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Title  Plenty of Pilgrims
Author  fendis_khan
Submitted / Updated  02-27-2003 / 04-15-2003
Category  Puzzles
Setting  outdoor setting
Gameplay Length  3
Language  English
Level Range  Intended for low levels, but should scale for higher levels
Races  Any.
Roleplay  Medium
Hack & Slash  Light
Classes  Any.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  03
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Any. Good and evil acts have their own rewards/benefits.
Your travels have brought you to Eastfield and you are nearly ready to begin your apprenticeship. You wonder what the experience will be like and whether you made the right choice to trade your old lifestyle for the rigors of training. Looking around you find that you are one of many current visitors to this area. Your upcoming adventures will influence and be influenced by these visitors. This module is intended as a roleplaying adventure, rather than a hack-and-slash. While there are a number of challenging encounters awaiting you, not all require the use of force. You will be often be rewarded for playing in character, through additional experience or opportunities. There is no penalty for dying, though all monsters in the area will be healed along with you. And though planned for low-level characters, the encounters scale for higher level players.


DateReviewerFinal ScoreQuick ProsQuick Cons
2003-04-27DocTari7.33Good scripting, story and attention to detail. Nice 'adventure' gameplaySome small frustrations regarding the respawn system.


Submitted: 02-27-2003 / Last Updated: 04-15-2003
Submitted: 02-27-2003 / Last Updated: 04-15-2003
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Comments (41):

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Posted by Mirgalen at 2010-10-14 04:09:35    Voted 7.50 on 10/14/10
Decent vintage module best played with a level 3 (possibly 2).

Overall I am siding with Doc Tari on this one. With less difficult combats (and my paladin did not lure monsters towards pilgrims), more gold and may be a way to heal or cure the companion the module could easily get 2 extra points.

Posted by Paxamericana at 2004-12-15 16:09:00    Voted 8.50 on 12/15/04
This one is fun. I agree that the ending could have been a bit more decisive, but that's OK.
I REALLY liked the rewards for playing in character. That's something I'd like to see more of. A very nice touch.

Posted by Paxamericana at 2004-12-15 16:05:45    Voted 8.50 on 12/15/04

Posted by nath at 2004-10-24 14:56:49    Voted 7.50 on 10/24/04
Nice short (2 hours) module.
Played it with an elven ranger which seemed to fit nicely to the module.
I liked the way you handled the alignment rewards.
Only minor bugs.
The ending was a big letdown.

Posted by Skather at 2004-02-28 20:46:07    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 8   Dialogue 7   Originality / Creativity 8   Quality Control 9   

Posted by tom_boy at 2004-02-28 20:45:58    Voted 7.00 on 02/28/04
Fun: 8   Layout / Design: 5   Dialogue 8   Originality / Creativity 7   Quality Control 8   

Posted by Smithtak at 2004-02-28 20:45:57    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 8   Originality / Creativity 8   Quality Control 9   

Posted by Seryn at 2004-02-28 20:45:56    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 7   Dialogue 7   Originality / Creativity 9   Quality Control 10   

Posted by MrWhite at 2004-02-28 20:42:20    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 5   Originality / Creativity 10   Quality Control 10   

Posted by Noremac at 2004-02-28 20:42:15    Voted 8.00 on 02/28/04
Fun: 7   Layout / Design: 8   Dialogue 7   Originality / Creativity 7   Quality Control 9   

Posted by JHFD at 2004-02-28 20:40:48    Voted 5.00 on 02/28/04
Fun: 4   Layout / Design: 4   Dialogue 5   Originality / Creativity 5   Quality Control 5   

Posted by Gideon at 2004-02-28 20:39:02    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 8   Originality / Creativity 8   Quality Control 8   

Posted by DrFraud at 2004-02-28 20:36:07    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 9   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by DocTari at 2004-02-28 20:35:51    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 7   Originality / Creativity 8   Quality Control 9   

Posted by Dellaster at 2004-02-28 20:35:50    Voted 6.00 on 02/28/04
Fun: 6   Layout / Design: 6   Dialogue 4   Originality / Creativity 7   Quality Control 9   

Posted by Balcazar at 2004-02-28 20:32:34    Voted 7.00 on 02/28/04
Fun: 6   Layout / Design: 7   Dialogue 5   Originality / Creativity 8   Quality Control 9   

Posted by anachrodragon at 2004-02-28 20:31:25    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 7   Originality / Creativity 8   Quality Control 8   

Posted by alasar_nemnirin at 2004-02-28 20:31:23    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 9   Originality / Creativity 9   Quality Control 10   

Posted by 1_4 at 2004-02-28 20:31:22    Voted 10.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by DrFraud ( ) at 2003-07-09 22:47:00    
Fun mod with a nice concept. The idea of awarding extra xp for roleplaying your alignment was a good idea, but sadly, there didn't seem to be enough opportunities to do so. Also, there *really* needs to be a definitive ending of some sort. (Maybe with an extra ending for evil people? I know my CE sorceress would've *loved* the ability to "solve" the end quest by keeping the gem and living happily off of the fountain water for the rest of her unnatural life, even if it *did* result in a weeny little skin problem. ;-) )

Posted by Aberyt ( ) at 2003-05-09 09:21:00    
Pretty decent module, but I agree with Mr.white (below). The ending is kind of a let down. Its like you go through all this trouble kind of get your hopes up for an impressive ending... but all you do is wander around your new "realm" and the treasure is lame.

Posted by fendis_khan ( ) at 2003-04-30 10:04:00    
Serves me right for using the default BioWare scripts for treasure! When I tested the boss treasure script, my third level thief was rewarded with +1 weapons and other valuables. But since it sounds like my results are more the exception than the rule, I guess I ought to put lots of gold into the treasure chests instead.

Thanks for the comments.

Posted by Mr.white ( ) at 2003-04-30 09:39:00    
This module has lots of cool ideas. I really liked the army of pilgrims to help me whenever I needed. The story was interesting as well. Only annoying thing was the ending. What sort of lame family would even bother to make a guardian for that treasure? I only took a little gold and a potion of barkskin(that I used killing the guardian :))

How about using just one chest and giving a nice amount of gold and a custom item or two?

Also, a proper ending sequence of some kind would help, but hey it's not a big deal - the module is fun as is. I'll try anything you make in the future!

Posted by fendis_khan ( ) at 2003-04-27 08:54:00    

Hopefully this module is not the source of your crashing problem. I use a 866 MHz system with 512MB with no problems (though I use WinXP Pro and that might help).

How quickly did you experience the crashing? Perhaps you can try deleting some of the NPCs and see if you still have trouble. Please let me know if you find anything specific.

Posted by Kingrames ( ) at 2003-04-26 21:29:00    
Eastfield? WOW! there's a module that takes place at my local community college!

way too cool. I'm downloading it just for that.

Posted by zdaddy ( ) at 2003-04-26 20:45:00    
I was unable to get very far into the module due to the fact that my computer ran out of memory (512M) and NWN crashed. Probably because of the very large sized areas with lots and lots of pilgrims. I may not have the fastest computer (1gHz) but it should handle this fine. Might be a problem (memory leak) with your scripts. You should make your map pins more descriptive as it really does help the player ("exit" doesn't cut it). I tried some of the more annoying commentary my character would say to people but they never really responded... I won't rate it since I didn't get very far.

Posted by Dellaster ( ) at 2003-04-23 14:26:00    
Thanks for the email and I see you repeated the info here. That did the trick, as stated in my email reply. There don't appear to be any bugs at all. It's simply a lack a communication between the game and my brain. ;)

I rated the module and here's my rundown so you know why I came up with those numbers:

Fun Factor: 6
-- It was interesting enough to keep me going but at no point did the story grab me.

Layout/Design: 6
-- I liked the design decision to give experience for role-play decisions. I liked the way the benches regenerated health. I didn't like the choice of weapons offered - the only one my Paladin would touch was the shortbow and that made the final battle VERY difficult, let me tell you! ;) I also didn't like the number of Pilgrims -- I believe I did a Freudian slip on my return email and titled it "Too Many Pilgrims". Well, that's what I think. Cut the numbers in half and it would have the same effect, IMO, without causing me so much choppy lag (low-end system here). :P

Dialogue: 4
-- This is where you really need to work on things. I'm including quest info for the Journal in this category. Let the NPCs give more clues and/or add a couple more NPCs with clues (while deleting some of the Pilgrims ;) ). Expand on the Journal entries. They're too short. The puzzle I got stuck on only made (a bit of) sense after it was over, finished through using the walkthrough.

Originality/Creativity: 7
-- You have some creative things in this module which I won't mention here because they'd be spoilers. Knocked down from an 8 because of the grandma/grandchild NPCs unoriginal name reference (hope that's obscure enough not to be a spoiler).

Quality Control: 9
-- I guess there weren't any bugs afterall. Aside from my problem, I can't think of a single thing wrong with this module, quality-wise, except for what's-her-name who keeps on crying days and days after the tragedy, which was annoying. ;)

-- Dellaster

Posted by fendis_khan ( ) at 2003-04-23 05:00:00    

Sorry you got stuck in the module. Perhaps you could email me a zipped copy of your saved game? And perhaps the hakpak, too (or point me to where I might find it)?



Fisher, the man singing by the lake, should have told you the "Puzzle of Eloton" after you found the quartz. In this you learn that you need all three elemental stones to open the final gate. Destroying the gate should have no problem, as the gatekeeper will still ask if you want to call forth the water elemental.

So, if you do not mind trying again, make sure you have done the following: get all three elemental stones and place all in the gatekeeper head. If any are missing, you will not be able to converse with the gatekeeper. If you can converse and the gatekeeper does not offer to call the water elemental, then there is certainly a problem - please let me know!

Posted by Dellaster ( ) at 2003-04-22 19:32:00    
I just spent the evening attempting to play through v2.0 so I could give it a rating, but found that completion was impossible.


When my character put the quartz in the heads she only saw one explosion and went into that cave, getting the earth spirit's stone then leaving the area. I didn't realize all three caves opened. Anyway, she did everything that could be done and was at a total loss. There was no indication anywhere that a water spirit waited trapped behind that gate and that she needed two more stores for the gate to open. I only found out that from reading the walkthrough.

But, for whatever reason, getting the two other stones did not open the gate. So my Paladin went out of character and bashed it down (you should flag such things as Plot). Unfortunately, no water spirit appeared. Not anywhere. So the module ended right there.

My character did several things out of the order presented in the walthrough besides the element stones. She used the recall pendant several times and Little Red died, all between the finding of the one stone and finding the two others. ::shrug:: I also added the elfheads Hak before playing (the only way I can stand playing an Elf ;) ), which required a recompile but shouldn't break a module ... who knows. My NWN is updated to the latest patch as well.

I'll skip a rating because I couldn't finish and, to be blunt, an honest rating from me wouldn't be very good for the module at this point. ;)

Good luck!

Posted by fendis_khan ( ) at 2003-04-18 12:49:00    

No change yet. I am hoping to allow something like what you suggested for evil characters (fairly straightforward to implement), but I have not decided what to allow a good or neutral player to do. If you have any ideas, feel free to email them to me.

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