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.
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.
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 on10/19/06
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 on10/19/06
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 Gharod@aol.com
Posted by Juba at 2006-10-1218:28:16
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 at 2006-10-0817:46:41
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 2006-10-0814:27:48
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 2006-10-0719:41:28
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 2006-10-0321:05:22
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 2006-09-3016:28:35
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 2006-09-2822:05:49
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