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NWN MODULES

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Title  A Tooth for an Eye (Uncut)
Author  Chaos_Theocrat
Submitted / Updated  02-02-2006 / 02-20-2006
Category  Twisted / Dark
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  A European border community in 1306 A.D.
Gameplay Length  Gameplay can vary between 2-3 hours.
Number Players  Single Player only
Language  English
Level Range  For low-level players
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Any Fighting Class
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  02
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Mature
Alignments  Any
Gameplay Hours  02
Description
- Requires Nwn 1.66 and all expansions -
*As listed above... SoU, HotU, and CEP*
(The two hour listed length is only an approximate listing. Actual time taken to complete this module depends on the player's skill and character class.)

** For mature players only due to blood and gore, as well as occasionally adult subject matter, and situations that may be too disturbing for younger players to handle. Definately not for children! Player's discretion is advised. **

In a European border community during the year 1306 A.D. you have been newly recruited into the local Guard. But you never expected to be called in to solve a mystery that they could not, and even less did your mind expect... that this seemingly simple mission would soon pit you against a diabolical array of foes including a cult founded by a long dead murderer, a monstrous demon lord from a
distant plane, a killer so savage that the Guardsmen thought it was a wolf... and the walking dead. You will uncover the secrets buried in the old cemetary of Eldbrooke, probe the mind of a young girl who may well be insane, learn the dread doings of a village physician who has gone mad, and in the end... you may even discover why it is that sometimes we must question good and evil not in others, but within ourselves. (Any of the fighting-class characters will do best in this module, since there is a great deal of fighting to be done early on that magic-users would find tough.)

Disclaimer: The villages of Northridge and Eldbrooke are both fictional... and represent the sort of "here today, gone tomorrow" type of villages that popped up in the borderlands of many countries in the Middle Ages. This module is not intended to present historical medieval facts, but rather (like the Arthurian tales)is merely a legend set against a historical backdrop. So don't be too surprised when you encounter legendary creatures... such as orcs and goblins.)

Note: Pay very close attention to item descriptions; sometimes they contain an
important piece of information, or even clues, especially when you get down to Eldbrooke. Also, always talk to every character who does not attack you since anyone you meet, good or evil, may have information to reveal in conversation.
If you are meant to fight anyway... it will come up in the dialogue. (This is not a module that you can simply hack and slash your way through.) There are no Journal enties in this module... so you must keep your own notes. Lastly, there are two endings that await you: the "good" ending, if you can get the killer to fight you at the end... and the "bad" ending... which you can get
for letting the killer escape justice. Equal rewards either way though! That said, and without spoiling anything... I hope you enjoy this, my first actual module for Nwn. (Up until now I've only done portraits and prefabs!) So don't forget to vote for it, and be sure to post any comments. - Chaos_Theocrat ***Uncut at last! Now includes journal entries, map notes, and other highly important fixes.***

Files

NameTypeSizeDownloads
A_Tooth_for_an_Eye_Uncut.zipA_Tooth_for_an_Eye_Uncut.zip
Submitted: 02-02-2006 / Last Updated: 02-20-2006
zip779.72Kb1882
A Tooth for an Eye (Uncut)
SCORE OUT OF 10
8.77
16 votes
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SCREENS

On the trail of a killer...





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Comments (30):

1 2 3

Posted by Howatt at 2006-09-0814:47:55    
I hate to be a nag, but I went where you said, I can see the grassy ramp to the east of the gate, surrounded by rocks (pointy!) but there is no transitional area! I went over every square inch of ground but no blue area shows up! I can see the blue area at the top of the hill, but it's no use to me if I can't get there! Is this some sort of glitch? or am I just really stupid? Help!!!

Posted by chaos_theocrat at 2006-09-0721:43:49    
Howatt, and ShadowySweetness, I know why you guys/gals have been unable to locate that way up the hill... because you're on the Southern Road where you first meet the guard. Keep going south down the Southern Road past the guard after talking to him for the very first time. Look on the road for another area transition to the next area, which is called Souhthern Road - Old Forest Way. Keep going south on the Old Forest Way until you come to the locked gate in the old wooden fence. Turn east from the locked gate and you'll see a grassy ramp going up a hill, partly obscured by a whole bunch of pine trees. Walk on east from where you go up the hill and you'll be between two rows of bioware rural trees amidst more pine trees. At this point, just look directly upon the ground for the proper area transition that leads to the keep. If you haven't been to the Old Forest Way, just south down the road past the guard, that's why you haven't found the way to the hill (and up it, into the old Ruined Keep). I just checked this out in the toolset and it's accurate. I had just forgotten to mention... that it's not actually in the same area as the guard. (It's been a while since I built this mod, after all, so it was good to check it out tonight and see...) In any case, this, finally, should help you succeed at getting on with the game. I'm glad you like it so far, and hopefully now you'll like it even better. Cheers!

Posted by Howatt at 2006-09-0713:56:44    
Hi! I'm liking the mod (the little I've done so far)but early in, I'm stumped. I can't get up the hill near the guard to get to the abandoned keep. I did like you said in a previous comment, look near the guard there is a slope hidden by the trees. No go! There isn't any kind of hotspot that I can see, no change in the cursor, nothing! Have I found a bug or am I just blind? Please help before I begin to loudly speak in tongues!!

Posted by chaos_theocrat at 2006-09-0314:01:04    
One more thing that should be of help: the way up the hill, is like a grassy ramp, and it's half-hidden amongst the trees. So... you'll need to look very carefully to find it, but it is there. I can't really be more specific than this, but I think it should help much.

Posted by chaos_theocrat at 2006-09-0313:56:41    
ShadowySweetness, sorry if I hadn't had the chance to check these messages in days but better late than never! On the hill very near to where you encounter the guard, there is a section where you can walk up the hillside, and then at the very top is an area transition on the ground. Look on the ground on top of the hill for it, when you get up to the hilltop, and when you find it go on through it to get to the ancient ruined keep, where the guard wants you to go to avenge his fellows. Happy questing!

Posted by ShadowySweetness at 2006-08-2811:33:17    
Hiya Chaos_Theocrat I am having a great time so far, But Now I need Help... Small SPOILER BELOW============= ================================ ================================ I have talked to the Guard. He asked me to avenge his comrads pretty much. I went to the hill by the gate he will unlock once I have Done his Quest. But, I can not go up the hill next to the gate. It is Blocked off by pointed rocks? Is this not the way I am supposed to go? If not where am I supposed to go? End of Small SPOILER============= ================================= ================================= Have a Great Day Shadow....

Posted by chaos_theocrat at 2006-08-0102:02:25    
Dragonvain, I am sad to say that a few good reasons prevent me from taking up the building of anything Lotr/Middle Earth at present. First, I am involved currently in designing a rather large abandoned/haunted castle prefab and it is quite a detailed project so it has been fairly time-consuming to build it; while I may well turn my attention back to more Lotr/Middle Earth projects in the future... I am afraid that it would be quite impossible at this moment. If I do get around to designing some other game world in the future... like I did with my first two mods "Knights of the Holy Grail" and "A Tooth for an Eye", it would be probably either another historical-based work... or something vastly different. While some kind of Middle Earth-based world would not be out of the question... given the huge amount of research required to make it just as spot-on as Minas Tirith was, it would likely not be finished for a very long time indeed. This brings us to the second major consideration: for by that time, I doubt there would be very much interest in it... with Nwn2 coming out later in the year. Now, of course, not everybody is going over to Nwn2 (I know I'm not, my computer couldn't meet the rather hefty requirements) but it is, still, truly a matter both of time and overall community interest in Lotr in general. (And, judging by the lack of votes for the Minas Tirith prefab, it does not look like Lotr/Middle Earth is the most popular thing at this moment in time. Unfortunately. [I thought my prefab would be much more popular than it was, but with the hype of the movies being over Lotr just doesn't seem very hot to a lot of people anymore, though I am as much the die-hard fan of it as ever.]} With those considerations, as well as my prior commitments, I am sure you will understand why I must politely decline your otherwise VERY interesting suggestion. Farewell for now, and I am glad to see that you found my version of Minas Tirith to be so very inspiring!

Posted by Dragonvain at 2006-07-2309:31:02    
hello Chaos_Theocrat I no this is the wronge area for this I have your erf file of Minas Tirith would it be to much to ask for if you would build me a new lotr module that usees the erfs that you have made I would like to host the module if you can build it, please get back to me thx

Posted by Chaos_Theocrat at 2006-07-0818:08:15    
Thanks for the vote, dj1, and for the useful comments too. This having been my first posted module, I was sort of in a learning process when it came to both giving dialog choices, and pulling together a bunch of very different plot threads. Almost all of that was made SO MUCH better in my other module, KotHG, in part becuase I learned a great deal between when this module was made and that one was done. I consider KotHG far superior to this, but for a first-time module this one is still truly quite an excellent romp, regardless of any minor gripes one might have with the dialog or plot. (Which I agreed with, and so developed a much deeper dialog system for KotHG as a result.) However, I did attempt to tie the cult into the larger story... but not so much the story of the weapon that you are tracking down, but rather to the story of the Knights Templar... where the head of the demon that the cult is seen to be worshipping earlier actually ends up corrupting the once-good knights with it's evil. This actually happens in one of the two very different endings for this module that you can get depending on dialog options in the last area. It is not ever shown directly nor said in a literal fashion, but it is told in a hinted-at manner in the narrative of that ending; sort of as a historical footnote... in keeping with the overall historical fiction of the mod itself. Where the cult DOES figure into the story of the weapon... is that their founder was none other than Simon Drake himself, the man whose teeth went into the evil glove, in part to give it it's unholy powers. The fact that they have nothing to do with the glove's making is meant to be an ironic plot twist, not a sense of any intended incoherency. (The Simon Drake tie-in is revealed if you talk to the cult leader before killing him, though most players would put him to the sword... and might never learn of this.) Having the cult be more of a mencace than this, would have been too obvious and I was going for more of a situation where all the obvious suspects are not the culprits at all. I am glad you found this module very enjoyable though, and yes, I was a little influenced by all those classic medieval murder mysteries such as "The Name of the Rose" and a bit of "Brother Cadfael" when I was designing this (and some parts of KotHG's story as well). Thank you for posting, and I hope you enjoy KotHG as much as you did this mod if not a whole lot more. Good journeys! - "Have fun storming the castles!"

Posted by dj1 at on07/08/06
Overall, an enjoyable module. Thank you for the submission. I give it a nine because there were two points I felt could have been better (half point each). First, the parts of the story (I saw it as three parts) seemed too disconnected from each other. I understand the idea of side quests (the first "part" was optional) but the different parts seemed like entirely different stories and not part of the same module. What if the cult had more to do with creation of the weapon? Perhaps I chose the "wrong" dialogue responses, but it felt like there should have been better inter-relation. This brings up the second point, which is dialogue. I understand having limited dialogue in a linear story module but I think it would work better if there were more dialogue, in the form of bad leads, or less-direct dialogue forcing the characters to search more. Sorry if I was long-winded (blame it on my ENG Comp class). As I said, an enjoyable module and I'm trying your other now. D PS- If you keep track of player stats, I ran a Cleric/Rogue instead of a fighter (ended up level 2/1) and had a good time (after the hobgoblins kicked my first-level ass). He was loosely based on William of Baskerville from "Name of the Rose". I remembered to come back and vote after reading your journal entry in KotHG. _________________________ "In life, one and one don't make two. One and one make one." -The Who "Bargain"

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