Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN MODULES

- Jump to comments -
Title  Blizzard Pass
Author  ATOM
Submitted / Updated  10-27-2006 / 06-25-2007
Category  Classic PnP Conversion
Expansions  HOTU-1.68
Setting  Blizzard Pass in the Cruith Mountains between the Five Shires and Darokin.
Gameplay Length  This is not a long module and can be completed in just over an hour.
Number Players  Solo game.
Language  English
Races  Any
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Medium
Classes  Rogues only.This mod was designed for a second level rogue.Most of the rogues skills will be sorely tested.Checks for openlocks,move silently,persuade,spot and remove traps...to name but a few.
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  03
Max # Players  01
Min # Players  01
Min Character Level  02
Forums  Link
Content Rating  Everyone
Gameplay Hours  01
Description
This is a PNP conversion of Dungeon Module M1 Blizzard Pass (by David Cook)
I have remained true to the original pnp mod.
This mod contains new custom content designed specifically for this adventure.Three new monsters,lots of new placeables and a modified and reworked natural caves tileset(original was by Hellfire)
Also includes some new novel pop up information screens.
Will you survive long enough to uncover the secret of Blizzard Pass?

Use this 69 doors hak not the newer v2 version.
Version V2 uploaded.(lost my download count?)

Files

NameTypeSizeDownloads
69_Doors.zip69_Doors.zip
Submitted: 10-27-2006 / Last Updated: 10-27-2006
zip5.5Mb710
--
Blizzard_Pass_V2.zipBlizzard_Pass_V2.zip
Submitted: 10-27-2006 / Last Updated: 10-31-2006
zip11.2Mb650
--
SCORE OUT OF 10
8.03
11 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS











You Must Be Logged In to Participate.
Comments (21):

Posted by werelynx2 at 2012-07-03 10:09:27    Voted 6.00 on 07/03/12
I have to agree with most what the others said.
Additionally:
- store in the beginning has OC maps of Overwinter, what for?
- conversations are buggy and you can repeat them indefinitely
- grammar, spelling, to point every mistake I would write more than what you have written in your module conversations
- difficulty is high, the respawn free, impossible to sneak by most critters(some like the ogre spots you and initiate the conversation no matter what)
- game crashed on me few times in starting area and blizzard pass

Overall: needs work and polishing badly

_________________________
Thanks Rolo:)

Posted by Delf at 2010-08-01 17:42:12    Voted 7.25 on 08/01/10
Pros:
-Challenging adventure that tests a variety of rogue abilites and really gives an old-school PnP feel.

Cons:
-some slight buggyness and general lack of polish, possible problems if you don't do things in the order the author anticipated, easy to miss important stuff.
-Hate to mention it since so many modules have the opposite problem of unrealistic unlimited rest and too easy combat, but here:
1. You cannot rest anywhere
2. You have no more than two or three healing potions during the greater part of the module, and that's ALL the healing you get, until you find the equipment your imported character came in with (if any) late in the module. This makes the module excessively difficult and survival too much a matter of pure luck (or many reloads).

Overall, this had some potential but really needed more work.

Posted by Eternalsun at 2009-12-28 11:41:07    Voted 6.50 on 12/28/09
Thanks ATOM. The story is very immersive, I enjoyed feeling like I was playing an old school paper module.

Regarding the implementation, the module is missing polishing and there's few bugs, but it is perfectly playable.

SPOILERS:
- The fact that you cannot rest (expect in the pit)is perfectly matching the situation. I managed to make it through but I lost 2 of the 3 companions. The tricks with the Ogre worked perfectly.
- The toads have a very strange graphic behavior
- If you discuss with the warrior guy in the cell twice, you get 2 jail keepers...
- Why adding a merchant at the beginning if it is to lost everything ?
- The 2nd companion never follow orders, whoever he is. NWN bug ?

Posted by hmdai at 2008-05-01 14:31:10    Voted 7.00 on 05/01/08
It is a nice little module. However, there are still have some issues that required polishing.

- I cannot talk to the kobold jailer at the beginning before I "interact" with the cage door. However, there is no hints about the order. I have to find it out my own.

- It is nice to use dialog options to bypass the enemies or eardropping their conversation. However, why not doing this with the other enemies. As you know, a level 2 rouge is not really good at combat, even with companion, the team is rather easy being finished off by those enemies.

- The master escape through the back door. However, it is really weird that he rush back to his cave by another entrance. Why he let him stay in the open area and let the players to chase him?
_________________________
Overlooked Module Report February 2009 | Master List | Forum Thread
Academy of Modding Excellence
Romance Module List
Horror Module Collection
Starlight's favorite module list

Posted by herrjeff at 2007-08-03 20:05:02    Voted 7.00 on 08/03/07
Sorry, but this module still needs a lot of polishing (right-click descriptions, area names, transitions, journal entries, henchmen interaction, typos, etc.).

Posted by ATOM at 2007-06-25 11:44:20    Voted 10.00 on 11/02/06
Thank you PaulBlay for the pointer.I only lost about 125 downloads so i can live with that.It was just one of those days when the Vault uploads kept getting messed up.Ta mate.
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by PaulBlay at 2007-06-25 10:22:27    
Re: "(lost my download count?)"

If you had a significant count you should try emailing Maximus to see if he can/will fix it for you. As 2,500 is a requirement to get into the hall of fame it is would be wasteful to just ignore the problem.

Posted by ATOM at 2006-11-16 14:39:27    Voted 10.00 on 11/02/06
Thanks for the praise and the vote Mudgrubber,much appreciated.
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by Mudgrubber at 2006-11-15 18:10:50    Voted 10.00 on 11/15/06
I give you a 10 because you must have spent hours trying to decipher the invisible ink module from which this is drawn. If you have the entries I would appreciate you sharing them, as I play DnD and have always wanted to turn this into a playable module.
This is a very enjoyable module. The bugs did not bother me very much, as I did indeed play a rogue, as the original PnP module required. Thanks for the trip down memory lane.

Posted by ATOM at 2006-11-12 12:42:18    Voted 10.00 on 11/02/06
Speakglass,thank you for the vote.And thank you for the concise review.I appreciate the critisms,the conversations..problems and all were mostly copied straight from the PNP mod.I did not include any warnings as to which skill were tested,because in my opinion it is more realistic and closer to the PNP ideal.Again thanks for the input.ATOM
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by Speakglass at 2006-11-12 09:14:29    Voted 10.00 on 11/12/06
I've decided to post once again :) After thinking about it, there is a list of things you could easily improve to add a more polished feel to the mod.

- Spell check. Very noticable, especially in the first conversation with the dwarf. For example, when the dwarf says, "Your right there! Im the resident bodyguard thats why i have to guard the goods," some people would stop playing just because they do not think it will be a well written mod. Simply using the right variation of your (you're), changing Im to I'm, and capitalizing the I would help a lot. I do not pretend to be any English wiz myself, but it does help.

- The starting area shouldn't be named 'Start Area'. It takes away from the mood, and reminds you that you're in a game. 'Winding Road' or 'Forest Road' would be much better.

- Give a little more background on the text cutscenes. I felt rushed and a little confused when I got to it. NO idea what was happening, and I had to read it twice. You might think about changing the cutscene area names to something without numbers in the title. It also takes away from the mood.

- To be honest, it's very hard to play through with a rouge. The first encounter itself killed me several times before I got past, but maybe that's just me.

- While the scripting you did is amazing, the event where you are in a cage with the caravan guards felt a little generic. They had no 'memory', and said the same things over and over when talked to.

- The journal entries switched from third to first person. One entry, "You have been hounded out of town persued by vengeful villagers. You have somehow been accused of murdering a town elder," is obviously written by someone besides you. Then, just a minute later, "Met Roderick a stout balding Cleric. He like myself has been imprisoned in this cell." One is even more confuzzling, using both third and first person in the same sentance: "Opened cell door. Finally you can escape."

- The dwarf at the beginning could have a little more background. I found it odd that while I was an elf and he a dwarf, he found no problem with me. A few bluff/persuade checks and more conversation to apear on a race check would have been much more realistic and amusing.

- The double quotes, ", are used to indicate conversation. In the caravan leader's conversation, they are used to indicate actions, such as, "He looks around". This confused the hell out of me. Either use the double quotes for conversation, or a highlight for actions. On the same note, you switch between talking and actions without any indication. I had to read some convos twice to try and find out when the person stopped talking and started doing something.

- When using skill checks in conversation, it would be useful to put a highlighted [Persuade] or [Bluff] in front of the text. If I had no skill in intimidate, for example, and could only persuade, it would be useful to know which one I'm trying to do.

Posted by Speakglass at 2006-11-12 08:26:09    Voted 10.00 on 11/12/06
A very nice PnP feel. A few bugs, which I'm not going to list here. I gave it a 10 for:

1. Not a hugely epic adventure. Maybe it's just me, but a lot of these things seem to want to be all campaignish.

2. Close to a PnP without a DM, very nice work on that.

3. Custom content, anyone? I usually give an extra rating point just to anyone who takes time to get rid of that longsword +1 as a reward, and replaces it with a custom sword with a nice background discription.

4. A good, all-around feel convinced me to ignore bugs for this rating :) A good job on scripting on this level as well.

Posted by Flubaddy at 2006-11-10 03:49:40    Voted 10.00 on 11/10/06
Lots of new custom content.Good Pnp feel.

Posted by ATOM at 2006-11-02 03:03:04    Voted 10.00 on 11/02/06
Well im giving myself 10 for effort...lord knows i deserve it.
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by ATOM at 2006-10-31 09:01:35    Voted 10.00 on 11/02/06
New upload today addressing some of the mod issues brought to light.(Lost my download count)
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by ATOM at 2006-10-30 14:23:07    Voted 10.00 on 11/02/06
This mod will be updated tomorrow and one or two small issues will be addressed.The mod is geared towards rogues because all the skill checks in the mod are thief based.The other escapees might have half a chance if you didnt race into each encounter.Cant wait for you to submit something so i can nit pick my way through it.(Guess i will have a long wait)
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by TheNaq at 2006-10-30 13:21:02    Voted 5.00 on 10/30/06
Well, nice try, but...


***SPOLIER***

I really don't see why you ask to play a Thief (except for one little thing) and I do think that the mod's fights is totally unbalanced. It's impossible to help the henchmen, who generally dies in the first encouter, at least one of them each tiem. More annoying, the caravan master keep apparing beside the character in the cave (?!) and the Ogre is impossible to kill.
Need some fixes, if I can say...

***SPOILER END ****
_________________________
Ooooppppsss, I've mistaken your pocket and mine, no big deal, buddy... Hey, man, could you stop punching me when I'm talking to you ? Ooooch !

Posted by ATOM at 2006-10-28 17:24:26    Voted 10.00 on 11/02/06
Thank you for the review and the vote,it was much appreciated.I tried to iron out all the bugs but with a mod so complex in its scripting a few little niggles were always going to slip through.Glad it kept you amused.
_________________________
Three Headed Troll Art Wurks

The Demonfiend Pact custom PNP mod project

Posted by Vidal at 2006-10-28 13:46:43    Voted 8.50 on 10/28/06
There are lots of bugs in this Pass, but it is an interesting ride, nevertheless. The visual aspect is well done with the new content and the natural caves tile set being very effective. The same can be said about the new pop up concept. Sometimes it gets real close to offer a PNP experience... an old-fashioned dungeon crawl that's totally enjoyable.
But it needs a little polish...


SPOILERS:

There is no place to rest and to few healing potions. And the cleric is useless since he couldn't cast no spells, because there was no place to rest in the first place.
Some of the critters move in a very stiff way, probably a result from being new creatures, but still it is rather strange.
When you defeat the Master's snow apes there is no indication that you might want to follow him all around and then back into his lair... you might want to add some indication to help the player after he leaves the Pit.
Also, the final battle is really unbalanced, since even after you killed the Master the Ogre defending him remains impossible to damage (even with the +1 sword you get when you kill one of the guards). I could only escape by allowing him to kill me in a doorway and then re-spawning and running before he could notice me.


Fix those things and you get a very good, if short, adventure. But it is nice as it is.

Posted by Vidal at 2006-10-28 13:45:38    Voted 8.50 on 10/28/06
There are lots of bugs in this Pass, but it is an interesting ride, neverthele

Posted by Vidal at 2006-10-28 13:43:54    Voted 8.50 on 10/28/06
There are lots of bugs in this Pass, but it is an interesting ride, nevertheless. The visual aspect is well done with the new content and the natural caves tile set being very effective. The same can be said about the new pop up concept. Sometimes it gets real close to offer a PNP experience... an old-fashioned dungeon crawl that's totally enjoyable.
But it needs a little polish...


SPOILERS:

There is no place to rest and to few healing potions. And the cleric is useless since he couldn't cast no spells, because there was no place to rest in the first place.
Some of the critters move in a very stiff way, probably a result from being new creatures, but still it is rather strange.
When you defeat the Master's snow apes there is no indication that you might want to follow him all around and then back into his lair... you might want to add some indication to help the player after he leaves the Pit.
Also, the final battle is really unbalanced, since even after you killed the Master the Ogre defending him remains impossible to damage (even with the +1 sword you get when you kill one of the guards). I could only escape by allowing him to kill me in a doorway and then re-spawning and running before he could notice me.


Fix those things and you get a very good, if short, adventure. But it is nice as it is.

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Scripts


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters