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Title  Lamentations Part 1: Sisters of mercy
Author  Indischgelb
Submitted / Updated  09-15-2002 / 09-15-2002
Category  Roleplay
Setting  Warhammer
Gameplay Length  1,5 - 2 hours
Number Players  strictly one!
Language  English
Tricks & Traps  Medium
Roleplay  Heavy
Hack & Slash  Light
Classes  Basic, Warhammer style Characters should be best, though!
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  Any
Content Rating  Everyone
This is now the final version of the first part of the series called 'Lamentations', set in the Empire of the Warhammer world. It is a very athmospheric module, with a lot of roleplay and little fighting. For every little quest in this module you will find different ways to complete, it is completely non-linear and there are very different ways to master the main plot! Have a go and see for yourself, then afterwords, please rate it.


DateReviewerFinal ScoreQuick ProsQuick Cons
2002-11-01Becca4.56Very original placement of articles in containers and good scripting gave a more realistic feeling to the game.No journal entries at all and some disjointed dialog. Felt unfinished.


Submitted: 09-15-2002 / Last Updated: 09-15-2002
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Comments (33):

  1  2 Next>

Posted by Superrpgman at 2010-05-23 20:37:42    
Does a module like this really work if you don't really give any real hints in the module on what you're supposed to be doing.

I myself gave up on this module, but at the same time, I'd love to give it another go if someone were to write a little mini walkthrough for this module. Doubt it would happen, but I'll try to keep an eye on the posts here every now and then and see it anyone does so.

Posted by brandy ( ) at 2006-04-15 21:29:21    
Great. Thanks!

Posted by Nagronath at 2005-12-22 23:41:08    Voted 2.00 on 12/22/05
Not really a good module. There´s no clues as to what the PC should do, and if you want a door to be locked until someone gives the PC the key, you should make that door immune to damage. I played only until the part where Dora tells me she can´t tell me anything, and neither did this Reiksguard Lieutenant.

Posted by Sehra at 2004-02-28 21:33:28    Voted 3.00 on 02/28/04
Fun: 2   Layout / Design: 3   Dialogue 3   Originality / Creativity 5   Quality Control 2   

Posted by gnik_nai at 2004-02-28 21:33:15    Voted 5.00 on 02/28/04
Fun: 5   Layout / Design: 5   Dialogue 5   Originality / Creativity 5   Quality Control 5   

Posted by xcalibur1 at 2004-02-28 21:33:14    Voted 4.00 on 02/28/04
Fun: 5   Layout / Design: 4   Dialogue 4   Originality / Creativity 5   Quality Control 4   

Posted by ntexstalker at 2004-02-28 21:33:00    Voted 5.00 on 02/28/04
Fun: 4   Layout / Design: 6   Dialogue 4   Originality / Creativity 7   Quality Control 6   

Posted by topical68 at 2004-02-28 21:32:50    Voted 5.00 on 02/28/04
Fun: 4   Layout / Design: 5   Dialogue 4   Originality / Creativity 5   Quality Control 7   

Posted by NoBull at 2004-02-28 21:32:48    Voted 5.00 on 02/28/04
Fun: 4   Layout / Design: 6   Dialogue 3   Originality / Creativity 6   Quality Control 4   

Posted by Morthanos at 2004-02-28 21:32:46    Voted 5.00 on 02/28/04
Fun: 3   Layout / Design: 7   Dialogue 4   Originality / Creativity 5   Quality Control 7   

Posted by malkier at 2004-02-28 21:32:46    Voted 6.00 on 02/28/04
Fun: 5   Layout / Design: 5   Dialogue 6   Originality / Creativity 9   Quality Control 4   

Posted by Blackthorne at 2004-02-28 21:32:46    Voted 4.00 on 02/28/04
Fun: 4   Layout / Design: 4   Dialogue 2   Originality / Creativity 7   Quality Control 1   

Posted by Cythwydd at 2004-02-28 21:32:46    Voted 5.00 on 02/28/04
Fun: 3   Layout / Design: 6   Dialogue 4   Originality / Creativity 7   Quality Control 5   

Posted by CrimsonEagle at 2004-02-28 21:32:41    Voted 4.00 on 02/28/04
Fun: 4   Layout / Design: 5   Dialogue 1   Originality / Creativity 6   Quality Control 6   

Posted by Raesene at 2004-02-28 21:32:17    Voted 6.00 on 02/28/04
Fun: 5   Layout / Design: 8   Dialogue 5   Originality / Creativity 7   Quality Control 6   

Posted by thudson at 2004-02-28 20:46:05    Voted 5.00 on 02/28/04
Fun: 5   Layout / Design: 6   Dialogue 4   Originality / Creativity 8   Quality Control 2   

Posted by moxu at 2004-02-28 20:42:34    Voted 5.00 on 02/28/04
Fun: 3   Layout / Design: 7   Dialogue 3   Originality / Creativity 9   Quality Control 3   

Posted by Mags at 2004-02-28 20:42:20    Voted 4.00 on 02/28/04
Fun: 1   Layout / Design: 4   Dialogue 4   Originality / Creativity 8   Quality Control 3   

Posted by Amatir at 2004-02-28 20:31:27    Voted 5.00 on 02/28/04
Fun: 5   Layout / Design: 7   Dialogue 4   Originality / Creativity 7   Quality Control 2   

Posted by Moxu ( ) at 2003-11-30 10:12:00    
I enjoyed the potential this mod has. On the down side, it doesn't give you a sence of urgency, you just wonder around. I got the Noble guy following me but can't seem to find the next step. Every time I go to the ferry dock, there are more ferrymen there, and they won't let me on. I searched for a while, I didn't see any other place to go so I quit.

If I go back one day and figure it out, then I'll rate the mod.

Posted by DeathMouse ( ) at 2002-11-03 01:38:00    
Good module. I enjoyed the different ways to complete the
quests, however one thing you could work on is this: Often
it was unclear as to why things are happening. Why would
the old man risk his life to help you get into the convent
for example. Also how did the PC know that the man in the
attic was the cause of the siege? Other than this it was a
good module.

Posted by Anonymous ( ) at 2002-10-23 10:37:00    
Slyer, quit spamming this message across every mod-maker's
site you can find. If you want to give a speech, use your
own site and quit cluttering up everyone else's.

Posted by slyer ( ) at 2002-10-21 17:22:00    
Hello fellow NWN players. I wanted to say something that I
noticed and figured I would remind you all about. I was
looking at a bunch of mods, noteing how many downloads,
voting, and comments. Well there are almost always some
downloads, rarely a comment, and almost never a vote. Now
if this is because you didn't like it or you don't feel it
is comment or vote worthy fine. Though if we are all just
getting lazy then thay is going to hurt us all. If we
don't speak our minds about mods, the people building them
will never know what we want. Also if you don't vote for
what you like builders will never know they are onto
something, good mods will not appear in the top rated
section, and the whole pleasure of mod building become
BLAH! So please friends take the time to vote and comment
on mods you try. You are what inspires us, the reason we
build them. Your pleasure your fun is what we hope for.
We only ask for feedback to keep us going. Just help us
help you. Thank you

Posted by Tanakor ( ) at 2002-10-11 03:55:00    

I just downloaded it and gave it a short try.
First of all: I love Warhammer and especially Warhammer
Roleplay, so two thumps up for the setting!
***Minor Spoiler***
BUT, I didn´t progress very far by now, because I
couldn´t´get past the guards. After talking to the old man,
who told me to meet him in the barn, he walked into me and
stopped right there. So he didn´t show up in the Barn. I
went back to the old man in the house and he began the
conversation, I should have had with him in the Barn, where
he told me to hide in the cart. When I went to the barn to
do this, it didnt´work.
This kind of thing is quite frustrating. Also, it seemed
quit odd to me, that it was night in the little village but
everybody was working on the fields.
I will give it another try later and maybe post some more

Posted by Indischgelb ( ) at 2002-10-10 10:49:00    
Thank you all for your helpfull critics! I will certainly
consider what you posted in my coming module.


Posted by NoBull ( ) at 2002-10-04 17:12:00    

don't want to repeat everything that already has been
mentioned in other comments - i ran into the same flaws and

It is very obvious that english isn't the author's first
language. I think he's capable enough to do much better if
he would make a module in his own language with a full
blown story and rich dialogues, and *then* have it
translated afterwords.


Posted by Malkier ( ) at 2002-10-02 16:54:00    
Oh, one last thing. The henchmen have a few bugs:
1) Sometimes they don't follow you when you zone.
2) When you have two henchmen, they can actually trap you
into a corner because they don't move out of the way. Maybe
you could have a dialog option that says "move aside", and
the henchmen will move away.

Posted by Malkier ( ) at 2002-10-02 06:01:00    
On the good side, there are a lot of good ideas and
interesting scripting in this module.

On the bad side, I feel that there is a lot of aimless
wandering and the plot doesn't come together very well.
Upon entering the farm, I felt strange wandering around
going into each building trying to find out what I was
suppose to do in the module. After 10 minutes of wandering,
I finally got an idea of my purpose in this module after
entering the old man's home. The beginning of a module
shouldn't have the character wander around aimlessly with no
purpose. There needs to be a way to grab the player into
the plot of the module.


I felt that the aimless wandering continued with the House
of Charity and the Deep Forest area. I did like the fact
that there appeared to be different ways to get past the guards.

I also liked the fact that you tried to make the areas
realistic by placing clothes in drawers, operating equipment
in desks, etc. I was pleased to see apples in barrels
rather than a spell or a cure light wounds in the container.
The realism faded away when the people in the operating
room didn't notice me pilfering the desks beside them, or
the fact I was wearing one of their operating gowns. I
realize that it would require a trigger script to react to
all these things, but it would bring up the realism.

A few bugs/comments:
1) The old man on the farm tells me to meet him in the barn.
He never moves from his home.
2) I forgot her name, but she mentions that she needs an
escort to the next road. I escort her outside the House of
Charity, past the farm, and back to the module's starting
point. She never leaves! I finally figured out she was a
hireling, so I just had her follow me around. I've never
played a module with the multiple hirelings script, so this
confused me.
3) The Reikshah (sp?) guards took my weapons, but never gave
them back to me when I left the House of Charity.
4) When I "sign in" as a patient, the guy tells me a whole
list of instructions, including an instruction to place
everything on the table. I thought following his
instructions would give me a secret way to enter the patient
areas. I couldn't place my items on the table, so I figure
this is merely fluff dialog. Its also strange that he lets
me keep the patient log book. Once again, this brings away
from the realism.
5) The noble guy who is hiding in the attic leaves all his
armor, weapons, and other items behind in the dresser. Its
strange that he didn't take them. Maybe the noble should
comment on leaving all of his possessions behind.
6) Why does the head of the House of Charity give me the key
to the attic where the noble is located? I don't think I
would have gained enough of her trust just because I read a
log entry in the patient log. Just a plot point.
7) The deep forest area was boring. I finally expected to
have combat, but I did not except for helping a boar win a

I actually quit playing after wandering aimlessly in the
deep forest area. I found the woodsman hut, but I didn't
see a reason to stay for the night, so I just left the hut.
I saw a road in one of the deep forest areas, but the road
didn't lead to another zone area.

This module has a lot of potential if the plot could be
fixed a little more and some realism points fixed. There
should also be a little combat to offset all the wandering
from place to place. I hate hack-an-slash modules, but I
need a little combat in between my quests. :)

Hopefully I wasn't too harsh. Just trying to be a good critic.

Posted by Colin Nielsen ( ) at 2002-10-01 13:59:00    
This seems like a module done by a programmer. You have a
lot of very good ideas as far as the scripting goes. Please
make use of the journal. It is a great feature and it helps
remind us of what we have done. Especially if we take more
than one gaming session to complete the module.
I agree with everyone else about the spelling and grammar.
These are things which are easy to fix. Just use the spell
checker in the conversation editor. For journal entries,
you can cut and paste into an open word document, check the
spelling and grammar, then paste it back.
Your overall concept is good, but you need to work on it a
little more before releasing to the public.

Colin Nielsen

Posted by Blackthorne ( ) at 2002-09-29 22:21:00    
Ok...I love Warhammer, and it could provide a great fantasy
setting. You obviously put a lot of work into designing
custom armour/items etc for all the npcs and the pc, which
is also good. And there's definately bunches of
scripting...stealing the guard's armour causing him to
attack was a nice touch.
On the other hand: the dialogue was poor. It was peppered
with typos, which was really unfortunate. There were even
cases when the dialoge options were for the other person,
which was weird (an old lady in the convent).
The other big huge massive problem I had with it is that it
had this abrupt non-sensical ending. All I did was talk to
some woodcutters, get them wood, go upstairs, found this
weird area transition and the mod just ended. Kaput. Ok,
even if this is unintentional you realllllllly need to fix
it. Honestly, this is the kind of thing you should catch in
alpha or beta testing, man.
This mod could be good, you just need to fix up those
problems. Good luck man!

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