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.
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.
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 2009-05-2603:43:09
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 on06/01/09
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 on05/23/09
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 on05/20/09
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 on05/26/09
Ahh...that was it. Thank you for the quick reply!
Posted by Jaxtrasi at 2009-05-1806:08:25
You have to pay him money to hire him. Do you have enough money on you?
Posted by Elessra at on05/26/09
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 on05/14/09
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 on05/14/09
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