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NWN2 ENGLISH MODULES

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Name  The Road to Arran Muin - preview
Author  Balgin Stondraeg
Submitted / Updated  12-28-2007 / 01-10-2009
Category  Single Player
Module Types  Dramatic, Dungeon Adventure, Roleplay, Temple / Crypt Adventure, Twisted / Dark
Scope  Small
Content  Teen
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  01
LevelMax  01
Gameplay Hours  01
Patch  1.21
NWN2Game  NWN2:MotB
Description
Deep in the dark places of the world all is not well. Ever since the earth shook and the roof fell tunnels crumbled and became unsafe. The dwarfs of Arran Moldur are uneasy. When the communicating tunnels collapsed they lost contact with Arran Muin. Not only that but Karanya Valdin, daughter of the smith, Galbar Valdin, is betrothed to Skandar of Arran Muin.

And so the dwarfs of Arran Moldur mount an expedition to discover the fate of Arran Muin (for Karanya is the only single dwarf woman of marriagble age in Arran Moldur and times are hard....).

This is an early pre release peak at my WIP module: The Road to Arran Muin. It's nowhere near finished yet but I'm plodding along slowly and decided to let people view my unfinished work. I'd like to ask people not to bother voting yet as it's finished but couldn't work out how to disable voting without disabling comments too.

The adventure requires the player character to be a dwarf. The earthquake was a very long time ago and any topsiders would probably have died of old age by now. Most importantly don't play a gnome. There's a very good story reason why gnomes should not be a playable race in this adventure and when it's finished hopefuly you should all know why :).

I've rated the module as teen because some of the coarse dwarven language contains words that some players may find offenssive.

Important: the module requires the following two hak packs:

RWS all in one tileset pack

Hatsplosion

Update 11/2/2008: I've unlocked a few other areas because I'm not happy about the ammount of monsters in the abandoned human mine. I've tested it a few times with different characters but it'd be nice to get some feedback from someone else (it's always good to get a new perspective).

I've already done a monster cull on the area twice (there must've been something like 40 or 50 of them originaly).

Files

NameTypeSizeDownloads
The_Road_to_Arran_Muin_preview.zipThe_Road_to_Arran_Muin_preview.zip
Submitted: 12-28-2007 / Last Updated: 01-10-2009
zip3.1Mb407
Hopefuly the updated version.
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Comments (24):

Posted by Balgin Stondraeg at 2009-08-14 11:44:53    
The area previous to the mine has an (unfinished) cutscene and npc conversation that will reveal much more information regarding the mine. Also there'sa diseased dwarf hiding in a side room in the mine who can tell the tale of how the humans miners became tainted with some strange disease which is even now eating away at him.

I sort of got writer's block on the cutscene in the forgotten tombs (I wanted the npc reactions to be very realistic and believable and got stuck on how to continue the scene).

I'm also planning on adding a barrel of pitch to a store room (used for the torches that will hang unlit in brackets on the walls) which Hengrek or the player could use to make flaming crossbow bolts (which might make handling the zombies easier).

I'd also like to add in more npc interraction too. I'll try to force an update of some kind out soon anyway.

Thanks for leaving acomment.

Posted by Excellentium at 2009-07-27 07:08:44    
Greetings!

I just had a quick run-through with my sturdy dwarf warrior, and thought the areas looked good so far. Especially the last infested mine was sweet, although I'd prefer some reactions from my companions when stumble upon something like that. Undead creatures, deep down the mountain, must be quite shocking even for a hefty dwarf. I understand though, this is in development, so conversations might be broaden out later on. Extremely short, but as it's stated, it's a only a preview...

Thank you so much for this contribution!
_________________________
"That is not dead which can eternal lie and with strange aeons even death may die".

- Necronomicon by Abdul Alhazrad

Posted by Balgin Stondraeg at 2009-05-30 08:24:45    
Friar: I just sent you an email. The current update's taking it's time due to me struggling with a script for the three goblins quest and also my trying to write a believable and realistic in character reaction for one of the companions to a shocking revelation that occurs during the storyline (and actualy takes place before the zombie infested mine).

I'm also planning to start writing the conversation for the diseased dwarf in the mine too :). I haven't decided if I'll let the players save him or not yet. He'd be a good tragic character to point out the gritty route I'm going down or he could become a third companion for the remaining shorter part of the module.

Posted by Friar at 2009-05-23 06:39:38    
Hi Balgrin Stondraeg,

I believe the storyline is much richer when you can work with specific characters race or a particular prestige class. For instance the "Blackguard" storyline in the first NWN had you follow the path of how someone could become so deviant to even become an evil Blackguard. Also, "A Dance with Rogues" focused solely on a female thief with no exceptions. I even found a module that focused on Rangers. I've enjoyed those modules the most. Therefore, I was working on a module that focused on the Dwarven Defender. After sifting through your module I didn't see a reason why we could make one large module that incorporated both our knowledge on Dwarves. I think this could be a real winner with two like minded individuals working on it.
My email address is [email protected]
Please let me know if you'd ike a partner in crime.

Posted by Balgin Stondraeg at 2009-01-28 18:57:53    
I intend to add map notes. However I'm dithering over wether the player's starting room will be called "My Room," "Your Room", "Home" or something else. That is, I'm trying to decide if the map notes will be in character, out of character, or slightly tongue in cheek obviously out of character.

Likewise the starting chest by the player's bed is theoreticaly temporary. I plan to work something into the smith's conversation where he's finished repairing an inheritewd weapon ("yer fathers old hammer lad") and the player gets to remind him what it was.

That feels more fun than simply plonking 3 or 4 weapons in a starting chest. It also feels more intuitive than buying new equiipment you never had or needed before.

I was also intending to add various sets of clothes to a wardrobe/chest and assorted starting equipment.

It's still very unfinished. The dwarf in the mine with abalding head and incomplete beard has barricaded himself into that room. He will have a conversation detailing how he's suffering from the same contamination that's caused the human miners to become zombies. He'll also relay information regarding the main quest and play will hopefuly then move on to another area.

There's also a (currently unfinished) cutscene in the lost dwarven burrial halls that will hopefuly include some xp.

I was also going to give the chance to create some burning crossbow bolts (utilising abarrel of pitch) so the ranger could shoot burning bolts at the zombies.

There is a plan behind it all but I find myself somewhat hampered by a lack of toolset experience. I really do intend to start work on it again sometime soon 'though. I even opened the toolset and looked at various things again recently :).

Posted by Mazena at 2009-01-25 10:51:13    
I really liked the way this module is going to. There's way too few dwarf modules out there. The setting offers so many interesting cave adventure possibilities.

The area design is pretty good - since all you can pretty much do is caves, so they varied enough. I just need to ask you to add map notes to the starting area - I was pretty lost there.

The beginning of the mod was pretty interesting. And the combat was a bit hard, but I always fled when things got too rough, hehe. The story has potential, but really didn't see enough of it in the preview (:

Also, I'm not sure if I completed the previes - is there supposed to be a closing or something? I just didn't think of anything to do so I quit.

Well, I'm definitely looking forward to the finished version. Keep up the good work (:
_________________________
Link Crystals of The Lost Developement Blog

Posted by Balgin Stondraeg at 2009-01-10 05:24:48    
Well I've fixed the opening cutscene. Now I just need to get my rear in gear and work on finishing this baby.

Posted by Balgin Stondraeg at 2008-12-06 17:04:18    
Just a quick note: Storm of Zehir and the 1.21 patch might have broke my openning cutscene. I'll look into changing that soon (and hopefuly finishing some more things off). I know it's all horribly unfinished right now and my toolset skills aren't exactly up to much but I'll do my best.

Posted by Balgin Stondraeg at 2008-06-03 13:46:05    
Well JayAre, I'm plodding away slowly (it's my first module with the toolset and it keeps on seeming like two steps forwards, one step back). In the next update I hope to have tidied up the companion conversations a bit, added a few more small conversations to the kids (if I can't get them to disappear at the end of the openning cutscene), and to have tweaked some other areas (and started working on a few more, but not connecting them yet).

Currently it's all a "connect the dots" version. There's some storyline events I haven't included in existing areas yet (hence the completely empty area - there's a half built cutscene waiting to go in there).

It just all takes time.

Posted by JayAre at 2008-05-31 11:56:33    
I like what you have completed so far. Hope to see more soon.
~JayAre
_________________________
You left the bodies and you only moved the HEADSTONES!!! YOU ONLY MOVED THE HEADSTONES!!!

Posted by Balgin Stondraeg at 2008-05-16 14:32:06    
You'll need the rws_all_in_one.hak and you'll also need the rws_all_in_one_2da.hak from the 2da download (but you won't need to put any of the 2da files in the override folder).

Posted by Balgin Stondraeg at 2008-05-15 15:43:01    
Of course. The exact name is RWS All in One (.0)

There's a link in the module description if you still can't find it. I just didn't post the hack's here because I didn't want to steal other people's downloads and ratings.

The other hack pack would be Hatsplosion! Hat & Helmet Pack

This current (still very WIP) version features expanded companion conversations (not yet complete) and I've added a conversation to the dwarfs in the small courtyard type area in the barracks/living area.

Posted by blackjack_sun at 2008-05-13 11:55:21    
can you give the full name for the HAK pac required. I have not been able to find a submission from RWS titled "all in one". Thanks for the assistance.

Posted by Balgin Stondraeg at 2008-05-07 08:22:40    
I've also switched from the RWS Deep Halls tileset to the RWS all in one tileset (so I can use pits and chasms and stuff in later areas).

Posted by Balgin Stondraeg at 2008-05-07 08:21:44    
Just a small update today. I've expanded (but not completed) the companions' conversations. I've also added a small conversation to the dwarfs standing around in the meeting hall (I'll probably expand on it some more later). In addition to that I've added some rats (and I was considering spiders) to some of the "wilderness" cavern areas. It should now be possible to reach second level.

I'm still working on this (slowly) and there's some unseen stuff (like conversatuions you can't access yet) that are bringing it closer to completion.

Posted by Balgin Stondraeg at 2008-02-12 14:36:17    
He will have a conversation. He's got the same disease that killed the human miners and turned them into zombies (it's the poisonous gas you can frequently see floating throughout the mine). He hasn't died yet (and maybe one of your companions will be able to cure his disease).

Yes those are human zombies. I actualy prepared a lot of dwarven undead for potential usage in the tombs you passed through to get to the mine (although hopefuly they won't be needed).

I'm considering making the mine a no rest area (but allowing resting in the tomb). Because crawling through the rubble is a one way transition (i.e. point of no return) I'm considering placing some supplies in the tomb to make dealing with the zombies easier. Probably slashing weapons and maybe burning crossbow bolts for Hengrek (there won't be any burning crossbow bolts but I'd allow him to use tar or pitch to make flamable bolts).

Posted by OfficerDon at 2008-02-12 14:23:33    
Balgin just finished a run through of the mine and I think it's pretty blanced at 29. Each of my party got KO'd once and came close once. I was playing on easy. Think I rested about twice to get through everything.

The room where you find the dwarf NPC in the mine I take it he'll have a convo in time. All my party were using shileds. My PC was a rogue.
_________________________
The Knight Capatin's Rogue: Book 1

A Male Knight Captain/Neeshka Romance/Adventure A NWN2 OC Fiction

Posted by Balgin Stondraeg at 2008-02-12 12:09:38    
Description edited.

Posted by Balgin Stondraeg at 2008-02-12 11:58:36    
Well I've uploaded a zipped version and hopefuly it'll be the updated version of the WIP mod. Let me know if you have any problems with it (it's still a long way away from being finished yet). Do you have the correct version of the deep halls tileset? I'm using the most recent version of the NX1 version (so the expansion version of the hack, not the non expansion version).

Posted by Balgin Stondraeg at 2008-02-12 11:44:26    
Well that's certainly odd. Maybe it's waiting for the update to be fully uploaded or something. I haven't zipped it or anything yet (but I will when I post the next update).

You might have to wait a few hours 'till the new files get uploaded for the day and then the updated version should be here, fingers crossed.

Posted by Hagaar at 2008-02-12 09:05:21    
You need to revisit your mod. I've been waiting for five minutes for the game to unpack and still have nothing.
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Hagaar at 2008-02-12 08:49:14    
Oh, and one other thing. Please archive your work(s). Uploading a module as you've done makes it rather difficult for many people to download.
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Hagaar at 2008-02-12 08:46:19    
You might want to send an email to Maximus, Balgrin. He would know how to disable the voting for you. At any rate, I'm DLing as I write.
_________________________
We are all born ignorant, but one must work to remain ignorant.

Benjamin Franklin

Posted by Balgin Stondraeg at 2008-02-12 07:17:10    
I'd like to thank NeVer Sun for his wonderful mine area which I've tweaked ever so slightly so the entrances and exits weren't just holes on the edge of the map.

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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