Title | Ravenloft, Beyond the Gate |
Author | Firestarter |
Submitted / Updated | 12-19-2003 / 08-18-2007 |
Category | Roleplay |
Expansions | Requires Both Expansions (SoU & HotU) |
Setting | Ravenloft. The Realms of Barovia and Forlorn can be fully explored. Both castles, Forlorn and Ravenloft are complete. There are four settlements; a village, two towns and a city. With over a hundred detailed areas in total this is an epic sequel. |
Gameplay Length | 30 hours estimated, possibly more. Expect to reach 16th-18th level by game end. Patch 1.68 or later required. The latest version is final12. The content is complete and it can be finished. This is my 'twelfth final' and it may still contain bugs. If you do encounter problems let me know either by posting on this page or messaging me. |
Number Players | Adjusts for solo, party or multi party. Important non-player characters will auto-level to the approximate strength of the player's character but many, and most monsters, do not. Players using very high level characters (20th plus) will find encounters easy and may cause distracting error messages as important npcs try to rise to impossible levels. For these reasons it is recommended that the players stay within the starting level range. |
Language | English |
Level Range | Recommend use of character from Return to Ravenloft or a new character. Low level characters will be advanced to seventh level and given access to an equiping shop. There is no level restriction. |
Races | Any |
Tricks & Traps | Light |
Roleplay | Heavy |
Hack & Slash | Medium |
Classes | Any. Though this module can be successfully played with all PC classes some offer a less difficult gaming experience. As with most Ravenloft modules there are lots of undead so a character with turning powers (cleric, paladin) would find life easiest. Rogues would find the game most challenging. |
Scope | Part of Series |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 09 |
Max # Players | Any |
Min # Players | 01 |
Min Character Level | 07 |
Content Rating | Teen |
Alignments | Any. Ravenloft caters for both the heights and depths of humanity. |
Gameplay Hours | 30 |
Description | |
I found myself in a world sliding ever closer to Ravenloft. In a place called Stone Leigh I first encountered the pull of Ravenloft. It tempts me with power and quick advancement in exchange for a little of my soul. Others here that I see have succumbed to the temptation and the results are plain to see; evilness, madness and disfigurement. By fair means or foul I have fought against the power of Ravenloft in Stone Leigh. Some of those most effected have been killed or banished. A would-be Lord has been destroyed. But the land still draws toward that nightmare realm and I have made enemies, one in particular: a dark witch called Silktong. There is a Gate in Stone Leigh. They say it leads into the heart of Ravenloft. Evil seeps out of it and my enemy has escaped through it. I will not wait for her to return but shall chase her down and confront the powers on their own ground. I will travel Beyond the Gate. In this module the player has just finished Return to Ravenloft and finds themself at the bottom of a dungeon complex called The Dark Well. Silktong's history is revealed and the coven of witches that she manipulates must be confronted. Ultimately the player will decide the fate of Stone Leigh. Will it be freed from the clutches of Ravenloft or will you fight to become its Lord? |
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Thank you for posting my old mods Migrate
Since the page was updated the spoiler disappeared so I put that back - previous downloads of it were almost as high as for the module itself. I've also added captions to the pictures. The module is unchanged.
Beyond the Gate was a well received mod and did reach number 4 in the most highly rated modules when I first released it. When the old vault closed it was still rated somewhere in the 60s, had a score of 9.82 with 125 votes and had well over 20,000 downloads. I'm quite proud of it.
It is heavy in role-playing, well written and is story driven. There is lots to explore, npcs to add to your party and loot to gather. It's not all combat but that does get intense in places and there are a few tough nuts to crack.
I put the original readme back as a download instead of having it pasted here. It won't spoil the game, has basic inforation and introduction to some of the things that you'll find and an FAQ. If however you'd like everything to be a surprise then don't read it.
Migrate is just placeholder account, it belongs to no one. ;)
Sachie was the first person to upload, you can see who helped to refine it under revisions - Turkeys, Fester Pot, NWNJade etc.
I loved your mods, Firestarter. Cheers, mate!
Thanks Dallo, glad to see you still around.
Oh boy, the atmosphere, writings, the story... i'd say this module outclass easily most modern rpgs. Honestly i can recommend playing it to anyone who is looking for deep and involving story. I'd give a 10 but there are some dialogues that repeat from different folks and give you again the exp. points even after you discover the informations already. For Ravenloft, or horror flicks fans it is a must play.
This together with the first chapter are easily some of my favourite modues. Great work on the missions and setting up the tone it feels darker and grittier than most modules, hope sometime soon the Firestarter comes back to it and adds more content to it, or even better another Ravenloft module.
Some of the best work on the vault.
This one was just excellent, a vast improvement over the first module. In fact, while I think the first module was worth playing, I wouldn't blame anyone for just skipping straight to this one. The atmosphere is excellent and very appropriate for the Ravenloft setting, and there are just so many cool sidequests and side characters that it'll keep you entertained for a long time. I also appreciate how detailed the spoiler walkthrough was, as I would go through it after clearing an area to make sure I didn't miss anything. Finally, the Return Mirror was a great time-saver that I appreciated a ton.
The crafting system stands out as cleverly done, although I would caution against using it too much early on as it can make the game too easy--before Forlorn, I only used it to give myself Ambidexterity (because I forgot about the Dex requirement during character creation) and to add Charisma to my cloak. Once I gave my companions Haste before Castle Ravenloft, I was curb-stomping almost everything even without having buffed my weapons at all--only Listue really gave me any issue, but I still got her in one attempt. I also appreciated the ability to turn weapons et al into different types of weapons, so I didn't have to simply get rid of the sweet Greatsword I found just because I was two-weapon fighting.
A few nitpicks (minor spoilers):
1. As in-depth as the crafting system was, it could also be pretty tedious. I wish the full text were available for download so I could have printed it instead of referencing it on the tiny screen available. Also would have been nice if the magic item distribution were a bit more even--I had a TON of armor/weapons, but I never filled my companions' belt, ring, glove, and helm slots with things that were even minorly helpful.
2. The henchmen were pretty poorly developed--even the one with the most attention (Ellefrin) was limited to a few lines of dialogue and didn't have much of a discernible personality. Also, some of their alignments were a little wonky--Nurse Reyne, for example, seems very Lawful and probably Good even from the limited dialogue she gets, but she starts as True Neutral nonetheless. This is the main reason I bumped this module down a star.
3. The fact that the Lords of Forlorn/Ravenloft were actually invincible was a little annoying, especially given that I had already killed a Realm lord before encountering either. At least the Forlorn lord straight up told me he couldn't be killed (and slaughtered me immediately when I didn't believe him)--Strahd never gave me any such indication, forced me into a fight, and then battled me for a good 20 minutes while doing hardly any damage to my team...seems he auto-heals every time he's dealt enough damage to die, and as far as I can tell that's without limit?
4. I think I accidentally glitched the end of the game...not sure if it was due to me trying to mirror directly to Stone Leigh, or because the final boss rolled a 3 when my cleric henchman cast a save-or-die spell on her and fell in the first round of combat, but (spoilers) the phantom witches wouldn't fight me unless I attacked them (I was even able to finish the game without beating them). Plus, when I did fight them, Listue teleported to a place I couldn't reach and wouldn't come back.
All in all, a great mod that I would heavily recommend--even my nitpicks were nothing more than minor annoyances and not game-breaking problems. If you played the first one and didn't enjoy it, still give this one a shot--it's way more polished and in-depth.
Played it on the old vault. One of the best modules on the vault. Does a great job of capturing the ravenloft setting.
I was enjoying this game but, for some reason, can't get the enchanting anvil to work. I've done everything I think I need to do (item, catalyst, promisory note, instruction book) but keep getting the answer that the satalyst isn't recognised.
For example, I wanted to put haste on a ring of clear thought. So, into the anvil goes:
Ring, scroll of haste, promisory note and book for rings and amulets. Result? Error message.
After faffing around with this for some time, I've given up, so won't finish the module.
Gail. I think the answer is to NOT put the book for rings and amulets in the anvil, the rest of the formula looks fine
If anyone is stuck most of the answers are in the Spoilers read me.
This is great!I refuse to separate the first and second mod, it's one big story for me.And there's a lot in there.
Hello, I don't want to spoil it too much for anyone so please just refer to the spoiler notes for how to manually trigger the gate, it does however open by itself but only once a day so you could just wait - it could be a long wait.
I loved this module. The setting is really well done, and there are a lot of areas in the game. Also, there are some cool concepts at play while going through your adventure. For example, you'll be given access to an enchanting anvil that you can use to fashion weapons into powerful juggernauts of destruction. The anvil is much like the enchanters in HotU. I'd say, of all the things presented in the module, the dialog and the dialog options are the best part. This is the first module I've played that went so in-depth with the dialog options and the dialog written.
The setting is set in Ravenloft, a demi-plane set somewhere between a Faerun-type setting and a Planescape setting. Ravenloft is Transylvanian in theme, so expect a lot of encounters with the undead. In fact, you'll need a paladin or cleric character for this module. I couldn't imagine being able to beat it with any other class. Maybe a fighter, but even then some of the bosses actually require you to spell cast.
However, there are some problems with the module. The first problems I noticed was that the side-quests were just not really that good. A lot of them just felt like fetch quests. Also, besides Forlorn city, a lot of the villages/towns in the game are pretty barren and just not really that interesting. I felt like more could have been done with the cities and towns in the game, even for a module that doesn't rely on a client extender or the CEP.
I didn't complete all the side-quests, but a couple of them that I didn't beat just were way too confusing to figure out. Playing through the game, I literally felt like I'd been everywhere.
The biggest gripe I had, though? Listue. Listue is a boss character that you'll eventually have to beat, and she's so very annoying. She has to be at least level 30 because she's at least a level 9 RDD and can cast level 9 spells. She not only spams time stop three times in a row, but she seems immune to any sort of attack that will interrupt her for healing. In fact, in one battle with her, I interrupted her healing and the spell failed as usual. Then, her health just IMMEDIATELY regenerated! Talk about lame!
A word of warning, the game will become incredibly difficult if you play an evil character. That's not to say that you can, but you're going to have an insanely hard time. The final battle was ridiculous. The ending was pretty good, though. I beat the game as a level 19 cleric, playing core rules.
There are also bugs and glitches: At one point you end up chasing shadow dire wolves into a shadow realm. If you save while you're in this realm and then reload, you'll find that your companions were kicked out of the realm because they were "alive". Second, sometimes if you hit the rest key will you're in a menu, you'll lose control of the game. Your character will be stuck, and not even a save and reload will fix this. It'll just constantly say, "you cannot rest will under the influence of this effect," or something like that.
Thank you, I haven't seen such a complete review in many years. When I created this module I had it in mind to produce the sort of experience that I'd had when playing Baldurs Gate. I did spend a lot of time on the conversations. Sad to say my Neverwinter toolset skills are so rusty now that I won't be able to address any of the issues you raised. I do know that I only ever tested it on 'Normal' and there were a few oddities reported when folks played on different settings.
My band of halflings continue thier journey
Good luck
For some reason this doesn't show up in my modules after I install it. I'm using Enhanced Edition. Tried re-downloading, and changing the module name, no luck. Return to Ravenloft installs and runs fine, though.
You are putting it in the right folder aren't you? In EE it goes in the modules folder found in
Users\Your_User_Name\Documents\Neverwinter Nights
where Your_User_Name is your windows user name. So if your user name is Fred the folder to look in is Users\Fred\Documents\Neverwinter Nights.TR
Gotta change the Module file from .Mod to .mod, the capital letter is the culprit.
I failed to mention I'm on Linux, sorry! I'm sure this is just me being incompetent. I did find a Neverwinter Nights directory outside of steamapps at, /home/user/.local/share/Neverwinter Nights, but placing modules there seems to give the same response. Return to Ravenloft and Small Village Woes both show up and load fine, but Beyond the Gate doesn't appear in the menu. Edit: and I posted this as a new comment instead of a reply. Incompetence confirmed.
Ah, not incompetent - forgetful maybe
. But coupled with my ignorance of how stuff works with steam and my lack of knowlege of linux (tried ubuntu didn't like it) just vague memories of unix. Try contacting Proleric as far as steam goes. maybe a personal message asking for help and tell them a mad cat sent you.
TR
You're too kind, thank you! And I guess saying their name was enough?
My guide may help but I don't know whether it applies to Linux.
I think it applies, in the sense that Linux users can find these same directories in their "/home/username/.local/share/Neverwinter Nights" directory, (depending on their distro, probably, I'm on Mint, probably same for Ubuntu) rather than the My Documents folder. And I'm guessing this is the correct place, because the steamapps Neverwinter Nights directory doesn't have a "hak" folder at all, and I've had no trouble installing previoius .mod files. Then again, the previous modules worked when installed in either directory.
Definately Ravenloft, reqally enjoyed ypur version of Forlorn
Thanks sigofmugmort, nice name
REVIEW:
Ravenloft (modules 1 and 2) is surprisingly good story worth a week of gameplay that deserves 9/10. In the times it was realeased I would have granted 10/10, but time has progessed and modules like Aielund Saga offer more henchmen interaction and more custom content and music, worth 1 symbolic point more; such grade also leaves some space for possible updates that would make the score maximized). In general I claim Return of Ravenloft and Beyond the Gatt should get more recognition these days and should be present in the best modules roster on the neverwintervault homepage (btw. someone could make the list include more slots?). Don't be fooled by a the module's cliche setting of Ravenloft (black sphere of twisted evil with vampire within) that might sound discouraging and primitive at first. The story is quite complex, the execution is perfect and the climate exceptional. You will be kidnapped into catacombs to entertain the wicked, you will be fighting with irrational evil instincts of the townspeople, crossing undead borders as zombies, crafting powerful items, exorcising ghosts and even redeeming a vampire or voluntarily imprisoning yourself in a poisonous zone that has no way out. You will also fight greeds of your soul and temptations of power, which is especially enjoyable if you play good characters like cleric or paladin. If you are a completionist, you'll reach level 21 at the end.
Although it is an early NWN module (no custom music, not much custom content), the author polished everything as much has he could (be it Old Forlorn or Ravenloft itself, the areas are crafted with aesthetic talent). It offers a well pictured image of a terrorized community with tyrant's weird ways of forcing obedience. Even though henchmen interaction is not very developed, there are many interesting characters (even two major foes can join you!) and they all have interesting backstories (I loved the line when you meet a vampire, who is a father of your romantic interest: "I do feel more, but in front of your father?!". Also, the story is partially non-linear, the locations evolve as you visit them (Leigh Town); it has fast-travelling and haste items. What is more, you can make some meaningful choices and the henchies utter occasional comments as you go which improves the immersion. There is also some stuff for completionists (large catacombs, crafting, Misty Border, Allard's quest etc.) If it is not enough, the modules offer quite a long gameplay (around 30 hours of gameplay in module 2, module 1 is shorter). Don't worry, combat is not too difficult, especially in module 2 where you can craft/improve very powerful items (e.g. 2d6 added damage).
So... grab the module and enjoy.
PLAYING ADVICE (MINOR SPOILERS):
- Cleric/paladin levels and rogues levels are fun (in module 2 clerics can exorcise haunted areas for additional experience if they get a scroll-wand in Barovia church); also suitable for mages, as module 2 allows for taking spell failure off armour;
- "Seeing" by Gypsy in Tsar Falls is available after every quest or every given bottle of Vechether. But the favours do not add up so after three quest you will only get one Seeing unless you ask her for seeing after each eust. Consider the bottles in case you did all the quests.
- Madam Eva in Immol - useful card is Icarus (call lightning 1xday) and the best is Rama (word of faith/stun)
- Remember skeleton circle in Bone March: you get more money by disposing items this way; but there is a risk of alignment shift to evil when you use it. Somehow the more henchmen you have, the greater the shift (when you're alone it's 1 pt, when with 3 henchies, it's 4 pts). So it is good to temporarily get rid of them (action via radial menu does the work)
- the henchwoman-witch can be removed from the team without attacking you when you remove her via radial menu
- kama tradeable for silver (acid damage) is a good early weapon after reshaping it into sth else; best damage type is positive energy obtainable from traps during crafting;
- What to upgrade, priority: haste (on boots, cloaks and weapons); regeneration (amulets, rings, weapons), keen edge (esp. on weapons with critical range 1820, like rapier, scimitar), enchantments on weapons (but stick with items with elemental damage, electricity or acid, as many undead are immune to cold); unlimited +3 ammo on ranged weapons; arcane casters might want to construct mithral chain shirt from mithral bar (-20% ASF), or add greater ASF right away on the anvil; You can add damage (eg.2d6) to base items that already have added damage, which makes them even more powerful
- on the Scarlet island (Infal's quest) you'll get powerful armours (+8/+7AC), reshape-ready, and double swords worth more than 300K to be sold by he skeleton ring, which are great resource of gold
- there’s lost soul in misty border (if Strahd or prince of Forlorn kills you), you have to go east and south if I remember correctly to get him counting from the place you're spawn. in turn the portal out is just north from the place you're spawn in. Or you can go past the skeletons in the area you find the soul, but there is quite a few of them.
- (SPOILER) in module 2 every witch you don’t kill is one less to fight during final encounter with Silktong (plotwise, to complete the game you must at least kill Listue the Red Dragon Disciple in astral plane and polymorphing Grisella before meeting Silktong; so you don't have to kill 4/7 witches); I add this remark as I got stuck at some point after diplomatically dealing with Grisella and thinking I might win something this way; then I learnt that she must killed no matter what in the walkthrough (it would be nice to be able to steal plot item from her instead!)
MINOR BUGS/ INCONSEQUENCES:
- Some undead are not technically undead according to AD&D: e.g. when Silktong summons undead version of the witches they are in fact not undead as healing does not harm them; you actually have to use Harm spell to harm them properly;
- You can return to Ravenloft via portal in stone Leigh church, which probably should be forbidden
- By the end of the game you move back to Leigh Gate. When you walk to Leigh, you meet Silktong and the dialogue goes normally. But when you mirror to the village, you're being moved to Silktong that appears as already hostile, without dialogue
- Why do Strahd's executors keep attacking you after you reveal to him you're interested in his daughter and his gives his blessing?
- On leaving Immol inn you can get stuck inside the doors
- Borovia's mayor can leave black poisoned circle unharmed to confront the hound, which should be impossible acc. to the plot
- in Forlorn Castle Bailey, there appears information about tracks, but they cannot be noticed anywhere;
Thanks for the review Greg. Nice to be still appreciated.
And thanks to Neberski for hosting and posting twitch streams and videos of this mod.
Still great!
Some issues though, could be EE.There are no transitions in Justine's Mercantile and the Thieves' Luck doesn't work at all.
It's a bit counterituitive that in the end you can't go to your throne right away but have to seek out the gate first.
Someone once wrote evil types would face severe difficulties.Not true, i played an evil Bard/Blackguard and had a rather easy time.
A great module after all.
Do enemies respawn?
There is a built-in respawning routine that will re-create all the treasure, traps and monsters in an area in the case where multiple players are exploring the adventure on a persistant 'MMO' server. I've known that script get triggered in error but very rarely. Also there are a few key encounters that the game will reset if it doesn't think you got it. There may also be bugs that respawn normal monster encounters.
I had some crashes to desktop with both modules when saving and loading (no biggie) and very occasionally items lost properties (e.g. rings, cloaks, healing potions, etc).
This was on the current retail Android build, but I wonder whether it's a known issue, as other modules seem to be OK.
I quite liked Return to Ravenloft, but for some reason I expected the switch to Ravenloft in the sequel to be a linear hack and slash run for the villain in a world full of undead trash mobs and therefor less interesting. Nothing could be further from the truth. Beyond the Gate is a very open module with lots of sidequests, choices, well written dialogue and good story-telling. It's even better than the predecessor, and the comparison to Baldur's Gate 2 is deserved. And it's a perfect introduction or chance to revisit the Ravenloft setting.
As in the predecessor, companions comment often on the environment, and they now have a bit of background conversation as well. You can take you favorite companions from Return to Ravenloft with you through the mist, and you can also meet new ones. The module has a lot of new areas, but also a very cool fast travel system that prevents too much running to and fro. You have different options on how to solve quests and even on how to conclude the story, and there are many carefully crafted custom items, with custom descriptions fitting the setting, and you can craft your own mighty items as well. I finished the module as a godlike cleric of level 20 or 21 with immensely powerful equipment, so I'd say I was pretty overpowered and combat was a piece of cake in the end, but I didn't mind that. It felt great and fitting for the story.
There were a few bugs or glitches and occasional crashes to desktop when playing with NWN:EE, but since I saved often it wasn't much of a problem. I also ran into the issue with missing transitions in Justine's Mercantile as described by Nathan above; this might be a compatibility issue with EE that will hopefully be resolved with upcoming patches.
All in all a grand adventure that can definitely rival professional RPG titles (not to mention all of the premium modules).
A very finely crafted mod, and to be able to have and equip multiple henchies makes this fun indeed, and with decent equipment no less! Having Rogue skills is important for this, especially in light of very frequent secret doors and locked chests and locked doors. Well done! Referring to the Walkthrough is a must though, as you will get stuck or miss a whole lot of things in this very large effort if you do not utilize it.
Thank you Nails for the kind review.
Good luck to everyone who's entertaining themselves with games during this enforced Virus Vacation. Keep safe and keep your family safe.
Very interesting module.
There are two problems, one, teleporting via mirror, while great, is overused. In multiple places it's pointless, for example, to continue a certain quest I had to teleport back to the gypsy seer, only to hear that inn has to be investigated, which meant immediately teleporting back to Barovia village. It was completely unnecessary. Two, as someone mentioned above, mirror teleporting can break quests. In my case it has broken mayor of barovia village quest about that undead henchman girl.
Also, journal sometimes doesn't update when it should, so it may be difficult to play without referring to spoilers.
Apart from that, very solid effort so far.
I found this to be predictable and boring. Had to fall back to the walkthtough/cheat sheet over and over, which is a fail in my book. HOWEVER, it is a well-crafted module. The characters, writing and overall design were solid. I particularly liked the witches, their relationship to one another and the main antagonist. Probably the best Ravenloft module.
For anyone else trying to play this on iPad- the mod needs to be renamed to .mod from .MOD otherwise it doesn't show up.