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NWN MODULES

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Title  Premium Module : Pirates of the Sword Coast
Author  BioWare
Submitted / Updated  06-22-2005 / 08-05-2007
Category  Official Campaign
Expansions  Requires Both Expansions (SoU & HotU)
Language  English
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  10
Max # Players  Any
Min # Players  Any
Min Character Level  05
Description
Cost: $9.99 USD. A tale of pirates, parrots, and peril! As a sailor aboard the Midnight Rose merchant ship, you've stopped in Neverwinter to gather supplies before a long trip south. A most peculiar course of events follows, slowly unraveling a plot of whale-sized proportions. Embark on a swashbuckling journey on the high seas. Polly want adventure?

Features

* Embark on this epic seafaring journey by yourself or in multi-player with your friends!
* Live the swashbuckler's life in this high-spirited tale of pirates, parrots, and peril!
* Explore the popular Sword Coast region of the Forgotten Realms campaign setting.
* Start the adventure in the port of Neverwinter, now recovering from the events of the official campaign.
* Experience multiple endings, interactive henchmen, and a rollicking tale of woe!
* Build a loyal and hearty crew from your choice of ten potential sailors!
* Written and developed exclusively by BioWare writers and designers.
* Feast your eyes on scads of new artwork by mod community darlings, DLA!
* Enjoy more excellent music commissioned from community composer David John!
* 8-12 hours of gameplay (our biggest Premium Module ever).
* Starting Level: 5 to 10. This adventure will scale to your character level. Characters level 4 or lower will be automatically set to level 5.
Download the hakpak free to use the custom content from the module! Preview the awesome content NWN: Pirates of the Sword Coast offers, including the Undersea Cavern Tileset, underwater placeables, sahaugin, sharks, and the tropical tileset. Plus, read a batch of tips and tricks and check out three new forum portraits. Discuss.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2005-06-30Stravinsky8.06Many options in conversation, good attention to detail, fun gameplayStory is thin at times, some henchman and other issues

Files

NameTypeSizeDownloads
pirates.htmlpirates.html
Submitted: 06-22-2005 / Last Updated:
html--6489
BioWare Store External Website Beyond Our Control
SCORE OUT OF 10
9.17
41 votes
View Stats
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Comments (30):

1 2 3

Posted by Arielva at on09/17/07
Out of the premium mods, I like this and Wyvern Crown the best.

Posted by Kest at 2007-08-1208:14:37    
(Oops.) Enjoyed the dialogue options the most in this.

Posted by Kest at 2007-08-1208:12:20    
Had a few problems with the mod, but overall it was alright. - Sound effects and ambiance continually interfered with the voice overs, I could barely hear the narrator and missed the ending because of this. - I regret making a Bard/Harper for this. Bad decision on my part... - I despise being railroaded into an incredibly obvious trap. The character that helps you leave Spindrift... my god. I don't believe that could have been done any worse.

Posted by Steve_Savicki at on03/24/07
Congrats for hitting Hall of Fame. _________________________ Steve's Characters - please don't forget to vote on them if you play them. Thanks, Steve

Posted by Starwars at on07/19/07
This is the first premium module I've tried out. *spoilers* Generally, I had fun with it. The whole pirate setting is something I've always wanted to see more of in the RPG world (would love a Pirates! that also incorporated strong roleplaying), so that was fun to see. The atmosphere was pretty well done, and the over-the-top voiceacting for Captain certainly sets the mood. I liked the numerous skill checks here and there in the module though, like it is in most games/mods, they sometimes just feel to much like a magical key to the dialogue. Sometimes I find the actual dialogue choices you get to be really outrageous, and something that (IMO) not even a high Diplomacy (or whatever skill it happens to be) skill should succeed with. Nevertheless, it was great to have so many options to choose from here and there. One of the biggest problems with the module is after you get to the town after being marooned on the island. Like someone mentioned, at that point in the game, I just didn't feel like my character had all that much motivation to pursue the "bad guy" for some reason. Even though she did terrible things, I felt that my character would more likely search for new adventures/start a new life rather than going after the bad guy. I also found her to be a very weird character, and very very inconsistant. And I liked Polly quite a lot, hehe. The best part of the mod is when you're marooned on the island. Excellent use of the audio and visuals here, it really gave the feeling of a tropical island despite the now primitive graphics of NWN1. Shows that you don't need fancy graphics at all to convey an atmosphere to the player. So all in all, pretty good but not excellent. I would've rather seen what happened after this game. Having the chance of roleplaying a coldhearted pirate would've been excellent I think.

Posted by BenWH at on07/18/07
I played most of this module some time ago, and I must say that I found it the most entertaining of the premium modules at that time (pre - Infinite Dungeons). There were some good ideas and some fun situations in it, but I also got quite a lot of frustration, though that was like my fault for playing a monk! Though good, for some reason it just was not constantly entertaining and being short of time I never got the will to finish it. Definitely worth the money though if your time is not quite so precious, and one of the better modules I have played. _________________________ Works of B G P Hughes: Link AME Chairman

Posted by ericdoman at on07/10/07
Bought this game a long time back but due to house moves etc had to wait a long time to play it. I would not start this game by creating a new character as you will end up being 5th lvl. From my xp of boss encounters in docks I think you'll be dead quick. Anyway played as single player 3/1/5 rg/ftr/clr and had prob with barb/sor. You give him armour arcane spell failure but I could not figure out what spells he was casting. So I had enough of this and restarted this time used character on a level up mod, asked to be levelled to 9th and saved character (I was given about 36k in gp, when I had checked out other 8-10th llv characters I felt they were a bit too uber, the challenge of buying new stuff I enjoy). Entered pirates waited for intro to end then spoke to barb and asked him to only level up as barbarian AND then I levelled up hopefully you are getting this. So my character was now accompanied by a 9th lvl Barb. And then the option between which of the sailor gangs you were going to help. It would have been nice for somebody to mention the safehouse. Tried both options better equipment in one, more xp in other. I thought the marooned on the island was one of the best (You sit back and wish you had now gone down as a monk). When I meet up with barb again he is now a barb/sorc combo. The thing which surprised me here is when he did cast fireball into combats none of us were ever damaged (hardcore?). Where it goes downhill was the finale with the priests. The temple of Umberlee could have been a lot bigger/better. The combats and then off to the nearest inn for some rum end game. Finished as a 3/4/12 rg/ftr/clr (trickery and magic domains). Will most definitely buy Knights of Cormyr. Thanks to y'all

Posted by Alazander at 05:59:29    Voted8.75
Mirgalen - AL3 was almost exclusively my own module and had very little BioWare input other than scripting systems. Thanks, Alazander.

Posted by Elhanan at 00:30:36    Voted10.00
Mirgalen - A few points: * There is a decisive conclusion to the gang war, and you are able to choose which side you wish to help/oppose. * While Barbarian/ Sorcerer may not be an optimum design, it is legitimate. And there is a mod help by Vulcano to add if you wish to alter things a bit, but I prefer to work as is. * I have played using several classes, and manage to have enough proper gear for each. And some treasure drops scale to higher lvls, as do some encounters. The tougest time I had with doing this was while using an Epic Monk. Who would have guessed? * Skill use is supposed to be a bit of a surprise. But there is plenty of info available to aid players in skill selection on the Official forums, as well as here. There is also spell interaction I believe, but have not used myself.

Posted by Mirgalen at on04/26/10
Not impressed so far. I have rather low expectations when it comes to Bioware modules. IMHO Bioware is very good at making games (NWN is certainly one of the best game of all time) but is releasing average modules at most (AL3 is probably the exception). So here we are wandering around the docks but hey what is going on? Endless fight? Again, bioware is making straigth forward modules, like kill every hostiles in the area, gather plot items and move on but in this case I am really not sure if we should stay and help or run away. Also as already mentioned stop the useless henchmen thing, barbarian/sorcerer is not a good class mix for a NPC (a talented player could certainly do interesting things with the class mix). Thanks for the uniform but unless the following encounter is watered down to take into account that we are wearing plain clothes I don't see how a non mage is going to handle the fights(s) without a proper set of armor/shield and weapons. Last but not least, it is nice to have skill checks in conversation but we don't always know what skill is used and worse we cannot look at character sheet to pick the best approach (e.g. if I have 14 persuade and 12 intimidate I will try persaude first and intimidate next). Perhaps I am going to restart the game, fire (or kill) the henchmen, equip all the best items I have and go to "clean" the docks.

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