All alignments, though evil characters may be limited in their options.
Gameplay Hours
<1
Description
The Affairs of Wizards is set in an original segment of the Forgotten Realms. Known as Penumbra Vale, this region was once the scene of a great war when a planar conduit opened beneath what is now the city of Cromelia, unleashing an invasion from the Lower Planes. Centuries later, the Vale is settled and relatively safe, but the machinations of certain powerful beings can take a long time to play out... This is the prologue to the Affairs of Wizards series. Included in the module and HAK packs are five new prestige classes, one new spell and a .PDF guide to the Penumbra Vale setting. Requires: SoU, HotU, CEP 1.50, patch version 1.64, Affairs of Wizards Main Hakpack. Optional: AOW Music, AOW Intro Updated 1/12/05
Posted by Mirgalen at 2011-11-06 01:45:33 Voted 4.00 on 11/06/11
Not worth the trouble.
Good to excellent start, average mid-game, poor ending.
The is something very unique about the way we start this module. The documentation is adequate, we have an intro movie and some quick yet original small quests near the village. We don't need to worry about gold (or XPs) because "father" is eager to provide what is needed. This part allows the character to progress to lvl 2 and does IMHO qualifies as a "prelude".
During the rest of the module I played a lvl 2 dwarf fighter/cleric. With the maps too bigs and lack of direction it was easy to do things out of sequence or to miss quests. We go the one about the "mage guild" but could not complete it (all the NPCs had been killed by a zombie lord). Also at one point my LN character had to break into a house to advance the main plot (bad design). After 5-10 hours doing fetch quest for 50-100 XP each we completed the mid game teleporting from a prison without a chance to check what was in a nearby chest.
For the endgame we were asked to take a rookie paladin around and go check something. Again we wandered around just to find the way there (was that adventuring or playing "treasure hunt"?). Eventually we found some bad guys but the part after the gate was simply ridiculous. We got a journal entry about a place we could not possibly see or know about and we got chased by a 10 HD "demon" (and we are lvl 2!). We could kill that, the soldiers did. There was an option to kill the other bad guys instead but how? After managing to "break the spell" and allowing the soldiers to dispose of the demon we got back into the city where the Lord (the guy got wings) came to welcome me saying go rest and come see me. We did but we never got a new conversation. Dead end.
My character got a truck load of XP and became Inquisitor. It was pointless though since the module is finished.
Posted by Lornag at 2007-08-22 11:33:12 Voted 9.25 on 08/22/07
Very nice mod. It doesn't look like the sequels will be forthcoming which is a shame. I really have no complaints about this mod, but I did find zombie field navigation to be a challenge. My paladin henchie was very insistent about throwing her life away out there. It was particularly tough when you leave an area and return to find lots of zombies congregated around the entrance, but I made it through, lured them off, circled back around, and resurrected the henchie. Challenging! I really like mods with their own soundtracks.
Posted by PaulBlay at 2007-05-29 12:30:05 Voted 8.50 on 05/29/07
No problems or bugs encountered at all when actually running it.
A nice looking, well designed module with a reasonably interesting story. Not much in the way of twists in the story itself but a good looking, sounding and playing game.
Some fun characters (that you don't get to know as much as you might like to).
Posted by PaulBlay at 2007-05-27 09:49:59 Voted 8.50 on 05/29/07
I got a lot of "missing resource" errors and such re-building the module. Maybe problems introduced with recent NWN patches? Anyway I'm going to try it out and see how it works in practice.
Posted by Undead Paladin at 2007-03-26 12:52:47 Voted 9.00 on 03/11/07
This is to sdgundamx, I had the same problem. I had to re-install CEP 1.50 to get it to work. Hope this helps, it is a cool mod.
Well, I don't know if anyone is working on this anymore, but I get the following errors when trying to play this module. I have CEP2.0 installed. Is this module not compatible?
Couldn't load the Hak Pak File "cepanatomy.hak"
Couldn't load the Hak Pak File "cepcreature.hak"
Couldn't load the Hak Pak File "cepplace.hak"
Couldn't load the Hak Pak File "ceptexture.hak"
Couldn't load the Hak Pak File "cepportrait.hak"
Couldn't load the Hak Pak File "cepbaseitem.hak"
Couldn't load the Hak Pak File "cep2da.hak"
Couldn't load the Hak Pak File "cep1patch.hak"
Couldn't load the Hak Pak File "cep1patch150.hak"
Posted by Undead Paladin at 2007-03-11 21:30:10 Voted 9.00 on 03/11/07
Just finished tonight before work. EXCELLENT JOB!!
Will play it again!
Posted by Undead Paladin at 2007-03-08 20:50:01 Voted 9.00 on 03/11/07
I found an EXP bug tonight��(SPOILERS BELOW)
When speaking to the guard about his deceased son I was able to get the (persuade) option numerous times and when I passed the skill check I would get 50 XP, I assume, forever. I DID use it to get about 200 XP, then I got bored and went about my travels.
Posted by Undead Paladin at 2007-03-05 22:18:36 Voted 9.00 on 03/11/07
Just stated playing (about an hour into the story) and everything seems to be very good. Will vote wheni am done! EXCELLENT WORK SO FAR!
TheHauntingOne, AOW.hak is the Affairs of Wizards main hakpack, second in the "required hakpacks" list. At least, it should be. If not, what files are in there?
Posted by TheHauntingOne at 2007-01-10 11:37:23 Voted 3.50 on 01/10/07
When I tried to load the module it gave me an error saying that aow.hak was not found, it is not in the file I downloaded from here, so is that going to be fixed?
After some bizarre .2da and .tlk gymnastics, AOW chapter 1 is now CEP2-compatible. Quite how much use we'll get out of it at this stage I'm not sure, but it's progress... sort of...
Thanks for the input, nice to know people are still interested. As many comments and suggestions as possible are being worked into Chapter 1, which will indeed be of a larger scope. Glad you're enjoying it so far.
Posted by mullinsworld at 2006-09-17 08:51:45 Voted 9.25 on 09/17/06
Pros: Experience for completing tasks, good on you for not making me search out every thing I can kill.
Visuals were very nice given no customized stuff. I like the fact you have non-traditional NPC's like a Hill Giant as one of the good guys.
The maps were great if a bit big especially for someone like me who likes to explore/open everything.
Dialogue was very well written, did not notice any grammar, spelling etc mistakes.
Cons:
The story while well thought out didn't have the meat on it. I wasn't drawn into the background story as much as I would have liked. Just having the background stuff there doesn't make me want to wade through the books in the library for example.
It was basically a step and fetch it mod, I would have liked a harder boss at the end at least with some more mini-bosses that were tough throughout.
All that being said I rate it a 9.25 because I expect Chapter 1 to be bigger and greater but good start to the series.
Yet again I have to apologise for neglecting this for so long. AoW is not dead, work on Chapter 1 is about 50% complete. Patch updates, foreign travel, injuries, TeS IV: Oblivion and a motherboard failure have all slowed progress, but we're still going.
TheLady: That particular puzzle seems to have caused massive difficulties and frustration, unfortunately. The download .zip file should contain a full walkthrough with a solution to the puzzle; let me know if it doesn't.
To Just &c: Thanks, but we don't have a homepage...
To Drexar: Fighters are supposed to gain xp the same way as everyone else, by progressing through the various tasks. If xp is tied to combat, combat becomes compulsory. In AoW, whether you fight, talk or sneak your way through a task, you get xp. I appreciate that this won't appeal to everyone (and, indeed, that the areas were overlarge and underpopulated), but the xp thing won't be changing, sorry.
To Lariam: Thanks, it's good to know the background material is appreciated. To answer your question, AoW is intended to consist of a Prologue and two longer Chapters, each with a shorter Epilogue. We also plan to do more with the Penumbra Vale setting if it's well received.
Many thanks to everyone who has posted feedback, your praise/criticism will hopefully mean Chapter 1 is greatly improved. More updates coming as soon as possible.
Posted by TheLady ( 67.171.xxx.xxx ) at 2006-05-07 19:16:38
I can't for the life of me fugure out the puzzle to open the door in the tower, I know it has something to do with the circle of statues and I have to speak the gaurdian statues name, but I can't figure out how to do that, please just tell me what to do.
Thank You
Posted by Drexar_Heulbric at 2006-03-24 14:35:40 Voted 6.75 on 03/24/06
Looks like a lot of effort went into making this module; could have been fun but the huge bare maps and the no xp for fighting (how else is a fighter supposed to get experience? By talking?) made me quit early.
The background stuff, and all the extra prestige classes and spells etc. in the PDF-guide seem pretty impressive! May I ask what sort of plans there are for the series? I mean, to what levels do you aim? How many chapters - any idea? I know that you may not know. And I'm not asking when the series will be ready! But you guys seem to have planned this pretty far in certain respects, so this I dare ask. (Just trying to plan my character a bit...) : ) _________________________ Forgotten Realms Weave
I really need to check in here more often... thanks hmdai, feedback and bug reports are always much appreciated. The xp-looping bug sounds simple enough to fix, I'll try to sort it out soon.
Work on Chapter 1 is progressing well, coming up on 1/3rd done (most of that since mid-December).
Posted by hmdai at 2005-12-30 02:25:34 Voted 9.00 on 12/29/05
Posted by hmdai at 2005-12-29 04:48:44 Voted 9.00 on 12/29/05
After finish the module, I find that the story is well-made. There are many interesting and reasonable quest and lead you to think about the mystery behind these events. The only problem is, there is too little magic items in a well-established town.
Hi Mysterious, really sorry to take so long in getting back to you, looks like you had some serious problems.
The bug with Donan not appearing is new to me... are you working with the latest version? If so I may have caused some kind of bug with the update, I'll look into it. I'll also work a fix for the commander fighting in the next update... should be easy enough to arrange.
Again, sorry you had to run into those problems, glad you enjoyed the mod.
Oh, and most of the redundant items you may have found in the toolset are left over from when I intended to make the series as one module... that turned out a little too ambitious.
I'm mostly working on chapter 1 when I have the time at the moment, but will try to update this as soon as I track down the problems. Thanks for pointing them out, always need feedback.
Posted by cegli at 2005-12-02 07:23:11 Voted 9.50 on 12/02/05
Quite good. Please keep it up. So many start a series and then never finish.
Posted by Mysterious ( 66.191.xxx.xxx ) at 2005-12-01 23:05:30
Just finished the module and i have to say great work with all of the new classes and great storyline though went through the items in the item list in the mod and seems you planned for a bigger mod ... wanted to do a bigger proquel or story changes come along?
Posted by Mysterious ( 66.191.xxx.xxx ) at 2005-12-01 15:47:28
preexisiting char was it but now at battle of the zombies the commander is fightring the eternal hord of zombies .... one thing never put smeone you need to talk to IN the battlefield ever ever ever ever ever
Posted by lebowski at 2005-12-01 15:20:23 Voted 9.25