Neverwinter Nights Modules

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Demon:
Introduction

Dreamcatcher:
Introduction
Skyfall
Ocean Dreams
Pit of Stars
Evermeet

Shadowlords:
Introduction
The Message
Hill's Edge
Skull Gorge
The Bone Miners
Enter the Shadow
Here you will find news, background, and other information about the Neverwinter Nights modules I have built. If you have any questions, please contact me.

If you want to go straight to the modules, try the download page. Shadowlords 1 - The Message is the first campaign, suitable for first level characters. Dreamcatcher follows that campaign, and is designed for players around level 8.

News:
8/9/2006    posted by Adam
Just a short update. Demon won the 2004 Module of the Year award at the Vault. Here's my interview.

6/27/2006    posted by Adam
Of all the pages on my personal site, this one is clearly the most popular. At the moment, searching for "Adam Miller" on Google has this as the top hit.

Still, this section is pretty ancient, and my latest Neverwinter Nights entries are over on my NWN2 section. That's where you'll find my current work on Dark Waters, a pirate-themed campaign.

For those of you who are just discovering the Shadowlords, Dreamcatcher, and Demon campaigns for classic Neverwinter Nights, enjoy yourselves. There's links to downloads on the left as well as lengthy comments about the development process if you click "display old news items" at the bottom of the page. It's strange to think that this little hobby of mine started over six years ago and has grown to what it is today.

11/29/2004    posted by Adam
I put yet more work into my Dragon Age site, fleshing out the informational pages that I'd originally left blank, as well as finishing up a map. My next step is to put together some links between the two sites and then I'll do most of my posting on the Dragon Age site unless I have some specific NWN news. Slowly making progress . . .

11/28/2004    posted by Adam
Well, it's not really ready for prime time, but I posted my first news item on my new Dragon Age site. Feel free to take a peek.

11/24/2004    posted by Adam
I've been doing housekeeping the last few days, trying to throw together a new site for my Dragon Age modules. It was fun seeing the hit counter read Visitors: 1, Hits: 1 this morning. There's no content at the moment but hopefully I can remedy this shortly.

I've been continuing to make my little fishing village, trying to decide what critical services it should have (e.g. fishing shacks, docks, a mill, baker, weaver, etc.). I like the idea of having the village be as realistic as possible, but I might remove buildings that don't tie into the plot. It's a refreshing change from mapping all those interiors.

11/22/2004    posted by Adam
I think I've broken through my mapping block that I was having last week. I try to visualize certain scenes that I'd like to have occur for the player and when I'm lucky the mapping just pops out of that. I'm also trying to give myself enough flexibility so that I can add things in as new ideas come along. Hopefully I can finish up with this Act's worth of mapping and do some planning for the outdoor areas. Since it's set in a village, there's likely to be lots and lots of dialog to write.

11/19/2004    posted by Adam
Mapping is hard. I've gone through several drafts so far and have yet to come up with a firm layout for what I want to do. Part of it is that the map has to support the plot, which is reliant in part on the map, so I end up going back and forth with the design. I'm slowly getting there, but it's taking awhile.

I just got a note from someone asking if my modules could be translated into Russian. I'm always happy to expand my world domination plans and hopefully I can set things up with my Dragon Age campaign to be easier for translators. If I'm really ambitious, I can get translators working before the module is released, though it's sometimes hard to round people up.

On a personal note, the notebook I use to scribble down my ideas is nearly filled up. It was one that my stepfather used for his work as a chemistry professor. When he passed away a couple years ago, there was something special it and I haven't been looking forward to switching to some boring store bought notebook. My mom was going through things and found an identical blank one. Nice how these things work out.

11/12/2004    posted by Adam
I'm over 11,000 words in my campaign document, most of it dialog. I do worry sometimes that the beginning of the campaign will be a bit dialog-heavy, though it seems necessary in order to set the stage for the various characters. I'm trying hard to interject some excitement and exploration in there so people don't doze off too badly. It's a tough balance.

I actually played a little bit of Neverwinter Nights the other day. This is a rare thing for me, as it's almost painful for me to touch the game after so many months of grueling development for Demon.

The first module I played with my son, who's five years old. I was looking for something combat heavy and came across the highly rated The Lord of Terror. It's basically a recreation of the first Diablo, complete with images, music, and voice over ripped straight from the game. I'm amazed that the lawyers at Blizzard haven't demanded it be pulled down yet. Still, it's fairly fun, though fairly straightforward. The gameplay quickly came to Sam's fighter clearing the room of critters, then spending the next 30 seconds or so picking things off of bodies and opening all the barrels. I imagine it'll be something we play as co-op from time to time.

I also ended up playing Shadowguard, one of Bioware's new premium modules. I'm only about 45 minutes into it, but so far so good. There's nothing that stands out in particular, but the scripting, dialog, and story are consistently good. My only complaint so far is that many of the themes seem familiar, but perhaps that's just the nature of fantasy roleplaying games.

11/8/2004    posted by Adam
I actually cracked open gmax and whipped up a little placeable over the weekend. It's not much to look at, but it's mostly for prototyping one of the Dragon Age puzzles anyway. Hopefully I'll have a little time today to fiddle with it a bit.

Other than that, I've been continuing my mapping efforts. There's this vague creative process where puzzles, areas, and plot and come together and hopefully emerge as a coherent whole. I've got one level feeling well mapped out and another slowly getting there. It's a good thing I've got a couple years to go.

11/4/2004    posted by Adam
Just a short update for today. I've transferred a number of my notebook scribbles into electronic form. Right now I'm sticking everything in an RTF file and using Word to edit. It may grow prohibitively large at some point, but I like the ability to move a single file around. Eventually I might move it to HTML documents like I did with the Shadowlord build documents. Pretty soon I'll have to scan in some maps and start writing room descriptions.

Display old news items


Links:
Dark Waters
Neverwinter Vault
City of Doors
Dragonlance Adventures
Lands of Kray
Custom Content
The Last Sunset
Velmar's Resources
Magnus Ringblom
Edge of Insanity


Interview #1
Interview #2
Interview #3
Interview #4
Interview #5
Interview #6


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