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Title  Mines of Moria Module Update
Author  John McA
Submitted / Updated  11-06-2003 / 12-01-2008
Category  Dungeon Adventure
Expansions  HOTU-1.62
Gameplay Length  12+
Language  English
Level Range  10 to 15
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
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
**This is a HOTU update** SOU users please use the 'Mines of Moria (SOU)' download. This is a recreation of the Lord of the Rings Fellowship's journey through Moria. Includes a choice of three henchmen per player (Aragorn, Gimli, Gandalf, Legolas, Boromir, Sam and even Arwen) to create the Fellowship. A detailed walkthrough is included. v1.5 has been extensively playtested. If you have not already downloaded the Moriahak hakpak and custom music with a previous version, then you will need to do so from the separate link or as part of the 'Mines of Moria (SOU)' download. Thanks to all those who provided constructive criticism and pointed out bugs in previous versions.


Submitted: 11-06-2003 / Last Updated: 05-24-2004
Submitted: 11-06-2003 / Last Updated: 05-24-2004

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Mines of Moria ...& MusicJohn McA2004-01-13--This is the hakpak and music files specifically for Mines of Moria. It is included as part of the 'M
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Comments (33):

  1  2 Next>

Posted by hfrank at 2010-06-24 09:04:41    Voted 8.00 on 06/24/10
I generally like John’s mods. His Sands of Time saga is one of the all-time highlights (perhaps even the crown-jewel) of the entire Community Expansion Project. Be advised, though, that he sometimes overdoes the whole maze and secret door thing. He’s hard-core about making PCs spend the D&D prescribed time searching every 10-foot section, so you’re likely to spend a lot of time dusting off your keyboard or brewing cups of coffee while your character slogs through endless corridors and then stands around with his thumb in his bum and his brain in neutral looking for secret doors that are essential to the completion of your adventure. In this mod, however, the author provides some welcome (albeit pricey) relief from this tedium in the form of potions that help PCs detect secret doors, traps, etc. (essentially, potions of True Seeing).

John has done a very creative job elaborating Tolkien's description of the Mines of Moria. His contrivance that accounts for the customary alignment and character of the Duergar will be much appreciated by Tolkien fans. His choice of music is an absolute joy--artistic, tasteful, and stunningly appropriate.

My relatively low rating is more a commentary on the NWN tools available to John than to John's rendering: The NWN/D&D monster templates for Tolkien's roster of opponents simply don't permit an author to create the sense of drama and tension produced by the novel or the movie. If I have any serious criticism of John's treatment, it is his portrayal of the two NPCs I used—Gimli and Gandalf. Gimli is a Dwarven prince, not East-end muscle. Tolkien, like many British writers of his and earlier generations, was very scrupulous about using language patterns to indicate social class. The clearly working-class snideness in Gimli’s speech is as grossly out of character as was Peter Jackson’s portrayal of Gimli in the movie series. As for Gandalf (F3/Sor10/Outsider1)—not only is he misclassed (he’s a wizard, not a sorcerer), but he comes equipped with only a handful of lower level spells and, all in all, isn’t useful for much more than relieving the PC of the burden of carrying around all those healing potions. He has a regrettable tendency to use hard-won (by the PC!) offensive spell scrolls after opponents are long dead, and while he accurately portrays the literary Gandalf’s disposition to enter sword combat, his version of Glamdring is woefully weak, and Gandalf’s fighting skills definitely call for a “change of tactics” conversation.

And speaking of scrupulous use of English, “Artifact” is misspelled throughout the mod.

Posted by OolongAiki at 2008-12-01 03:49:23    Voted 9.75 on 12/01/08
Very cool module...I was riveted to my seat throughout!
"Imagination is salvation by creation"--Frank Lloyd Wright

Posted by DrunkAsIThinkIAm at 2008-05-25 15:34:51    Voted 8.25 on 05/25/08
I thought this mod was okay, although the author's other works that I've played (especially Strife in Grimbone) were definitely better, and this one does show its age a bit. This one is a little too heavy on the triggered encounters, and should probably be listed as "roleplay light." Still, an interesting idea to recreate the famous Rings quest.

Posted by Steve_Savicki at 2008-05-19 10:40:25    Voted 9.75 on 07/06/07
I wonder if John will work on this some more.
Steve's Characters - please don't forget to vote on them if you play them.


Posted by Graymaster at 2008-05-14 06:32:34    Voted 9.75 on 05/14/08
Only just now got around to playing it because of time contraints. As nice an adaptation of the LOTR mythos as I've seen, but I have to agree with those, like Steve_Savicki, that feel the ending was needlessly abrupt, hence the .25 deduction from what is otherwise a certain 10.

Posted by Steve_Savicki at 2007-07-06 04:59:49    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.


Posted by cailthlauren at 2007-04-16 00:30:41    Voted 9.00 on 04/16/07
It was extremely fun slaughtering the uruk-hai at the gates of isengard... too bad that they kept coming even though my epic dragon and me left the entire area carpeted in remains icon...

another thing that bothered me was I was able to draw the balrog all the way to the area just before the halls of khazaddum and got stuck in the door way... had a couple cups of coffee while my wizard and the balrog went at it. Damn balrog kept healing and there wasnt a flame in sight... eventually figured out what I had to do but then I couldnt actually fight the balrog again....

Otherwise... it was a blast.

BTW I wanted to kill gollum so freakin bad .... damn interloper

Posted by barefoot at 2005-08-31 11:42:16    Voted 9.75 on 08/31/05
John, I really enjoyed your module but I will admit that I used the walkthrough. I hope you will be continuing the tale. I did save my character just in case.

Posted by Izabelha at 2005-08-03 12:21:07    Voted 10.00 on 08/03/05

Posted by Author ( ) at 2005-07-21 09:28:56    
Dear Saxon,
I'm afraid I can't remember the difficulty, but it is a search check, made much easier (+6) by being in search mode. Have the best searcher near the pillar. Try a potion of fox's cunning to boost intelligence. I believe it is DC 20, so should be possible for anyone with average intelligence and no search skill. Stand close to it. Are you playing the latest version? There was a bug in a previous version (see the comment above) where cancelling a conversation prevented the button from ever appearing again.

Dear HunterSmash,
The jpgs are not required. COnsider them previews. Just follow the instructions for music files in the music folder, module file in the module folder and hak file in the hak folder.

Thanks for the comments.
And, for those of the 3619 downloaders of this version who were able to finish the game, might you consider voting? One in 700 bothering to vote is not great!!


Posted by Gaemor at 2005-07-21 09:17:01    Voted 10.00 on 07/21/05
This was an enthralling recreation of the LOTR chapters in Moria, with considerable expansion. Liked the custom music.

Posted by HunterSmash at 2005-07-11 17:53:24    
I know where to put the module, hak, and music files, but where do all the jpg files go when installing this mod? Given the number of files going to various places, you might (please!) consider a self-installing module, as some creators have done.


Posted by Author ( ) at 2004-11-04 11:00:00    
Dear FreshHope,

You go from the workshops through a secret grate in a room with two will-o-wisps. Then to the Chambers of Sorrow ...

Dear tdonadio,

I am afraid have made no effort whatsoever re crafting other than HOTU compatibility. It is not adapted for CEP. I did scripts that allowed visible cloaks and changing their colours in another module (Strife in Grimbone) but htat's about it, I'm afraid.


Posted by tdonadio at 2004-10-31 11:16:00    
Never mind -- I figured it out. (Clue: pay attention to what Gandalf tells you to do.)

Another question, though: is item crafting supported in this module I imported a character with the Craft Wand skill and some bone wands and they disappeared when the game started.

Posted by tdonadio at 2004-10-31 09:43:00    
I'm just starting the module and have a question. I'm trying to recruit my fellowship, and although the module description says that Arwen can be chosen, when I ask her she won't join. Am I doing something wrong?

Posted by FreshHope ( ) at 2004-10-30 02:18:00    
Hi! I kind of got stuck in the mines. There is the Lord of Fire. Is he supposed to be beaten to proceed? I have cleared the workshops, dungeon of fire and the misty tunnels. Thanks for your help!

Posted by FreshHope ( ) at 2004-10-30 02:18:00    
Hi! I kind of got stuck in the mines. There is the Lord of Fire. Is he supposed to be beaten to proceed? I have cleared the workshops, dungeon of fire and the misty tunnels. Thanks for your help!

Posted by ChaironDeCeleste at 2004-09-22 08:46:00    
action list overflow [...] drunkenreveller and Dunaloin(sp?)

Posted by muniz at 2004-08-20 17:01:04    Voted 9.00 on 08/20/04

Posted by muniz at 2004-08-20 17:00:00    Voted 9.00 on 08/20/04
Sorry, my fault. I was playing the SOU version.
Finished the module. Very good indeed.

Posted by muniz at 2004-08-14 05:45:00    Voted 9.00 on 08/20/04
I´ve began playing this mod yesterday and found it very compelling.
I´m having a problem in the entrance of Moria. I open the door with the charm spell and gain entrance to the mines. Every single time I enter the mines the door closes behind me (as expected) letting two of my henchmen locked outside. Any suggestion?

Posted by muniz at 2004-08-14 05:45:00    Voted 9.00 on 08/20/04
I´ve began playing this mod yesterday and found it very compelling.
I´m having a problem in the entrance of Moria. I open the door with the charm spell and gain entrance to the mines. Every single time I enter the mines the door closes behind me (as expected) letting two of my henchmen locked outside. Any suggestion?

Posted by Author ( ) at 2004-05-24 11:38:00    
I have updated this module to correct a bug that was kindly pointed out (see the Mines of Moria SOU link) where aborting a conversation spotting a button on an obelisk would prevent this conversation from reoccurring.

In regard to the comments about levels,etc, I never heard anyone getting so critical over level ranges and exactly what category of hack slash a module was put in! Your opinion is not shared by any other commenters.
If you must know, I played with a *single* 5th level barbarian, 5th level cleric, and no henchmen with no great difficulty. I can't see what the problem was. You do realise you get given 10,000 gold at the start to spend on equipment. I suggest, with appropriate patronisation, given the tone of the initial comment, more practice at playing NWN or turning down the difficulty slider!

Posted by Author ( ) at 2004-04-11 08:22:00    
There is no bug with the One Ring, as someone wrongly stated. The effect is deliberately delayed.

Posted by srn at 2004-03-31 12:33:18    Voted 6.00 on 03/31/04
Very combat-heavy roleplay-light module with some strange mis-features.
For example, I was warned of the dire consequences of wearing the One Ring. So I did. Nothing happened.

Posted by Jerim ( ) at 2004-03-20 15:06:00    
#1 Lvl 10-15? We played as lvl 1 characters being raised by Gandolf...which was no where near enough. We got slaughtered out of the gate. The module is clearly 1-4 persons, lvl 15 and up. The only way we could survive was to have a DM level us up 4 more levels and drop some decent magic items. We took Aragorn and Gandolf out on the first run and they got slaughtered in the first area.

#2 This is not a Medium Hack and Slash module. With reocurring events every 3 minutes, it is definately a heavy hack and slash module. The lack of rest spots did not help any.

#3 Roleplaying is light at best with some dialogue to kick off the adventure and then very little there-after. The druegar offer a bit, but a rating of Medium is too high.

To the good...
#1 Some scripting is very nicely done. I especially liked the boulder throwing giants and the bugbears that tried to fight their way out of their jail cells. The first cut scene is also VERY nicely presented.

#2 Nice use of the tilesets and placeables.

My comments are more from the author's ratings on this page, not so much for the adventure itself. If you like heavy hack and slash with some fairly nifty and surprising scripts thrown in, then you may very well like this mod. If you like a medium mix of Combat, role-playing, and story developement, then you will be disappointed.

Posted by Author ( ) at 2004-03-15 15:30:00    
Re: The abyss fallen altar.

Its a spot check DC 20, stand within 2 metres, +6 bonus for being in detect mode, +6 for being dwarf, halfling or elf. So even if you have terrible spot, just go into detect mode and have a beer / cup of tea or something while waiting for a c. 25% chance every 6 seconds. Or drink a potion of owl's wisdom. The potion of secret door detection only works on search for doors, not spotting. What I said below was wrong.
Hope this works. I advise resting before going into that little tower nearby!! Or you can take the long way back...


Posted by Anonymous ( ) at 2004-03-15 15:17:00    
Thanks for the comments.

Re: Damos
You're quite right, but I thought 69MEH's henchmen scripts were good plus it took ages to do all the conversations and my own script changes. There are as many options I think as in HOTU, and in what other adventure do you get bleeding scripts for the henchmen, not just the PCs, where you can use healing packs upon them while they are bleeding upon the ground?? Repeated henchman death is one of my biggest frustrations with NWN and at least you get a little more of a chance to keep them alive this way.

Re: RH
I believe I used a search invisible placeable which triggers a conversation. My search scripts give a big bonus for being in detect mode. A potion of secret door detection I think also works. But if your single PC has terrible search skill you might have to hang around still next to the obelisk in detect mode for a few rounds before the conversation pops up. You could try a fox's cunning potion. Sorry but what is boh - ?"bash on head". If still a problem let me know and I will give you the DC numbers and the range.


Posted by Damos at 2004-03-15 07:05:00    
Just started playing this, but I wanted to suggest that you use the HotU henchmen scripts. They make it far easier to handle henchmen once in game.

Posted by Zog_Zog at 2004-03-14 20:11:47    Voted 10.00 on 03/14/04
Hi All
I have just started on this but so far iam loveing it.I have voted a 10 for this mod cos id like to see it on the top ten. Great work keep it up.

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