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Title  Hills of Absher
Author  Tain Shari
Submitted / Updated  12-11-2008 / 01-01-2009
Category  Combat
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Wheel of Time
Language  English
Races  Mainly human
Tricks & Traps  Medium
Roleplay  Light
Hack & Slash  Heavy
Classes  Any
Scope  Small
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  40
Max # Players  06
Min # Players  01
Min Character Level  35
Content Rating  Teen
Gameplay Hours  02
The Hills of Absher are a geographical formation on the road between Baerlon and Whitebridge from the Wheel of Time novels by Robert Jordan. This module is a work of fanfiction, and no challenge to the proper copyright and trademark holders is intended. This is strictly intended for non-commercial use by gaming groups interested in playing games set in the “Wheel of Time” Universe using the Neverwinter Nights computer roleplaying game. Duplication, reproduction, and distribution of this file should only be for non-commercial purposes.

I would like to thank the late Robert Jordan, for creating such a wonderful and diverse world.

I would also like to thank Chaos_Theocrat, for sharing his Aurora Toolset creations on the Neverwinter Vault. I have used 3 of his prefabs in this module, and his creationary vision inspired many of the area designs that I made for the rest of the module.

Finally, I would like to thank everyone who playtested the module for helping to locate the many bugs it originally contained. Any remaining are solely my fault, and if I overlooked any that were pointed out to me, it was likely missed due to the large volume of them.

To all who download the module, I sincerely hope you enjoy it.

Thank you,

Tain Shari

P.S. This was originally created to be included in any of the many Wheel of Time persistent worlds which have been run using Neverwinter Nights. It could be easily adapted to that function again. Removing the door in the Absher Tunnels, and re-connecting the tunnel to the double exits would be the easiest way of doing so.


Update 17/12/2008 fixes problem with locked door being marked plot, and removed several redundant chests.


Update 22/12/2008 removes plot setting from another locked door.


Submitted: 12-11-2008 / Last Updated: 12-17-2008
Older version. If you have even 1 rank in Open Lock, it still works just fine.
Submitted: 12-11-2008 / Last Updated: 12-22-2008
Updated Dec. 22.

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v2.1 ( 2.1)CEP Team2008-04-23--DOWNLOAD VERSION 2.1 (.exe / .7z / split files) : Requires NWN 1.69 with HotU & SoU Expansions (
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Comments (9):

Posted by Mirgalen at 2011-06-26 01:32:36    Voted 8.50 on 06/26/11
Is this the only decent lvl 35+ module around? It is by far the only playable and fun one I found.

I took my lvl 39 character from SoF around and completed the module without too many problems. They are a few issues but overall it was a good fun. I even found a nice little grove for my now lvl 40 Druid.

I did not know a thing about that world/book but I find challenging encounters as part of a decent but short story and great visuals.
I had to restart twice. Once because I stripped my character and he could not survive the first epic fight. The second time I found a bleeding related glitch. My char was unconscious but was recovering. As soon as he got to 1 HP (but still invisible) he casted a heal spell. After that everybody was non hostile so I had to restart.

- You cannot access the Northwest tower (area transition pointing to NorthEast tower).
- The doors up the stairs in the tower are "useless" you can just click on the transition and access the roof
- The big walls near the high priestess and executioner are useless too as you can just walk through them.
- XP reward seems good so is the challenge, treasure is quite light (no epic item)

Given some of the bugs noted the module is worth about 7.5 my score is more a vote of appreciation.

Posted by hfrank at 2009-12-17 16:39:25    
Anyone else having trouble opening v3? The mod freezes in the opening loading area (Whitebridge to Baerlon). Suggestions are welcome.

Posted by VezyrinTirlacq at 2009-01-13 16:37:13    
The "book" placeable acts like a chest. When defeated, the Dreadlord will drop a key called Journal Key that will unlock the book/chest and let you take the journal. (Please note: The "Book on the Pedestal" image won't actually change: It's like taking a book out of a chest. I could have destroyed the placeable using the SS_Toss variable, but as I explained in the original post, I intended this for a Persistent World at first, so I didn't want to destroy it. Also, the journal isn't actually in the chest's inventory; it is called up by a script.)

Posted by ximxam at 2009-01-08 17:00:08    
I'm stuck. How do I get the dreadlord's journal off the neck of the statue? I did not find a lever or anything to lower it to where I could reach the lock. Please help. Enjoy the game so far. Thanks!

Posted by seekwhence at 2008-12-21 11:24:00    
The new updated module provides no help in the temple. I still cannot open any locked doors by bashing them down. As I do not have a character that can pick locks I guess its time to delete yet another disfunctional module and move on. Too bad also... it looked promising.


Posted by Andreas Fairlight at 2008-12-18 15:44:05    
Indeed. If in the temple you don't have a character with pick lock, you are stuck.
Modules created
[Tales of the Heart: Valyrian's Blood]
[The Fall of the Eagle]
[Armageddon Clock]

Posted by VezyrinTirlacq at 2008-12-17 17:54:20    
Just on a side note...

Be sure to read the journals before you take them back. Essential parts of the plot of the story are contained in them.

Posted by VezyrinTirlacq at 2008-12-17 17:51:25    
Posted an update with fixes in the Upper Temple area: the door is now not set to plot, and I removed the chests that don't need to be there.

Posted by KragCulloden at 2008-12-17 00:50:54    
Well I seem to be stuck in the Temple clearing mission - two doors are locked, as are several chests. Casting Knock does nothing, I can't bash them, and I can't find any keys. When I return to both the brothers, they just say "Leave us alone". (I did the first brother's job of clearing the barracks area.) Inside the temple I killed everyone, including the grand inquisitor, and took the loot off the dead gal in his chambers. How do I complete this job, and / or how do I get the remaining two doors open?

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