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NWN MODULES

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Title  An Echo of Kings (Night's Watch Campaign Base Module)
Author  Juba
Submitted / Updated  09-26-2006 / 08-31-2007
Category  Other
Expansions  CEP-2.00 Requires Community Expansion Project
Setting  George R. R. Martin's Westeros
Gameplay Length  Campaigns can be as long or as short as your group desires. I will also be adding content as time goes by.
Number Players  Any
Language  English
Level Range  4-10
Races  Human Only
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Light
Classes  Fighter, Ranger, Rogue and Barbarian only

HP-Each class gains 4 hp + CON bunus per level.

Skill Points-Each class gains 10 skill points + INT bonus per level

Feats are left the same.

Spears are a one handed weapon (had to have my spearwives, yo)

These changes have been made to closer resemble the flavour of the series and the AGoT d20 RPG.
Scope  Large
DMNeeded  DM required
Single or Multiplayer  Multiplayer
Max Character Level  06
Max # Players  Any
Min # Players  Any
Min Character Level  04
Forums  Link
Content Rating  Mature
Alignments  None
Gameplay Hours  60+
Description
An Echo of Kings is a base module for playing Night's Watch DMed campaigns set in George R.R. Martin's Westeros. I've published it here after a few people on the G.R.R.M forums showed an interest. Areas included are Castle Black, Mole's Town, Eastwatch-by-the-Sea, The Haunted Forest, The Night's Watch War Galley Bloodraven, and portions of The Wall. I have included dozens of NPC's that will allow people to set their campaign anytime during the ASoIaF series time line. Remember this is a DM only module. Everything is built and scripted, except for the plots themselves.

Food and Water-Heals small amount of HP's when used, and can only be used when hungry or thirsty. Food, water and wine can be procured in the Castle Black Common Hall as well as other locations and via hunting.

Rest-rest is restricted to designated areas and camp sites set up with firewood.


Death-bleed til -10, then die, no respawn.


Pack Mules-Pack mules can be used to carry ranging gear. I intend to add the new DLA/Bioware horse system as soon as it is available outside the premium module.


Henchmen-3 detailed scripted henchmen are available (Watt, Big Boil Ben, and Left-Hand Lucas) for parties who don't have enough real players.

Hundreds of Westerosi items including-
Dreamwine, Milk of the Poppy, Kingscopper, Dragonbone and Goldenwood bows, Bravo's Blades, Norvoshi Longaxes, the Valyrian Steel bastard sword Longclaw, Myrish Far-Eyes, to many to mention them all....As well as 1.68 cloaks, custom armor, clothes, weapons, etc...

Armor System-Armor by type is given damage reduction percentage against different types of attacks. Helms, gauntlets, and boots also give protection. Special thanks to Jakkal from ToA for the initial design of the armor system.

The Castle Black Armory and the barracks in Eastwatch have armor and weapons, the Rookery has healing supplies and the Steward's Warehouse has ranging supplies.

OCC starting area contains a level up conversation to level characters up to the recommended starting level of 4-6

Over 100 NPC's-

Brothers of the Night's Watch including-
Stewards, Builders, Rangers and more

Wildlings including-
Raiders, Spearwives, Warriors of Thenn, Wargs, and more

Characters from the series including-
Lord Commander Jeor Mormont, Jon Snow, Grenn, Pyp, Yoren, First Ranger Benjen Stark, Old Tattersalt, Cotter Pyke, Samwell Tarly and many more

Creatures-
Others, Wights, Shadowcats, Giants, Wolves and Direwolves, Cave Bears, Snow Bears, Destriers, Garrons, Wildling Hunting Dogs, etc.

Commoners-Fishermen, Villagers, Braavosi Sailors, Whores, etc...


Haks needed-

CEP v2 BETA2
AEoK Hak1
AEoK Hak2
AEoK Music 3
AEoK Music 4

Directions-after unRARing, put all Haks in your NWN Hak folder and all music files in your NWN music file. Make sure you have the CEP v2 BETA haks in your NWN hak folder, as well as the CEP v2 BETA TLK in your NWN TLK folder. You may overwrite the module file found in Hak 2 with the updated module file found below.

Please vote! Content creators enjoy seeing their work appreciated or slagged.

Special thanks to the Tears of Artorin PW team and ZW for scripts and other hard work. Also thanks to all the great content creators who made this possible.

Files

NameTypeSizeDownloads
An_Echo_of_Kings_CEP1_module_Corected_Version.rarAn_Echo_of_Kings_CEP1_module_Corected_Version.rar
Submitted: 09-26-2006 / Last Updated: 01-01-2007
rar1.4Mb364
An Echo of Kings CEP1 module (Corrected Version)
AEoKHak1.rarAEoKHak1.rar
Submitted: 09-26-2006 / Last Updated: 09-26-2006
rar154.2Mb611
--
AEoK_Music_Pack_1.rarAEoK_Music_Pack_1.rar
Submitted: 09-26-2006 / Last Updated: 09-26-2006
rar17Mb532
--
AEoKHak2.rarAEoKHak2.rar
Submitted: 09-26-2006 / Last Updated: 09-26-2006
rar149.6Mb607
--
AEoK_Music_Pack_2.rarAEoK_Music_Pack_2.rar
Submitted: 09-26-2006 / Last Updated: 09-26-2006
rar41.1Mb574
--
An_Echo_of_Kings_v_2_a.rarAn_Echo_of_Kings_v_2_a.rar
Submitted: 09-26-2006 / Last Updated: 10-12-2006
rar1.8Mb603
An Echo of Kings CEPv2 module file. Updated 10/12/06. See forum post for details.

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
CEP v2.0 (Commu...ack II)The CEP Team2006-09-30--Welcome to the Community Expansion Pack (CEP) version 2.0! Requires NWN 1.68 with HotU & SoU Exp
SCORE OUT OF 10
9.83
3 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS

Veiw of Castle Black from The Wall.


First Ranger Benjen Stark leads a ranging party in the Haunted Forest.


A Wildling raiding party.


Night's Watch brothers dig for buried treasure in the Mole's Town whorehouse.


Winch cage on top of the Wall.


Chett feeds the ravens at Castle Black's rookery.


The docks at Eastwatch-by-the-Sea.


A giant from the wilds beyond the Wall.


Praying to the Warrior at Castle Black's Sept.





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Comments (32):

  1  2 Next>

Posted by Diwall at 2008-01-03 00:16:20    
Karlf, did you install the CEP 2.0 Haks ? You need them too.

Posted by Karlf at 2007-12-18 15:03:26    
Question.
I know nobody's probalby gonan answer, but it's worth a try.
I downloaded EVERYTHING and it's saying (on all of the module links for this I use) that I'm missing a .hak and I know for a fact I downloaded all of them. It did ask to overwrite one that was identical however... if that's right, how do I fix the issue?
_________________________
-Asid Mjolnir

Posted by feanor3791 at 2007-10-21 11:52:54    
This looks awesome. You've about convinced me to read the books just by the quality of the module. I'm saving my vote until I've played; is there a PW using this, or a group that plays regularly?

Posted by Juba at 2007-04-07 14:52:59    
I'm looking for a 2da/hak guru, to help organize some new content that is beyond my meager abilities. If anyone is interested in collaborating on expanding this module to include more of Westeros, let me know here.

Thanks,
Juba

Posted by Juba at 2007-01-05 12:50:06    
I'm currently working on new areas away from the Wall, specifically Pyke and Storm's End using the TNO tileset. If anyone is interested let me know here and I'll post the updated module that uses the Darkness over Daggerford haks that contain the TNO tileset. Anyone who has already downloaded that module and haks, will then be able to use these new areas I'm working on.

My hope is that the TNO tileset will be added in the 1.69 update, and that these areas made with the DoD haks will port pretty easily. I guess we'll have to wait and see....

Peace,
Juba

Posted by JSeer at 2006-12-14 09:33:36    
Juba, get in contact, man.
A group of us has been planning to set up a persistant world based on SOIAF.
We'd love to hear from you. Go to Bioware's forum system and search for Song of Ice and Fire.
We've got custom classes almost finished, and about 20 areas. We've also been working with SnowWolf.

Posted by Juba at 2006-11-16 14:53:51    
I am still eagerly awaiting patch 1.69, hopefully then enough players and interest can be found to start a new campaign.

Anyone have any suggestions or bugs they've encountered in the module?

Juba

Posted by Laurencius at 2006-10-26 16:53:06    Voted 10.00 on 10/19/06
I am interested if a good Night's Watch campaign can get started. Week nights are best for me. I can make time on Saturdays if need be.

Posted by Juba at 2006-10-25 13:09:59    
Hey there Laurencious,

I was DMing a campaign but we've taken a break for numerous reasons. I'm hoping we'll be able to start back soon.

I've also been thinking about starting a new campaign with new players. Anyone interested in playing a Night's Watch campaign this Autumn? Saturdays are good for me, especially during the day and late afternoon. Anyone interested post and let me know what times work for you. If we can put together a small party of serious Martin freaks, I'd definitely be down with DMing, or even just playing sounds great too. It's been a while.

Peace,
Juba

Posted by Laurencius at 2006-10-21 22:32:12    Voted 10.00 on 10/19/06
Juba,

Are you or anyone you know DMing a campaign with this module? I would be interested in participating.

In regards to world building, the NWN1 toolset with all the custom content from the community gives a builder more options. The NWN2 toolset is still limited since it does not have the years of custom content added to it that NWN1 has.

- Laurencius

Posted by Juba at 2006-10-20 11:48:33    
Thanks for the votes and kind words!

Laurencius-I planned on adding the TNO tileset when it is released with the 1.69 patch. I've already experimented with building Storm's End and Pyke with the DoD version. The only drawback is that TNO doesnt have snow (at least the version I've worked with), and I wanted all the tiles for this campaign to be consistent in that regard.

As far as helping to build, If you (or anyone else interested) wanted to start building areas of Westeros with the TNO tileset (from what I've read the one available with the WCoC module should be very close to the final release), go for it. It would be best to just add the tileset to the AEoK haks so we have a standard hak set. When the horses and TNO tileset are added with 1.69, playing campaigns in Westeros should be a breeze. In fact it would be possible to make a module based on The Hedge Knight, which is something I've been thinking about.

As far as NWN2 goes, I'm taking a wait and see attitude. I don't have the computer power to run it right now, but if horses are ever added (in my opinion a real possibility), there would be no reason not to make the switch. But without horses I can't see how one could reasonably model Westeros (or any realistic medieval or ancient society). Considering how horses were initially planned and that most new RPG's feature them, I can see Obsidian feeling pressure to add them in an expansion. And by then most of the bugs and hak workarounds for some of Obsidian's missteps should be available, making things even better.

For the time being I'll continue to build with NWN1, waiting anxiously for the 1.69 patch.

Peace,
Juba

Posted by Jak-El at 2006-10-19 23:17:21    Voted 10.00 on 10/19/06
Amazing visual and background detail. Hard to believe this is NWN1. The NPCs are very well realized. If you want to run some games in Westeros this is for you!
(Let me repeat that this is not a stand alone module but a campaign setting for a DM and 1 or more players to make up their own plots in.)

Posted by Laurencius at 2006-10-19 15:41:00    Voted 10.00 on 10/19/06
Hi Juba,

I have truly enjoyed your work since you first posted your Duel of Kings module. All your areas, items and NPCs are really well done and have that gritty medieval feel to them.

When you update the module with the horses you might want to consider using the TNO exterior tileset used in Wyvern Crown and Darkness over Daggerford since they have a more appealing medieval look to them.

Also, I would be happy to help you with any of these projects because I enjoy low fantasy settings and campaigns. I can build areas and create items with either the NWN or NWN2 toolsets. I can be reached at [email protected]

Posted by Juba at 2006-10-12 18:28:16    
Update 10/12/06-
Added Wights including Giant Wight, also fixed soundsets and other bugs involving Wights

Added more weapons including Myrish Crossbow

Plus many smaller fixes

Peace,
Juba

Posted by The Gunslinger at 2006-10-08 17:46:41    
From all the screenies, and the excellent description this module sounds AWESOME! However, since I have no experience with the dm-client, and no expierence creating modules, so it's not much use to me...yet I'm still going to download it. If I can help in any way, such as helping you find descriptions for towns, helping you think of NPC dialogue, I'll do it. Hell, I'm most likely even going to learn how do mod so I can help you with this (if you want help). One question-do you plan on doing all of Westeros, or just the North?

Posted by Juba at 2006-10-08 14:27:48    
Note to the first three who downloaded the CEPv2 Mod file-I forgot to switch the TLK file from the beta to the most recent one. You might want to switch the TLK file yourselves, or just overwrite the module file with the newest update. Sorry for the hassle.

Juba

Posted by Juba at 2006-10-07 19:41:28    
I added a second module file that contains the updated module compatible with CEPv2. Here is what was added-

1.Areas-

Craster's Keep (with loft and hidden larder), Generic Haunted Forest Area (area to be used to explore more of the Haunted Forest, must use DM to port, as there are no transitions), Fist of the First Men (again no transitions)

2. NPC's-
Craster, his Wives and Daughters, Gilly, Thoren Smallwood, Jarmen Buckwell, Ser Jeremy Rykker, Ser Denys Mallister, Stonesnake, Squire Dalbridge, Ebben, Satin, Owen the Oaf, Deaf Dick Follard, and more

3. Added new models and placeables from CEP v2, fixed minor bugs, spelling, grammar, etc

Just put in your module folder (as well as CEPv2) and your good.

Peace,
Juba

Posted by Juba at 2006-10-03 21:05:22    
I will update the module to CEPv2 in the next few days. I may also need to update some 2da's in the top hak. I'm going to wait on adding horses however, because the CEP system uses phenotypes, which causes all kinds of problems compatibility wise with the custom armor.

Luckily, patch 1.69 will add the WCoC horse/joust system which which is supported with feats and engine updates, as well as much easier to use with custom armor, and in my opinion is well worth the wait.

Please vote and give feedback if you enjoyed this Night's Watch base module.

Peace,
Juba

Posted by Juba at 2006-09-30 16:28:35    
I updated the module file with these additions and fixes-

1. Added wildling NPC's Mance Rayder, The Weeper, Harma Dogshead, Varamyr Sixskins, Styr Magnar of Thenn, Ygritte, Tormund Giantbane, and a few others

2.Added 6 new areas to the Bay of Seals. 'Confrontation!', allows for the crew of the Bloodraven to board a merchant galley at sea.

3. Fixed voice sets for all NPC's. Seems the creature wizard loves to assign 'Asimar, Male', and 'Monodrome' voice sets randomly when creating characters. Any, I fixed all the NPC's voice sets.

4.Hundreds of random tweaks and fixes.

Just overwrite your module file and you're good to go.

Peace,
Juba

Posted by Juba at 2006-09-28 22:05:49    
Thanks for the vote thrainstark, I truly appreciate it.

As far as helping with the project, the sky is the limit. The first thing I'd like to do outside of adding more areas and NPC's, is to add the new horse riding system from the new Premium Module. After that I'd love to be able to add classes from the A Game of Thrones d20 RPG. It would also be great to get rid of those annoying hints that show up on the loadscreens. Hell, I'd love to be able to reskin the whole game with Amok's great ASoIsF art work. All such tasks are beyond my humble talents however. But it would be great to find others capable of contributing such talents. Anyone interested feel free to post.

I get the feeling that most people that have talent in these areas may feel compelled to switch to NWN2. I'm staying with NWN1 for the nonce, because without horses in NWN2, it's hard to capture the spirit of Westeros. Hopefully at the least, we can get the new horse/joust sytem added to the module. When that is available, the Riverlands, Storms End, King's Landing and the rest of Westeros, should be easy to add.

Peace,
Juba

Posted by thrainestark at 2006-09-28 18:37:47    Voted 9.50 on 09/28/06
This may just be a biased opinion of an avid fan of the series, but I'd say you're doing a damn fine job. I'd like to offer my assistance if any way possible. I have a little experience working with the scripting language as well as some minor game programming experience as well. Just let me know
_________________________
And lo cometh the day
when the children of summer doth tremble and shake,
for the sun hath become jealous with its warmth, and the auld gods do howl.

Hearken all ye born of winter...
hearken all ye born unto snow and ice...
thy brethren call thee to run with them once more,
and stalk the winter night...
for we shall sing the Song of Ice and Fire,
and none shall stand against us.

Winter is Coming!!

Posted by LoCash at 2006-09-28 13:11:57    
Steve said: "Why is the module rated mature?"

Steve, do you ever get tired of mindlessly asking the same thing over and over again in every single Module thread on NWVault? Especially ones for content-less DM-required modules that you're never going to touch?

(*insert emoticon for rolling-eyes here*)


To the module author: As someone who's a fan of GRRM's Westeros fiction series, good job on creating a template that others can build upon! Although I personally wouldn't use it myself, since at the moment I don't have time for multiplayer.

Posted by Juba at 2006-09-28 10:23:31    
Since my campaign took place timeline- wise before A Game of Thrones starts, many of the Wildling NPC's from the books weren't needed. I'm going to add Mance Rayder, Rattleshirt, Harma Dogshead, The Weeper, Ygritte and others.

Would people prefer to have them as an erf you can import into your module or should I just post a new module that you can overwrite the old one with? Depending on how much you edit your own modules, it might make sense for me to just post new areas as erfs too, what do you guys think?

Does anyone have any areas in particular they would like to see? The Haunted Forest is what I plan on working on next, as well as an at sea area where confrontations/battles between smugglers and the Watch can take place. The Haunted Forest is so vast that it's hard to really piece it together. As it is now it just extends north from the Wall in "mile" increments, which made sense for my campaign. I plan to add eastern and western areas, as well as connect the Barrow of the First Men area to it as well.

Anyway, let me know what you think and I'll do my best to update with these improvements soon.

Peace,
Juba

Posted by Juba at 2006-09-28 08:30:17    
Why would you want to play a DM only module in a setting you've never even heard of?

Posted by Steve_Savicki at 2006-09-28 08:10:35    
I ask to determine why I want to play the module or not.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Juba at 2006-09-27 20:09:32    
I rated the module mature because the series it is based on contains incest, fratricide and many colorful descriptions of private parts.

Now are there any such depictions in this base module? Probably not. But I thought it best for consistency sake to rate the module as "mature".

Just curious Steve, but why do I often see you asking creators of mature rated content why they are rated such? Are you taking a poll? Just curious about how the other half lives? Mayhaps you like being a pain in the ass?

I'm seriously curious.

Posted by Steve_Savicki at 2006-09-27 19:07:00    
Why is the module rated mature?
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Juba at 2006-09-27 18:07:36    
Valar Dohaeris!

Posted by chiefsmackaho at 2006-09-27 17:47:28    
Cant wait to test this out. Thanks for upping this!

Valor Morghulis!

Posted by Juba at 2006-09-27 17:46:56    
I'm going to update the mod file in the next few days. I've added a few things since the current version. I'll upload it in its own RAR when I do.

Juba

  1  2 Next>

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