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NWN2 ENGLISH MODULES

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Name  The Forgotten Temple of Tharizdun
Author  Solign
Submitted / Updated  10-05-2008 / 01-12-2009
Category  Single Player
Module Types  Classic PnP Conversion
Forum Thread  The Forgotten Temple of Tharizdun
Scope  Medium
Content  Teen
TricksTraps  Medium
Roleplay  Medium
HackSlash  Medium
LevelMin  09
LevelMax  20
Gameplay Hours  10
Patch  1.00
NWN2Game  NWN2:MotB
Description
This is a conversion of the pen and paper module "The Forgotten Temple of Tharizdun". I bought this module back in the 80's and have had it lying around. Thought I would pick up the tool set and see if I could have a go at creating a module out of this. I noticed the other day that another conversion of this module exists. Oh well, I was almost done with mine, so what the heck. Compare for yourself. I have tried to maintain the spirit of the module itself and added a few of my own things to it. I have tried to not use any special HAKS or other special add ons, except for the Random Loot Generator. Please make sure to download and install this before playing the module. It should work just fine if you have the MotB expansion and updated to 1.13. I have not tested it with any other add ons, except the random loot generator.
Credits:
cdaulepp's Random Loot Generator
Jackyo123, used some scripts from Nestlehaven.
Fallbrook for his village that was the basis for Gnome Vale.
Zarconus
Testers:
Shambling
B003
Special Thanks to CharlesMarkley for some troubleshooting work.
Thank you for your early comments.
Thanks also to all the others who downloaded the BETA version.
Anyone who ever posted anything to scripting and toolset forums.
And of course Gary Gygax.
If I have forgotten someone, and you see something that may be your work, please let me know and I will add credit to you. It is not my intention to not acknowlege anyone's fine work.
Please download, play and let me know what you think. I have now set up a conversation thread over on the general form for comments and suggestions, so that any possible spoilers do not appear here.
Install this in your module folder.
You can use a good aligned character or an evil aligned character to play this module. You will get different options depending on your alignment. Explore everything. There are many nooks and crannies. Please continue to leave comments and vote if you like. Any spoiler or lengthy comments, please leave them over on the general forum.
Thanks.
See if you can find the Dragons.
GnomeVale 122 fixes:
Removed scripts on doors in Gnome Vale.
Cleaned up some of the conversations.
Corrected companions conversations.
GnomeVale127 Fixes:
Another attempt at fixing the Church Door problem and updated Kaylen's stats.

Files

NameTypeSizeDownloads
GnomeVale127.zipGnomeVale127.zip
Submitted: 10-05-2008 / Last Updated: 01-12-2009
zip54.8Mb1665
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SCORE OUT OF 10
5.63
6 votes
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Comments (32):

  1  2 Next>

Posted by darant at 2011-06-21 00:31:05    Voted 6.00 on 06/21/11
I enjoyed this adventure for awhile, but eventually it became pointless to continue. All the quests are broken. Monsters spawning--and respawning--on top of and behind you numerous times--and often in the same spot--becomes obscene after awhile. It was fun playing with a few high-level companions though.

Posted by MikeLM9215 at 2009-08-30 08:22:42    Voted 7.25 on 08/30/09
Nice attempt at a first module, though still some problems. Feels unfinished at times, like there should be quests that aren't being given. Temple quest didn't work when you found the item.
_________________________
The road to Ravenloft is paved with good intentions.

Posted by aapcox at 2009-05-20 17:21:37    
Dear Solign,

Thanks so much for all your hard work and effort in converting this large, high level PnP module, you�ve done a great job so far!

I won�t post a Rating as yet, as whilst the module is great, it is still really in Beta format, with a number of bugs. Comments as follows:-

i) Way way too much treasure, esp gems and lots of chests with too much in the way of magic items, esp at the end;

ii) loved the 'attack from all sides' which occurred on a number of occasions, however once the 'attack' was cleared, whenever I would go back through the same spot (esp in the orc cave and temple) the 'attack from all sides' had re-spawned. This is a great idea that should be used in most mods, esp high level character ones;

iii) either make module for lower level characters or beef up the monsters (albeit I was playing on Normal, rather than Hard Core), but with the Mage and Fighter provided being very strong (as well as my Lvl 1/10 Monk/Cleric), I generally won most encounters easily, with not much in the way of buffing required;

iv) a number of the quests were apparently broken � no dialogue/Journal update with either the half orc we were supposed to find for the Laird; the final battle with the big boss of the temple; and when I �rescued� the gnome �fighter� from the prison in the orcs cave, the dialogue was that they would head back to the gnome town, yet they actually joined by party (becoming the sixth character), as a lvl 10 fighter (with no equipment) and did not leave until I next got back to town (I think when I saw the cleric again�. But no supporting dialogue was received for rescuing his trusted hireling� note that this �break� maybe because I did not actually find the 1st part of the quest (i.e. the valley with the gnome wagon) until after I had rescued the fighter).

v) a number of cut scenes would repeat during combat/dialogue on a regular basis (esp Temple, dialogue with Laird, Dragons et al);

vii) there is a random door in the wall in the temple level that has the moving floors (very very cool by the way) (directly below the right hand stairs) in the centre room;

viii) The Phase Spider quest � it would be nice to bring back a �leg/mandible� et al the spider to provide that you have killed it. Also the quest was bugged, as whenever I talked to the quest giver (sorry forgotten name) post killing of the spider, I had the option of telling the quest giver that I�d killed the spider and then received 1,800gp and 7,500 xp (way to much xp in any event);

ix) The familiar of the gnome ranger, when summoned, would not follow the party (I could control directly, but did not respond to �follow me� or other party based commands).

x) Priest would not accept back/acknowledge the return of the warmace/no dialogue associated with the attempted return.

xi) My Journal updated ok, but often would only show the contents when I was �clicked� on my main character (i.e. would be blank if I was currently clicked on one of the hirelings);

x) I would also suggest that more normal weapons be found as loot when defeating random encounters.

xi) Whenever I hit the �dead wolf� � i.e. part 2 of the find the warmace/rescue the fighter quest, the yellow journal quest writing would come up on the main screen (sorry, can�t explain much better) and I think this happened a bit at other parts of the module as well. However it would be best if this �quest/journal� update only happened once.

x) It would be good if there was a quest relating from the gnome enclave, rather than just having this as a �shop-keeper� cave� perhaps a �defend from the attacking hordes so as to earn the eternal gratitude of the local gnomes and perhaps start reconciliation with the gnome village down the road�.

xi) a few querky �non-gnomes� around the place would also fill out the story/picture a bit� e.g. travelling tinker, half-elf drunk addicted to gnomish mead, et al

xii) too many potion rewards as well

A couple of Spoiler Queries�.





A) It is possible to kill the �last priest� � i.e. the demented mummy creature that very slowly follows you after re-forming (until I locked it in a room) ?

B) I couldn�t find the dangerous book from the quest that the Mage Shop-keeper gave (was it with the �last priest� or in the room beside the stairs down in the temple with the moving floor (which I couldn�t get in).

Overall this module was a great way to spend yesterday whilst sick in bed, it has a huge amount of potential once the little bugs are fixed and the module is tweaked a bit for difficultly and treasure. Once these issues are resolved I would be happy to give it a 8.5 or 9.0 score. Well done and keep up the great work.

There are probably a few things I missed as well, as I�ve got a cold I couldn�t be bothered writing down the bugs as I went through, but these should be most of them

Please feel free to drop me a line if you have any queries.

Thanks again and best regards

Tony

Posted by Jorlemayne at 2009-03-29 08:38:29    Voted 5.00 on 03/29/09
Also it would be nice to have a few safe havens to rest spell casters in the temple back tracking gets old fast, but if you were going for realism...

Posted by Jorlemayne at 2009-03-29 08:35:21    Voted 5.00 on 03/29/09
SPOILER'S and complaints: Earthfriend quest is broken(Priest won't recognise you have the warmace), Paper note from freed Kettites does nothing when returned to village, Floors in temple dungeon move rapidly and flash at entrance, Both Laird Gnome and boss giant repeat dialogue(giant while in combat, VERY annoying)

I finished but feel cheated because of the missing quest wrap-ups.

Posted by Pavek at 2009-02-01 07:38:36    
oh. And I'm using NWN2 with MoTB and SoZ loaded too.

Posted by Pavek at 2009-02-01 07:17:17    
I started playing this module. Took me a bit to find the Random loot generator. It would be nice to see a link to it in the files section. Noticed a couple of glitches so far but nothing major. When I entered the "deeper into the Mountains" section, all the entries in the journal disappeared. I left the area and all the entries reappeared. Then I went back into the Great Hall and talked to the Mayor. He added Galdor to my party. Then I started to walk away and I kept being forced to talk again to the Mayor. Finally made my way out of the building. So far though, it's a good module. I played the original module on paper so I'm looking forward to seeing this. Though remember, this actually took place in the World of Greyhawk.

Posted by NWN DM at 2009-01-26 18:46:00    Voted 4.25 on 01/26/09
Still needs some work before being "ready for prime time". By NWN2 voting scale standards, that means a 4ish vote. Keep going... there's potential here.

Posted by Manuel33 at 2009-01-15 09:27:38    
Your module looks great, but personnaly I like to play D&D by creating MY OWN PARTY. So I'm very pleased with Storm of Zehir. I would realy appreciate if the option to create my own party with the book (SoZ) would be available!

Thanks!

Posted by Restutitor Orbis at 2009-01-13 13:47:42    Voted 9.50 on 01/04/09
This is just to let you know that with version 1.27, both the church door and the Kalyen leveling work. Great job!

Posted by Lariam at 2009-01-12 03:47:48    
Just a small comment. It seems to me that mods that require installing some other stuff (like a hak or the random loot generator, or whatever) benefit from offering the required stuff as downloads directly from the module page. I find it that it is always the case that if something else is needed from somewhere else, there's not that much feedback and not that many downloads/votes.

Incidentally, with NWN1 folks usually had all the needed stuff available in the module page. With NWN2, some have tried just mentioning the stuff needed. But that doesn't seem to be quite as efficient.

Just a thought. :)

Cheers!
Lariam
_________________________
Forgotten Realms Weave

Posted by Restutitor Orbis at 2009-01-04 14:44:04    Voted 9.50 on 01/04/09
Very fun module to play, but the latest version still has the church door invisibility bug and the Kaylen inability to level up, being classed as a "Humanoid" and nothing else. If these were fixed, it would be a top-notch module!

Posted by CharlesMarkley at 2008-11-22 01:15:06    
Version 125 still has the invisibility at the church door after having a full party. My party even contains the gnome found in the orc cave that I want to "return," but no one can get into the church door.

Posted by CharlesMarkley at 2008-11-18 11:01:47    
I just downloaded and turned invisible at the church door (first time trying to go in after gathering my old party together) and I cannot get in.

Posted by solign at 2008-11-15 04:35:34    
Youkai, Thanks for the comments. Could you please leave specific bugs that you encountered over on the general forum, (link is in previous response)? Also, anyone that downloads the new version, let me know if the church door is fixed? The module has really gotten beyond what I can test myself. I will try and work on the Mountain detail. I have been thinking of some creative solutions for this, as all builders know, just adding lots of trees and grass really balloons the module size up. Thanks for the help. Please keep the comments coming, good or bad. A thanks to all who do.

Posted by Youkai at 2008-11-13 13:55:58    Voted 4.00 on 11/13/08
Fix the bugs and add much more detail to the Terrain outside of the Vale and you'll have a great module! The action is great, experience scale is just about right, but there are way too many bugs. There are many pathfinding issues, and the Church door bug is pretty bad. Upon first entry the door works fine, but after that it turns the characters invisible until you leave the area through another exit. When this happens you do not enter the church either, in fact you can't. I would also allow resting in more areas, it is very problematic for spellcasters especially when on cannot rest in certain areas. Other than that though I see this as eventually becoming a great module and if all of those issues are fixed the rating will be much higher!

Posted by Numbra at 2008-11-03 14:41:38    
I began playing and like a few others have some concerns. Of course the church door needs to be fixed, I was only able to get into the church once in the beginning. After I left and came back I simply vanished from sight but all other functions were operable. The Rock Gnome girl I rescued from the Orc caves will not level and she seems to be indestructible which is nice when a mobs attacks and a few center on her yet I am sure this is a error. The bronze dragons were neat and for once I was happy not to have to fight them. Helping the wing folk out with getting the dragons to leave was a nice touch. Getting out of the mountains is like a maze. Even if you use the entry point from which you first arrive, you never end up back where you began.

This module has some good things going for it. I look forward to your fixing it up.
_________________________
We are kept, living on edge of good and evil. We cannot be known. We are twilight born, Penumbra.

Posted by narced272 at 2008-11-03 09:09:29    
Started playing the mod this a, like it so far but I have acouple of problems, first, I cannot get into the church, have the same problem as others. I cannot find your post in the general forum so could you please answer here or tell me where to find answer. Also, cannot get any of the NPC in the inn to talk to me. Might be related to the first problem. Really want to keep playing, Like what I see so far.
Thanks

Posted by solign at 2008-11-02 05:15:31    
Ahhh. I will put the henchmen convo on my list. Thanks. As for the resting. There are places to rest, although not obvious at times. This is not a hack and rest type of module, more of a attack and retreat type. BTW. There is a place to rest in the Orc Mountains. Like I said, explore everywhere. And make sure you stock up on healing potions or have regenerating items. You will need them even more later.

Posted by Aewulf at 2008-11-01 19:29:09    
I just started v 1.20 and I noticed:

Some henchmen revert back to the original conversation after they join you.

There are not enough spots to rest. I hit orc mountain range and orc caves and cannot find a single place to camp.

Posted by solign at 2008-10-20 15:32:44    
Use 2.0 Beta of the loot generator. Also make sure you are downloading the file GnomeVale120.zip. GnomeVale_V1.zip is the old Beta version.

Posted by StevenACarder at 2008-10-20 12:31:15    
Which version of the random loot generator do I use? There is version 1.2 final and version 2.0 beta. I am guessing version 1.2 but want to be sure.

Posted by Rondo_GE at 2008-10-17 19:57:45    
Oh yeah one more thing...

I like mods that allow you to explore a little so I see this mod as promising. Keep it up!

The monster's aren't dropping anything useful. Is this true to the original module?

ORCS are not known for their archery skills but these guys look like they have point blank and rapid fire feats. C'mon...


Posted by Rondo_GE at 2008-10-17 01:23:53    
I'm in the mountains now. Good area BUT your town has about 6 or 7 healing kits.

Cannot continue.

Analysis:

Fix economy.
Provide healing.
Fix Church door.

And then I'll help you further.

Posted by Rondo_GE at 2008-10-16 21:08:43    
- Ok talking with your henchman "in party" is way out of context to the situation. They just roll through their opening conversations. The conversation with the female has you talking about her room when you are outside etc.

Posted by Rondo_GE at 2008-10-16 21:04:53    
OK I'll play.

Some things I found...

The economy is whacked. Half the merchants offer zero for your goods. One merchant offers you epic level loot and ungoddly amont of gold for your stuff.

The church area transition or door turns you invisible and makes your party disappear. You cant get inside basically once this happens.

I haven left the town yet so I might find more.

Exterior layout and design is good and doesnt match the interiors whch are cartoonish and barren.

Too many NPCs named "gnome" ruin the effect babbling nonsense. It's also annoying since your dialogue window is always scrolling.

Dialogue in general is pretty weak. I need to check the henchman be right back.

Posted by TheVanillaGorilla at 2008-10-14 16:06:38    
I love PnP conversions, it takes me back. I'm DLing now, will play and provide feedback. I won't vote until you're finished .

Posted by solign at 2008-10-12 05:58:14    
Shambling, B003, Thanks for the comments. Please see my comments over on the General Forum. I have included some comments that could be spoilers. (nothing to revealing) Thanks again.

Posted by Shambling at 2008-10-11 22:06:58    
Party members start a 0 exp so they need to be where their actual lvl is otherwise most probably wouldnt get a lvl in the entire mod.
Fortem needs his feats looked at also hes spec. Longsword/Longsword Focus and also has Greatsword Focus.
Very challenging combat especially for the char's that we have as party members. I've done probably 1/2 the mountain pass there and the orc lair.
No loot of course I'm sure this will be added as you flush the mod out more.
Area's need to be flushed out more etc.

As I've said think you got a good one here but probably have alot of work to do on it to bring it more to life. Keep at it. Still looking for bugs but really haven't found any in the mountains or the lair. Only thing I had an issue with lately is if I go from one saved game to another then I have a problem with party AI not turning off which I hate letting them think for themselves.

Posted by B003 at 2008-10-11 19:08:52    
I've never played the original, but my companions could use a level or three. I just just got stomped by a few too many giants. Seems like some combat was uneven, that harpy thing with the flaming panthers went down real easy, but then I my clocked cleaned by Orcs.
I also ran into that inn glitch.
As I've said, Ive never played the original but does that mountain region really have to have that many twist and turns? Maybe I'm cranky about being bonked in the head by soo many rocks. I'm playing a Warlock, maybe I should be more fighter based class like Monk, Fighter or Barbarian.

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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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