Once the most peaceful of kingdoms Cormyr has suffered greatly in the last two years. Orcs and goblins rose up in unheard of numbers. Cormyr rose to war suffering defeat after defeat. When the crisis had finally passed many of the kingdoms finest warriors, soldiers, War Wizards and nobility were lost, including King Azoun IV himself. With a child king on the throne, Cormyr is slowly trying to come to terms with its loss. However many noble families are on the edge of rebellion, and Sembian interests are trying to covertly take control of the kingdom. Marsember was largely untouched by the war, but many remember its early days of corruption, piracy and intrigue before the Obarskyrs ended its ascendancy. It would take very little for the city to return to those far off days, and its destiny might lie in the hands of a single character, who is about to enter its gates. Extensively updated (6/6/04).
Posted by werelynx2 at 2012-09-20 05:07:57 Voted 7.75 on 09/20/12
@Bianca: the smith in Marsember
Really like that when I'm injured, commoners react to it.
- typos(in conversations if not prompted otherwise): "Marick?." - Lana; "elvin" - Perugo; "I sees"&"your"(should be "you're") - Nadie; "night"(should be "might") - Pyke; "go"(should be "got") - Buppi Deepockets; "tat"should be "that" - Dane Notter; "This trolls is a scrag" - scrag description; "Vrok" or "Vrock", that is the question, both forms are used ; "Elestras'"(should be "Elestra's") - Celdor;
- War wizard in the war wizard tower advises me to consult the war wizards in.. the war wizard tower...
- random commoner/merchant houses: when loading a game inside such scripted house everything inside may change(chest disappear etc.)
- bruin the bear quest: I can talk to bear and start the quest despite not being anywhere close to druid or ranger
- I could talk to Tania about Lana, when I had not even started Tax Fraud quest
- too many lizardmen(the same group/encounter all over), their cave is too big, encounters are designed to spawn behind you if you took the "opposite" route
- after Earbos is taken his bodyguards do not acknowledge his imprisonment
- Negan does not take her shield from my bag of holding
- at some point in game purple dragons started to ask me to sheathe weapon when I had none in hand(neither my henchmen)
Oh and S P O I L E R added to my class specific list as harper scout specific. _________________________ Thanks Rolo:)
Posted by Bianca at 2011-07-28 01:27:14 Voted 10.00 on 07/28/11
I FORGOT TO REPORT THAT NOT COMPLETE THE HERO'S PROMISE . I HAVE ALL THE PIECES AND THE SWORD, BUT WHO IS THE CHARACTER WHO will combine the pieces; _________________________ Everything you do has a meaning...
Posted by Bianca at 2011-07-28 01:21:20 Voted 10.00 on 07/28/11
Excellent job, congratulations! I enjoyed playing _________________________ Everything you do has a meaning...
Posted by snowdog at 2011-07-17 21:12:27 Voted 9.25 on 07/17/11
There's a Walkthrough? Good thing I didn't know, because I likely would have succumbed to the temptation. Definitely more fun doing it on your own the first time if you can resist, but I seldom can if I know about it. I know I missed a few things, but that's ok. I will probably go read it now since the
Anyway, this is actually a very good module, better than many with more hype. Very Good story pacing. Never felt tedious and the unraveling story pulled me along. Story pacing is talent some people have and it is really quite well done here.
I must have played 50 mods from top rated Vault list. This is one of the better ones IMO. I was pleasantly surprised give the age of the mod and that this was the authors only work.
Posted by Neilium at 2011-01-23 09:59:24 Voted 9.75 on 01/23/11
Wow. I started playing this mod many years ago and just couldn't get into it for some reason. I sure am glad I gave it another shot recently because I really enjoyed myself this time around!
If it wasn't for the very detailed walkthrough, I probably would have missed half of the game! There's just so much to do and so many places to go, it really kept me going for about a week! :)
As always, I had to take a few points off for my pet peeve - not being prompted to Save Character before the game ends, but it's a very minor quibble if that.
Servilan, since you seem to pop in occasionally to read comments, I Thank You for a great mod that still holds up after all these years! :)
Posted by lillilimo at 2011-01-14 03:12:09 Voted 9.75 on 01/14/11
Un modulo bellissimo, pieno di quest e di avventure. Un grande classico.
"Play It Again, Sam": realizza un altro modulo Servilian!
Nice to see some people still playing this module and having fun with it. Sorry I didn't continue with the game. I did buy NWN2 but the graphics part of making a module was beyond my limited artistic abilities, so I never did anything with it. Moved on to other games now but still loyal to everything BioWare do :)
Posted by AegisDivine at 2010-09-02 22:23:44 Voted 5.00 on 09/02/10
At first it seems like its a real big world and very nice design but then I begin to realize that everything takes place within the city. There is absolutely nothing to do outside of the city, in fact if you tried to exit the city gates it'll just bring you to a road that leads back into the city. Dungeon adventure is a misnomer this should be in category city adventure.
Posted by Spidercat at 2009-10-04 12:08:03 Voted 9.00 on 10/04/09
Very nice module. I wasn't very much into it at first but then just couldn't stop playing. Very original, with a bit of everything. I liked both the important quest ( Ashandrin's being my fav) and the quick & easy little ones, like the kid in the tree, or the dog's tooth. I had the bear's quest at the adventurers guild although I played a monk, I don't think that's supposed to happen. A minor complain would be about the door being too thick and tedious to bash, apart from that it was all really nice. Thank you for this module =)
Posted by Susan Badger at 2009-10-01 00:04:29 Voted 8.50 on 10/01/09
One of the better mods
Posted by Jedijax at 2009-08-31 14:57:42 Voted 9.00 on 08/31/09
Can't believe I haven't voted! This underrated gem of NWN was the first custom module I played on to the end! Actually, it made me think every other would be just as good... and boy was I mistaken!
It is outdated, yes, and there are many useless commoners walking around, yes, but such ails most modules. Some movies would have been nice, a better ending, perhaps, but Cormyrean Nights is all the way up there with Dreamcatcher and Shadowlords, a vintage module that shows how older works are far better than most of nowadays "epics", full of CEP, 1.69 and whatnot!
Whatever happened to Servilan is anyone's guess, but this is one of the best modules I've ever had the pleasure... nay, the honor to play.
Huh, sounds less like a script run morality problem you ran into and more a global faction problem. Sorry to hear you had the trouble though. I ran through as a druid and didn't have much trouble with it. lol, least not with towns going al 28 days on me.
Posted by xstitcher51 at 2009-01-18 17:02:52 Voted 9.00 on 01/18/09
Enjoyed this greatly. Only problem was inability to finish side quest for my henchman. I must have missed one of the clues. I will be replaying with a different character.
Posted by xstitcher51 at 2009-01-18 17:02:45 Voted 9.00 on 01/18/09
Enjoyed this greatly. Only problem was inability to finish side quest for my henchman. I must have missed one of the clues. I will be replaying with a different character.
Posted by colourwolf at 2008-11-08 02:36:44 Voted 9.25 on 11/08/08
Excellent story brought down by two things.
1. Persistent corpses. Why do people insist on doing this? It is so annoying and adds absolutely nothing to the game.
2. Really bad combat. Particularly bad were the ogre/vampire cave with the ogres appearing out of nowhere and the lizardmen in the swamp area. The respawns were simply too much.
I seem to be stuck with Ferek's quest. I can't find out how to get into the area where the dragon is. I ended up reading through the walkthrough, and it says how to get there via another quest with a different NPC, but how do you do it with Ferek?
Basically it boils down to: how do I get the needed robe while I have Ferek as a companion?
Posted by Luonnotar at 2008-09-30 14:34:51 Voted 9.50 on 09/30/08
One of the best modules ever made to NwN!
I hope this will make it to NwN2 as well! Would like to see Marsember with nice graphics ^_^ _________________________ ::RAWR::
Posted by DrFraud at 2008-08-21 02:05:01 Voted 7.50 on 08/21/08
The dialogue was quite good, the combat reasonably well-balanced and there was a nice variety of quests, including a couple that weren't just Fed-Ex or "kill the big baddie." However, it was a pain in the posterior that there were about fifteen different shops all over the city and no one shop bought *everything*. (Not to mention that there were *no* shops in Moonever, which made a heckuva long walk back even longer when I ran out of potions while trying to explore the Hermit's Wood.) Also, the endings were much too short to provide any sense of accomplishment or reward, IMO, and as a habitual player of evil characters, I was mildly disappointed with the "betray the king" ending.
Posted by Calgach at 2008-02-27 21:06:18 Voted 9.75 on 02/27/08
All Hail Servilian!!
Seriously though, thanks for the mod. This is not only good but considering the guy never really played NWN before making this mod it is really something - very big and put together stylistically and plot wise. It also had its problems but they were not as many or as serious as in most community made mods I've played. I wanted to play this mod years ago but kept putting it off because I had the impression after starting it that it was going to be a very slow affair. Well, it was a little slow at times but it also had some tough fights and some interesting areas - especially the crypt of the guild leader. I won't go into any more details. This mod is still playable in 2008 with patch 1.68 with HOTU, I found no serious bugs, a few crashes when trying to load a new area (the Docks) and but that was probably not the modules fault as I get those in Biowares content (PotSC) too.
I definetly recommend this module.
Posted by Knight25 at 2007-12-30 17:28:40 Voted 9.75 on 12/30/07
Good module. I ran through this with my Saleron's Gambit ranger and had a blast.
Posted by LordNoctifer at 2007-11-20 15:09:58 Voted 10.00 on 11/20/07
Very good mod, I'm going to play it again with another Henchman.
Spoiler-----
I was able to go through the discussion with Lord more than one time, until I had a success in the "lie" option... don't know if it was meant to be this way.
Posted by fabman at 2007-11-01 13:36:14 Voted 10.00 on 11/01/07
-spoilers ahead-
I'm in the ruins and found three paintings. One about Hilda, one about Gwen, and the other about the wizard. The middle key holder attacks me every time. Am I missing something? _________________________ Mastery is the final form of madness.
Posted by MarkJR at 2007-09-10 11:02:37 Voted 9.75 on 09/10/07
Just finished. Good story, well constructed layout I thaught. Very enjoyable, even though I did need a few heavy hints. Couldn't finish the dragon cult quest because I didn't manage to find the keys. Too stupid!
Posted by WeAreAllKosh at 2007-09-08 11:05:13 Voted 8.75 on 09/08/07
This is one of the better efforts on the Vault, with good writing, plenty of quests, nice area design, and lots of custom items. There are just too many annoyances for me to go as high as 9, though.
I don't really mind the gold-strip at the beginning (at least it isn't an item-strip), but given all the gold you need to spend to get quests moving, it gets frustrating. Just about every quest NPC I spoke to required a bribe or other such expenditure of gold, but I had nothing to give and it wasn't very clear where I could go to raise some. When I finally found myself some loot to pawn off, I had to run around the city trying to remember where all those NPC's were. A simple, clearly proffered starting quest that resulted in a 100gp reward for bribes would have been helpful.
Another economic annoyance for me were the dozen merchants with limited gold and restrictions on what sorts of items they bought. You could say this is realism, sure, but I prefer convenience, and having to run around the city looking for a merchant who can buy this item or that item is not convenient.
The encounter design was another flaw for me. If the difficulty in a story-driven module is not going to be perfect, I do prefer too much ease over too much challenge, otherwise the story suffers. But the ease here amounts to large groups of low-level creatures that continually respawn. If battles are going to easy, I'd rather just breeze past them and move on. This module too often degenerates into the Diablo 2 style of hacking away endlessly at waves of cannon fodder.
I did encounter a fair bit of bugginess as well. The outdated corpse system, where items often take several seconds to show up, is a pain; it would have been better to just do without and use Bioware's 'remains' system.
After I repaired the merchant's wagon outside, he was supposed to relocate to his shop in the city. This never happened unfortunately. The wagon disappeared but the merchant remained standing outside with his new 'in-shop' dialogue. As he wasn't in the right place, his shop inventory wouldn't display.
I also did not get an adequate ending. When I couldn't dupe the thief Lord into giving up the key using the bluff option, I offered to let him go, then attacked him after he gave me the key and summoned his mastiffs. I dropped the fire barrier, killed the Lord, and the King and Regent ran out telling me to meet them in King's Tower. It seemed that I managed to free them -and- kill the Lord without succeeding on the bluff check. Unfortunately, the King and Regent were nowhere to be found in the Tower. I just exported the character and moved on without getting a cutscene. The option I took isn't mentioned in the walkthrough, but it seemed feasible enough; a contingency for it would have been nice.
These issues aside, this is still a very enjoyable module.
Thanks for this great mod ! It is really big, and I only found 2 bugs : I could talk with the bear even though I'm not a druid, and the fire knives rogues never challenged me in their hideout.
Posted by sirspanky at 2007-06-21 07:42:43 Voted 10.00 on 06/21/07
What a great module - can't believe it took me this long to find it - totally engrossing and woven plot line with plenty of investigation and hard thinking necessary, not to mention a few tasty fights! One of the best I've played! Three cheers to Servilan!
Posted by bernvault at 2007-06-20 23:47:09 Voted 9.25 on 06/20/07
Lovely mod.
Spoiler:
I could kill Lord T and save the King - just had to pick up the relevant item and move quickly. Managed to break "return to King's Chamber" by moving away (to mop up HQ for items) before the transition.
Oh, and is it at all possible to detect the alarm trap in the floor to Evania's room? I was able to detect and disarm the other one, but now I've spend at least ten minutes there waiting. My effective Search bonus is 13. _________________________ One feels inclined to say that the idea that man should be "happy" is not included in the plan of "creation". - Sigmund Freud
I've encountered a "glitch" - when I got the ledger from Earbos, he turned hostile. It was impossible to get into the room without hiom speaking to me and turning hostile. I sneaked out of the room and turned him in to the authorities. Later, during the "Stolen Gold" quest, I have to talk to him. He's now in jail, but still hostile. So, no talking. _________________________ One feels inclined to say that the idea that man should be "happy" is not included in the plan of "creation". - Sigmund Freud