Single or multiplayer supported (single party only)
Language
English
Level Range
Start at level 1 highly recommended. Not more than 3.
Races
Any
Tricks & Traps
Medium
Roleplay
Heavy
Hack & Slash
Medium
Classes
Any, each has specific content somewhere.
Scope
Large
DMNeeded
Part of Series
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
08
Max # Players
06
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
Any - evil less catered for.
Gameplay Hours
24
Description
Version: CEP + SoU + HotU 1.65 CEP version of the Hall of Fame module. Description:You are a colonist setting out with a party of others to the new village of Mithri, set outside the borders of Wahgir, and close to two other states. Here you have the chance to carve out a new life of your choice, on the edge of the Wilderness. But the village is divided between loyalists and independents, squabbled over by kings, and beyond, the Black Hand lurks... Designed for: Non-linear players who prefer lower levels of magic/gold. 1st level characters that are not the centre of a story (to start). Single or single party play. CEP required. Not designed for: Those who don't like low money worlds. Those who like very linear plots. Those who wish to be plot central from day 1. Rules: Limited Rest (optional), Death options included, xp for kill and for skill/alignment/class/ability/deity use. Your actions (and Charisma) affect NPC opinion of you. Tasters: 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. See B G P Hughes Tracker portfolio for other work. Part II is now final, with the CEP version. Last Update: October 2006 version v
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)
Hm. Well, I downloaded this, but as I can't seem to find out if the CEP version it's written for will work with my Diamond (1.69) version of NWN, and I have no idea what the CEP does for this game, I guess I'll just download the non-CEP version and try to play that.
It sure would be nice if the author would update this (and the sequel) to work with CEP2.
I was wrong. In fact I can't leave the town by the South gate at all anymore or the whole town goes red.
And won't be able to re-enter it by its south way either.
Well... ? _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Bug (faction) report:
Don't speak with that (standing=frozen?) colonist in the pumpkins field, the nearest to the east of the South Mithri Gate.
It happened to me twice, once spoken, the whole town turned against me.
You've been warned... ;-) _________________________ @ + jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series
Posted by Razide0506 at 2010-06-22 13:02:12 Voted 8.50 on 06/22/10
I pretty much finished this module � I actually reached the end, but I didn�t take the dialogue option to end the module, because there are a few things I missed that I want to check out � and I have somewhat mixed feelings on it. It does deliver what it promises: a sprawling, non-linear adventure for players who like to explore in a detailed and realistic setting that draws you in and makes you feel like you�re really living in a frontier village. The author puts in a lot of nice touches that helps maintain the realism: shops close at night, your reputation changes based on your actions, you can�t simply help yourself to the contents of every chest, crate, and barrel, gold and magic items are given out very sparingly, travelling merchants only come to town every so often, you have to do a lot of unglamorous jobs before the villagers will trust you with more significant tasks, and so on (however, I have to note that while there are plenty of villagers, there seem to be very few actual houses in the village). The story itself never quite crystallized for me � the two main plotlines seem to be investigating and thwarting a group called the Black Hand while also dealing with a growing division among the villagers themselves. I never felt much of a sense of completion with either of these plotlines, but that�s partially a consequence of the non-linear nature of the story, and partially because this isn�t meant to be complete (or so I assume, based on the fact that there�s a sequel).
The combat in this module is very difficult, and there were several times when I simply had to flee from dangerous opponents. At one point I riled up some bandits, and although I got away, they lingered at the transition point I used to escape, which became a problem because I later had to go back through that point to complete a mission, and they were always there waiting to attack me. Worse, since I was going to intercept some goblins, when I went through the goblins spawned in and joined forces with the bandits. I was eventually able to sneak by, lay down several traps, and attack them with a bow from a hilltop, but it was one of the toughest battles in the module. In another case, I ran into some creatures I simply couldn�t hurt. They chased me all the way back to the village, but fortunately they got distracted before reaching the gate, since otherwise they would have slaughtered all the villagers. The difficulty of the combat made me feel like I would have been better off playing a fighter or something similar. On the other hand, I felt like it was a module for rogues (which I played), in that there are plenty of locks and traps to deal with, and a number of instances where persuade is very important. As it is, I had to use traps a lot, plan my battles carefully, and use every item and tactical advantage I could find.
My biggest gripe about the module is that its very nature � exploring the wilderness � results in a whole lot of backtracking. What�s more, because money is so tight, you end up wanting to grab every weapon, suit of armor, or item that you could possibly sell. However, even with multiple bags of holding, you end up in situations where you�ll have to make several very long, tedious trips through several large areas to get everything back to town. This module desperately needs a stone of recall, and eventually, I did something I�ve never done before: I used the console commands to max out my characters strength and also to teleport me between areas, so that I could make as few and as short trips as possible (I always reset my strength to normal afterwards). I don�t like doing things like this, since I know I can end up missing triggered events, but it felt unplayable to me otherwise. Also, because the traveling merchants� prices are so much better than what I could get in town, I found myself stockpiling tons of gear while waiting (and waiting and waiting) for the traveling merchants to return again � and as I later discovered, even they have limits on what they can spend. Also, again, the non-linear nature of the module is such that there were times where I felt like I was at a loss as to what to do next, and unfortunately, the actual walkthrough portion of the documentation is underwritten to the point where it was almost useless.
Overall, this is a well designed, and expertly-constructed module that really succeeds at creating an immersive setting that is both realistic and challenging. I�d say that if you like non-linear modules based around exploration of the unknown, you should definitely check this out. However, if you prefer a tighter plot and hate backtracking, then this module might not be for you.
Posted by BenWH at 2010-03-24 12:52:11 Voted 10.00
I'm afraid I've retired - but you can still run it on the final 1.x version just fine, and there's plenty of content in there. _________________________ Works of B G P Hughes: Link
Can someone please tell me how to answer the door's riddle in the hag's cottage? I think I know the answer but I'm not sure *how* to answer because when I talk to the door it just keeps repeating the riddle and I say "I'll think about it"....
Posted by Yukiakari at 2009-05-13 02:57:42 Voted 9.75 on 05/13/09
Yes! This is just the kind of module I like to play. I was addicted for days. It is wonderful to talk to people and to see that your actions have consequences. The area design is nice, and the calendar system is interesting. Different events according to date or time of day gives just the right feel of realism. And then there is choice. So you can actually play out your character and make difference. I like getting XP for non-hack-and-slash behaviour and for playing alignment. I also like the crafting system with items to improve other items.
Well done! _________________________ "A Hippie's Tale", a colouful little module: Link
Posted by BenWH at 2008-07-16 09:13:54 Voted 10.00
Thanks both. Glad you enjoyed yourselves. _________________________ Works of B G P Hughes: Link
Posted by Almaria at 2008-06-19 13:04:42 Voted 9.50 on 06/19/08
I really enjoyed this. Good storytelling. The dialog between the PC and NPCs was well done and believable.
Posted by Kilvain at 2008-06-10 04:14:21 Voted 9.75 on 06/10/08
An enjoyable module. I managed to miss the village conflict storyline completely on my first trip through, but that only adds to the replayability. It's obvious a lot of hardwork went into the creation of this mod, thanks.
Posted by BenWH at 2008-01-06 03:01:28 Voted 10.00
Thanks for the thumbs up... _________________________ Works of B G P Hughes: Link
Posted by Forrestwolf at 2007-12-23 05:23:23 Voted 10.00 on 12/23/07
I just finished this one up, and wanted to tell you it was wonderful! I really enjoyed Wyvern Crown, and wanted to see another one of your creations. I wasn't disappointed in the least. I think the best part is your ability to create a living, believable world. The attention to details on history, NPC's, and quests was just great to see. Thanks so much - I'm looking forward to #2.
Posted by BenWH at 2007-08-31 07:20:19 Voted 10.00
Make sure you have the correct CEP version downloaded - the final 1.x version (1.66 I think) _________________________ Works of B G P Hughes: Link
Missing hakpack - "Names Differ: unnamed model plc_bushfern"
?
Posted by viper44 at 2007-08-15 07:57:08 Voted 9.00 on 08/15/07
I'm giving this a 9.00 because it's different & more realistic than the usual community mod. Unfortunately, I barely scratched the surface of this game, maybe completing 25% of it, before I blundered onto the main path and finished it in about 10 hours. My Druid/Shifter ended at lvl 6, two levels short of what it probably should have been. I'm tempted to play it again but this is something I never do.
Things I loved:
1. Choice of resting rules - all mods should do this
2. NPCs don't like you messing with their sh*t locked away in chests and stuff. They scold you. Hate mods where you can rob a guy blind while he's standing there watching you loot his possessions.
3. Nice nonlinearity though I found the main path early & ended up locking myself out of most quests. I really did have the feeling I could go anywhere even if it meant getting my A** whooped (frost giant lair, etc).
Anyway, a great mod and I hope the author complete a 3rd part using NWN1.
V.
Posted by BenWH at 2007-07-17 23:55:03 Voted 10.00
Have you tried using the travelling merchants? They give you a much better rate. Anyway, it's like that to keep the balance.
On your questions: Both the blocked passage and the sphinx statue rely on the same set of skills and attributes. This is a major spoiler, so be warned! Both are illusions, and you can see through them with a combination of level, spot, search and either wisdom or intelligence (I forget which, but it says in the readme). Just approach them, and if your observation skill is good enough, the illusion will be revealed. Potions can help you here. _________________________ Works of B G P Hughes: Link
Posted by SpiderSilk at 2007-07-17 01:27:55 Voted 9.00 on 07/17/07
Help needed! Maybe spoilers for the highlands area.
I am so stuck on the sphinx statue in the zombie house. I just don't know what to do with it.
Also the blocked tunnel under north highlands. Do I need a better weapon than my longsword +2 (+4 because of weapon specialization)? or is this not a case of strong-arm tactics but puzzle solving? I can see another rusty lever beyond the blockage but the one i can get to doesn't seem to be all there, i can't hit it or use it. I tried everything i can think of to break down the boulders, sonic, bludgeoning, fire. I roamed around outside in case there was another opening to get into that section but I'm all out of ideas now. Please help!
I vote 9 because of the horrendous exchange rate of merchants.
Posted by BenWH at 2007-06-27 07:48:49 Voted 10.00
You need to take the heads to the tanner, as the headman mentions. As for the goblins, pick up the head of the leader and take that to the headman. _________________________ Works of B G P Hughes: Link
Posted by caleb_stonethrower at 2007-06-15 07:29:43 Voted 1.00 on 06/15/07
So far this game has sucked. I just killed a bunch of wolves but where are the pelts? The heads were there, but I took them to the Mayor and he never acknowledged I had them. I found the goblins out in the east forest area and killed them all, but I couldn't get acknowledgment for completing the quest. Not to mention the beginning has been somewhat boring.
Posted by agathokles at 2007-06-03 09:51:35 Voted 10.00 on 06/03/07
One of the best modules I've seen. A lot of work on the details (pantheon, custom objects, conversation), good story with lot of quests.
Posted by BenWH at 2007-06-01 08:42:29 Voted 10.00
Thanks for that bug report.
On the puzzle, the solution is to get the white lights on the white whorls... _________________________ Works of B G P Hughes: Link
Posted by Raina Lyonars at 2007-06-01 01:09:20 Voted 8.50 on 06/01/07
And by the way; if you killed the dire wolf at the field before taking the quest for watching over the cows ( =] ) you'll not be able to finish the quest.... (i guess it's a bug or something)
Posted by Raina Lyonars at 2007-06-01 01:05:26 Voted 8.50 on 06/01/07
Story's nice. I liked the struggle between village people and treachery comes along. Well thought, creative...
I'll play wanderer II and birthright after this.
Anybody knows how to solve the puzzle to pass the chess-like floor at the hideout of black hand? There are 3 runes creates different colored lights on it. I tried hard, but i couldn't manage to solve it.