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NWN MODULES

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Title  The Nightmare of D'Raath 1.3
Author  Willybaby
Submitted / Updated  08-07-2002 / 08-16-2002
Category  Puzzles
Setting  Ravenloft Spinoff
Gameplay Length  8-12
Number Players  1-6
Language  English
Level Range  Start with a new character, level 1
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Medium
Classes  Heavily Undead Module
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  Any
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Teen
Description
This is a heavily undead module that I created and DM'd my small group. I got great feedback from them and I hope everyone else enjoys it. It is heavy in dialogue and storyline and doesn't skimp on the fighting. Can you save the Town of D'Raath from the evil that has befallen it? Updated to version 1.1 because there were no doors on the crypts for chapter 2 to continue. Because of this, there is now an NPC at the beginning who will load up chapter 2 for you if you have already played chapter 1. This problem arose when I combined the two different modules into one and the doors were overwritten. Updated to version 1.2. When updating to version 1.1 I caused a new bug that refrenced inventory items that the new version of Shrila'sa did not have. Just goes to teach new module builders, don't use ActionGive, use CreateItem. 1.3 Fixes the door to the count's castle.

Files

NameTypeSizeDownloads
The_Nightmare_of_DRaath_v1.3.zipThe_Nightmare_of_DRaath_v1.3.zip
Submitted: 08-07-2002 / Last Updated: 08-16-2002
zip1.1Mb2391
--
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Comments (35):

  1  2 Next>

Posted by werelynx2 at 2010-07-24 03:22:18    Voted 6.50 on 07/24/10
too much xp and gold...
_________________________
Thanks Rolo:)

Posted by ByronDM at 2004-02-28 21:33:38    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 9   Dialogue 9   Originality / Creativity 9   Quality Control 8   

Posted by darius42 at 2004-02-28 21:32:12    Voted 8.00 on 02/28/04
Fun: 9   Layout / Design: 8   Dialogue 7   Originality / Creativity 7   Quality Control 9   

Posted by lamu at 2004-02-28 21:31:46    Voted 7.00 on 02/28/04
Fun: 8   Layout / Design: 7   Dialogue 7   Originality / Creativity 6   Quality Control 9   

Posted by blackc5 at 2004-02-28 21:31:46    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 8   Dialogue 9   Originality / Creativity 8   Quality Control 9   

Posted by Willybaby ( ..xxx.xxx ) at 2002-11-19 21:30:00    
Sorry I haven't been able to respond, pretty busy with work
and stuff. Byron, actually you finished just chapter 1,
chapter 2 takes place and you fight the count again and his
lieutenants. The reason the module has some problems is
because originally it was two seperate modules that I made
and DMed but tried to combine them into one for uploading.
It introduced a whole host of issues with scripts,
variables etc. I plan on going back to the D'Raath
storyline and fleshing it out, fixing the experience and
bugs and adding mini quests etc to the whole thing. Glad
you enjoyed what you played though :)

-Will

Posted by ByronDM ( ..xxx.xxx ) at 2002-11-17 06:53:00    
Great mod!
Interesting and coherent story, good pacing, interesting
encounters and just all around fun to play.

A few very minor quibbles and suggestions:
I agree with Chasm's comments below. I noticed the same
bugs he did. And he's right about the sword, especially
since the sword you get is only +2 against undead and has
no pluses against other monsters, it's pretty useless. Be
better if it was +2 against everyone and did extra damage
to undead.

1) The random encounters that spawn when you rest
sometimes are really annoying. And some of them require
magic weapons to hit, which makes them impossible to
defeat early on.
2) The town needs a cleric or a shop where you can at
least buy lesser restoration scrolls. There's lots of
undead in the mod who can mess up your ability scores and
absolutely no way to heal.

I also had a hard time understanding when the mod was
over. In fact, I'm still not sure I completed it. I
defeated the count and he turned into a bat. Then when I
tried to talk to the people around me, like the Corporal
or the sorceress, they give me the same old speeches from
the beginning. Very confusing. Am I done? Is it over until
part 2?
My journal is full of entries which seem to be done, but
are not moved into the finished section, too.

As I said, these are all minor quibbles. Overall, this is
one of the best mods around. :)

Posted by Chasm ( ..xxx.xxx ) at 2002-10-23 18:10:00    
A excellent module for a starting cleric, with only a few
minor bugs. My brand new level 1 cleric ended up being L 14
at the end of it.

Some bugs: (spoiler warning)


When you enter the 1st crypt, you are facing backwards.
Once you enter the ruined tower, the sorceress can no
longer use her store (you get a store not available apology)
When you speak to the high priest right after completing
act 1, his speach mispells stabilized
When you speak to the armorer in act 2, the mummy binding
quest gives a blank journal entry.

Some suggestions:
The 2 item quests (for the 3 hearts, and the mummy wrapings)
give items that are basically worthless by the time you get
them. If you managed to deafeat the 3 leutenants, an amulet
that only negates fear is a moot point, especially when
certain items for sale have a better effect. Maybe make the
amulet make you immune to fear, and have an AC bonus vs
undead (maybe +4 or so). And the weapons you can create
leave several classes out in the cold (none of the 3 could
be used by my cleric, but that wasn't really a trouble,
since I was already using + 2 weapons by that point, and
the created weapons were only + 2 vs undead. As a
suggestion, maybe make it club, longsword, and morningstar
this way any class can use at least 1 item that they
create. And for item stats how about : +4 vs undead +2d6
fire damage so you have a reason to actually equip it...

An enjoyable module :)

Posted by Tharnan ( ..xxx.xxx ) at 2002-08-23 00:19:00    
I liked it to a point...
When i have defeated Count D'raath, i spoke again to High
Cleric and he told me to wait a couple of days. Nice!
But avery other areas are unaccessible and there nothing to
do!
After ten rests in a row, i spoke again to him and guess
what: i'm still searching blabla.
Really too bad.
Unless that, the module is very well made and atmosphere is
well rendered.

Posted by Barinax ( ..xxx.xxx ) at 2002-08-18 11:42:00    
Thanks. Versino 1.3 looks good. I am able to get into the
castle and kill the count, but I think there is a scripting
bug after the battle. The high cleric spirit will not talk
to me and will not start his ending conversation script.
great module otherwise. :)

Posted by lordofbones ( ..xxx.xxx ) at 2002-08-17 12:56:00    
Including periods in module file names causes them to error
when you try to play. to avoid this, just use an
underscore or dash instead.

Posted by Barinax ( ..xxx.xxx ) at 2002-08-17 09:05:00    
Ok, remaning the file to "The Nightmare of D'Rath.mod" and
dropping the v.1.2 seems to correct that problem, however,
I still can not find where to meet the Corporal and there
is still no trigger area to the castle.

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-17 07:39:00    
Yeah I have no idea what the cannot create a character bug
is, someone said they just renamed it and it worked. That
is one that I cannot duplicate at all, every download I
have works.

-Will

Posted by Barinax ( ..xxx.xxx ) at 2002-08-17 07:05:00    
I hate to bethe bearer or bad news, but now I am getting
the "insuficient disk space" error when I hit "Character
Select". Ahh the joys of programming. :)

Posted by morrowind tey0lune ( ..xxx.xxx ) at 2002-08-17 01:40:00    
naah, it's a good module (imho), i love fighting the
undead and my fighter/necromancer too :)
and at last..it's very "ravenloftish"..
i'm wating for another good mod of this kind.. good work!

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-16 23:23:00    
Found it. *sigh* not going to get a decent rep as a module
builder with this kind of stuff going on huh? Well see the
whole problem stems from the fact that both of these
modules used to be independant. I had chapter 1 and
chapter 2, what I wanted to do was make it one module so I
renamed chapter 2 to a .erf and imported it. This screwed
with a lot of the door triggers and some of the specific
things that were shared between the two modules. I have to
say sorry again and if you want to skip the vamps again,
just open the toolset, drop the three hearts in Shrila'sas
store, open it up, choose the chapter 2 option and then
turn in the hearts and it should give you the key for the
counts castle. Hopefully someone will actually finish it
and give it a good review barring the technical
difficulties :)

-Will

Posted by Barinax ( ..xxx.xxx ) at 2002-08-16 18:37:00    
Hmm...I think I found another problem. The mage now gives
out the amulet and the note, but when you talk to Johnson
he says to meet him to storm the castle. However, he is
nowhere to be found. Also, there is no "zone" point into
the castle area.


Posted by Willybaby ( ..xxx.xxx ) at 2002-08-16 16:16:00    
Morrowind, yes that was a huge blunder on my part :( It
was fixed immediately with v1.2 and I can only beg
forgiveness for the lack of troubleshooting the module
correctly.

-Will

Posted by morrowind tey'lune ( ..xxx.xxx ) at 2002-08-16 11:42:00    
hi,
i resolved renaming the mod file...

but i've another problem, after i've killed the 3
liutenents, the sorceress don't give me the medallion and
i cannot continue with the quest...

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-15 19:49:00    
Hrmm, has anyone else gotten this error when opening it up
and starting a new character? "there was insufficient disk
space to run this operation" I've had two people tell me
this and I cannot duplicate it when I download it and start
a new one.

Thanks,

-Will

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-15 19:40:00    
Argghh... Thanks for finding that Barinax. Yeah I found
out that when I modified the module to incorporate a
chapter 2 quick spawn, I introduced a new bug where
Shrila'sa does not have the amulet nor the note to Corporal
Johnson in her inventory. So when the function calls to
GiveItem it does nothing. That will teach me to use
GiveItem instead of CreateObject. It is fixed and uploaded
already in v1.2. I'm glad you like it up until then, but
there still leaves much to be uncovered, the Silver
Dragon's mate, the fate of D'Raath, and the health of
Steward.

-Will

Posted by Barinax ( ..xxx.xxx ) at 2002-08-15 18:13:00    
Great module!! I do see 1 bug tho. When I give the 3
hearts to the mage and she says she makes the amulet, but I
never get the amulet. I assume without it, you can not get
Corporal Johnson to cooporate?

Posted by blackc5 ( ..xxx.xxx ) at 2002-08-15 10:16:00    
I am working my way through this now, and it is pretty good
so far. I am enjoying this playing with a paladin. Having
good fund turning back the undead...

A few comments:

This seems to level way too fast. I haven't even cleared
out the crypts in the old cemetary, and I think I have
leveled 3 times. And that is with the cleric henchman. I
think this is quickly making the module too easy.

When I reach the ghost of the cleric at the end of the 1st
level of the crypts, he says he will give me his amulet if
I help him. However, he actually gave it to me right away,
at the end of the conversation.

More comments to follow, as I finish this up. Hopefully
tonight :)

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-14 10:48:00    
Nope, sorry Phoenixus, just lil ol me Willybaby. Same on
the NWN message boards and this is my first upload on the
vault.

-Will

Posted by Phoenixus ( ..xxx.xxx ) at 2002-08-14 04:47:00    

Williebaby would also happen to be WillieStyle would it?

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-13 19:26:00    
I have uploaded the module but it may take time to reflect
this, the module name will be Nightmare of D'Raath v1.1.
Thanks again,

-Will

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-13 19:18:00    
Hello all, well I beg and grovel to the fans and apologize
profusely because of my foul up. The problem happened
because the module was originally two seperate modules and
when I combined them with imports it overwrote the doors in
Chapter 2 for the Lieutenant's Crypts. This has been fixed
in version 1.1. Also, what I did was put an NPC at the
beginning of the module who will ask you if you want to
load up chapter 2. If you do, it will take you straight to
the Nightmare section of Chapter 2. This will keep all
spawns in the Chapter 1 areas still valid so don't go into
the Cleric's Temple all over again if you choose this
option. This was for those of you who have gotten to
chapter 2 and found the vampire crypt doors missing. To
those of you who are just downloading this for the first
time, just continue on through the forest to start your
adventure. Thank you all for the downloads and leave
feedback, good or bad and don't forget to vote!

Posted by Willybaby ( ..xxx.xxx ) at 2002-08-13 15:19:00    
I will be uploading two versions tonight. The first
version is the full version with the correct doors in
place. The second version will be the start of Chapter 2
for those who have finished chapter 1 but are stuck at the
vampire Liuetenants part.

-Will

Posted by WillyBaby ( ..xxx.xxx ) at 2002-08-13 11:06:00    
Uh Oh, I think I figured out what you were talking about,
you mean the Lieutenant Crypts? GAH! I'll update that and
reupload it *bonks head against keyboard*.

-Will

Posted by WillyBaby ( ..xxx.xxx ) at 2002-08-13 09:56:00    
*Small Spoiler*



When you say you couldn't get to the crypt, do you mean you
can get into the castle but not downstairs? If so, the key
to the crypt is being "Defended" by 4 beings...

  1  2 Next>

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