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NWN MODULES

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Title  The Fate of Neverwinter
Author  Seryn
Submitted / Updated  05-04-2004 / 05-01-2009
Category  Official Campaign
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  Forgotten Realms
Gameplay Length  7 to 9
Number Players  Designed & Tested as Single Player
Language  English
Level Range  For characters that finished the OC
Races  Any
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  19
Max # Players  01
Min # Players  01
Min Character Level  17
Content Rating  Teen
Alignments  Any
Description
Lord Nasher Alagondar has once again summoned you to Castle Never, to deal with the aftermath wreaked by Maugrim's attack on the city, the source stone's destruction, the chaos in Luskan, Desther's weakening of Helm's Hold, and the death of King Obould Many-Arrows & the 'Old Snarl' Klauth. You saved Neverwinter from Maugrim and Morag, now can you help Nasher and the Lord�s Alliance pick up the pieces and restore Neverwinter, while protecting it from the vultures of war? Return to your old stomping grounds in and around Neverwinter to find out! The Fate of Neverwinter is a follow-up to the Official Campaign. The module has storylines for good and evil characters, and can be classified as a semi-linear hack and slash with role-playing options. Many skill checks are integrated into the dialogue to offer your PC responses consistent with their abilities. The module has seven henchmen available, from which you can choose up to two companions. **REQUIRES CEP**

Files

NameTypeSizeDownloads
The_Fate_of_Neverwinter_v09.zipThe_Fate_of_Neverwinter_v09.zip
Submitted: 05-04-2004 / Last Updated: 10-18-2004
zip3.6Mb18974
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89 votes
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Comments (30):

1 2 3

Posted by guildmasterronald at 2009-05-0216:57:41    
The trouble is, though, is when I load this module, I cannot play it. It says "missing .tlk file." Would love to check it out. Yes, I do have the 1.69 patch and the latest version of CEP. Just curious as to how one makes this module work.

Posted by hfrank at on03/04/09
This is much more than a hack-and-slash adventure. It has plot coherence, dialog options that actually affect outcomes, and excellent continuity with the official campaign. It is also a rare example of a literate adventure. The author is one of the few in this community who knows how to spell and understands the rudiments of English grammar. That in itself is a rare and refreshing departure. All in all I highly recommend this as a substitute for Shadows of the Undrentide (which is something of a bore) for gamers who want to play the NWN official trilogy. I have very few criticisms, but here they are: (1) The adventure either presupposes knowledge that makes some of the dialog a bit bewildering (e.g., who the heck is Nurvureem? Why should my PC recognize her? The dialog almost implies some prior meeting) OR trusts that the PC has studied the various and wordy volumes that show up on bookshelves. This is not realistic. Reading these things really interrupts the flow of play, and many gamers got accustomed to ingoring such volumes after picking up the 10th or 20th copy of History of the Sword Coast, etc. in the first official campaign module. (2) This is both trivial and personal--I did not care much for Tomi Undergallows's new voice. It makes him somehow less personable, less cheerfully mischievous, more edgy. (3) The treasure is really excessive. The mod may not be a routine hack-and-slash, but it is definitely Monty Haul-ish. I understand that this mod is 5 years old, but I will be on the lookout for more adventures by this author. I hope that he/she has more modules in the vault or on the drawing board.

Posted by SushiCW at on09/30/08
Pretty good. I like the fact that reading books on various topics brought up [Lore] conversation options: a nice touch. The story was pretty boring, and some of the monsters seemed a bit out of place (SPOILER: Why does an assassin/criminal network have random beholders in their caves?). Combat was fine for my 15/1 sorcerer/fighter, especially with two henchmen along for the ride. No major bugs (playing with patch 1.69), although some of the conversation triggers seemed to assume a bit too much about your previous choices and how you moved through the map.

Posted by KeithM2008 at 2008-03-0715:14:49    
I can't get this to play. When I try to load it, it says it's missing a custom tlk file. I have the CEP 2.0 installed. Any updates?

Posted by siebterversuch at on10/28/07
-Pretty solid -simple and boring story -Very easy for my cleric/fighter lvl 13/6 -no cutscenes -Helpful journal

Posted by stubbytroll at 2007-10-2213:41:32    
fiestyrogue9, You need CEP 1.5x. The mod works fine in HOTU 1.68, _________________________ My shoes are too tight and I have forgotten how to dance.

Posted by fiestyrogue9 at 2007-07-0713:01:57    
hi...will this module get updated for v1.68 and for CEP 2.0? I'm having a tough time starting this module as I keep getting the error message "Missing required custom talk table". I'd really like to try this module as I've been looking for a module that continues the OC where it left off. Thanks :)

Posted by Vodrath at on03/18/07
Just finished the mod for the second time, to check out the "good ending". I liked the mod very much. It has believeable plots for both good and evil characters, most areas are elegantly designed, with very good use of CEP, and the combat is well balanced, challenging but fair. My favorite parts were Klauth's Lair and the temple of Cyric. They had outstanding atmosphere, better than the original areas used in the mod, though they have been revamped quite nicely. There are enough henchmen to support any if not most playing styles, but they are a bit bland. Most reuse their lines from the OC. With a bit more creative henchie conversation, this mod would be almost perfect. Other than that, I have little critique for the overall build of the module. I very much enjoyed its queststructure, how the author implemented FR-lore, and the pace, with the possibility to explore a bit and revisit many familiar areas. I also liked how many voice overs were used to tell the story. Warms up memories. Overall the best continuation of the OC I have played so far, and I recommend it to any that finished the OC and want to keep playing, for the mod takes up a few loose ends and finishes them nicely. What I specifically thank the author for: Aribeth has been only briefly touched. Yes, this will alienate some players, but I found it refreshing. Thanks Seryn for a good time, and for not forgetting the evil characters out there, and providing them a believable experience!

Posted by Razide0506 at on01/08/07
Pretty much a straightforward "go here, kill this, rinse, repeat" module. Fun, but not exceptional. Nice use of CEP, and some nice touches which liven up the henchmen, but the dialogue was generally clunky. I liked the use of skill checks, but generally speaking, I never really got immersed in the story.

Posted by greencherry at on12/06/06
I liked it. I took the evil path, because I always figured Nasher was responsible for teh mess with aribeth.I figured a regime change was a good choice. I had fun doing it too. used a Monk, and I took grimgnaw and tomi.The wizard hermit was a real toughty though. Now..if you could carry on the evil side where character could take the reign of power in the Zhent structure..would be better.

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