agree that the respawning enemies does get tiresome. But they are only a real problem when you run into the purple worms(Good for exp farming otherwise) Take the fighter henchies with you and you'll clear them out quickly.
Much in the dungeon will make no sense unless you have access in the modules(the maps are almost exact duplicates) I do believe there should be other ways of getting to the last encounter other then the one obscurely hidden door and key(A good place for a door/portal is at the final temple) Some books or scrolls that detail certain areas backstory would go a long way in fleshing it out(Such as the White Corridor)

Posted by wurm657 at 2006-11-15 03:16:13    Voted 8.75 on 11/15/06
Massive in scope but ultimately a bit disappointing.
My biggest complaint is that encounters scale to player level with an increase in number of opponents rather than difficulty.

Posted by gcmaxon at 2006-09-11 11:15:12    Voted 9.75 on 09/11/06
Hi,

I finished but due to ?Bugs? Karsyla did'nt recognize that I defeated Orcus at level 15 (major bug? No Orcus wand was dropped). So by hook and crook I went ahead and awarded my self the wand and token.
Now their is another major bug if you try to do the Blackheart last quest i.e. Orcus is completely unbeatable.

Sorry about the spoilers but this Module is worth a replay as an Elf with Marshal feats. (I won't spoil the reasons why!)

Just the facts from Max and thanks for a great Mod.

Posted by gcmaxon at 2006-09-10 07:51:17    Voted 9.75 on 09/11/06
I am glad to see someone else playing this great Epic game. What potential it has once some of the non show stopping bugs are ironed out and especially keeping Monsters from respawning once they have been killed. I have destoryed the three altars and I am now going to ckeck the mysterious door out. BTW, a great walthru, just enough info but not a dead give away. Stay tunned.

A friend of Max.

Posted by janetb at 2006-09-10 05:34:54    
Great game. I am significantly advanced, 3 temples down and slavish quest done. Like to explore and spent a day on level 10. Sent the team back to town for a little R & R and the henchmen attacked all priests which became hostile. So I am at a stopper unless I backtrack 12 hours of play since the high priestess is attacking me. Don't mind, but don't want to make whatever mistake I made over. Can I fix this faction problem? also I would like to explore levels 11, 12, 13, 14 but I can't find them. Having a wonderful time even with these problems.

Janet

Posted by gcmaxon at 2006-09-05 19:32:06    Voted 9.75 on 09/11/06
Hi TolenHaznael,

I found a minor bug and I am only reporting it so I can get you input as How to Correct these type of problems in the script. Here goes:
Bug: I've completed the Huey White-Eye's "Papers of Office", rec'd my reward & experience BUT my journal was not updated as being a completed quest. My question is ? How do I fix this? I know it's a minor, no show stopping bug but I'm trying to learn how to do scripting and your info will help.

Thanks in advance from Max.

Posted by TolenHaznael at 2006-05-25 10:50:08    
This module was designed to be fairly hard at the start--I tried converting everything as accurately as I could from the PnP version, thus treasure kind of comes in bursts.

That said, if you enter with a first level character, the first NPC you talk to should give you enough money to buy some basic magical weapons and armor, or scrolls for casters. The gargoyles only have dr 15/+1, so bring a magic weapon along.

Posted by Faebinder ( 70.124.xxx.xxx ) at 2006-05-15 13:04:01    

Wow... awesome. I ran the game in table top but seeing it live is such a different experience... of course my group quit by dungeon level 3 as the constant exploration and dying was getting monotonous.

Posted by Malak Darkhunter at 2006-05-12 10:26:17    
Great Module,having a lot of fun with it.However, I have a few issues.It was a little to hard to build my character up during the begining,for all I could afford was your basic weapons and armour,and some healing potions,playing with dwarven defender.Took cleric henchi along exploring wilderness areas.I dont mind clearing out random spawns of monsters when I'm exploring our trying too get somewhere,but as I leveled up more monsters spawnd each time I whent through the same area more than once,by level 10 there was about 6 monsters spawing at each spot I had preveiously cleared out,That takes away my enthusiasm to explore some more.There not much in the way of loot unless you find hidden areas,but due to the monster respawns my character has already used up his healing potions and most of his gold buying them.Went to sunken graveyard confronted by gargoyles and black skeletons with damage reduction of 15 points.I can kill them power Attak and about 30 mins of waiting for fight to end,I'm just getting started exploring the dungeon,I've never seen creatures with *That* kind of damage resistance.I think that just a little to steep,My character hasn't come across or earned enough money to have a weapon that will fight that kind of Damage Reduction level 3 is as far as i've gone,and solved several wilderness quest's.Theres a few bugs,but I can live with them.The wilderness respawns and damage reduction of the monsters is just making it a little hard to truly enjoy though.

Posted by Faebinder ( 70.124.xxx.xxx ) at 2006-05-09 17:49:49    

Nevermind, looked it up on google. Downloading the CEP 1.52 now.

Posted by Faebinder ( 70.124.xxx.xxx ) at 2006-05-09 17:47:55    
Hate to ask this.. what is the CEP?

Posted by JJ ( 216.220.xxx.xxx ) at 2006-05-09 13:03:27    
Faebiner, do you have the CEP as well?

Posted by faebinder ( 70.124.xxx.xxx ) at 2006-05-06 14:21:11    

Help... I am trying to put this in NWN and i put the rar.hak in the hak files and then i go into NVN and i see the module Beyond the Graves etc.. i click on it and it says missing important hak files... what am i doing wrong?

Posted by TolenHaznael at 2006-04-27 12:18:47    
dave94:
Glad you liked my work. Putting gold on monsters is done a bit oddly. Gold is an item, selectable under Miscellaneous. To give an ammount of gold to a creature, you'll have to edit the number of gold coins then place it. Good luck on your module.

Posted by dave94 at 2006-04-23 17:27:00    
Hey Tolen haznael im only 12 years old and im almost finished my first module... im a big fan of yours.. ya well i have a question?? when im making my module i know how to put stuff in monster's inventory but how do you put gold in there inventory it only lets me put armor weapons and stuff like that. If you cant help me its okay but please try and answer this please..........

Posted by TolenHaznael at 2006-04-19 19:00:48    
New version is now up! Most of the annoying bugs are now fixed; including the blacksmith, the multiplying gargoyle bug, and others! Check it out!

Posted by TolenHaznael at 2006-04-14 13:47:07    
update coming soon! I've managed to fix most of the bugs and polish up a few things. After I add custom dialogue for the henchmen I'll be releasing version 1.1

Posted by TolenHaznael at 2006-04-11 12:31:27    
The wand should just show up after you kill Orcus. If you missed it, just use the console to give it to yourself and check out the back room. I think the code for it is just 'wandoforcus', but I'm at work now so I can't check it.

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