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Title  White Plume Mountain (Hak Version)
Author  Valas
Submitted / Updated  01-08-2003 / 10-29-2003
Category  Classic PnP Conversion
Expansions  SOU-1.32
Setting  Greyhawk
Gameplay Length  4-5
Number Players  Can be soled with charcter level 17 or above.
Language  English
Level Range  Party Orientated Adventure
Races  Any
Tricks & Traps  Heavy
Roleplay  Light
Hack & Slash  Medium
Classes  Any
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Multiplayer
Max Character Level  10
Max # Players  06
Min # Players  04
Min Character Level  08
Content Rating  Mature
Alignments  Any
Hakpak  Included in download.
White Plume Mountain Version Final: This is my version of pnp module S2 White Plume Mountain. Hak Pak required. It is designed for a party of level 8-12. It can be soloed with a higher level character. The module uses the following: 1. PC bleed to -10. 2. Resting limited to every eight hours.. 3. Functional henchmen. ( Uses Module Builder Henchmen Kit v1.8b) 4. Very trick/trap heavy. Experience given for disarming traps/ Unlocking doors/chests. 5. Multiple quests beyond the main quest. Any suggestions or comments, please send to Readme included in Download. I recommend veiwing the readme as it contains vital information to completing this adventure.Hak pak included in download


DateReviewerFinal ScoreQuick ProsQuick Cons
2004-01-26J'Dai7.5Interesting monsters, good action, plenty to see and do.The story is a bit stiff and some of the scripts are annoying.


Submitted: 01-08-2003 / Last Updated: 10-29-2003
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Comments (61):

  1  2  3 Next>

Posted by Mirgalen at 2012-07-04 23:33:36    Voted 8.00 on 01/01/12
Issue/Bug Report: The module is using Scrotok's lootable corpses/items decay. The decay timer seems too fast as a result you may never collect items that NPCs are expected to drop (e.g. an amulet you may want to return to the Sheriff). If taking possessions from defeated opponents is a must for you, disabling the script or changing the timer may be required.

Posted by Mirgalen at 2012-01-01 06:45:15    Voted 8.00 on 01/01/12
I may have played another version and voted on the wrong page. Let me correct that even if it is 6.5 years later.

I did not check the paper version and I can't remember much of it but overall if was a nice module. Had some trouble with a hidden passage and with henchmen refusing to join (or re-join) the PC. The lack of rogue henchmen could be an issue.

Posted by Steve_Savicki at 2011-12-28 12:09:12    Voted 9.75 on 12/28/11
Great for the most part minus some bad area scripting.
I'll be playing this again sometime.
Steve's Characters - please don't forget to vote on them if you play them.


Posted by murf09 at 2010-09-01 19:31:43    Voted 8.25 on 09/01/10
Thanks Valas for a good mod. I felt like the scripts replicated the PnP fairly well except maybe the frictionless room. Not sure what to suggest to replace it though. I consulted your spoilers several times. Thanks again!

I used a 12/3 wiz/thief and felt the combat was about right. I did outfit my 2 henchmen with stronger weapons and armor. The fighter henchwoman is undead and therefore challenging to heal.

Posted by Valas at 2010-08-03 19:46:45    
I plan on updating this to CEP 2.3 and editing this mod a little in the near future.

Posted by insipidutopian at 2008-10-20 14:39:50    Voted 8.75 on 10/20/08
This was fun with a group of 2 - Weapon Master and Monk both started around level 8.

Posted by tomorast at 2007-12-29 06:36:49    Voted 7.00 on 12/29/07
I had fun doing this solo, but it was tough - took me a while to figure out my henchmen were sorely lacking in gear, which would explain why they kept getting wiped out in a round or two during the tougher fights... LOL

A few bugs?

(1) Sir Bluto - is he actually to be found in the mod? I get the impression he is because the jailer asks me how tough he was to apprehend (right after speaking to the jailer the 1st time), although I NEBER encountered Sir Bluto.

(2) I wiped out the badgers in the barn, but NEVER encountered the owner of the barn. Is he to be found?

(3) There is a door in the barn I could not open (tried DISPEL MAGIC, PICK LOCK, and BASHING with 30 STRENGTH/+5 SWORD to no avail...).

I would have rated higher, but I get the feeling something was missing because of these 3 points.

Thanks for the mod!

Posted by Twar_Blackshire at 2007-01-25 01:50:41    Voted 9.25 on 01/25/07
Sure this mod had a few quirks as mentioned below, but it has been a while since I had so much fun playing a PnP conversion such as this. It was quite a challenge, but no so much as to make it annoying. I felt that this mod definately was worked on heavily by the builder. I only noticed a few spelling type errors or conversations that felt strange. Mostly I loved the great scripting that Valas worked with throughout the mod. The hak also made things look and feel better than without it.

One issue that needs to be raised is the fact that because this mod was built back in 2003, it seems to cause a few weird moments when playing with a fully updated 1.68 game with CEP 2.0 installed. More than half my inventory disappeared on me, and some of my magic bags would crash the game if I tried to open them. Besides those two things, it still worked like a dream. Great mod, I highly recommend it.

For those who want to play it, and have the inventory problem, I suggest after you load the game, save it, then immediately reload it and most of your inventory will reappear. Then stay away from magic bags which cause any problems. I doubt that any stuff in the bags will be gone or be buggy when playing a newer mod.

Cheers, and happy gaming. Thanks Valas for your hard work! Twar.

Posted by I'm really impressed! ( ) at 2006-05-17 02:24:34    
I'm really impressed!

Posted by Jim ( ) at 2006-02-17 14:05:18    
I'm stuck at the sphinx--it won't talk to me

Posted by Stocker38 at 2005-07-13 14:36:31    Voted 7.75 on 07/13/05
Was a good game. Not to long and plot like the paper version. Did his best with the hak, before CEP came out, made an impact.

Posted by Mirgalen at 2005-07-08 20:05:29    Voted 8.00 on 01/01/12
I can't say I had fun with this one perhaps I had high expectations having enjoyed the PnP version a lot. Also they are few bugs/flaws and design issues.

Posted by festivus at 2004-09-17 08:05:00    
Just another pointer for where things can be improved. The area descriptions are a rather nice touch... the first time it's triggered. However seeing it every time you run across the trigger or a party member gets silly.

Here's a way to cut down on the chatter:

void main()
object oPC=GetEnteringObject();
string sTag=GetTag(OBJECT_SELF);
int nPrevious=0;
nPrevious = GetLocalInt(oPC, sTag);
if(nPrevious == 0)
SendMessageToPC(oPC, "The ground beneath your feet seems sticky. Translucent webs criss-cross the tree trunks to the East.");
SetLocalInt(oPC, sTag, nPrevious+1);


Then just make sure each trigger has a unique name and you are all set. Each player gets a message sent to themselves, and only seen one time.

Posted by Spike_Spegeil at 2004-08-08 18:05:47    Voted 5.00 on 08/08/04
This was not fun as SP, there is a distinct lack of flavor that I assume the author intends for a DM to fill in. The henchpersons are a bit buggy, ie-the wizard ran all the way across the map to engage a large group of trolls, yells "You face of mage of considerable power", and promptly died. This one could be a bit better with fewer bugs, and a little more substance.
Old School

Posted by jrb001 ( ) at 2004-07-18 14:37:00    
Hi - enjoyed immensely. Played the original PnP yeaarrsss ago and this brought back many good memories.
I was stuck at the very beginning w/the sphinx -- It was not clear at all that one was to use the 'talk' function to answer the sphinx - I thought I had a bugged mod.
Figured it out eventually, tho. :)
Was very disappointed that I could not take Wave and Blackrazor with my character into other mods (I guess it is because they were made with the hak?).
Anyone know what, if anything, can be changed to allow these weapons to be brought into other adventures?

Posted by festivus at 2004-07-15 07:40:00    
Overall this is a fairly well done module, but it could stand some updates. I have found a few things I didn't quite like about the module (listed below), but I have come up with ways to work around them. I am on my third run through DMing this module, it allows for a lot of storyline flexibility, and it's not a hack and slash dungeon adventure, which is always quite refreshing. Overall this is becoming one of my favorite modules to run.

1- The triggers for the giant scorpions in Dungeon 9 do not work. I think it is because they fall outside the floors geometry or something. Perhaps redraw the polygons to fit within the boundarys of the floor?

2- The Big Cavern hold a giant CRAB, not a scorpion. If this module was CEP enabled you could change the model to a giant crab. That would look really cool.

3- The Trolls in Dungeon 1 were too overpowering when clustered together like they were. I moved some of the trolls across the bridge so the players get a hint that there is serious troubles for them ahead and spread the encounter apart a bit. That encounter looks like it needs some balancing.

4- Nix and Nox don't look like efreet to me, they look like fire giants. Again, with the CEP the model can be changed so that they look more like Efreet.

5- Remove the prostitutes to a bordello room or somewhere else. DMs can spawn them in as they desire, but I find their scripting to be annoying and I usually just limbo them.

6- Cut down the chatter in the bar a bit, it was difficult to see conversations from my players while sitting there getting spammed.

7- The bog zombie script works, but there are about 20 on heartbeat scripts running in there... that's pretty rough going. I really do like the way that those encounters work however, scares the poop outta the players :)

8- The inclusion of a plot wand would be a wonderful thing. I have had a few occasions where I wished I could reset a plot point, since I usually posess the NPCs, I have to wait for the party to leave and then go through the conversation with the NPC to set the plot variables myself. Having a plot wand would help control the story better.


Posted by Ultramundane at 2004-07-12 08:02:46    Voted 8.00 on 07/12/04

Posted by Stephicles at 2004-04-06 04:11:07    Voted 3.00 on 04/06/04
I can find very little redeeming quality about this module.
Why is has scored 7.75 (at the time of this writing) is beyond me; first logging on, we were presented with a bland rural tileset. The town was spaced out unrealistically - not to mention, visually unappealing - and the plot was pushed forward dryly. About the only interesting occurance was the conversation with the guard at the beginning, and there was not even any penalty for telling him to bugger off at the end. Once we got past setting up our main quest and preparing with a stop to Slick's Emporium, which peddled us very basic goods we largely did not need or want, we looked into side quests, which included cleaning out a barn infested with badgers that could do a number on two level 11 casters, and a summoned dire bear. Ho-hum.
Figuring it just *may* improve once we started on the main quest, we set out of town - and were not five feet into the first area away when we were beset by a multitude of wererats (and bandits that changed into them once you got close). Exasperated, we managed to clean them all up, and prepared to head forward. However, they spawned once more, and when we finished those ones off and they AGAIN respawned, we decided to sneak around them, encountering yet more pointless, unexplained, ecologically unbalancing, dry, one-type spawns. This included an entire swamp (which was just a rural area with poison gas animation) filled with zombies, again serving no purpose whatsoever except as a buffer to actually GETTING ON WITH IT.
The areas were uninspiring, and the entrance to White Plume Mountain was no exception. We found a bugbear camp inside (with no treasure, I might add) and could not proceed further, both because there was no further exit available to us, and the frustration/disgust this module instilled in me was unbearable by then.
We agreed that we had seen quite enough by then, and quit. My condolances and sympathy to any reviewer who should so wish to see why this module has gotten such a good review from J'Dai, as you will be SORELY disappointed.

Posted by Dulunge ( ) at 2004-04-01 16:44:00    
My name is Dulunge and this is my tale.

I was born a warrior like my father and his father before him. Some of you may call us barbarians but we are not we commune with nature like no other human beings.

My destiny was to become the chief of our clan in the deep forest but one day I was taken away and found myself sold as a slave.

I stayed with my Master for over two decades until I was set free. My master was Magician, a Mage of Fire. He discovered my gift and started to teach me the Art of Magic, the power of Fire.

Many years later after I had earn my freedom and proven that I too was a Fire Master I travelled the roads of Greyhawk.

One day I was in the City with my compagnons and we spoke to Mordenkainen himself if I remember correctly and he asked us to go to the Mountain and bring him back some magical items.

I remember crossing swamps and marshes fighting trolls and other creatures, going through numerous caves full of Giants of all kind and sizes (G1-G2-G3) before entering the Lair of the one called Keraptis.

It was an amazing place. One day or may be it was night, I was on watch while my compagnons were resting. I was standing near a pillar as I recall and then I spotted her. She was invisble and silent but something, something was not right. I felt that she was close, she was up to something. Before I could awake my friends she casted the biggest Fireball I had seen at that time, that ball was twice the size and power of the one I would cast. I only had the time to hide behind the pillar. I resisted the spell (resist fire and saving throw succeded) and I was still standing. A minute later I was still standing there looking at my skin and my clothes I had resisted her attack but I felt my blood boiling after that I fainted.

I almost died that day and we left Keraptis lair for that reason we were not ready to take her out.

A few days ago, I went back to the mountain, probably from another route as I did not fight trolls or giants and got into the lair. It was somewhat different may be she did a bit of renovation. I had only one objective: Find and destroy her once for all. It would be her power against mine, her Fire against mine. The only problem is that she is not there.

So I wonder, where is Keraptis?

Posted by seznancy at 2004-03-08 08:24:37    Voted 8.00 on 03/08/04

Posted by myzithra at 2004-02-29 08:05:09    Voted 8.00 on 02/29/04
Fun: 9 Layout / Design: 9 Dialogue 7 Originality / Creativity 8 Quality Control 7

Posted by CangP at 2004-02-28 21:23:58    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by LordCole at 2004-02-28 21:23:58    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by imcndbl at 2004-02-28 20:53:46    Voted 9.00 on 02/28/04
Fun: 8   Layout / Design: 9   Dialogue 8   Originality / Creativity 10   Quality Control 9   

Posted by smooth at 2004-02-28 20:53:45    Voted 8.00 on 02/28/04
Fun: 8   Layout / Design: 10   Dialogue 6   Originality / Creativity 8   Quality Control 6   

Posted by Stein at 2004-02-28 20:46:09    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 9   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by Saavy at 2004-02-28 20:45:51    Voted 6.00 on 02/28/04
Fun: 4   Layout / Design: 5   Dialogue 7   Originality / Creativity 5   Quality Control 8   

Posted by Morgonis at 2004-02-28 20:42:18    Voted 9.00 on 02/28/04
Fun: 9   Layout / Design: 10   Dialogue 9   Originality / Creativity 10   Quality Control 9   

Posted by Imagun_Aqilya at 2004-02-28 20:41:00    Voted 10.00 on 02/28/04
Fun: 10   Layout / Design: 10   Dialogue 10   Originality / Creativity 10   Quality Control 10   

Posted by Ghool at 2004-02-28 20:39:21    Voted 7.00 on 02/28/04
Fun: 7   Layout / Design: 6   Dialogue 7   Originality / Creativity 8   Quality Control 8   

  1  2  3 Next>

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