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NWN MODULES

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Title  The Wanderer II (FINAL k)
Author  B G P Hughes
Submitted / Updated  02-24-2004 / 02-20-2007
Category  Dungeon Adventure
Expansions  Requires Both Expansions (SoU & HotU)
Setting  World of the Bloodknight Trilogy
Gameplay Length  10-35 (see readme/notes on play styles)
Number Players  Single party only recommended, guess you could have hundreds of players, but it wouldn't be much fun!
Language  English
Level Range  6-12 Start between level 6 & 8 recommended, not tested higher start levels. Use my Level-up module to make a balanced starting character (suggest level 8).
Races  Any - and yes it can make a difference.
Tricks & Traps  Light
Roleplay  Medium
Hack & Slash  Heavy
Classes  Any - includes class specific options (and you can switch off limited rest for any class)
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  12
Max # Players  04
Min # Players  01
Min Character Level  06
Content Rating  Everyone
Alignments  Any - easier to roleplay as non-evil but not compulsory
Gameplay Hours  20
Description
Version: HotU + SoU (patch 1.66)
Description:
King Tharg has noted your exploits in establishing the colony at Mithri, and has been impressed by your resourcefulness (from part I). As a result he has sent his herald Silverhand with a simple task; he needs his Court Wizard to help deal with the upcoming invasion of the Black Hand. The problem? The Court Wizard is at a monastery in the Wilderness, in the lands that the Black Hand is marching out of.
The village of Mithri has not turned out to be the home you hoped for. Your actions have made life there uncomfortable. Even your friends - those that survive - have recommended you move on. It seems the king at least appreciates your worth, and fulfilling his errand is as useful a way as any to seek pastures new. It is not long before you will be treading unfamiliar depths in a race against time, thwarted by magic, feuds from the past and betrayal...

Rules: Limited Rest (optional), Death options included, xp for kill and for skill/alignment/class/ability/deity use. Shoutable commands for better henchman control.
Tasters: Multiple henchmen that interact with you and each other and act at times independantly. Plenty of custom content, illusions, rock falls, ropes...
Comments:Feedback, especially from multiplayer, will be very well received - comments, improvements, etc, and is always responded to. Part III is now in development, but ideas are welcomed.
CEP version ready.



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)

Files

NameTypeSizeDownloads
Riddle_Cheat_File.docRiddle_Cheat_File.doc
Submitted: 02-24-2004 / Last Updated: 07-22-2005
doc21Kb1632
This file contains the answers to the riddles - it's a cheat file!
The_Wanderer_II_k.zipThe_Wanderer_II_k.zip
Submitted: 02-24-2004 / Last Updated: 10-08-2006
zip5.4Mb17051
The Wanderer II & Readme
SCORE OUT OF 10
9.28
67 votes
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Comments (30):

1 2 3

Posted by BenWH at 11:20:44    Voted10.00
Discon - the time limit is not there to 'fake replayability' as you put it, it's a plotline (though you can ignore it as it tells you in your notes). If you don't believe me, open up the mod in the toolset - maybe then you'll get the idea of the scale (and why it can take anything from 5 hours (though that's a record) to over 30). You have to remember I don't just write modules to get the PC from A to B - there are many others to do that, and frankly a lot better than me at it. My mods concentrate on letting you make a decision and living with it. Make a different one next time and you should get a pretty different experience. At least that's the plan. Of course if you don't enjoy your first playthrough so much, then you probably won't try again, but as I said, there are other people better than me at A to B modules. I aim for something a bit different. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by Discon at on08/19/05
I usually take more time to complete modules than most, but this one I ended it in 5 hours or so. The second part is no match for the first, which I enjoyed a lot. The time restriction seems like a cheap way to fake replayability of an uninteresting module.

Posted by BenWH at 06:10:52    Voted10.00
OK - thanks. I'll track this down. One of the permutations on him must be wrong. It's a bit of a task to catch as there are several regarding whether he is captured, rescued, killed, etc. but from what you've given me I should be able to hunt it down. Tell me if the journal updates correctly when another Mablung related action comes (Spoiler below) SPOILER Either he will leave you or you take him home. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by BenWH at 13:18:24    Voted10.00
Patched - main change is a fix to re-fix Erlik, who had stopped fighting after 1.66, and some changes to the henchman packages at levelling to make for better matches. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by BenWH at 10:49:03    Voted10.00
Go round another way, or SPOILER Kill the dragon. You can get some help for this. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by YY at 2005-07-1602:48:01    
How can I pass the bridge with magic barrier? Thanks.

Posted by BenWH at 09:37:33    Voted10.00
Arcus - you post didn't show up except in the votes area - yes W3 is in development but a long way from finished. No BoTN2 until NWN2. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by BenWH at 11:02:09    Voted10.00
Version H is here (a new CEP version will follow shortly and be uploaded as a new module). Here is what this version includes: Changes in this version: Changes in patch h (as of this patch there is also a CEP version) · 1 new quest added. · 3 new feats added: alchemy, herbalism and scribing (wizards/sorcerors only) · Many new items (and new treasure system) · New music added · Slowed time · If Nyana or Salim leave the party, they will return items in their inventories. · Dialogue change: Nyana, Gulgar Sagamaster · Stores changed: All · TileMagic water added to bridge and chasm · Sagamaster now IDs items and has bluff, persuade and lore dialogue options. · Generated magic armour now changes appearance. · Added a warning from the dwarves if you pass the main gate. · New acolyte, bugbear, secretary and goblin creature variants added (and CEP specific creatures to CEP version) · Multiplayer fix to the dwarven raid on the Guardian. · The door out of the refuge/exit is now indestructible so the cube doesn?t destroy it. · Prayer items work correctly for Setur · Kazinal?s Bron dialogue options minor bug fixed. · Holy Amulet has Kossian benefit, Rathnor has Ashar benefit. · Inn transition takes associates. · Gem crafting dialogues now work in multiplayer without odd stacking that occasionally occurs. · Kazinal gives a jumpstone to each party member in multiplayer. · The smith virtues are slightly less powerful. · Some item descriptions corrected. · Secret Passage journal entry does not appear if you approach from the outside. · Marlin does not state his original conversation multiple times. · Added a floaty to explain open caves. · Dancer?s boots proper description. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by BenWH at 08:38:20    Voted10.00
1.66 CEP version is in testing at the moment. I found a major bug, hence the delay, but should be up within 14 days... _________________________ Works of B G P Hughes: Link AME Chairman

Posted by lebowski at 08:26:33    Voted10.00
I suppose 1.66(6?) stroke you too as much as CEP in the heads ? _________________________ The hottest new modules you can't miss - player suggested Contributor to Overlooked Module Reports An interview with me about NWN mods

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