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NWN2 ENGLISH MODULES

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Name  Baltron's Beacon
Author  Bealzebub
Submitted / Updated  04-05-2011 / 10-08-2011
Category  Single Player OR Multiplayer (1-4 Players)
Module Types  Classic PnP Conversion, Dungeon Adventure
Forum Thread  Link
Scope  Medium
Content  Everyone
TricksTraps  Medium
Roleplay  Light
HackSlash  Heavy
LevelMin  05
LevelMax  07
Gameplay Hours  06
Categories  classic PnP Conversion, Hack and Slash, Greyhawk
Patch  1.23
NWN2Game  All
Description
In 1981, I was 11 years old and in the 6th grade. One afternoon, I went to a classmate�s house after school. In the middle of his dinning room table was a mighty castle. It was about 2�x 2� and made entirely out of glued together sugar cubes. �Wow� I exclaimed! �What�s this?� My friend�s older brother smiled and asked �Have you ever played Dungeons & Dragons?� �Soon, we were whiling away the small town hours, delving into the depths of the earth and conquering the barrier peaks.
Baltron�s Beacon harkens back to those days. It's not a globe spanning epic, or a ground breaking saga. It�s just a short dungeon crawl, 1985 style.

A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journy to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths.
You cautiously accept the mission. But who knows what monsters lurk in the vast marsh? Are the old ruins occupied, perhaps by things even more dangerous than the previousl residents? Beware, for the eerie green light shining upward from the central tower, the beacon that guides your way, may attract others as well. To succeed, you must penetrate the keep and find a unique Black Flame worshipped by the old cult. Could those evil ones be lurking about still? You will know soon...
To solve the mysteries of Baltron's Beacon, you must excel in handling wilderness, building ruins, dungeons, traps, puzzels, and monsters.


Player- Single or multi-player.

Level- 5-7. New players leveled to 6. finish at 8 or 9.

Game play- Hack and slash. Don�t look for any mushy romances, or intellectual orations.

Play time- About 6 hours.

Companions- There are 4 possible companions, any 3 selectable at a time. Fighter, rogue, wizard, and Cleric.

Resting- You and EACH companion gets one rest every 8 game hours. Use them wisely. (switch characters before resting.)

Crafting- Standard OC crafting is used.

Death- Companions will revive to 1 hp after the fight. The main PC will have to be revived, so make sure you have some heal kits or a cleric. If the whole party dies, it�s reload time, so save often.

SoZ and MotB are required to play.

The .hak version of;
Heed's PC Tools- Link
Interior Floor Texture Pack 01- Link
are also required. Please down load them.

installation;
Place .mod file into your mydocuments/nwn2/modules folder
place .hak files into your mydocuments/nwn2/hak folder
place .tlk file into your mydocuments/nwn2/tlk folder

I made a walkthrough for folks having trouble with the swamp areas;
Link

Hints and Cheats;
Link


5/30/11 updated .mod file
* fixed npc voices
* stopped encounters from respawning

Files

NameTypeSizeDownloads
View.php?view=NWN2HakpaksOriginal.Detail&id=386View.php?view=NWN2HakpaksOriginal.Detail&id=386
Submitted: 04-05-2011 / Last Updated:
Deta--784
Interior Floor Texture Pack 01
View.php?view=NWN2HakpaksOriginal.Detail&id=132View.php?view=NWN2HakpaksOriginal.Detail&id=132
Submitted: 04-05-2011 / Last Updated:
Deta--558
Heed's PC Tools
baltron_hak.zipbaltron_hak.zip
Submitted: 04-05-2011 / Last Updated: 04-07-2011
zip79.1Mb789
required .hak files
Baltrons_Beacon1.1_mod.zipBaltrons_Beacon1.1_mod.zip
Submitted: 04-05-2011 / Last Updated: 05-29-2011
zip91.9Mb841
5/30/11 Updated .mod file!
SCORE OUT OF 10
8.82
9 votes
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Comments (53):

  1  2 Next>

Posted by Tchos at 2011-12-03 20:52:49    
I think I would have liked this mod with few reservations if not for the swamp navigation. What bothers me the most about that is that the original P&P module states that it should not be possible for players to get lost in the swamp at night, because the players are following a *beacon*, which it states should always be visible throughout the journey.

I think it might be a lot more fun to play this module with other people, though, preferably with a good DM who would be able to put into action some of the suggested scenarios and conditions on the approach to the gatehouse and the keep which are outlined in the P&P module.
_________________________
Tchos' Gaming & Modding

Posted by bealzebubba at 2011-09-13 06:29:39    
Hi Karen, I'll leave a reply on the A1 page.

Posted by karen at 2011-09-13 02:08:01    Voted 8.00 on 08/29/11
Bealzebub, I hope you don't mind but after playing this mod I started -A1 Slave Pits of the Undercity and need some help. I didn't know how to contact you and I hope you don't mind my leaving the message here (I was afraid you wouldn't see it if I left it on the old mod page).

I found the maps and killed Barak and Saied but when I return to the farmhouse the only choice I have is that I haven't finished my quest. I think it's because I haven't found Umnia Kane. I've searched the temple over and over as well as the sewers - could you please tell me where she is? Or, is there a convo you can give me to get the mod to end?

Thanks,

Karen :)

Posted by TikiHat at 2011-09-03 18:42:04    Voted 9.00 on 09/01/11
Now that I've digested for a while, I can comment on this gem. As soon as I left the Inn and saw the Village, I fell in love. It was extremely well laid out and had plenty to walk around and enjoy. The artistic merit continued in the remote cottage and small farm. The areas were truly well crafted. If I had to find a nit to pick it would be that the river strongly resembled a section of an old horse-drawn canal, like the Ohio and Erie Canal in Coshocton, OH with its straight course and parallel path. But that didn't really detract from the setting, so I won't quibble with that.


The Swamp was also quite realistic with its varied terrain and the circuitous routes it forced you to follow. It was also realistically maddening to try and navigate through. Even after passing through many times on my runs to cash in loot and resupply, I still found myself searching for those unmarked transfer points. The Keep in the Swamp was also nice. Its only failing was that the Interiors were much larger than the exterior. This is common in most Modules, and even in the OC, so I can't really deduct for this.


Combat was quite challenging. I started with a Level 6 melee Ranger with point blank and rapidfire, so I was able to take full advantage of the unique terrain. The one maddening factor was the 8-hour rest restriction. I can understand it in the wilderness, but why on Oerth could I not rest in the Inn? That reduced the spellcaster to helplessness pretty quickly. Had it not been for the plentiful supplies in town, I would have dropped him and gone with just the rogue and dwarf. As it was, I spent an inordinate amount of time trying to manage the mage and keep him alive... not to mention gold. I figure I had to spend at least 80% of my plunder in this frustrating endeavor. I also took him completely through 7th Level and into 8th without him being able to cast a single spell due to the lack of resting. I cannot imagine trying to actually play this as a caster. 1/4 point for that. Perhaps a better solution would have been MoB's random encounters if you try to rest in an unsafe location? Or just letting us get a room at the Inn?
****SPOILER ALERT****
One other annoyance was near the bridge to the Keep. I played a Ranger with high Search, Spot and Survival. I thoroughly scouted the area to make sure it was clear. After I was done, I started across the Bridge. Where in Flaness did that entire platoon of Lizardmen come from that spawned BEHIND my party to wipe out the Mage and Hafling before being defeated. Then it happened again approaching the Keep. I scouted the area, crossed it, and an enemy spawned in behind the party again... this time Trolls. That stunt totally defeats the purpose of playing a Ranger. Why bother playing a Character who's expertise is sneaking around in the wilderness in order to search out and spot enemies before they can ambush you if they're just going to spawn in behind you? You're left playing a hobbled fighter when that happens. 1/2 point off for that.
****END SPOILER****
Once inside the keep, Combat again becomes fun and varied. Throughout this adventure I was met by opponents rarely if ever seen in other modules. They reacted differently, too. One type even had the ability to close to melee range with amazing speed. There were also a few Boss Monsters who were a serious challenge for a then 7th Level Party, the type nightmares and legends feature. Really good mix.


The interior of the Keep was interesting from bottom to top, and the skills and thought needed to solve the Main Quest were a refreshing change of pace. I don't want to say much more, 'cause I'd spoil the whole show. I will say that an important lesson is that if you see an abundance of unusual weapons or magic laying about in any module, stock up.


The last aspect is RolePlay. You do list this as RP Light, I think non-existant would be more accurate. The only RP is the initial introductions at the Inn. After that, it is up to the Player to provide it all in their mind. Had ANY interaction been possible, my score would have been a 1/4 point higher.


Even with the negatives I listed, I count this as Outstanding, a Must Have. Especially for anybody who played the P-n-P original. You captured the general feel quite well, as I remember it. You provided a fresh adventure with several features that did rachet up the challenge level. I also want to thank you for including Heeds in this. I spent a fair amount of time playing around with it before exporting and closing the game. This is a must have for the Adventure I'm hoping to create, and something I'd love to insert into other campaigns. It should have been a part of NWN2 from the beginning.


Posted by TikiHat at 2011-09-01 15:21:08    Voted 9.00 on 09/01/11
Ah, the first Module I ever played in D&D. Thank you ever so much for bringing this gem to life. I'll post more after I digest my experience, but for now just know I thoroughly enjoyed it.

Posted by karen at 2011-08-29 18:58:37    Voted 8.00 on 08/29/11
Thanks for all the fun - and the help! It ended a little abruptly, and I sure hope there's going to be a part 2!

Karen :)

Posted by karen at 2011-08-28 14:02:20    Voted 8.00 on 08/29/11
Thanks for the hint!

Posted by karen at 2011-08-27 19:48:18    Voted 8.00 on 08/29/11
The key I have says Rusty Key, but if I examine it the description reads "large ivory key." I don't really remember where I found it though - it might have been in the library, but it still doesn't work in either portal. Is there a door someplace I missed that needs the key?

Thanks for the help!

Karen : )

Posted by karen at 2011-08-26 22:05:04    Voted 8.00 on 08/29/11
Thanks for the quick response! My override folder is empty so that can't be the problem. In any case, it's a pain, but not a game stopper.

I am, however stuck. I have a key, but it doesn't work in either portal. Am I missing something?

Thanks,

Karen :)

Posted by bealzebubba at 2011-08-26 17:52:36    
Hi karen,
I'm not sure what to tell you about your level up problem. Since you're the first one it has happened to, I would guess the problem is on your end. Maybe something in your override folder is conflicting. Empty it and try again.
I did a search, and asked around on irc, no one has ever heard of such a thing. Let me know if an empty override solves your problem. I'll keep looking in the mean time.
Good luck.

Posted by karen at 2011-08-26 14:08:47    Voted 8.00 on 08/29/11
I'm having fun, but the mod is also frustrating at time - especially the sleeping arrangements lol.

In any case, I found a bug not mentioned and thought you'd like to know since it's a pain to deal with. When leveling up the npc's all of the stuff they're wearing disappears - armor, boots, helmet, belts, etc. The stuff in the back pack seems to be ok though (arrows, heals, etc.). I didn't notice the first time I leveled the thief and was lucky to have a saved game to go back to. Now I have to remove everything they're wearing each time one of them levels up.

Karen :)

Posted by Galeocerdo at 2011-07-07 15:37:12    Voted 9.00 on 07/07/11
Really enjoyed this module. Great use of graphics and sounds to produce a sense of immersion. Good use of small obscure treasure containers. The PC has to slow down and search to find all loot and quest items (disabled the "reveal all" key command). The only glitches I noticed were minor graphical glitches with trees not rooted to the ground (near keep) and some strange labeling (on transitions and one trap). Very minor.
Thank you for producing and posting this module. Outstanding, a must have.

Posted by DaveFritz at 2011-05-21 08:36:59    
Hi, bb,
I finally got the door to work. But I had to zoom in until the door almost filled the screen in order to get it to go. None of the others I encountered were THAT finicky, but some were hard to make work, others OK.

I did find a few more areas Thanks for the hint. Due to re-spawns and some (unnecessary) running around the swamp, I ended up just into L11, after starting at L7.

Cheers,
Dave

Posted by Ailim at 2011-05-20 16:02:30    
Well, found a way to play this mod: deleted the whole NWN2 from my computer and reloaded it. Can play the mod now, yay! Stuck in the swamp though. Found that teleporter? but says I need a key. Where do I find that?

Posted by bealzebubba at 2011-05-19 16:38:38    
Hi Dave, I hope you've enjoyed it so far.
Some times those secret doors can be finiky. You just gotta click on it just right.
If you want to climb the rope, use the character with the highest dex, remove armor, and empty hands. That gives you the best chance.
Other than that, you should be able to finish. The roasted seeds are the only requirement.
There are a few areas that have secret doors or need a key. If you use search mode, it improves your chances with secret doors.
good luck.

Posted by TheVanillaGorilla at 2011-05-19 14:40:11    
oh man I remember playing this module in...probably 1988 or so. Downloading now, can't wait for a trip in the wayback machine

Posted by DaveFritz at 2011-05-17 10:11:44    
Hi, bealzebubba,
I'm having a major problem. I cannot seem to complete the module. I've roasted the seeds, but when I try to return I am blocked by a "Secret Wall Door" that will NOT let me through to the main Shrine area. When I return back through the Place of the Guardian, I cannot climb up the rope.

I also think I have missed a lot in the Dungeon and Shrine areas. There are several doors that I cannot open and large blank areas on the maps that I cannot find a way to access. Maybe what I need is in those places.

Help/hints would be much appreciated.

Cheers,
Dave

Posted by bealzebubba at 2011-05-08 11:06:16    
Hmm, if you have all the required haks;
baltron1.hak
baltron2.hak
heed_pc_tools.hak
dmfi_110_1.hak
floortexture_pk01.hak
I'm not sure what to tell you. Since it seems to work for everyone else, I'd guess the problem is on your end. _MAU_ never posted if he got it to work or not. I'll ask around on IRC and see if any one has an idea.

Posted by Ailim at 2011-05-08 09:58:11    
I've had the same problem as Mau did earlier. Can't play the game, I get a message saying I'm missing a hak file. I checked the list you gave of the haks I should have, and I have them all.

Posted by Bolvei at 2011-05-05 08:16:18    Voted 8.00 on 05/05/11
I always liked this module, and Bealzebubba brought to life pretty well. The areas were well done, and the scripting was well done. That being said, I really hated the constant respawns in every area. Also, the timed resting restrictions used in this mod would be fine for a PW, but for a single player, playing a wizard in a hack & slash mod...ARGHHH!!!!!!!!!!!!!!!!!!!! One hour game time equates to 15 minutes real time?!?!?!
You could have also put more realism into the townspeople, and NPCs. It was like talking to cardboard cut-outs. The module, as a whole, was pretty much like the PnP version, but lacked a lot of "life"...truly a hack & slash mod.

Posted by sirchet at 2011-05-01 14:44:39    Voted 9.25 on 05/01/11
This was a fun romp through an old memory, (without the very cruel DM we had back then).

You certainly did a very good job of keeping the feel of an actual PnP session throughout the entire adventure.

There's nothing I can add that hasn't already been said by others earlier.

I would've liked to have given this a higher score, but the frustrating swamp, combined with the few minor glitches stated earlier prevents me from doing so.

If the companions are given some type of a comment like, "Hey ... we went this way already are you sure you want to keep going in circles?" or something to make the swamp less confusing, appropriate voices given to different entities and the floating placeables get addressed, I would be happy to raise my vote.

All in all, a wonderful experience, (if not a little taxing in the swamp) I'd certainly recommend this to all.
_________________________
Help is good when asked for,
Better when needed.

Gaming Parents Studios

Posted by bealzebubba at 2011-05-01 12:31:16    
Thanks for the feedback everyone. I'll make an update soon and address what I can. Sorry about the voices, I do most of my building in a chaotic livingroom with a hyper 4 year old hanging on my leg. Between the TV, the phone, the screaming, and the yelling, I can't hear what I'm working on, so I play with the sound off. I'll fix them in my next update and pay more attention on my next project.

-bealzebub

Posted by TheatrePenguin at 2011-04-30 11:49:01    Voted 9.00 on 04/30/11
Nicely done, overall. I would tend to agree with most of what Darant had t say by way of feed back, although I was nuts enough to approach the black dragon--with caution, mind you--and had a pretty neat battle that we managed to get through. It would have been nice to have the little Hobbit theif have a female voice instead of the bland male one, and I agree with what someone else said about more fleshed out people in the village and pub, especially with voices, etc. I actually remember playing this one as a kid when it was first out. I didn't remember much of it, so this was all new. I did have some moments when I could have done without all that swamp! Like I said, good job overall, albiet a bit sort after all was said and done.

Posted by darant at 2011-04-26 18:41:01    Voted 8.50 on 04/26/11
Overall a great module that starts a little slow and underdeveloped but ends with one of the most outstanding areas at the end. The keep is a D&D marvel, and a must see for every hardcore player. You're very drawn in at the end. Heavy, hard combat--just the way I like it.

Posted by darant at 2011-04-26 18:38:23    Voted 8.50 on 04/26/11
Comments intended for author:

*SPOILERS*

I had a great time playing your module bubba--overall it was very engrossing. My critique is as follows.
I think Labalna would serve the adventure better if it were a little more fleshed out with character--especially since the end areas are so great. This would give a flavor of the quality yet to come and not contrast so much. Everyone has the same voice and you can't even order an ale from the bartender.
The swamp is very well done with some great areas, including a creature I didn't have the balls to talk to--it didn't seem like a great idea to walk up to an evil dragon for some chit-chat. The areas did seem confusing. It appeared the transitions didn't always lead to the same places and possibly the areas repeated. It made it hard to map with memory. I suppose you did this on purpose to provide the atmosphere of getting lost in vast swamps.
The entire keep, inside and out, was absolutely amazingly well designed. Truly one of the best, most thrilling scenarios I've ever adventured in. I was drawn into the fantasy spookiness the second I entered. Excellent enemies. The wisps in the well was astounding. However, spawns were the one issue. The crawlers, trolls and stalkers really shouldn't be respawning inside--it detracted from the mood. Other than this, the keep felt like real, classic D&D--mission accomplished. I'm not sure I found/finished every area--I never found anywhere where I could use the password but nonetheless I finished the quest. Hardcore enemies in the tower and keep, and I survived it all playing solo, without pausing, never dying and finished at level 8.

Posted by NWN DM at 2011-04-24 19:45:22    Voted 9.75 on 04/24/11
Who's the 'tard doing the spam?

Posted by � i p h � r at 2011-04-20 18:47:26    
One of the most captivating (and nostalgic) intro's I've read. Might give this one a whirl if time permits. :)
_________________________
A Game Of Thrones - A Song of Ice and Fire NWN2 Persistent World

Posted by bealzebubba at 2011-04-18 09:24:27    
darant-
thanks for the input. I'll address some issues on the next update.

Posted by darant at 2011-04-17 15:46:13    Voted 8.50 on 04/26/11
Comments intended for author:

*Spoilers*

I've played through the keep's gate tower up to this point. The ruined keep complex looks amazing--well done! And the enemies within were incredibly tough, especially since I'm playing solo--and surviving thus far, though just barely after that battle. A few things I think really need some polish to advance this module.

(1) The respawning encounters are a little excessive and starting to become exhausting. I understand them in parts of the swamp, but when the trolls are rapidly respawning outside the keep it's too much.
(2) In the ground floor of the tower there are two clones, both named Larry. As a matter of fact it seems many of the creatures/people in the game are cloned. They look the same with the same voices, and are equipped identically dropping the same loot. I understand it's a lot of work, but it takes away from the realism of the adventure.
(3) Everyone has the same voice in the Inn, even the women have the same male 'tavern brute' soundset.
(4) I do think the companions provided are a little weak and poorly equipped. I spent what gold I brought in to buff them up but it wasn't enough. In every tough encounter I spent most of my time trying to heal them, or get them to drink their own potions when they were seriously wounded. Granted I never pause during combat, nor do I respawn dead companions (though I'll use raise dead/resurrection scrolls) so I understand I make it more difficult for myself. But they seem to be somewhat uncontrollable: attacking when I tell them to stand their ground, rushing ahead when instructed to guard. I gave up on them after the lizard chief killed them all. I beat him solo after we softened him up--man what a monster!

Posted by darant at 2011-04-14 17:36:33    Voted 8.50 on 04/26/11
I'm a few hours in--thought I'd give a few comments to provide feedback. No bugs found so far. The swamp looks awesome, very creepy. The dwarf companion looks very cool as well. At 25hp the mage is too weak though, I think a higher constitution would help. If one enemy sneaks past the other characters armored wall he's toast. I also think the respawns are unnecessary--or at the very least they repeat too quickly. The bullywugs look great, this is the first time I've seen them--I always thought they were one of the coolest swamp denizens.

  1  2 Next>

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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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