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NWN MODULES

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Title  Agrenost - Beneath the Cobbles
Author  Bubba Thudd
Submitted / Updated  09-05-2009 / 06-02-2011
Category  City Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Parts of the City of Agrenost, a Tolkienesque/Medieval Western European part of a world of my own devising.
Gameplay Length  16-24 hours per faction, depending on play style & side-quests
Number Players  I've only tried 1.
Language  English
Level Range  Starting only.
Races  Any but half-orc.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Medium
Classes  Any but ranger & druid.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  Any
Forums  Link
Content Rating  Everyone
Alignments  All, but if you are playing a monk or cleric pick a side - good or evil.
Gameplay Hours  20
Description
Agrenost: Beneath the Cobbles was a finalist for the AME Golden Dragon Award for Best Roleplaying Module!

�It�s deeply atmospheric and it contains one of the best-designed cities I�ve ever seen. With its seedy, darkened alleys bustling with peddlers, prostitutes, beggars, and thugs, Agrenost feels like a living city, full of hidden mysteries to explore. I played a rogue, and not only did the author make the shopworn rats-in-the-cellar quest interesting, he used it to immerse me in the story and the environment. I really did feel like I was starting as a lowly gutter-rat who, through the twists of fate, rises to the level of hero... Little details, such as town criers shouting the news in the street, or the run-down appearance of the chapel in the slums, really give the module flavor and make it come alive. The NPCs, while not astounding, do have personality, the story is interesting, the author makes good use of custom tilesets and other content to give the module a fresh appearance, and the combat is very challenging.� Razide0506 (voted 9)


The Northern Empire stands on the brink; News of a terrible defeat in a distant land has stirred talk of civil war. A forbidden tome of great power is stolen. A condemned necromancer escapes. Four visiting priests on a mysterious mission walk into danger. More than just rats are being driven up from the lower sewers by the ceaseless rains. Evil is stirring beneath the cobbles of Agrenost.

+++++

This module has been designed as an "urban origins" story for new characters. It is really 5 modules in 1 as there are 5 sets of starting adventures based on the class and alignment you chose. Each path reveals new aspects of the plot and new areas, so replaying is encouraged.

Requires all expansions (SoU, HotU & CEP), Feanor's Mediaeval Armoury 2.1, Axe Murderer's Killer Walk Waypoints 2.1 and custom HAK.

Players: 1
Level: 1
Alignments: All, but if you are playing a monk or cleric pick a side - good or evil.
Races: All but half-orc. If you are playing an evil priest or monk, human would be the choice most consistent with the plot.
Classes: Any but Ranger and Druid.
Henchmen: 6 possible.
Culture/Setting: The City of Agrenost, a Tolkienesque/Medieval Western European part of a world of my own devising.
Respawn: NONE - Save Frequently!
Plot Style: There are 5 distinct starting areas and plotlines which are determined by your faction (class/alignment); 1) Church (Good Cleric, Monk, Paladin) 2). Cult (Evil Cleric, Monk) 3) Thief (Rogue, Bard) 4) Thug (Fighter, Barbarian) and 5) Mage (Wizard, Sorcerer)
Each of the main plots are fairly linear, but there are many chances for exploration and side-quests.
Magic: Medium-Low (about on a par with the original Baldurs' Gate)
Playing Time: 18-20 hours per plotline if all quests are explored.


Features:

145 areas to explore, loads of custom costumes, armour, weapons and items. Party can consist of up to 5 henchmen. Many custom scripts (such as recoverable missile weapon ammo). Custom music by Wolgemut and others.
--------------
Agrenost - Beneath the Cobbles FINAL v4 (Directors Cut)
(April 2011)
a NWN 1 Module
by Bubba McThudd

This update contains:

- Minor bug fixes and typo corrections.
- 2 new quests (see bartenders at the Red Hound and Sanguine Rose)
- Additional custom content and overall �polish.�
- Custom hands hak.
- New Monk henchwoman.

This update also contains several new items specifically created for this module by Calgacus (they can also be found on the vault). These items include:

Wand of Gather/Drillmasters� Horn: When activated, this cunning device instantly teleports your henchmen to your side. Very useful for keeping your party together when traversing narrow winding streets or twisting sewers!

Potion of Manna: This rare and powerful potion instantly restores a magic users� spells just like resting.

Wand of Cleaning/Soap: These items remove the stench of the sewers of Agrenost from your PC � a handy alternative to visiting the baths.

Nobleman�s Walking Stick: When activated on an NPC, it usually causes them to move away from the PC � useful for dispersing crowds that sometimes clog narrow streets.

Files

NameTypeSizeDownloads
Agrenost__Review5.doc.zipAgrenost__Review5.doc.zip
Submitted: 09-05-2009 / Last Updated: 03-24-2011
zip10.89Kb1000
A DIY review of Agrenost - Beneath the Cobbles by players and play-testers in Reviewer's Guild format. (Updated 12/11/10).
FMA.zipFMA.zip
Submitted: 09-05-2009 / Last Updated: 10-03-2010
zip83.4Mb1830
--
DocsMiscV4.zipDocsMiscV4.zip
Submitted: 09-05-2009 / Last Updated: 04-08-2011
zip18.5Mb1799
Combined Documentation, Walkthroughs and misc. files (v4).
Agrenost2.hak.zipAgrenost2.hak.zip
Submitted: 09-05-2009 / Last Updated: 09-07-2009
zip93.2Mb3069
--
Agrenost__Beneath_the_Cobbles_v4a.mod.zipAgrenost__Beneath_the_Cobbles_v4a.mod.zip
Submitted: 09-05-2009 / Last Updated: 04-26-2011
zip12Mb3574
Agrenost Module File v4a. Updated 04/26/11.
Custom_Music.zipCustom_Music.zip
Submitted: 09-05-2009 / Last Updated: 10-02-2010
zip118.6Mb1769
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v2.2 (Commu...ck 2.2)CEP Team2008-12-01--Fixed Torch/Flags/HolySymbols item properties Fixed - moved loadscreen 2da to cep2_add_sb.hak fixe
SCORE OUT OF 10
9.78
36 votes
View Stats
Cast Your Vote!

AWARDS



PORTFOLIO
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SCREENS

The Anchor Inn; Good food, clean linens and the best in local music. Appearing this week; Wolgemut!


Battle in the deep shrine.


Visit the necropolis, where history comes alive! (In a manner of speaking.)


The ruins of the old lighthouse - now a haunt of smugglers and worse.


In the library of the Guild of Antiquaries, Scholars and Mages.


The secret Breggan shrine.


Docks Mercantile, for all your adventuring needs!


The Unicorn's Well Dinner Theatre; finest dining in the Docks!


The old-world charm of the Lower Docks Ward.


The East Docks Market, a great place for meeting some of the colorful locals.


The Hidden Temple. By appointment only.


Open minstrel night at the Black Swan.


Wealth can be wonderful, but you know, success can test one's mettle as surely as the strongest adversary.


Agrenost and environs.


In the labyrinth of the sewers.


The West Docks


"Gentlemen, give it up for Jenna and Brandy!"


"Well, that was easy!"


Fight night at the Old Brewery.





You Must Be Logged In to Participate.
Comments (278):

  1  2  3  4  5  6 .. 10 Next>

Posted by TimG at 2012-10-27 06:24:21    Voted 10.00
still magnificent, any word on a potential sequel?

Posted by Bubba McThudd at 2012-10-04 21:48:40    
The long journey,
could you be more specific about your inability to finish class quests?

Posted by Mastian Kelteel at 2012-10-04 14:44:02    Voted 8.50 on 10/04/12
After playing through this Mod for awhile, I'd like to make a few comments.

First off, Great work. This is a fantastically detailed and intriguing work. The alternate starts, the tie ins, the side quests, and the gangs systems are fantastic.

That said however, there are a few problems.
Notably **SPOILER**




During the Thug line, while in the cultist temple. The deadly line trap just in front of the skull-chest near the high priest can be bypassed. By using the WASD keys, you can hug the wall and not trigger the trap. I thought this was intentional until I ran into Mathias and Albrecht. After Idris mentioned a journal I never found I played through a semi large bit more, and then read the docs. The trap issue can be remedied by extending it all the way to the wall.

**End of Spoilers**

My second, and only other problem is the encounters.

I tend to power play (a bad habit, I know) so I most often use PvM Extreme builds. They are nearly always sufficient at Hardcore rules for any encounter, given some strategy. In this module however, this is not the case.

For example, Thief NPCs. While having 2 or more thieves looks great on the toolset for an encounter, during actual gameplay the reality is that multiple sneak attacks being made against a character (even a sturdy fighter, for example) is utterly devastating.

The same can be said for monsters with monster spells/abilities, like Area-of-Effect abilities. Alone they present little threat, but in a pack they can lead to a Total Party Kill.

While this can mostly be solved by reloading and trying a different strategy, it does add a bit of unnecessary frustration.

I'm wondering if it is only me with these encounter problems, or if others are having similar issues.

Anyway, again... I'd like to say how much I'm enjoying this mod. It really is worthy of it's rating!

Thanks again =D

Posted by Thelongjourney at 2012-09-23 21:28:27    Voted 7.50 on 09/23/12
Firstly I want to recognize the hard work you put in this module. However, I am giving you a 7.50 because of my inability to pursue the primary quest because I am unable to complete the class specific quest. I have referenced your walkthrough and followed your hints and tips, yest still face difficulty. I request more clarity in how you approach your quests.

Posted by Robel at 2012-05-31 00:48:38    
Okay, I solved it by myself. It appears I was an idiot. When I downloaded the music archive from here, there was not JUST music there, there was also a file named agrenostmusic.hak, which I hurriedly put in the music folder, and of course it was not loading. I moved it in the hak folder and now, of course, it's loading.

For all you guys out there who ever have problems like this, when it says in the game "missing x hak or tlk or whatever, check the log file", the LOG file is located in Neverwinter Nights\logs folder. It should specify the name of whatever you're missing. Cheers!
_________________________
Needles in the eyes!

Posted by Robel at 2012-05-30 13:14:16    
The module won't start for me. I choose the mod, I choose new character, it starts loading and then it goes back to the main menu and pops up an error screen telling me that I'm missing some haks, and that I should check THE LOG in order to see which haks those are. I have CEP, FMA, zombies, everything that is required is installed.

If you can't help me, please tell me what log I should look into, because it isn't the one in the nwn directory (AR_ERROR.log). That one shows this: Names Differ: TTR01_F06_01 tgl01_f06_01. So yeah, if anyone could help, I would be very grateful, friends. Thank you in advance.
_________________________
Needles in the eyes!

Posted by j.o.g at 2012-04-03 07:12:03    Voted 10.00 on 04/03/12
An outstanding module. Before they decide to make an RPG, game developers should look at mods like this to get an idea what RPG's are all about.

Posted by Bigxnwn at 2012-01-31 10:37:55    
Well I tried everything and then gave up. I decided to try another mod and tried play Dwellers of the Forbidden City. It wouldn�t even load and said I was missing CEP2core7 and CEP2topv24. Both of which I had downloaded twice for your mod. I did some searching and found other with the same problem and found a specific download for just these files. I loaded up my Agrenost save where I was attempting to return the dead rat catcher assistant to the Rat Cather shop. Viola! There was my missing door. Game on. I look forward to finishing your outstanding module.

Posted by Bubba McThudd at 2012-01-24 22:00:15    
Bigxnwn,

Have you emptied your override folder? Are you sure you're using the most up-to-date files from this page? The most up-to-date CEP?

Posted by Bigxnwn at 2012-01-24 20:32:44    
Loaded it all back up and wandered back over to the rat catchers place. Still no door to click on. Is there an alterate route to get inside?

Posted by Bubba McThudd at 2012-01-24 16:45:23    
Bigxnwn,

It sounds like you have a corrupted game file; I've never heard of disappearing doors before. You should download all the files again I'm afraid.

Posted by Bigxnwn at 2012-01-24 13:43:11    
Things were moving along quite nicely but I have hit a snag. It seems like some doors appear and sometimes disappear while I walk around. Usually if a door is missing I save the game and the reload and it is usually there. Unfortunateley I need to get into the ratcatchers to talk to Skepti. No matter what i do I just can't seem to get that door to be there.

Posted by Bigxnwn at 2012-01-23 08:26:47    
Ok, thanks, that did it. And free soap! Enjoying the module so far. I have played many over the years and this one has some amazing detail. Thanks for letting us all enjoy it.

Posted by Bubba McThudd at 2012-01-23 00:49:14    
Bigxnwn,

Try buying soap from the apothecary and using it in a public fountain.

Posted by Bigxnwn at 2012-01-22 20:27:19    
Well I am very early in the Church version where I dispatch the boy turned into a zombie and take his "owner" to the constable. At this point I smell like the sewers and I cannot go back to the temple. I attempt to enter the bathhouse and the game keeps crashing. Well not crashing, but the bathhouse will never fully load. Ideas?

Posted by Bubba McThudd at 2012-01-18 12:48:39    
publius,

The nobleman's walking stick can be purchased from shadow Jack in the East docs�he is to the west of the brewhouse/fight club. There is another one in the lower merchants Ward, available from one of the peddlers if I'm not mistaken.

Posted by Bubba McThudd at 2012-01-18 12:38:22    
jhmssa,
The exit of the rogue startup area is via the usable ladder

Posted by jhmssa at 2012-01-16 06:45:36    
Hi there.
I have tried to play a roghe but apparently, there are no door to go out of the rat catcher. I opened the module and discovered it is not the only one...
Did I miss anything ?
Congratulations for your high rate of votes !?

Posted by Bigxnwn at 2012-01-11 10:48:53    
trying to load up the game for the first time. getting a requitred hak files issue.

***Couldn't load the Hak Pak File "fma2.1_armor.hak"
Couldn't load the Hak Pak File "fma2.1x_weapons.hak"
Couldn't load the Hak Pak File "custom_hands.hak"
Could not load the Module.
Missing required HAK file.***

pretty sure I have everything. Redownloaded all three of those again. Ideas?

Posted by publius at 2012-01-07 01:45:06    
Great mod!

One question, where is the nobleman's walking stick? I'm pretty sure I have the latest update, because I saw it once somewhere, but I can't seem to find it, and I have the "stuck NPC" problem (someone is in the door of a tavern, so I can't finish a quest).

Posted by ericdoman at 2011-12-02 16:22:55    Voted 10.00
OK found the key, didn't click on the tab key to highlight everything. Shows I am a bit rusty.

Posted by ericdoman at 2011-12-02 14:00:03    Voted 10.00
Found file and palced it in overrdie tc as informed but no stick appeared in my inventory.

Anyway attacked Zarvog again and after the third attemp (ran away and got him clear of door) as he had killed me on other ocassions. Managed to enter and after a while found secret door.

However I am stuck aagin. Entered sarcophagus and into sewers. Come up to grate that is already locked. It states I need to lock it and my only reply is "leave". Can not get back through the crack I cam down in through sarcophagus as well and so can not climb back out? Also there is armour in church, it specifies it is for monk, is padded armour, I can not wear that and it is only for chaotic neutral?

Posted by ericdoman at 2011-12-02 05:31:45    Voted 10.00
Hi Bubba

Started anew with a lg monk. Have a bit of a problem. Visited Zarvog to investigate child but after X he is stuck in the oor and I can not move him out of the way to search his room. Unfortunately I do not have the stick, soap etc (although was given some by a kindly lady after rescuing her children). I didn't have it or didn't look hard enough on all of the files I have downloaed. Anyway, where are the additional files and if I was to install would they be on my character. Or is there some dm command I can se to move Zarvog out of the way. My search skills are 0 so maybe that's it as well. Well done on HOF well deserved and finally any news on the next part?

Posted by Epona at 2011-11-26 05:18:38    Voted 10.00 on 11/26/11
Dude. You ROCK! This module was one of the most awesome I ever played, and the details were just jaw dropping. There's only one itsy bitsy tiny thing that I missed, and that was hencmen interaction/roleplay. But that is easily forgiven, because of all the uber cool stuff and the work you must have put in it.


***MINOR SPOILER ALERT***

Best music I ever heard in a game. Uriah Heep? Man, I smiled from ear to ear when I came into the Anchor Inn. And the dinner performance in the bathhouse...When I finished the main quest, I actually bought myself a pretty dress and went in there again to enjoy it one last time before ending the module. I have never, ever done such a thing after finishing, but the music was just so beautiful...Not to mention the detail of a dressingroom behind the stage. Just. Frigging. Awesome.

And you cracked me up with Van Vorhees quest. I'm Dutch, so I know damn well what "De Gouden Hoer" means. Laughed my ass off :)

***END SPOILERS***



Thank you so much for creating this jewel. I'm going to replay this one for sure!
_________________________
"By believing, one can see"

Posted by Bianca at 2011-10-02 05:10:02    Voted 10.00 on 10/02/11
wow very good job!
_________________________
Everything you do has a meaning...

Posted by Bubba McThudd at 2011-09-18 11:22:56    
Gylfi & renter6,

Thanks for the feedback and the votes! I'm glad you enjoyed playing, and don't forget there are 4 other starting paths to choose from for your next adventure.

Game on!

B.T.

Posted by Gylfi Gangler at 2011-09-08 08:17:26    Voted 10.00 on 09/08/11
The plotting and design of this game is superb! The one drawback I've found, is that the game often crashes for me when I try to save -- but I save often, so I can always get back.
Thank you for this module -- I hope you'll write more, and follow up this one!

Posted by renter6 at 2011-09-04 05:55:09    Voted 10.00 on 09/04/11
Back to vote, having finished this thing. Listened to your podcast interview too (talking sequel?? splendid to hear).

Very little I can complain about, and all of it was offset by the details that bring up the quality of the mod. I plain and simple love the mind that created this module. This is the real deal and it shows how NWN surpasses in potential just about any other CRPG I've played.

CEP virgin going into this. What I at first took for "just a bunch of CEP content" turns out to be a cagey selection of custom content that you put together with great care, to create a realistic-looking medieval setting, complete with setting-appropriate arms and armor.

The problems: my low end Macbook choked - the climactic battles were very low frame rate due to the demands of the area. Smaller areas were a relief from that, some of the taverns for instance. Not your fault. You're stealing business away from NWN2, and any current machine should run this mod smoothly.

I never got hung up with crowds of NPCs (they all seemed to move gratifyingly out of my way), but I did have henchmen constantly getting hung up on corners. Widgets in the game sorted that out.

Most items lacked a custom description. I guess you other things to do (see below)!

The principal failing to my mind is the linearity within each story path, BUT, side quests remedy that, and style and structure of the story does as well - the different story lines crossing and coming together really works out.

Neutral: Stripping bodies of slain opponents. I liked this, it was realistic, it seemed necessary early on just to keep my character in sausages and healing potions, but half-way through the mod it made me rich. Nothing in the stores was beyond reach. Going into the climax I had purchased top-flight equipment for most of my henchies. Don't know how to balance that. Gold limits on some of the brick-and-mortar merchants? Alignment shifts for stripping dead bodies? Equipment that nobody wants to buy? Time limits that prevent you backtracking and selling off 500 lbs of loot? Just don't loot every body that you come across, turkey? Dunno.

Neutral: The OOC gags, some might call them Easter eggs - These reminded me of the Fallout games somewhat. I think I enjoyed them and they were sort of subtle, but they were also sort of a shame.

By the same token, the Diablo homage detracted from the mod IMO, but it did get your point across (Now beginneth ye dungeon crawl!).

My favorites:

Hoo-boy...

Area design - just amazing attention to detail. What a world. Best city I've seen in any mod or on any PW. Three neighborhoods was plenty to work with. Every shop was fully imagined. It was a pleasure to explore. Much of the RP content of this mod to me was in this immersion. Where the conversations and individual story lines were lacking many real choices, somehow area design became a huge RP asset. This feels like an RP mod whatever happens in conversation.

The foodstuffs, in its own way a simple, uncomplicated but o' RP. Food, light, and rope - I like that logistical element to the game.

The music - the singing sword was my favorite! But all of the taverns had excellent music.

I hate puzzles in these games - they usually seem so contrived. Well this mod was full of puzzles, but it was more a matter of solving a problem, sorting through information (and yeah, checking the walkthrough when confounded...). At first I construed my lack of clarity for errors in the writing, but I think I'm just used to NPCs holding my hand. So anyway, yeah, puzzles that aren't silly.

The rest of it - low-magic, low-fantasy, good story, good writing, this is a keeper. Thanks for all your effort.

Posted by Beetlejuice at 2011-08-30 04:31:10    
Hello
I love your module, it's probably one of the best I played but that's not why i'm posting this comment. I'm having problem nobody had before I think. The loading panel gets stuck at about 90% every time i try getting inside the bathhouse. Same thing happens during 5th quest (I�m playing the cult path) when I�m trying to get out of the sewers. Game does not crash, it�s not like it doesn�t answer. I tried reinstalling the module with haks and that did not work. Any ideas how to make it work? I�d appreciate the help. Btw sorry for my english, I tried to write clearly :)

Posted by renter6 at 2011-08-18 05:56:49    Voted 10.00 on 09/04/11
Not posting yet because I'm just now getting into the sewers (late in Level 2), but so far I'm pretty taken with this module. I was a CEP resister until now (CEP virgin?) and this is a terrific introduction to that content (I've seen some before on servers that used some of the same models available from CEP, but didn't have the whole thing on my machine and haven't played any modules from the vault requiring CEP). So CEP is almost brand new to me, and a vote now would be a vote for CEP rather than your module, so I'm holding off.

I love the city you've created, perhaps the most finished urban environment I've seen anyone build. It isn't a world, but its one small part of a world, extremely well done.

I like the scope and scale of the module so far (playing through with a wizard) - low fantasy, low magic, low gold, and fairly realistic throughout. I don't mind the errand running. I like that pace of play, and your attention to detail keeps it from becoming boring or a chore. I also like low-level play, and I expect to play through this many times on my way to other modules - it will be a pleasure to revisit this place.

The module is slowing down my machine, unless I move through the markets pretty slowly. But I have a lousy machine (probably one of the worst macbooks Apple ever built, purchased about 4 or 5 years ago). The combat, when it happens, is very tough on my wizard. I either have to nibble away at my enemies and run away, or impatiently dm_heal in lieu of respawing. It takes long enough for this mod to save and reload I'll take that shortcut. I think however that where I got my butt handed to me were areas I wasn't meant to visit at that point in the story, so this amounts to a blunder and my own fault rather than yours (I did have every warning after all!). I'm going to try to finish on the hardcore setting and see how that goes.

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