World of the Bloodknight Trilogy (slightly before Birthright of the North)
Gameplay Length
20 usually, to a max of 40
Number Players
Probably a realistic max of 5 or 6
Language
English
Level Range
Start at level 1 (recommended) or 2
Races
Any
Tricks & Traps
Medium
Roleplay
Heavy
Hack & Slash
Medium
Classes
Any
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
08
Max # Players
Any
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Alignments
Any - more tailored for non-evil
Gameplay Hours
24
Description
Version: SoU + HotU 1.65 (another CEP version is also on Vault)
THERE IS A SEPERATE CEP VERSION ALSO ON THE VAULT
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. No HAK 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. Part II is now final, and part III underway (but comments still welcome). Last Update: October 2006 - version v - some fixes, 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)
Posted by Randalish at 2012-07-11 19:17:05 Voted 9.00 on 07/11/12
I re-played this module recently and I found it to be even better than I remembered. This is definitely a module that has stood the test of time.
World-building is the name of the game here. If "the Wanderer" has one great strength it is the atmosphere and the way it draws you in its world. Part of it is done with hundreds of fun custom items, the effects of the god your character worships and numerous areas to explore and secrets to uncover. Part of it is done with elaborate simulation-systems for travelling merchants, day-night cycles and a calendar.
Perhaps even more important is the area design. The land around Mithri -feels- like an actual place rather than an arena for quests and monster-hunting. The individual areas all fit together seamlessly and the landscape makes sense. This makes travel feel like far less of a chore and far more like actual travel. This is a module where I start to remember landmarks and scenery.
The second great strength of the module is the tons of roleplaying options you get. Skills, abilities, classes, alignments. It all makes a difference. Even though I just played it for the second time this makes me wonder what it would be like to play as other characters or classes, though I do think that a ranger/rogue like I played suits the setting best.
Combat and action are also well done. Many fights are difficult, many monsters are designed to offer unique challenges and require interesting tactics to defeat. I did notice a considerable decline in difficulty as the module progressed, though this is probably inevitable given the non-linear structure and the fact that a thorough player will find a lot of equipment goodies that will make things easier later on. And since the start at level 1 was punishingly difficult this is not altogether a bad thing.
The module's downsides are generally the other side of the coin of non-linearity and freeform exploration: the plot isn't the most compelling and the characters aren't that interesting. Some quests are fun but most are pretty generic. I don't mind because I hardly need the excuse to explore the world, but still. The characters meanwhile don't get enough screen-time to be developed into interesting personalities. Even at the end of the module I had only the vaguest idea of what most of these people were like.
Still, that's a small price to pay when there's an unknown frontier to explore. I heartedly recommend this module to anyone who likes low-level gameplay, non-linear adventures and worlds that make sense.
Posted by Henesua at 2011-03-17 19:37:01 Voted 10.00 on 03/17/11
I never voted for this and am ashamed. Its one of my favorite modules. Thanks for making it. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by lostillusion at 2010-12-01 08:50:22 Voted 9.50 on 12/01/10
Enjoyed playing through it quite a bit
Posted by Copperhawk at 2010-06-11 09:36:32 Voted 9.25 on 06/11/10
Slightly better than birthright of the north. For me it is better to use a higher level character to breeze through the adventure just to enjoy the story. Playing with a level 1 character could be quite tedious.
Posted by dachrisma at 2010-02-20 11:47:32 Voted 9.25 on 02/20/10
Nearly a perfect mod, but the long ways to run can be really sad. Great storyline, a little bit confusing with the areas and the quest mixed together, but perhaps a language problem in cause of english-exercises... School is too long ago now!
I have a really silly problem:
The sphinx statue is just a staue and I don´t know how to get the puzzle. I feel like a stupid!
Anyway, perhaps someone reads this comment and laugths good enought to help me with that!
Thanks for this mod!
Posted by BenWH at 2008-11-05 02:46:43 Voted 10.00
It's in the readme. :( _________________________ Works of B G P Hughes: Link
Posted by BenWH at 2008-04-03 10:50:27 Voted 10.00
I believe it's in the readme. If not, apologies.
You get gold and a store on opening the mod in order to equip yourself appropriately as a colonist with little in the way of valuables. _________________________ Works of B G P Hughes: Link
Posted by madarchon at 2008-01-04 21:25:49 Voted 9.50 on 01/04/08
Great! I really enjoyed this Module. _________________________ "They're not taking advantage of me! I'm the one taking advantage of them!
I'm the one using them for my own benefit!"--VICE BOZEG
Posted by Jando at 2007-08-13 10:11:16 Voted 10.00 on 08/13/07
Very good module indeed! Full marks!
Plenty of story, plenty to explore, plenty of challenge, I really did like this one. Started with a level 1 fighter and was a Fighter 4/Rogue 4 at the end but I´m sure I missed a few things. Gives me the opportunity to play that module again with another character. :)
I'm stuck at the hag's cottage. Solved the riddle and got the key, but when I go through the door there doesn't seem to be anywhere to go - I can't walk any further along the bridge, and the only transition I can find takes me back into the cottage. Any ideas on what I'm overlooking would be greatly appreciated, as I'm really caught up in this story and what to find out what happens next.
Posted by BenWH at 2007-07-17 23:55:34 Voted 10.00
I answered you on the CEP version... _________________________ Works of B G P Hughes: Link
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 but I'm less frustrated by that. Do I need a better weapon than my longsword (+2 because of weapon specialization)? or is this not a case of strong-arm tactics but puzzle solving?
Posted by BenWH at 2007-05-30 12:02:44 Voted 10.00
You know, it's so great that people still drop by and post comments. Thanks for taking the time. I actually played the whole module again last week (CEP version), and I'm still debating about producing a remastered version for NWN2. _________________________ Works of B G P Hughes: Link
Posted by BenWH at 2007-05-30 12:01:11 Voted 10.00
SPOILER
Invisible liquid is down the mineshaft in the Slangspawn Caves (Phoenus River). You need a rope and an empty bottle as stated. _________________________ Works of B G P Hughes: Link
Posted by kpj1984 at 2007-05-29 19:10:14 Voted 10.00 on 05/13/07
*SPOILER for madarchon*
The Invisible liquid is in one of the necromancers caves... you will need to bring an empty bottle and it's in the one with the Fire Fiends. Sorry I can't be more specific... it maaay be the cave that is just north of town, I think you need a rope too.
Posted by kpj1984 at 2007-05-29 12:46:19 Voted 10.00 on 05/13/07
Thanks for the info, Mr. Hughes. I just finished the Wanderer part 1, but I think I'm going to delay starting number 2... I never found Nablung, gotta get to it!
:)
And thanks for the incredible module.
Posted by madarchon at 2007-05-26 14:06:02 Voted 9.50 on 01/04/08
Do you know where I can find the Invisible Liuquid?
Thanks _________________________ "They're not taking advantage of me! I'm the one taking advantage of them!
I'm the one using them for my own benefit!"--VICE BOZEG
Posted by BenWH at 2007-05-14 08:20:13 Voted 10.00
There are no henchmen as this was originally written before they got decent AI - though the sequel is full of them. It is possible to get companions for short sections - you might want to try feeding the village dog for example (get plenty of food), and Mablung may join you for a bit (but pay attention to what he says).
Glad you're enjoying it... _________________________ Works of B G P Hughes: Link
Posted by kpj1984 at 2007-05-13 04:05:15 Voted 10.00 on 05/13/07
I've only played a few modules so far, and this is by far my favourite!
Your competition are the main campaings (HotU, SoU, Nwn), and the shadowlords series. I liked them all a lot, but yours has an adventure element that I really love.
It reminds me a lot of an old game I used to play called Quest For Glory 1 (or for the really old among us, Hero's Quest). Just because you can go about and do lots of different missions for people in different orders, all within a loose frame.
This is how it's been working for me, anyway.
One question I have is: Are there any henchmen available?
I'm playing through with a thief (not sure how far I am yet, just finished killing the hag), and it's very difficult to get through a lot of these battles alone!
I've taken herbalism from the sorcerer, that I'll be able to make my own Skeleton Teeth, as these are life-savers in the tough battles (so far I've had to use them on the Hag, in the crypt where the skeletons keep appearing, and a random encounter that got out of hand).
Anyway, I really LOVE that these battles are so difficult, I like fights where you have to constantly reload and rethink your tactics, it makes the game very interesting, but maybe if I had an extra swordarm/cleric I might stand a chance without reaching into my bag of goodies (I've grown dependant on Skeleton tooth, Necromancer herb, caltrops, and scrolls)
Posted by BenWH at 2007-04-06 10:31:34 Voted 10.00
It's looking unlikely. _________________________ Works of B G P Hughes: Link
Im just now jumping into this mod after having on my HD for a long time. I just noticed in the mod discription that you have a part 3 on the way? Is this still in the works now that NWN2 is out? Just wondering.
Thanks
Posted by BenWH at 2007-03-23 12:15:37 Voted 10.00
Glad you enjoyed it. If you're not against it in principle, please place a vote for your comments, so that others can read them when they check the voting history. Thanks. _________________________ Works of B G P Hughes: Link
Loved the module. Absolutely loved it. I could not wait to get going on The Wanderer II.
Very high quality work. Easily the equal of official campaigns and modules.
Posted by BenWH at 2006-10-08 00:59:43 Voted 10.00
The module has now been updated to patch v, which makes full use of the 1.68 cloaks (i.e. no more tan cloaks!) _________________________ Works of B G P Hughes: Link
Posted by MeatWare at 2006-09-27 07:02:36 Voted 9.00 on 09/27/06
Fantastic module, played with one friend, two pure wizards without henchmen. I'll play this again solo at home. Great roleplaying. Congrat's for the history - next step Wanderer II .
Posted by BenWH ( 87.203.xxx.xxx ) at 2006-03-14 12:52:03
Deliveries are instant, you were unlucky - he didn't make you anything at all!
Reallly loved the mod. Only gripe I have is that it took too long for deliveries. Ended the mod wondering what the jeweller would have done with that fire opal and topaz?