A three player party spent 280 hours each, attaining level 21.
Language
English
Races
All
Tricks & Traps
Medium
Roleplay
Medium
Hack & Slash
Medium
Classes
All
Scope
Epic
DMNeeded
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Any
Max # Players
Any
Min # Players
Any
Min Character Level
Any
Content Rating
Teen
Alignments
Any
Gameplay Hours
60+
Description
Host as PW, play as SP/MP campaign, NWN1.68 CEP2, Mounts, Player Keep, Map, Guilds, Quests, Henchmen.
If you downloaded before an update you can update without losing your progress. Export your character from your LoICS saved game, start a new game with the updated module and your old character. Better still, place character in the server vault and future updates won't be a hassle. All of your journal entries will carry over. This mod was designed as a PW so all variables are campaign variables.
"The Golden Fortress and the Amnian Council Army are in dire straights. We face a Lizardfolk infestation to the west, a goblinoid infestation to the east, the Skullgnasher Giants are attacking Hillfort Torbold and Tethyr is encroaching on our borders to the south. The primary objective of the Council of Six is to always protect our commercial interests in the Realms. At this time, all of the A.C.A.'s resources are bent on the Amn/Tethyr Border Dispute." - Commander Balacer Macefist - Golden Fortress
Indeed, Eshpurta is beset on all sides. While the Council of Six and the ACA wage war with humanoid threats and the border dispute, other power groups plot against the security of Eshpurta. The good Cowled Wizards try to maintain respect for magic, while the evil Twisted Rune maneuvers to become a major power group in the realm. Neutral organizations like the Shadow Thieves and the Duskwood Druids seek only to further their causes by means they see fit to use. Bane has risen and seeks to take back his portfolio from Cyric.
When the game begins, there is a chance encounter on the streets of Eshpurta. A fortune teller who gives you a ruby, and prophecies great turmoil in you future. Then you accept a quest which promises great reward but will take you south to Tethyr, into the mouth of war!
ffbj's Area Cleaner
ffbj's Time Management System
Knat's Presistent Quest Journal Entries
Timidon's ASG Spawn Kit 1.4
Scarface's Appearence Modifier
Scarface's Crafting System
Scarface's Persistant Banking
Scarface's Respawning Traps
Jassper's Simple Lootable Corpses
Alleyslink's Mount System
Alleyslink's Player v. NPC/creature Arena
Alleyslink's Class/Alignment Guilds
Training and Henchmen
The majority of NPCs are pre-existing characters culled from source material. Many of the quests are generated from the random encounter table in the module Castle Spulzeer or taken from other sources. Your efforts and actions effect the world around you. After you defeat a plot NPC, and you enter areas that NPC controlled, the area will be cleared in your mini-map and empty of creatures. Unless other plot NPCs that you have not defeated also hold sway over that area, in which case mini-map is clear but creatures will spawn.
Three alignment based religions:
Temple of Even Hand - Tyr - Good
Tower of the Vengeful Hand - Tempus - Neutral
Temple of the Black Hand - Bane - Evil
In game actions effect alignment, alignment shift can cause deity change. Upon respawning, PCs are sent to appropriate death realm where their deity randomly choses a penalty for sending PC back to the game. Options to be sent to the last place you died or back to the appropriate deities temple. Good/Neutral/Evil roleplay options available. Each religion has a temple which divine classes may join for class related quests and other church services, such as teleporting.
Classes are represented by guilds and organizations.
The Amnian Council Army (all classes)
Major Cargunn's Mercenary Guild (all classes)
The Cowled Wizards (wizards/sorcerers, bards)
The Shadow Thieves (rouges, bards, assassins)
More secretive class and alignment based guilds can be found.
Each guild offers various training methods which will take you to level 5. Training is not necessary, but is available. All guilds and temples have a series of themed quests which can take a character to at least 15 or 16 level. Quest experience is partywide but monetary reward must be divided by PCs. Each guild and temple offers teleportation tokens and portals. Portals at all the guilds and temples are universal and will return you to the place where you last used ANY GUILD OR TEMPLE TOKEN.