Single player only. Many scripts will not function properly for more than one player, and it also would break the plot.
Language
English
Level Range
Start between lvls 1 and 5; you will be leveled to 6 at the start of the module as part of the plot (after the opening cutscenes). By the end of the Module, you will be level 19-20.
Races
For sorcerers and wizards, human, elf, half-elf probably work best; all races are supported though.
On your home continent of Ciarria, you were an outcast because of your unnatural abilities. Your existence had been an isolated one; you had cut yourself off from the rest of the civilized world upon learning of the hostility that people showed to those like you, and lived in the wilderness in order to protect yourself from the aggression that people in cities and villages displayed upon learning of your 'talents.' From the time you were young, you had resided alone excepting your friend and mentor, Askyba Moriano. He, too, possessed these abnormal abilities that people called "magic"...but he was, at the time, stronger than you. He could spew forth balls of fire with a thought, turn himself invisible with a flick of his fingers, gather the wind and call forth powerful beasts, and summon bolts of lightning from the heavens above. Askyba had told you that with time and perseverance, you, too, would be able to do these things; he had told you that there had been a time where many of the people of Ciarria had been "mages" and had used this "magic" to shape and create the land that Ciarria was today.
However, just as you had reached the age that normal folk defined as early-adulthood, Askyba had passed away. In the final hours of his life, he had told you one last story, about a land far across the Cultikor Sea, where "magic" was considered not a curse, but an Art; On Embrazon, as Askyba called this land, people like you and him were respected, and were called Nya'ri, or, "The Wielders." With his dying breath, Askyba urged you to seek out this land, and lead a more purposeful life among the people of Embrazon. With nothing but your shunned powers, the clothes on your back and the last words of a dying friend, you traveled from the wilderness that you had called home all those years, and upon reaching the coastal city of Port Drasord, began inquiring after a journey to Embrazon.
Such were the threads of your destiny woven, for an adventure beyond your wildest dreams awaited you at the other end of the Cultikor Sea, an adventure that would entwine you in events much larger than your mortal mind could possibly begin to fathom...for on Embrazon, at the exact moment that you passed through the city gates of Port Drasord seeking passage by boat, the destiny of another was decided--Tyman Uvudry, a Necromancer (or Nya'tar), set events in motion and made up his mind to conquer Embrazon with his legions of Undead minions. The stage was set: Embrazon would need a rescuer, and it would be up to you to save the people of this Promised Land, and thus secure for yourself a future in a position of respect and appreciation instead of your previous life of isolation and seclusion. Welcome to 'Tale of a Mage, Chapter 1 - The Uvudry Threat!'
NEW as of 8/21/06: Final boss made easier. (FINAL VERSION)
Enjoy!
~Hugie
If you like 'Tale of a Mage', you may also want to check out The Island, a twisted/dark exploration adventure for PC's of level 26-28.
This is the download for the updated 'Tale of a Mage, Chapter 1 - The Uvudry Threat' module. It includes the Chapter 1 main module, the prelude mod, a small hak, and the readme document. (version 2.3 FINAL) (last update 8/21/06 at 11:20am)
I normally don't play magic users, but this one was worth it.
Posted by Mirgalen at on05/02/11
Original Module worth a try but beware of the final Boss fight. Most of the game was a cake walk for my Necromancer (Cleric/Mage/PM) but the last battle ended in a stalemate. In fact, if we exclude the last battle, this module can be played with pretty much any character combo (fighter/rogue, cleric/rogue, ranger/sorcerer, shifter...). I would have made a mage module in many ways different from this one for example: - allowing the PC to create his own unique Mage staff - collect spell books and scrolls perhaps with a few custom spells - use specific spells in some places to advance the plot (used once on the boat) - use specific abilities (e.g. Cha) to avoid fights or obtain favors or intelligence to find clues, informations, solve puzzles or special ways to defeat foes. - find clues (e.g. weaknesses) or items to facilitate the last battle (option) It was fun for the most part but felt more like my character was going from A to B blasting or smashing everything on the way and the play style felt a bit like a fighter using spells instead of a sword. I found the end fight a bit lame. A couple of other players mentioned how difficult it was and I have to agree with the minority even if 10,000 power gamers found that it was not the case. As a DM, I would never use such a NPC in a PnP game. Far from being a legit character that NPC is immune to way too many things, got enough HP to match a fighter of similar level and cannot be defeated in a straight forward manner with the equipment or spells we found along the way (compared to the equipment he got). It is probably the first time I met a pure spell caster I could simply not damage in melee.
Posted by Alex at 2008-12-2116:43:08
Dear all, I never check these pages any more, so if you have a question/issue, please email me at alex@hugiegames.com and I'll get back to you promptly. :) Regarding factions, simply let your character die and then respawn -- there is no penalty for doing so, and the factions will all revert to their original (correct) states. Also, there is no Lockshire faction issue: you likely attacked him instead of letting things proceed as they were supposed to, which causes him to turn hostile and attack you after a conversation. ;) Cheers, Alex _________________________ Alex "Hugie" Hugon Writer - Ossian Studios NWN2: Mysteries of Westgate - NWN2's first Adventure Pack Moonshadows - An Action-Packed, Story-Driven Adventure in the Forgotten Realms [Development Blog] The Third Sign - A Novel-to-NWN2-Module conversion of Gregory A. Wilson's book [Purchase from Amazon]
Posted by krickerd at 2008-11-0913:35:29
Ah hell, now all the commoners are hostile. There are 37 pages of comments. You can't tell me folks have actually finished this?! I could fix it myself but then I'd have to start over. And I shouldn't have to. What a bummer! _________________________ Defeat the Black Knights! Play Phantasie
Posted by krickerd at 2008-11-0913:31:57
What! Now the ferryman is hostile too! Dude you gotta fix the faction bugs. There game breakers. _________________________ Defeat the Black Knights! Play Phantasie
Posted by krickerd at 2008-11-0913:29:02
There is still a faction bug at lockshire keep. Kill Lord Avyxain and the kids go hostile. Pretty cool other than that. That was a tough battle BTW. I like the camera work in the beginning. Wish I could have figured out how to do that in my mod. _________________________ Defeat the Black Knights! Play Phantasie
Posted by treas25 at 2008-08-2205:35:09
I'm liking this mod so far but found a problem with the henchman. He has killed and the body dissapeared so I can't use a raise dead scroll on him. Is there any way to bring him back? thanks
Posted by MartinDe at 2008-08-0505:29:02
Hello there. I downloaded all the files, and puted them into right folders, but when I wnat to play module i says i don't have a .tlk file. I have patch 1.68, CEP 2.0, and as I said have the module's .tlk puted into right folder.If that could help too I'm playing on Linux.Do I need a .tlk form earlier version of CEP?
Posted by BrianSpooner at 2008-05-1612:42:28
ok it says im missing a hak but i got everything on there all the sky haks and the CEP any ideas?
Posted by kipski5 at on04/02/08
I have really been enjoying this mod, it is my first as a pure caster, and it has been a blast mage dueling. I am having a small problem, though: ****SPOILER**** After killing Avitar and teleporting back to Brynil, when I talk to Halfur he just repeats that I need to go take a boat to the realm of the dead and kill Avitar. Sure enough when I check my journal, the quest hasn't been updated. Is there something I am missing?