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NWN MODULES

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Title  Mines of Moria
Author  John McA
Submitted / Updated  02-18-2003 / 02-18-2003
Category  Dungeon Adventure
Setting  Middle Earth
Gameplay Length  8
Language  English
Level Range  Need at least one PC with 1st level arcane, divine spell or use magic device ability
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  15
Max # Players  04
Min # Players  01
Min Character Level  10
Content Rating  Everyone
Description
This is an adaptation of the Lord of the Rings journey through Moria intended for one or more PCs level 10 and up. Gandalf can raise novice or low level PCs up to 10th level at the start of the adventure. Note that at least one PC must have 1st level arcane or divine spell ability or use magical device ability. Features include new scripted oozes, tentacle beasts, displacer beasts, a ring wraith shadow-dimension, flying skulls, poltergeists, the Balrog, and other events that capture the spirit of the Mines of Moria. Be aware that sometimes secret doors must be discovered to continue on the correct way. Special potions of secret door detection can help you with this, as may going into detect mode. You may choose Aragorn, Gimli, Legolas or Samwise to help you in your quest, or might like to recreate these or other members of the fellowship as PCs yourselves. Have fun.

Files

NameTypeSizeDownloads
Mines_of_Moria.zipMines_of_Moria.zip
Submitted: 02-18-2003 / Last Updated: 02-18-2003
zip1.6Mb3248
--
SCORE OUT OF 10
8.92
5 votes
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Comments (36):

  1  2 Next>

Posted by Steve_Savicki at 2007-07-06 05:00:15    Voted 9.75 on 07/06/07
As always, ending is abrupt and disappointing that you cannot defeat the balrog.
Henchmen scripting needs to be updated. You have to talk to each one by choosing to do so before you can access their inventory (clicking on them won't do.)

Other than that, interesting layouts.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by f.a.g.s. ( 203.129.xxx.xxx ) at 2006-01-24 00:31:47    
in the mines of moria i cant find the durins bridge?

Posted by A714s at 2004-08-31 11:30:25    Voted 8.75 on 08/31/04

Posted by neale at 2004-05-06 16:25:00    
I am stuck at the Fallen Altar in the Abyss area. It is locked, unbashable, and according to your walk-through is opened by some lever on the obelisk to the East of the Altar. Well, I have been standing in front of both the columns for 30 minutes, with Search mode enabled, Watchman't Helm and the Find Traps and Hidden Doors potion taken, with no luck. Is there some trick to getting the lever to appear? I should have the requisite level in Search and True Seeing to have it appear, right???

I am also not real keen on the Hidden doors in this game, as many have so many potential spots where they can be, even with Lich maps and so on, that a lot of time is wasted searching. I never did get the Lich Map in the Duergar area to make a change to my overall map, btw. And the second Duergar Lich map was the same as the first, as far as description and not showing on the master map.

Otherwise, a very good module, and interesting with multiple henchies and Gandalf with an attitude!

Posted by Terence_of_Chatham at 2004-02-28 20:46:11    Voted 9.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 8   Originality / Creativity 9   Quality Control 10   

Posted by Stormrazor2000 at 2004-02-28 20:45:41    Voted 8.00 on 02/28/04
Fun: 10   Layout / Design: 9   Dialogue 6   Originality / Creativity 7   Quality Control 8   

Posted by Anorial at 2004-02-28 20:31:43    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 9   Originality / Creativity 8   Quality Control 9   

Posted by Anorial at 2004-01-27 16:31:00    Voted 9.00 on 02/28/04
Hi John, nice work on this mod. I enjoyed it equally as some of the other higher rated mods...too bad it's not registering on the Tops Mods list cause it's definitely worth the time! I voted to help boost it some. My only complaints were a fair number of typos and sometimes the (delightfully familiar) music was really compressed but I guess that's to save space when downloading. I didn't have problems with anything not working right.

I liked that you warned us that it wasn't a slavish recreation. I liked (although got annoyed sometimes) that resting was only in special places. As for some of the complaints about not being able to solve stuff...that's more realistic than having it all spelled out for you! The fun is in the not knowing! I did need a leg up on finding the Bridge of Khazad Dum but I coulda figure it out if I'd persisted....what can I say, the drums had me rattled! lol

Great work, I'll be happy to try some more of yours. Hey folks, give this one a try!

Posted by Anorial at 2004-01-27 16:29:00    Voted 9.00 on 02/28/04
Hi John, nice work on this mod. I enjoyed it equally as some of the other higher rated mods...too bad it's not registering on the Tops Mods list cause it's definitely worth the time! I voted to help boost it some. My only complaints were a fair number of typos and sometimes the (delightfully familiar) music was really compressed but I guess that's to save space when downloading. I didn't have problems with anything not working right.

I liked that you warned us that it wasn't a slavish recreation. I liked (although got annoyed sometimes) that resting was only in special places. As for some of the complaints about not being able to solve stuff...that's more realistic than having it all spelled out for you! The fun is in the not knowing! I did need a leg up on finding the Bridge of Khazad Dum but I coulda figure it out if I'd persisted....what can I say, the drums had me rattled! lol

Great work, I'll be happy to try some more of yours. Hey folks, give this one a try!

Posted by John McA ( ..xxx.xxx ) at 2003-09-24 16:06:00    
Terry,

I'm glad you enjoyed Mines of Moria - sorry I haven't looked at the site in a long time. Not many people have posted in recent months!
Just wanted to say that I have nearely finished a Shadows of Undrentide upgrade with multiple henchmen for each PC, much more dialogue, a cutscene at the beginning and other characters and locations from the book + real boulder throwing Stone Giants (in the snow tileset), and trolls that turn to stone.

Posted by Terry Brown ( ..xxx.xxx ) at 2003-08-27 11:10:00    
Me and friend did your mines of moria multi-player today. It was an enjoyable 6 hours, the way you have implemented resting was fantastic. This is probably the first module we have completed that really made us feel an achievement.

We also cheered whenever the game reflected the film/book.
e.g. "I wonder if there will be a cave troll in Durins tomb" Hooray!

Also loved Gandalf and the Balrog on the bridge.

Well done

Posted by Archaic ( ..xxx.xxx ) at 2003-04-23 13:28:00    
John,

The Gaming Havens guy hasn't posted your info yet, but it usually takes a couple of days. The Rings bit was neat, but I especially enjoyed the less effects-based touches; the first thing I thought 'Wow' about was the Weathertop-like resting spot. The 2nd thing was the avalanche on Caradrhas. The third thing was the Dwarven Ring. The One Ring worked as I expected.

PS I admit to using your spoilers, but I liked the entrance. I thought it was clever; others found it needlessly frustrating. Oh well...

Posted by John McAuley ( ..xxx.xxx ) at 2003-04-23 06:43:00    
Dear Archaic,

Thanks for your comments and your posting of the module on "theonering" site. I saw your Dunedain module and am downloading it now. I take on board your comments about multiple henchmen and agree that while two's company, its hardly a fellowship. With the positive feedback, I definitely intend to post an update when the expansion pack comes out. From that point of view, can I ask specifically what you thought about my implementation of putting on the One Ring, and putting on the First Dwarven Ring, and the poisoned passages?

John

Posted by CraZy ( ..xxx.xxx ) at 2003-03-10 21:25:00    
WOW, I havent tried that solution yet...but the fact that
I haven't found that door already is puzzling to me. I am
playing with an Elf and we automatically are searching for
hidden traps and doors even if we aren't in Stealth Mode.
That corner you are talking about is where I decided to
fall back to when the Cave Troll was coming in and I
lobbed arrows at him until he reached me and then I fought
from that corner and after defeating him and everyone in
it I hung out for a bit in that corner...however I never
came across that door. Maybe I absolutely have to go into
Stealth Mode to find that particular door...

Here's why the solution totally lost me...its because the
module so far seemed based upon the Mines of Moria but
there was far too much within this module to follow the
movie or book completely, so much of the module didnt
require even knowing the Lord of the Rings story to
complete. Well, when I got to the halls and saw the well
and tomb and everything, it all seemed like it was right
out of that part of the book...and right after fighting
the Cave Troll and the drums still sounding they headed
out of that room and back towards the halls and on
down...which in your module takes you to the Balrog and is
the wrong way to go.

I restarted and tried the fight w/ the Cave Troll and
doing some other things before and after dumping the
skeleton into the well but like I said, I never came
across that hidden door....which is why it was so
unsolvable for me at this point..I had pretty much given
up on the room with the well in it thinking there was
nothing else to do there :( I hate getting answers to the
problem too...if I knew I were looking for a hidden door I
betcha I coulda found it...but there being a hidden door
just didnt occur to me because I thought I was supposed to
be running from the Balrog and following some obvious path
out and down....LOL!

Posted by John McA ( ..xxx.xxx ) at 2003-03-10 12:11:00    
Answer to getting past Balrog

***Total Spoiler***
*
*
*
*
*
*
*
*
*
The rest area referred to is in the NorthWest corner of
the large room (20 somethingth hall), not in the vault
with Balin's tomb. If you move your mouse over this area
or press tab you will see the area transition. This was
where the fellowship rested in the book. Resting is no
longer possible there once the Moria drums sound.
From here on it follows the book (except the skeleton
bit). When you go into Balin's tomb room and set off the
skeleton in the well, you must fight the Cave troll and
orcs. However, in the book and the film the fellowship
left by a side door and did not fight their way back
through the main way. The latter is all a trap as the
Balrog says. A crevasse blocks the way to the Bridge.
Instead, once the drums start, it becomes possible to find
a hidden door just behind the well in Balin's tomb room
(very easy to find as long as you are near to the
northeast corner of the room). Go through here and descend
a number of staircases and precarious narrow bridges until
you come to a level with the second hall. Now you come out
beyond the crevasse and the adventure continues...

(Can I ask players of my (two uploaded so far) modules if
they think I should include a brief walkthrough with them?
I have the feeling that after luring players into a
pattern of simple game play I suddenly present them with
situations where it becomes much harder to work out how to
progress!)

Posted by CraZy ( ..xxx.xxx ) at 2003-03-08 15:14:00    

***SPOILERS***

I'm totally lost here. I have knocked the skeleton down
the well and that brought forth the Cave Troll and the
Orcs. I kill them and then proceed to the Main Stairs. I
go through a few sets of stairs killing and maiming as I
go, and then I enter the Second Chamber I think is what
it's called. It has the Balrog in it. I have no clue
what to do here. I kill all the Orcs on all 4 corners of
this area, but all 4 doors I cannot get through. If I try
to talk to the Balrog it attacks me and then I'm french
fries so fast it'd make McDonald's drive-thru envious of
the speed. If I clear the area with the Balrog of all the
Orcs and then head back to where I came from (the halls of
Kazahd Dum) then that area just keeps spawning
reinforcements of Cave Trolls and Orc Captains and I'm
dead super fast once again. Also, when I first enter the
Halls of Kazahd Dum I got a message about how it looks
like it'd be safe to rest in an area to the North...or
something like that. Well, that is where Balin lies dead
and where the well is that you push the skeleton off
into. However, nowhere in this entire area can you rest.
What did that mean then? Was it just to draw you to that
area so you'll push that skeleton into the well? Need
some help here or else I think I'm done and this was my
story. :P

Posted by John McA ( ..xxx.xxx ) at 2003-03-05 12:10:00    
Sorry about the frustration, CraZy. Point taken. I never
really bothered about checking all the random containers
when playtesting. I'm impressed you're so thorough in your
loot hauling. None of the good stuff should be
inaccessible, but I supppose if I put anything in, it
should at least be accessible! I was really just using the
containers for decoration. I have given you chances to
stock up on potions of Lore to identify stuff, because I
like the lore skill to be useful (100gp to identify at a
shop is nothing). Call me mean, but I sometimes like
players to have to make hard choices about what is most
worthwhile hauling out of the dungeon, instead of having
friendly shopkeepers all over Moria. Maybe I should
include more bags of holding, though, if this is
considered too frustrating.
Thanks for your comments.

Posted by CraZy ( ..xxx.xxx ) at 2003-03-05 10:24:00    
Firstly, I love this module so far and I didnt find the
door too hard to get into once I found that guy's frozen
body. So dont take the rest of my comment wrong, this
module is a good one. I love all the stuff I find, but I
have to treck so far back to sell it or find out what it
is...hehe, guess that's realism for ya! :P

***SPOILERS***

I am in the Chamber of Sorrows, think thats the name of
the location. I just entered it...looted the 2 barrels in
the first room...rounded the corner and took out the
flaming heads and the skeleton lords or whatever...and am
starting down that long hallway with three doors close
together at the beginning of the hallway....its in the
lower part of the map. So...the 3rd door you have to pick
the lock or bash it in. Once I do so there is a meat
locker and my guy says something about being disgusted by
it...and at the end of the room is a couple of weapons
just left on the ground...one is an enchanted handaxe.
They are not reachable because the hanging meat is in the
way so you cannot get your PC close enough to pick them up.

Is this intentional? Because I have found MANY places so
far in this game where barrels, crates, or objects are
unreachable because of some other un-damagable placeable
you have in front of them.

I like the mod...but the bug of not being able to get to
things because of stuff in the way is a common one with
mod designers in NWN and it gets frustrating...you might
wanna check over some of your areas for things like this.

Posted by John McA ( ..xxx.xxx ) at 2003-03-04 13:09:00    
Astor,
The entrance for Moria is South of Eregion and then East
(do not go further South to Isengard, unless you want a
fight!).
Chi va piano, va sano, e anch lontano!

Posted by astor ( ..xxx.xxx ) at 2003-03-03 12:29:00    
ehm, sorry but, i i dont find the entrance for moria???
when arrive at carados pass after the lightinh, where i
go???, sorry but i'm italian, and the english is not my
strong:))
i find the corpse with book, but where are the entrance???
bye

Posted by Andrew ( ..xxx.xxx ) at 2003-03-01 19:37:00    
Nevermind. I found it. Interesting ending, and well done.

Posted by Andrew ( ..xxx.xxx ) at 2003-02-26 12:04:00    
I've really enjoyed this mod so far, but i can't figure out
how to get past the "Fiery Chasm". Did I miss something
earlier?

Posted by John McA ( ..xxx.xxx ) at 2003-02-25 16:21:00    
Re: Geting past West Gate.
I'm sorry there was the problem with the door. I hope you
put the module back on your server Gunny because the
journey to the door is just a small fraction, and perhaps
the worst fraction, of the adventure.
I'll spell it out. Hopefully not in pentuplicate this
time. Instructions below:
*
*
*
*
*
*
*
*
*
*
*
As the journal on the corpse may suggest, you cast an
enchantment spell upon the door. Any attempt to open the
door causes magical runes to appear. Clicking on these
will cause the runes to say, "Entrance me, open me!".
Entrance is both a noun and a verb. If you take the verb
meaning, it it telling you to "entrance" the runes ie an
enchantment spell. The corpse in Caradhros Pass kindly
supplies you with charm person, charm person or mammal,
charm monster and some others. I think hold person works
as well. Cast the spell on the runes and the door will
open. I just thought this was in the spirit of the "speak
friend and enter" without just being a straight copy.

Posted by Gunny ( ..xxx.xxx ) at 2003-02-25 08:36:00    
I read your spoiler John, but still 12 regular NWN players
so far on our server and no one has been able to open that
damn door. what happended to "say melon and enter"?
This has caused us to take it off the server. EVERYONE
wanted to play it. we enjoyed it. But Dont make the darn
door a game stopper.

Posted by John ( ..xxx.xxx ) at 2003-02-22 06:27:00    
Whoops. Sorry

Posted by John ( ..xxx.xxx ) at 2003-02-22 04:12:00    
Spoiler for getting through West gate
*
*
*
*
*
*
*
*
*
*
*
*
Huddled against the base of a cliff in Caradhros Pass (in
the Misty Mountains East of Eregion) just before the
avalanche is a frozen corpse who possesses a journal that
provides clues on opening the West Gate. Talking to the
door runes indicates what you must do to them to open the
door.

Posted by John ( ..xxx.xxx ) at 2003-02-22 04:11:00    
Spoiler for getting through West gate
*
*
*
*
*
*
*
*
*
*
*
*
Huddled against the base of a cliff in Caradhros Pass (in
the Misty Mountains East of Eregion) just before the
avalanche is a frozen corpse who possesses a journal that
provides clues on opening the West Gate. Talking to the
door runes indicates what you must do to them to open the
door.

Posted by John ( ..xxx.xxx ) at 2003-02-22 04:11:00    
Spoiler for getting through West gate
*
*
*
*
*
*
*
*
*
*
*
*
Huddled against the base of a cliff in Caradhros Pass (in
the Misty Mountains East of Eregion) just before the
avalanche is a frozen corpse who possesses a journal that
provides clues on opening the West Gate. Talking to the
door runes indicates what you must do to them to open the
door.

Posted by John ( ..xxx.xxx ) at 2003-02-22 04:10:00    
Spoiler for getting through West gate
*
*
*
*
*
*
*
*
*
*
*
*
Huddled against the base of a cliff in Caradhros Pass (in
the Misty Mountains East of Eregion) just before the
avalanche is a frozen corpse who possesses a journal that
provides clues on opening the West Gate. Talking to the
door runes indicates what you must do to them to open the
door.

Posted by John ( ..xxx.xxx ) at 2003-02-22 04:02:00    
Spoiler for getting through West Gate
*
*
*
*
*
*
*
*
*
*
*
Huddled against the base of a cliff just before the
avalanche in Caradhros Pass (in the Misty Mountains East
of Eregion) is a frozen corpse. He has a journal that
provides information on opening the West Gate. "Talking"
to the door runes on the West Gate give a further clue
about what you most do to open it.

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