1 or 2 players best - not more than 5 in a party as certain XP scripts won't work.
Language
English
Level Range
Best started at levels 1 to 3
Races
Play any race, as with class, alignment and deity it will effect play but not negatively so. Single playing a monk, wizard or rogue is toughest (you were warned!)
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
Any - although druids are not recommended to take bear (or dire wolf)as a companion as it is too powerful. All classes and alignments can make a difference.
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
12
Max # Players
05
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
More scope for good/neutral players - particularly in the main quests.
Gameplay Hours
40
Description
Version: SoU + HotU Description:This module starts with the most traditional of beginnings on your farm, but nothing is as it seems. The Borderlands are being overrun, and soon you are caught up in it as your farm is attacked. When you discover your father is not really your father, who can you turn to to trust? Designed for: Non linear, starting module, for those who like a Baldur's Gate style go anywhere world. Single or single party play. No HAK required. Not designed for: Not for those that prefer a strong central plot, linear play, or feel lost with a lot of choice. Not for those who need strong henchman characterisation. Rules: Limited Rest (optional), Death options included, xp for kill and for skill/alignment/class/ability/deity use. You are recommended to take at least one point in several skills by level 3 (see readme) Tasters: Plenty of custom content, illusions, crafters, rumours, language... Comments:Feedback, especially from multiplayer, will be very well received. There will however not be a part II until NWN2. Last Update: October 2006 - cloak update.
Module List by this author (in reverse order of completion):
Wyvern Crown of Cormyr
Tales of the Sundering: Prelude
The Prophecy
The Wanderer II (CEP)
The Wanderer (CEP)
Level Up Module
The Wanderer II
The Wanderer
Birthright of the North
Birthright of the North (non Expansion version)
I tried this one before. I just tried it again but after reading the review and some comments (e.g. werelynx2) I understand why I never really got into it.
Posted by werelynx2 at 2011-09-22 02:04:01 Voted 6.75 on 09/22/11
Worse than "Wanderer" by the same author. Pretty nice ideas, unfortunately mixed with bland stuff. Like spaghetti with just a tiny bit of meat and sauce. If it was 10 hour module instead of 25-40, it would have been much better.
Pro:
- nice XP system
- crafting
- being disturbed while resting
Bugs, inconsistencies and other bad stuff:
- if you reload a save in "start" are you are given your god's item again
- flying placeables: tree south of border post; boulder outside the crypt(barrows), tree in mouth silt river
- only one henchmen at a time, not that they have much to say
- crafting is buggy and not explained: fire and ice stone does not work with bows, although they are consumed; skill stones does not work with every item(and I think there is maximum of 3 skill enchantments); while magesmith crafting is not faulty, he tells that the results of enchantments may very depending on mood at the time and other things, well they do not, every gold ring given produces me the same item. Maybe it depends on class(alignment?) only? Maybe it does not differ at all; jeweller and herbalist have some limits - they does not produce everything I asked and I couldn't find the pattern, also if items are stacked they take all the items and gives you one. Another thing is that they promise to tell you what item you will get, but they do not.
- some bland areas
- sometimes encounter drop in behind you
- respawning encounters
- not enough restoration scrolls at the begining
- bed in the wall of crannock keep level 1 (northwest)
- sala's note - typo "underake"
- not enough bags of holding(at least at the begining)
- gathering things - no one warned me that I should keep gems, belladona, fire beetle bellies, quartz, fenberry, copper/silver/gold/glittering necklaces/rings etc. I sold them all before I reached Aras.
- Karala was hostile, but in the end she gave me alignment shift towards evil
- dragon's teeth does not work(at least I think so - I targeted only ground and maybe you should target yourself? - haven't tried that)
- difficulty - almost every fight at the begin was too difficult, but after I reached 8lvl or so every fight was too easy(not much XPs neither), maybe except Nemiar, Uglug and one guard room.
- lots and lots of backtracking. I wish that Aras-ernil port worked more than once. Traveling via ship became a nuisance too as sea encounters respawned(not much sense)
- black knight's quest can be finished before speaking to either him or hermit. You just have to steal from Hermit and he becomes hostile - a warning would have been nice. Gives you evil alignment shift too.
- old model used for troglodyte(slaad)(nwn 1.69 has a nicer one)
- druid in mouth silt river gives you evil alignment shift, but he was already hostile. I admit I stole the karduril, but hey.
- multiple errors showing in the game's text window
- remains(woodsmen quest) have default description not matching
- too many kobolds in silt river cavern(does not scale to my character level)
- not enough arrows(magic ones), I think that there was more bolts and bullets, but I had to stivk with simple arrows
- in Aras coulumn placeables(x20) are useable, but have no use(others places as well, but this was stinging my eye)
- once you have dictionary and used it once you should have left only one option for the player.
- werewolf and werecat in one encounter - not much sense
- traps on the ground gives no XPs. _________________________ Thanks Rolo:)
Posted by Bummer at 2010-09-08 04:26:23 Voted 10.00 on 09/08/10
I was looking for a mod i could play, and im perticular, your mod is really great. The story flows very nicely with varied characters and yet doesn't take over from the awesome combat involved. I had to save often in some spots. i love the spider forest, looked spooky. great action, great story, great areas. a solid 10. _________________________ alls well that ends well.
Posted by ravenscar7007 at 2010-07-19 07:16:34 Voted 7.00 on 07/19/10
Central plot too fuzzy, to much back and forth. Unhelpful journal entries. Never knew what direction was supposed to be going in or which NPC's that were important. Mildly interested in the content. Definitey must improve journal entries. Who was the main NPC protagnonist? Pretty much in the dark on this one.
Posted by Copperhawk at 2010-05-29 10:05:06 Voted 9.00 on 05/29/10
A very solid game but there are quite a lot of boring moments (Kind of "Been there; done that" moments) to me.
Posted by BePower at 2009-10-22 13:55:12 Voted 6.00 on 10/22/09
After playing The Wanderer II this was a disappointment, I really expected more from the author. I dled this b/c of the promised "BG feel"...heh, should have known by now that NWN can *never* stand up for BG. Too bad there isn't more stuff being made for this one.
OTOH maybe it's just me but I find TW2 tons better.
Posted by Yukiakari at 2008-12-13 10:25:45 Voted 8.00 on 12/13/08
A very nice module, indeed. I liked the world and its history, all the nice little bits of information along the way which make the setting credible and in a way authentic. I also liked the hidden hints and the non-linearity. But there were places where I expected, or at least wished for, some more dialogue options, to get the feeling that things that I do or find out actually have an effect on others (like after finding the ring of the guy, the priest wanted me to meet; or after entering the temple in Aras, slaughtering everyone in it), and I got some dialogue options not fitting to what I had already done. That gave me the feeling that I could not entirely role-play all the non-linearity that was put into this complex little world. _________________________ "A Hippie's Tale", a colouful little module: Link
Posted by REDCRAIG at 2008-11-29 16:32:54 Voted 5.00 on 11/29/08
I was a bit underwhelmed by this one - I guess I was looking for more than what was provided.
It does however have the basis for something that could be a lot stronger?
Posted by dustpuppy at 2008-03-18 11:27:24 Voted 10.00 on 03/18/08
Very neat. I very much enjoyed this module.
Posted by BenWH at 2007-07-10 10:36:04 Voted 10.00
Dictionary, intelligence and wisdom if I recall rightly are the key skills. Grab a couple of potions of Owl's Wisdom or Fox's Cunning if the dictionary is not enough to get you talking. _________________________ Works of B G P Hughes: Link
hmmm i was really hoping he wasn't the magesmith. What can i do to pass a language check? I have a translation dictionary... surely i should be able to talk to him.
can someone please tell me what skill language is? I assumed lore and got it as high as i could but it still said I couldn't communicate with the gorkali man in the sewers of kharg island, i have the dictionary (which i assume lowers the difficulty a fair bit)but nothing..
Posted by BenWH at 2007-04-26 11:46:48 Voted 10.00
SPOILERS
The door opens only at midnight - be there then.
The stronghold is at the south end of the Tye-Nar - follow the river south as far as you can. _________________________ Works of B G P Hughes: Link
Posted by Razgr�z4 at 2007-04-26 01:01:40 Voted 9.00 on 04/26/07
Not bad mod , but i think I have backtrack a lot. I'm stucked idon't know where to find the orc stronghold and how can I open the dwarve stone door.
Posted by BenWH at 2007-03-19 09:23:12 Voted 10.00
The house is in the area to the north of the village, not in the village itself. Be ready when you go downstairs... _________________________ Works of B G P Hughes: Link
I have run into a bug. I accept the quest to retrieve the ring from the farmer's basement after killing the wolf for him. THe only trouble is the house is locked, the foor is indestructible and requires a specific key to open. I have tried to talk with everyone in the village including the farmer who gave me the quest. All I get from him is thanks for your help. How do I get into the house -- Where is the key????
Posted by bernvault at 2006-10-23 19:50:35 Voted 9.25 on 10/23/06
Very nicely crafted. Odd bit of trouble with selecting trapdoor zones.
Posted by BenWH at 2006-10-21 10:03:29 Voted 10.00
Yes - he does indeed. THe lack of depth on Marcus is feature of the age of the module. At the time it was built, henchman AI was very bad - it was difficult to reconcile an intelligent henchman with their behaviour once a fight started! _________________________ Works of B G P Hughes: Link
Posted by Scythe-man at 2006-10-19 19:13:41 Voted 9.50 on 10/19/06
Finished!
I'm really enjoying a lot of these open-ended NWN modules recently. Unlike Oblivion, they don't bore me after an hour or so.
This one has it all: A believable custom world with it's own peoples and histories, immersive use of sounds (a big plus for me), plenty of nooks and crannies to explore, and well-crafted combat situations. Yes, you face tons of humanoids, but the fights make sense and staying alert will keep you alive. On a few occassions my rogue and her henchmen were nearly killed, but we managed to survive and triumph. Combat should make you feel like your life is in danger, but not to the point where it becomes frustrating. This module pulls it off beautifully. All the complaints that appear in this module's official review regarding spawns have been corrected.
My only regret is the lack of henchman interaction. Surely Marcus warrants a more important back story? After all, he's supposed to be your step-brother!
Posted by BenWH at 2006-10-15 12:36:06 Voted 10.00
Yes - it's known, I thought I'd fixed it years ago, but apart from the message, it won't do you any harm. _________________________ Works of B G P Hughes: Link
Posted by Scythe-man at 2006-10-12 22:18:44 Voted 9.50 on 10/19/06
Just started playing this module 3 days ago and I'm enjoying the freeform exploration and the world you've created. My PC and Marcus came close to dying against some bosses, but so far no fatalities. Good job on the combat balance.
I do want to point out that the script "cu_trig_druidplu" causes a divide by zero error. Looking back at some posts dated in 2003 this should have been fixed in version G. I'm playing version O. I'm no expert at scripting but wouldn't calling the line "AdjustReputation (GetNextPC(), OBJECT_SELF, -50);" 5 times in a row cause an error if there is only 1 player? According to the lexicon, GetFirstPC() must be called before using GetNextPC(), and it also returns OBJECT_INVALID if there are no PCs. You are then adjusting the reputation on OBJECT_INVALID after. Maybe looping through the party would solve the problem? Just a thought.
Will vote when I'm finished playing.
Posted by BenWH at 2006-09-17 06:56:01 Voted 10.00
Invisible models happen from time to time in all modules - I've seen it all over the place, but it's very rare (if you get what I mean). With all the additional understanding gained on Wyvern Crown, I now understand it's an engine level bug caused on updating appearances. I'm curious though, are you missing every one, or some are showing, some not? _________________________ Works of B G P Hughes: Link
No one else has commented on this. Maybe I am the only person with this problem. The Kobold models are not present. Hitting the tab key shows the name box over their location but they are not visible or selectable. I am playing v1.67. This is the only module I have that has this problem. The Kobold models are in the Wanderer.
Posted by BenWH at 2006-07-29 09:43:21 Voted 10.00
Thanks - my pleasure. I also appreciated the very detailed feedback that you gave in the email. _________________________ Works of B G P Hughes: Link
Posted by dostwald at 2006-07-28 06:47:10 Voted 10.00 on 07/28/06
A VERY underrated module, this module was, by far, one of the most enjoyable I�ve ever downloaded from the Vault! While not for everyone (because of its �non-linearity�), I would highly recommend it to any who desire to �play� their character and have the patience to discover their world through exploration and contact with others. An excellent module that doesn�t even require a hak -- thanks for the entertainment!
[I played a human Bard-Rogue-Dragon Disciple; final levels: 6/3/2. Kept Marcus for the entire mod.]
Dave
Posted by foo the great ka at 2006-07-27 17:15:18 Voted 9.00 on 07/27/06
this really is better than a lot of modules. Especially in terms of breadth, go anywhere, do anything style.. half my kingdom for regenerating monsters tho. once an area is clear. it's clear! wah.
Posted by Jando at 2006-05-15 15:29:42 Voted 9.50 on 05/15/06
Just wanted to add my praise for this outstanding module - very well done indeed. Highly recommended!
Posted by hannya at 2006-02-23 15:43:25 Voted 7.75 on 02/23/06
I just couldn't get into this. I had no idea what to do, or where to go. The readme only gives a little hint on where to go if you want to get to a certain level, but after that it just lists all the areas and what you'll find. But that doesn't help if we can't even figure out how/when/why we can reach those areas. The areas are beautifully designed, but pretty scenery wasn't enough and in the end, i just said "they can keep this bloody birthright!"
Posted by wurm657 at 2006-01-29 11:27:37 Voted 9.25 on 01/29/06
Enjoyable, but not without its' flaws. Still better than most.
Posted by BenWH at 2006-01-14 08:41:10 Voted 10.00
OK - understnad. Apart from the bug, the other stuff is mostly fair (I don't go for the brackets thing - they've existed in the English language for ages). Much of this is more about the age of the mod than anything else - basically my skills have hopefully improved somewhat since this mod, although villains that talk is a personal hate of mine because it prevents archers from using their bows! _________________________ Works of B G P Hughes: Link