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NWN MODULES

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Title  Q1 Queen of the Demonweb Pits v1.3
Author  MSpanke
Submitted / Updated  05-21-2003 / 07-11-2003
Category  Classic PnP Conversion
Expansions  SOU-1.30
Setting  Chaos
Gameplay Length  4-6
Language  English
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  14
Max # Players  04
Min # Players  01
Min Character Level  10
Content Rating  Teen
Description
This is a conversion of the Classic PnP with more variety in the realm of choas than the original, but the rooms are pretty loyal to the orginal. (But, no 240 yard hallways with but a single door, argh!) 31 areas including Loths keep of 8 levels. This mod was made out of the finest stuff offered on NWNVAULT. The thanks and credit go to all the loyal contributers out there. Make sure you have the latest NWN update! v 1.1 adds Mirror of Opposition

Files

NameTypeSizeDownloads
q1.zipq1.zip
Submitted: 05-21-2003 / Last Updated: 07-11-2003
zip11.9Mb4681
--
SCORE OUT OF 10
7.42
5 votes
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Comments (36):

  1  2 Next>

Posted by MSpanke ( 68.13.xxx.xxx ) at 2005-04-16 18:05:00    
Actually it depends on the class and what you hit her with.

Posted by BenGW at 2005-02-09 21:54:00    
Not a bad module. There's no penalty for respawn though (which turns out to be good cause it's impossible for a single player at level 11). Couldn't even touch Lloth. I would remove her regeneration.

Posted by Timdalos ( 4.124.xxx.xxx ) at 2005-01-28 00:43:00    
Played through the whole "seven module" series waaaaaay back when they first came out (OK, so I'm old, so sue me ;-)) And this was long before Drizzt made dollar signs fire in TSR's eyes and drow became a Marketable Franchise. Lloth was a "goddess" in that drow worshipped her... but in actual fact, she was not, she was a demon, that's all. Mind you, a very very TOUGH demon, mistress of an entire layer (albeit a small one) of the Abyss... but still, fundementally, just a demon. This is why she was killable in Q1. It was really only after 2nd ed came out when the whole specific and significant major difference between really powerful planar entities and gods became an issue.

Posted by darth_borehd at 2004-11-28 08:29:20    Voted 7.25 on 11/28/04
Fun: 7.75 Layout / Design: 8.0 Dialogue 7.0 Originality / Creativity 8.0 Quality Control 6.5

Posted by Martinius at 2004-11-25 23:35:00    
MSpanke,

You are quite right. If you read the 3ed D&D on deities, it says explicitly that deities are not the "next challenge" for epic heroes. Deities are immortal. The very few cases where deities were truly slain where exceptional - in Forgotten Realms setting that happened during the Dawn Cataclysm and also during the Time of Troubles, with only the additional case of Moander being deposed in his centuries-weakened state by a champion of the goddess of Luck, who even at the time had far exceeded his peers in magical skills. Mostly, it takes a deity to slay a deity. If you slay a god's avatar, the god returns to his plane having lost some of his power. His or her essense however is left intact. Even Gary Gygax had a "champion" with godly powers bestowed as the only possibility of truly opposing a deity. :)Hope is the denial of reality. But what is reality without a hope of changing it for the better? And what is worth doing if not the very thing that lesser mortals have labelled as "impossible to do", like making our hopes into our own reality.
Altazar the Dark Wizard

Posted by MSpanke ( 68.13.xxx.xxx ) at 2004-05-29 02:44:00    
Then there is the whole physics of the planar realms. spirit (fey) or soul (human) inhabit materil plane vessals (bodies). Upon death they migrate or a pulled to other planes. A demon/devil who possesses a material body can be summoned to the material plane. Once the body is destroyed, the demon/devil is bound to their plane for a set number of years. Death is not a finality in DND, just a transition. If a DM wanted players to play past their deaths, it whould not be beyond the scope of the game.

Therefore, it is not whether or not Lolth is dead, but where is Loth and in what state?

Posted by DarkRanger at 2004-04-21 20:46:01    Voted 9.00 on 04/21/04

Posted by Shadow235 ( ..xxx.xxx ) at 2004-03-06 22:40:00    
if you Play PnP ... Lloth has been around since almost the conception of TSR and Only Recently is it possible thats she's gone forever ..the Modual - City of Spider Queen boxed Set for FR Hints at her being Taken Down by another deity(name escapes me ATM) but there was nothing concrete to say "she's dead"
but Keep in mind the date of this modual ... late 70's Early 80's I think and City of the Spider Queen came out 20 or so years Later

Posted by woody at 2004-02-28 20:47:02    Voted 4.00 on 02/28/04
Fun: 7   Layout / Design: 3   Dialogue 1   Originality / Creativity 5   Quality Control 6   

Posted by Phelonious at 2004-02-28 20:42:22    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 8   Dialogue 8   Originality / Creativity 8   Quality Control 8   

Posted by GuJiaXian at 2004-02-28 20:39:05    Voted 7.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 5   Originality / Creativity 7   Quality Control 8   

Posted by MSpanke@hotmail.com ( ..xxx.xxx ) at 2003-12-22 16:59:00    
D3 Deities and Demigods (not to be confused with AD&D Deities and Demigods) goes furhter in explaining the Avater thing and lists a Lolth that commands hundreds of thousands and is unapproachable by any epic level character. Its almost like saying 'heu you can never kill, let alone approach a god. If you do, it was probably an Avatar. Personally I like the 'Adventures of Hurcules' (TV) types. Where if you destroy the body, the god spirit travels its home plane or the realm of death till it can get a new body to enter the material plane with.

Posted by Hakalot ( ..xxx.xxx ) at 2003-12-15 01:36:00    
The Q1 (or D3?) pnp reads something to the effect that if slain somone else evolves into an new Lolth after a suitable amount of time...

Posted by MSpanke ( ..xxx.xxx ) at 2003-11-24 19:41:00    
According to Wizards of the Coast (3ed), in order to explain the power of Lolth in the Q1 mod, they came up with the Avitar explaination (like Phoenix of the X-Men). In this mod I leave some hints and doubts. But hey, she is the Jason or Freddie of the D&D realm, she always needs a plausable way to come back...

Posted by Selwyn ( ..xxx.xxx ) at 2003-11-15 23:15:00    
I love that mod. Well-designed, good plot. It was cool because I have the 1st edition Q1 module. But I have one question: is Lolth really dead?

Posted by MSpanke ( ..xxx.xxx ) at 2003-08-26 23:27:00    
Find the Crystal, it is the key.

Posted by middenface ( ..xxx.xxx ) at 2003-08-11 17:56:00    
i too an stuck 'somewhere in the abyss' am i correct in assuming that all i need to do is wander till i trigger a teleport?-sorry i read the earlier post but am still none the wiser:)

Posted by mspanke ( ..xxx.xxx ) at 2003-07-29 09:57:00    
You need the bioware secret door parch. If it isn't availabe yet, check the scripts area. there is a patch available there. This is a bioware issue the affects all existing mods with secret doors made by ber 1.3 and higher.

Posted by El Agua ( ..xxx.xxx ) at 2003-07-14 11:26:00    
I'm not sure if you've updated this module recently or something, as no one else has mentioned this, but, in playing this module the other night my companions and I could not get to the area "Lolth's Lair" from the Treasure Room where the trigger was supposed to be. Nothing triggered, nothing was found.

I only know that there were triggers (and waypoints) in the Treasure Room because I opened up the module in the toolset after my companions and I searched the room for half an hour (after we were told to search in that room by one of the NPCs). We had to have a DM come in and "jump" us into the final encounter. I certainly don't know what the problem was (hey, I'm not scripter! :-) ), but you might want to check it out. Other than that (and the aforementioned Ancient Red ... heh) we had fun, Thanks!

Posted by MSpanke ( ..xxx.xxx ) at 2003-06-11 00:40:00    
In the airless world, most characters experience a loss of strength untill they pass out and die. Extraordinary characters with disciplins such as monks possess can survive such harsh conditions for an extended period.


Posted by GuJiaXian ( ..xxx.xxx ) at 2003-05-29 09:47:00    
Oh, and I forgot to mention that the lens flare on the crystals is an *excellent* effect: my kudos to you!

Posted by GuJiaXian ( ..xxx.xxx ) at 2003-05-29 09:46:00    
Yeah, I enjoyed the *other* parts of the Web of Doors, just not the dragon (which I obviously wasn't able to defeat, even with my 17th-level monk). As for the airless world, what was supposed to happen? I got the message that there was no air, and then a blindness effect was imposed. I never "ran out of air", though: I mapped out the entire area and didn't suffer any problems other than the blindness.

Posted by MSpanke ( ..xxx.xxx ) at 2003-05-29 00:20:00    
The "Too much information error" has been eliminated. It doesn't effect gameplay.

The web of doors is the classic D&D Monty Hall (Do you want whats behind door #1, #2 or #3). I left it in in a lesser capacity because of nestalgia (it's in the PnP) but I turned it into a survivable trap (be quick, be observent, be efficient!) For the other dragon encounters, the characters are given plenty of prewarning and a chance to leave the dragons be. My favorite door is the one that leads to the airless world. Maybe someone out there would like to make an adventure physics of that area.

Thanks for the feedback, it was fun creating the mod.

Posted by GuJiaXian ( ..xxx.xxx ) at 2003-05-28 09:44:00    
Possible spoilers...

I finished your module this morning. I found the Web of Doors rather annoying (esp. the ancient red dragon--I was solo-ing the mod with a monk), but that's just me. I did encounter a series of errors, tho: every time the mod loaded a new screen/area, I received a "too much information" error. This never seemed to hamper gameplay, but it was a bit startling the first time I saw it.

Keep up the good work.

Posted by Dorian ( ..xxx.xxx ) at 2003-05-28 01:36:00    
I had trouble unzipping the .hak file and don't know if it will run without it. Is there a way I can get the .hak file on its own?

Thanks,
Dorian

Posted by MSpanke ( ..xxx.xxx ) at 2003-05-27 02:29:00    
Crafting systems fit in a perpetual world, but for mods I prefere a simplified approach (finding elements of a particular item and assembling it, or allowing the use of basic character skills (like MU item creation, granted that the basic abilities are there.) In Tomb Raiders, the good magic is found in the Tombs (I prefer not to give PCs unlimited potions and scrolls at shops as well as not have the ability to dump a 100,000 gp artifact on a poor leather tanner), and the addition of spell components for scroll creation made the search for valable objects not so obvious.

It's the Gygax influence. He has a tendancy to make characters work hard for that very rare +1 sword.

Posted by UOAbigail ( ..xxx.xxx ) at 2003-05-25 00:25:00    
Hail and well met! ;)

Ahhh hehe. That would explain why I was never jumped. You intended them to not always make a jump. (My bad for assuming that they were intended to *always* forced a jump)

I'll check out the mod you mentioned as well. :) (Alwas interested in learning new scripting techniques and implementations.. never know when I mite need it hehe)

If you are into crafting systems at all, check out the crafting system I am working on.. its posted here at NWVault. ;)

(Its not a competitor for ATS/CNR.. in fact, I like both CNR/ATS.. I am a sucker for crafting systems lol) Just my attempt to make a crafting system that I would like to play in.. and providing it to the public to use or abuse as they see fit hehe ;)

Peace
UOAbigail

Posted by Mspanke ( ..xxx.xxx ) at 2003-05-25 00:19:00    
The jumps were origenally employed in the Tomb of Horrors in a highly entertaining warp trap. It is in Acerarak's tomb in my mod Tomb Raiders. Check it out. It's the long hallway with the flames at the end. Look at the scripts and also play a character through that hall to see the effect. If you are into scripts, I know you'll demonically smile at it. It's the next best thing to a pit.

Anyway, in this mod it was to give two effects, one is to confuse and split up a party, especially because the way they are doesn't always result in a jump. Secondly it was to make the area feel bigger without making it too much of a needle in the haystack search. You may also see that it will spawn creatures, let them wander, then the next logical jump will jump the characters to the spawn area resulting in monsters having a chance to be not clustered together.

This mod went together rather quickly because of the technology I created in Tomb Raiders and Watchman's Hill. If you want to see a host of scripted traps download them and tell me what you think.


Posted by UOAbigail ( ..xxx.xxx ) at 2003-05-24 01:12:00    
Hail and well met! ;)

Pls disregard my below statement about the GetLastUsedBy().. I doublechecked, and the script was tied to an item and not a trigger. I apologize ;) (Sorry been up waay too many hours lol)

Peace
UOAbigail

Posted by UOAbigail ( ..xxx.xxx ) at 2003-05-24 01:05:00    
Hail and well met! ;)

I d/l and tried the mod. (I have the version with the hak included.. don't think I have the updated version.)

I played through to the part where you enter the 'somewhere in the abyss' section. (I walked around the wole area and could find no exit.. so I let the char die and loaded up the toolset to see if I was missing something.)

I noticed a bunch of trigger areas with scripts attached to them, so I took a peek at the code.

In the code, you are using commands such as:

object oPC = GetEnteringObject();
AssignCommand(oPC, ActionJumpToObject(GetObjectByTag("WP_Horror2"),FALSE));

From my own experience in scripting, I have found that any of the Jump commands are a bit flaky.. and in this case, while I was walking around the abyss, there were no 'jumps' no matter where I walked. (I doubt I could have mapped the entire area without hitting at least 1 of these jump triggers)

In the past, I have found that under certain circumstances, I had to AssignCommand the PC to ExecuteScript a seperate script with a jump command inside in order for the PC to actually jump.

Also, on one script for a trigger, you identify the PC as 'GetLastUsedBy()' As far as I know (and I could very well be wrong on this) That command is only used on Placeable objects and in the module OnActivateItem scripts. (I dont have the Lexicon open at the current time to verify this.)

For generic area triggers, I have found that using 'GetEnteringObject()' to be more reliable in grabbing the object.. then do a test if (GetIsPC(GetEnteringObject())!= TRUE) return; to filter out non-PC's. (Not sure how it would handle familliars and summoned animals.. or NPC henchmen in this case)

Basically, what I am saying is that my PC was never 'jumped' to any of the waypoints. When I opened the map, and tracked my progress, I was never force-moved to any other map location. It was all straight-line walking.

Have you had any other reports of this? If so, I would be happy to assist in debugging this and making the triggers/scripts work as you had planned them to.

Send me an email if you wish to communicate on this.

Thank you in advance
UOAbigail

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