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NWN MODULES

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Title  Maugeter - The Keys to the City v1.0.5
Author  Jaxtrasi
Submitted / Updated  03-27-2007 / 06-05-2010
Category  City Adventure
Expansions  NWN-1.69
Setting  High magic, low fantasy
Gameplay Length  There is a lot of reading and a lot of auxiliary detail which may or may not interest you. I estimate the play time to be between 10 and 30 hours depending on how long you spend exploring.
Number Players  Single player only.
Language  English
Level Range  You must play this module with a newly created level 1 character. By the end of the module you will have reached level 6. The character will not be usable in further modules after.
Races  Any. In this setting, half-orcs represent orcs, half-elves represent more elves, gnomes represent ugly halflings, and both halflings and gnomes can be used to represent goblins.
Tricks & Traps  Light
Roleplay  Heavy
Hack & Slash  Light
Classes  Any. There are no class-specific plots, but there is a some class-specific content. For example, druids and rangers can speak to animals. Wizards and sorcerers choose from 16 new mephits as a familiar. Clerics choose from 17 new domains.
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Forums  Link
Content Rating  Everyone
Alignments  Any.
Gameplay Hours  20
Description
IF NWN CRASHES WHEN YOU START, JUST START IT AGAIN AND SELECT THE CHARACTER YOU CREATED FROM PREMADE CHARACTERS.

Maugeter is a low-level, low-combat module set in a unique fantasy world. It is a classic tale - you are a nondescript child of farmers who has travelled to the big city in search of adventure, or money, or fame, or power. The big difference is that you are not the foretold one, there's no prophecy and you won't be saving the world. This module is about exploring, meeting interesting characters and adventuring within an imaginative high-magic, low-fantasy urban setting. No one is going to tell you that all their hopes rest with you, because they don't know or care who you are. The city is bigger than you.

The setting is the grand city of Maugeter itself, the most powerful city in the whole Realm. On its grey, rain-drenched streets people of all races - humans, elves, orcs, ogres, dragons - pass by under the stern watch of the implacable, faceless city guard. There is adventure and fortune to be found here, but the city is unforgiving to strangers and Maugeter isn't known as the city of law for nothing. The city is strictly divided into districts by heavily-guarded walls, and a visitor's first challenge is to even get inside by finding one of the passes necessary for entry.

Maugeter includes customised items, monsters, races, feats, skills, spells and familiars. Everything that can be altered has been altered to better fit the setting, although always keeping the spirit of the D&D rules in mind. One of the module's most outstanding features is dreaming - sleeping isn't just a way to regain your spells here. Originally conceived as part of a series, Maugeter has been rewritten as a complete low-level story with an actual ending.

Maugeter includes many new character creation options. Please see the readme file for more details. The module includes four henchmen, up to two of which can be included in your party at once.

Additional background information can be found at the module website: Link

Please don't hesitate to contact me if you have any questions, suggestions or bugs (no matter how small):

jaxtrasi (at) maugeter (dot) com

Major changes in version 1.0.0:

The module now allows you to include two henchmen in your party.
The ending has been rewritten to be much longer, more interactive and more interesting.
The module now supports all classes.
The module now includes many more dreams.

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2009-04-30RyanC088.56Huge amount of custom content, including skills and feats.Travelling back and forth between districts can become somewhat tedious.

Files

NameTypeSizeDownloads
maugeterhakv1.0.4.zipmaugeterhakv1.0.4.zip
Submitted: 03-27-2007 / Last Updated: 03-26-2009
zip23.2Mb2269
v1.0.4 This is the hak pack, which you need along with the module file in order to play.
maugeterv1.0.5.zipmaugeterv1.0.5.zip
Submitted: 03-27-2007 / Last Updated: 10-27-2009
zip7.6Mb2277
v1.0.5 This is the module file itself, packaged with the tlk and readme files. You need this file, but you also need the 1.0.4 hak pack.
maugeterwalkthrough1.0.3.txtmaugeterwalkthrough1.0.3.txt
Submitted: 03-27-2007 / Last Updated: 03-24-2009
txt16.29Kb1166
v1.0.3 This contains hints if you get stuck on specific quests.
maugeterreadmev1.0.5.txtmaugeterreadmev1.0.5.txt
Submitted: 03-27-2007 / Last Updated: 10-27-2009
txt28.5Kb1512
The module readme file. Contains character creation information and the changelog.
SCORE OUT OF 10
9.56
27 votes
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Comments (201):

  1  2  3  4  5  6  7 Next>

Posted by 'Vhildr at 2012-10-24 11:01:25    Voted 9.75 on 10/24/12
Warning, possible spoilers.

I enjoyed this module greatly. It manages to stay both humorous and dark, without overdoing either. The approach to presented themes (most prominently poverty, responsibility, law and power) stays mature and profound at all times, making this game not only a good way to pass the time, but also a possible theme for reflection.

My only - and minor - issue with this work is the conclusion of Sarcista's story. I was expecting a way more sinister explanation, and got disappointed by the fairy-tale-like ending. This is just me, however, and this one thing does not detract from how great the rest was.
_________________________
Voting my black heart out.

Posted by jml at 2010-12-13 23:22:09    Voted 10.00 on 12/13/10

***Light Spoilers***
*
It's been a long time I didn't vote for a module, as I vote, always 10, but only for modules I really care about.
Otherwise I simply don't, vote, at all.
I�m afraid, Maugeter is going for a ten. And like often, I knew it from the very beginning. Probably because what makes a module is its author, and I could smell Jaxtrasi since the first step.
That guy writes module like he lives. Straight, crazy, strange, dreamy, funny... Very funny. With some sort of attitude even, you know...
So is Maugeter.
Great henchies, by the way. But not only.
The only regret I may have about that piece is I can easily imagine what it could have become with a ten people crew working on it for a year.
That kind of module.

Usually I�m pretty lucky when choosing the most appropriate class for my PC. Not here. I went for a ranger, you know, the bow thing. Only there is not one single animal in the entire city and surroundings! And you won�t be able to get a companion before level 4, the module ending at 6.

Henchies are fighter, cleric, rogue, sorcerer. I wish all modules would come with some henchies list...
It seems very well suited for a spellcaster, a bard maybe.
And monk could be fun, but I would play a girl...
I always play girl anyway, but here...
Thanks, Jaxtrasi. �nice meeting you.
Enjoy.
_________________________
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M�not shr this ishych u g�dea.", from "Prophet" series


Posted by Vivienne at 2010-11-28 06:54:35    Voted 10.00 on 11/28/10
I was playing a rogue so one of the first things I did was get Sacrista as a henchman as well as Sara so the fights would be easier for my rogue. I only had to reload a couple of times.

Posted by Vivienne at 2010-11-28 06:49:45    Voted 10.00 on 11/28/10
Really loved this module! I actually liked the fact that I start out making a way for myself instead of having the whole town depending on me to save them. Seems way more realistic!

SPOILERS!!
The Minotaur "hunt" was really creepy(!!) and reminded me of a story we read back in school and I liked the fact that we couldn't bypass it or have our henchies helping us; we had to look around and use our wits.
Like the previous comment, I thought I was done for in the Black Manse quest until the last minute!!

Posted by Von Stalhein at 2010-08-07 07:54:19    Voted 9.00 on 08/07/10
Having played the original demo years ago, I was overjoyed to finally get to play Maugeter in full - and the wait certainly paid off. This is one of the best modules I've played in NWN.

My only criticism is that you never get to see the Seventh District of Maugeter. The game starts with the main aim of becoming established in Maugeter - a great part of which revolves around slowly increasing your gate pass level. Given the detail given of the setting, and the occasional hinted reveal about the 7th district, it seemed a little bit of a let-down when, come the end of the module, I still had not been able to get even a glimpse of this fabled part of the city.

However, this one seeming-omission cannot truly tarnish what is ultimately an incredibly well-written, detailed, challenging and exciting mod.

Particular kudos to the Black Manse quest. Running from a certain 'metamorphosed' noble was probably one of the most excitingly scary moments I've seen in NWN.

Posted by Jaxtrasi at 2009-10-27 07:13:40    
Finally had a chance to play through version 1.0.5 and it looks like it doesn't contain any regressions, so I've uploaded it. It contains only minor bugfixes (including an attempted fix for the Whitebone bug in the Thieves' Guild) and no new content.

The old hak file (1.0.4) is the one to use with 1.0.5.

Posted by JonasWaever at 2009-10-20 13:02:41    Voted 9.75 on 10/20/09
Finally got around to finishing this, and I'm extremely impressed. The only thing that bugged me to any significant degree (might as well get the bad out of the way first) was that I was missing some motivation in the beginning of the module beyond just making a life for myself in the city, but I realise some players will love exactly that lack of pre-destination or similar.

That really is the only thing that bothered me though, and once you get into the module a bit, the quests start to get less pedestrian (make no mistake, they are never less than original and interesting, but they are also very down to earth) and you start to get involved in some really engaging activities.

I'll distil my praise into a sort of top three of aspects that impressed me. First of all, the setting is really solid and REALLY detailed - you can tell it's really been thought through, everything you do and see makes sense, and incredibly, every item has a new description that fits it into the setting.

Secondly, this module constantly demonstrates an acute awareness of RPG and fantasy clichés and does a great job of avoiding them, subverting them, or just using them in interesting ways. And finally, it's realy well written! The characters really have distinct personalities that show through their dialogue, some quests really test your ethics and blur the line between right and wrong, and humour is used in moderation and to good effect.

Obviously the module is also just really bloody huge, but that wouldn't really be an advantage if it didn't maintain such a consistent high quality.

tl;dr: it's a really good module and very much worth your time and your bandwidth.
_________________________
Jonas Wæver
Link

Posted by Azzuhthawth at 2009-08-22 20:15:28    Voted 9.50 on 08/22/09
Great module, I had a blast.

Posted by stragen at 2009-07-17 03:42:46    Voted 9.75 on 07/17/09
Sweet mod. Finished with a pure strength based orc monk.
For my monk combat started as easy... a monk can fight without armor or equipment... Then it started to get challenging, the lack of AC of monks at low levels when fighters and cleric have half/full-plate, which I enjoyed. Towards the end combat it got easier again when the monk had cash enough to buy some of the trinkets in district 6. The last few combats were not really too challenging.

Enjoyed:
Forest combat, the minotaur hunt, and the sequence when you relive the wizards memories.




-Stragen

Posted by stragen at 2009-07-11 23:49:35    Voted 9.75 on 07/17/09
Greetings,

I just started playing this module and I got stuck in the raid on the Thieves Guild.


The bug:
Keffel dies then his body vanishes. I can't Keffels room or Staffer's room. Abbot or the Captain aren't anywhere to be found in the Thieves Guild or the Mercenaries Guild. I tried the wasted fish in... there a few shadowy figures in the wasted fish that will attack me.

From what other people have said I think Whitebone and Abbott should be in the thieves guild but never appear.

Feedback:
Playing an Orc Monk. I liked being able to choose any skill as class skill. Impressive amount of customisation to the classes, items and everything.

Combat was easyish in Very Difficult Mode.

I prefer modules that level faster and give out less magical items. For example in this module I was able to find a +1 sonic longsword at level 1. This style of module favors 'stuff' over abilities in combat. I prefer a hero that succeeds through their abilities not because of their equipment. I guess this is why I like monks.

Their doesn't appear to be a story yet. The dream sequences could be a powerful driver to the storyline. So far they seem random.

Let me know if you have a solution for the stuck bug.

Very impressive module.

-Stragen

Posted by Jaxtrasi at 2009-06-06 12:08:05    
I've made a few small bugfixes for a version 1.05 including a fix for Whitebone jumping around, and a fix for the bath issue with Nalani as well as a couple of other minor things. I don't have time for a playtest at the moment, so if anyone is planning to play the module and wants to play with 1.05 to make sure it has no major problems, please drop me an email to let me know and I can send you it.

Posted by The Smiling Knight at 2009-06-04 16:37:03    
Ah, OK. Thanks, that worked. I had tried being in the bath and talking to her, but that didn't work. I just tried on the top of the stairs, and that didn't work either. Apparently I had to be not on the stairs, but right next to them. Huh.

Well, thanks anyway. I'm glad I can continue my game now�I'm enjoying it immensely. :)

Posted by Jaxtrasi at 2009-06-04 14:22:01    
Hi Knight

I've had one other person report this problem, so it's not you doing it wrong or going mad. I've never seen it or been able to replicate it myself. (There shouldn't be a bleach item in the inventory.)

I've just looked through the code and it's possible because it's very unintuitive. What you need to do is both stand in front of the bath, then talk to her. You're not given any indication that this is the case. She also needs to be in your party. The steps in front of the bath are well inside the trigger zone.

If this doesn't work, could you email me and I'll talk you through some diagnostics so I can try to work out what the problem is?

Posted by The Smiling Knight at 2009-06-04 13:45:56    
Well, apparently this is the latest version. Huh. I'm stumped.

Also, I've noticed that I have no actually bleach item in my inventory (or her inventory), despite the fact that Nalani supposedly bought it from the merchant. Could this be the problem? Or am I just missing something really simple?

Posted by The Smiling Knight at 2009-06-04 08:25:16    
On the Nalani's Hair quest, I get the bleach and take Nalani to the bath thing. She then says "This will work, this is clean" (paraphrasing), but then nothing else happens. I've tried resting, talking to her, removing her from the party, etc...nothing works. Evidently, she really doesn't want that bath!

I'm level 2, she's level 2, I am running v 1.0.4b. I suppose this means I should try to update...but I don't want to lose all my progress. :/

Help?

Thanks!

Posted by shuurai at 2009-06-01 06:23:58    Voted 9.50 on 06/01/09
Just finished. Cool mod.

Posted by Jaxtrasi at 2009-05-27 12:27:07    
shuurai: Thanks for posting that, it's helpful. I've had a lot of people post about this problem, but I've never been able to replicate it so I can't figure out what's causing it. (Obviously what's roughly causing it is that Whitebone is running away, but I can't figure out *why* he's running away.)

Susan: I assume you mean Sara? What happened when she tried to enrol?

Posted by shuurai at 2009-05-26 15:54:37    Voted 9.50 on 06/01/09
@ Elessra

I had the exact same problem on that job... the problem is that Whitebone is supposed to join the conversation, and while Abbot is in the kitchen area, Whitebone is over where the battle took place. Since they're too far apart, the conversation fails.

What I did to fix was go into the Chooser and jump Abbot over to where Whitebone is standing:

Press the ~ key.
Type DebugMode 1
Press the . key

You'll see a list of areas with the one you're in highlighted. Make sure you're standing next to Whitebone. Expand the area in the Chooser, expand Creatures, and highlight Abbot.

Click the "Jump" button at the top of the Chooser, then click on the floor near Whitebone. Abbot should appear there.

Suggest leaving debug mode BEFORE doing anything else (it can screw with scripts):

Press the ~ key
DebugMode 0

the conversation should work normally now.

Posted by shuurai at 2009-05-26 15:45:58    Voted 9.50 on 06/01/09
@ Jaxtrasi

Yeah, that's basically how I got around it :)

Posted by Susan Badger at 2009-05-26 09:15:37    Voted 8.00 on 05/26/09
I liked the module. I played as a rogue - finding a mod where you *don't* need constant god-mode because of impossible fights is becoming a rarity these days.
Fun to do - I liked the way the plot unfolded. Only criticism - I couldn't enrol the fit hench-bird in the magic acadamy for some reason.

Posted by Elessra at 2009-05-26 08:19:45    Voted 9.50 on 05/26/09
I've hit what looks like a minor bug...I'm in the thieves guild doing the first mercenary job. When I report to Abbott (and tell him about the thief upstairs and Saffer etc), he doesnt reply and the conversation ends. How do I get round this?

Posted by Jaxtrasi at 2009-05-26 03:43:09    
Have you tried selecting a premade character and seeing if the character you created is there? That has worked for some people.

Otherwise you can email me with the details of the character you want to play, and i'll create it for you and email you the character file so you can skip the character creation process completely.

Posted by shuurai at 2009-05-25 12:18:58    Voted 9.50 on 06/01/09
This sounds like a really great module... unfortunately I can't seem to get it to run. I create my character and when I click "Play" to begin the game it just freezes and then crashes. Tried a couple of times now; verified that there is nothing in override except for the files that 1.69 puts there.

Nothing in the logs. Any ideas?

Posted by Silvius at 2009-05-23 19:24:33    Voted 9.50 on 05/23/09
This is an exceptional module... it just feels like it wasn't quite finished. There are so many loose ends here.

What did Sacrista do?

What happens to Sara?

Why did Saffer betray Mallengauh?

However, it was an original module, with many original quests. The dream sequences, though irrelevant to the overall storyline, I found quite amusing, and it was also nice to see that some dreams only happened after you encountered something like them in real life.

It doesn't really say how Mallenbaugh managed to get the city to believe the druids were attacking, and numerous other plotlines just screm out for a sequel.

*Hint hint*

Posted by Hellix at 2009-05-20 11:07:03    Voted 10.00 on 05/20/09
Not the greatest module of all time, but definitely deserves its Hall of Fame entry. Can't add much to the official review, just wanted to say I had a lot of fun playing it.
Oh, and bug report.

HERE THERE BE SPOILERS

1) Minotaur quest. In dialogue, "attack" line drops you out and you have to start all over again; I was able to run past the cages that were supposed to block my path back to the cave; on my first run, he disappeared and became permamnently invisible and untargetable (still visible with Tab and damaging me though).
2) In the beginning, I hired a few henchfolk. Although I put required gate passes into their inventory, the guide system didn't work with them in a party (I still was able to use the gates)
3) Not a bug, just an observation - 1 hour of game time = 1 hour of real time, so permanent 6 AM and no curfiew.
4) Not a bug, just a minor suggestion - these areas could use a bit more detail in terms of design: thieves guild and forest bandit temple

SPOILERS END HERE
_________________________
Click Link to view content submitted by me.

Posted by Elessra at 2009-05-18 13:45:11    Voted 9.50 on 05/26/09
Ahh...that was it. Thank you for the quick reply!

Posted by Jaxtrasi at 2009-05-18 06:08:25    
You have to pay him money to hire him. Do you have enough money on you?

Posted by Elessra at 2009-05-17 15:35:11    Voted 9.50 on 05/26/09
Am really enjoying the module so far - thank you. One slight hitch - there is no option for me to hire Catherey, I can only say no, even when dismissing other henchmen so there's room in the party. Is there a way round this?

Posted by Libita at 2009-05-14 00:13:45    Voted 9.25 on 05/14/09
By the way, I still have a stone in my inventory that one of the first Wanted List people carried with him. I wasn't able to find out where to use it from his manual. Could you tell me what this was about?
_________________________
One feels inclined to say that the idea that man should be "happy" is not included in the plan of "creation". - Sigmund Freud

Posted by Libita at 2009-05-14 00:12:38    Voted 9.25 on 05/14/09
Pros:
- I don�t think I�ve ever received a mail reply this fast. VERY fast and helpful author.
- The quests were quite varied and thus fun.
- Not having to be the Chosen One was nice for a change.
- A lot of customization options like the well-placed guides coupled with the copper coin system, the dreams, the class skill changes, the skill check changes, almost (see first Cons point) all of which struck me as quite good.


Cons:
- Not giving XP for task that was for lower-level characters came about as being overly strict. I mean, zero XP for being one level too high? This could have been balanced through the XP received, and getting the last level a bit earlier wouldn�t have killed the game�s balance. Tying the quests� appearance to level also gave that feeling that you were railroaded into what to do when.
- The mod was a bit too easy for my taste. I played a Cleric that didn�t even need to use his level 3 spells, potions or buy equipment. I was warned that it would be easier for Clerics, but that was a bit extreme.
- For the most part the game lacked a red string. Many things that happened looked like they were random, and you didn�t know what you were actually working at most of the time. There WAS a purpose behind all that happened, but that purpose, along with the actual enemy, seemingly appeared out of nowhere near the end. I never even heard of the person before I was standing before him, though after that, he received quite an introduction. I would have liked a bit more foreshadowing at that part.
- The henchmen, though having their distinct personality, were a bit underused. The author even says that much at the end of the module.
- A few things are left unclear. Why did Saffer do what he did?
- The dreams, though a nice idea, were a bit nonsensical in their irrelevance.


Overall:
This kept me interested throughout the module, something rather rare after about 7 years of constant module-playing. This may be because because of the huge unique customization and unique flair of the module. This is highly recommended, with some flaws that diminished the experience somewhat, but not nearly enough to make it boring.

_________________________
One feels inclined to say that the idea that man should be "happy" is not included in the plan of "creation". - Sigmund Freud

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