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NWN2 ENGLISH MODULES

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Name  The Magus Eternum - A Lady In Distress (Final Release)
Author  Paul W. Fassett
Submitted / Updated  02-20-2007 / 03-03-2007
Category  Single Player OR Multiplayer (1-4 Players)
Module Types  
Scope  Small
Content  Mature
TricksTraps  Light
Roleplay  Medium
HackSlash  Medium
LevelMin  01
LevelMax  02
Gameplay Hours  01
Patch  1.04
Description
The Mayors daughter has been kidnapped, is it a simple snatch and grab, or a lead into a much darker plot. You have been selected by the Mayor to undergo the search for his missing daughter and bring the man responsible to justice. But things are much more complicated then they seem and you will be swept up into a much deeper plot that brings dire consequences for failure upon you and the people of Southern Foulga.

Adjusted the damage reduction on the minion on the second floor. He had some default damage reduction that I didn't notice my first play through.

Updated 1.1: Fixed every error I could find including the rug bug, Ghost key explot, and the non usable placeables bug. Waiting on any further bug reports to roll in before calling this one finished.
Also added cameras for succesfull dc checks on spot and listen to show you what the text explains, also adjusted the difficulty of the checks to be more in line with 1st and 2nd level stats.

Updated 1.2: Added final scene in the villiage and an ending cutscene to properly wrap up this chapter of the story.

Updated 1.3 1. Changed the way the handling of the plot item at the end of the mission is given so it no longer depends on last killer.
2. Also fixed what grammar errors I could find.
3. I also was able to fix the random crashing of the Merchant. This was a weird bug caused by a couple crashes of my tool set and required a complete export of my levels assets and replacing into a new module.
4. Also the Mayor now follows the player correctly. Overall I think the weird bugs should be gone now.
5. Adjusted difficulty to be more in line with level one players.

Updated 1.4: 1. Fixed the Mayor bug, wish I would have caught it sooner but lessoned learned today? Never use GetLastKiller(); ever again.

Files

NameTypeSizeDownloads
The_Magus_Eternum__A_Lady_In_Distress.rarThe_Magus_Eternum__A_Lady_In_Distress.rar
Submitted: 02-20-2007 / Last Updated: 03-03-2007
rar9.7Mb3070
--
SCORE OUT OF 10
6.14
25 votes
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Comments (64):

  1  2  3 Next>

Posted by darant at 2011-10-01 04:13:15    Voted 3.00 on 10/01/11
I don't get it--utterly pointless to play. On the second level you find two wraiths you can't even hit that proceed to attack and kill the apparition needed to further the adventure--who doesn't fight back.

Posted by shilly671 at 2011-09-18 20:55:08    
[±êÇ©:TAGS-C]The tongue is boneless but it breaks bones. [±êÇ©:TAGS-C2]

Posted by NWN DM at 2009-07-16 21:06:08    Voted 6.25 on 07/16/09
Thank you for your contribution (and the time it took to make).

Posted by Ambrose MacAthol at 2008-11-11 21:32:34    Voted 5.00 on 11/11/08
Hi Pual,

Just finished TME and I like to give you some feedback. I really hate writting *** SPOILER STUFF *** in forums but you left no contact e-mail in you bio some I have no choice. Her it goes....

I didn't really like the way it started BAMMM! I'm here. I guess I got enough info from the merchant but it may have been nice to start from a town and get that backgroung there from the father. Upon entry to the ruins I liked the thought of having skill checks but alas I was only allowed one choice. I thought the encounters on this level were ok but giving them a few xtra HP's might have given a bit of a more intense feel to a 1st level character. ( Like what am I doing !!!! Here ) Also I thought that some webs and a few wrapped bodies would have added a little atmoshpere as well. To the second floor....

Up here I had a few bugs, I Seen that there were Wraiths beyond the next door and I thought OH Boy, and I did this 2 ways because of bugs. First time I got the axe quest and allowed the wraiths through the door and they attacked the ghost so I closed the door behind me and went on my merry way. Got the axe and went back to ghost and as expected the wraiths killed it. I saw that it dropped something ( Key )so I used the same tatic trappping them on the other side of door. On to third floor....

Killed the encounter on this level and proceeded to open door but I couldn't Hmmmmmmm I was at a loss so I had to reload from the previous point. Took the axe quest again and thought and thought about how to get rid of these Wraiths so they are not chasing my ass around this level. Getting a brain storm, or having a brain fart, not sure, I killed the Wraiths ( Not Telling How )got the axe and the ghost was happy and the door opened to next level. REASON!!! I can only think that because the Wraith's killed the ghost I didn't get to talk with it and it didn't trigger to allow me to use the key even though I had it the first time. And This time I got some GREAT XP. On to the last floor....

This was pretty staright forward I seen the portal so I saved And finished clearing the level and used the portal. Getting back to the merchant sold stuff and went back to town. This part was staright forward but I couldn't get the mayor to come with me. So I gave it some thought. I reloaded from saved point and walked back to merchant but that try didn't work. Searched around last area for encounter triggers but still no go. Reloaded from save point again used portal but before I went to town un-equiped rings I found and talked hateful to the mayor and for whatever reason I now had the option to have him follow me he did and I got to the end. WARNING!!! to players, my game didn't auto export my character so make sure you save just before you leave with the mayor.

Well Paul that's it these were the bugs I encountered. What else could I say I think overall this was a nice short adventure but I think you should make it a 1 level gained mod.or just short of two. I think you should tone down the XP given for the axe quest and the return to town. I base this on the play time of the mod. 1hr. Even if a player only gained 1 level there should be no complaints beacuse there is some good gear for a first level character. Going by your submissions, being you first mod I say it was a good starter, keep it up because you can only get better with time. Hope you make another....

Sincerely, Ambrose MacAthol

Posted by Winwood at 2008-07-04 16:57:43    Voted 4.00 on 07/04/08
Some Merit, Requires Improvements.

Posted by darant at 2008-05-21 03:32:15    Voted 3.00 on 10/01/11
I really enjoyed the first floor of this module. The combat and rewards are well-balanced. The beginning of the module is a let down though; all of a sudden there you are, standing by the fort. All the precursors have been created: go get 'im. Oh well. I like keeping a new character alive awhile considering the lack of modules to play at level 1 so the second I see 2 wraiths I booked it. I gather they aren't real wraiths since I stood and fought a few rounds and didn't get level-drained but my weapon was useless. I see 'wraith' I think wraith so that ended the module for me. Change that. Purity is always best in the wonderful world of D&D.

Posted by darant at 2008-05-21 03:31:19    Voted 3.00 on 10/01/11
I really enjoyed the first floor of this module. The combat and rewards are well-balanced. The beginning of the module is a let down though; all of a sudden there you are, standing by the fort. All the precursors have been created: go get 'im. Oh well. I like keeping a new character alive awhile considering the lack of modules to play at level 1 so the second I see 2 wraiths I booked it. I gather they aren't real wraiths since I stood and fought a few rounds and didn't get level-drained but my weapon was useless. I see 'wraith' I think wraith so that ended the module for me. Change that. Purity is always best in the wonderful world of D&D.

Posted by Gwydion669 at 2008-03-06 01:59:41    Voted 6.00 on 03/06/08
I really enjoyed playing this mod (regardless of the score). The background/intro was adequate for the scope and kind'a harkens back to the old PnP "You're standing in front of this cave, see ...."

I would like to see it fleshed out and continued, but certain items (which have pretty much all been brought up in others' posts) would have to be fixed before the score can be upped. The mayor's inability to count and the ring workaround being the two major items.

I've played this module three times with different characters. The first worked fine (even without the ring fix). The second worked after the ring fix was loaded. This last time, after the latest mayor fix, I could not get the ending. The fix actually broke what was working for me in the previous two versions. Of course, the lack of an ending kind of blew the entertainment of the module this time around.

A shame ... everything was perfect (even the "Why are we here again?" intro) for the bubble-headed paladin that I tried to run through it the last time. Her NWN1 version unintentionally killed an entire small village!

I hope that you manage to finally quash that bug once and for all and come up with a sequel. I'll keep checking back.

Posted by TimHatch at 2007-09-19 13:44:22    Voted 9.50 on 09/19/07
This is a really great game!! very nice job!!

Posted by pfassett at 2007-07-31 08:43:22    Voted 8.00
I think this module was a good way to familiarize myself with all the new changes to the toolset. I'll be doing a new module soon with more extensive testing. I have a lot more time to dedicate to the development and I am hoping this one will be more up to the standards of the players here. Thanks everyone for helping me to learn the mistakes I made here.

About the Mayor counting problem, I have absolutely no idea why that's still happening. I fixed the problem I had thought in the last version update, but apparently I am wrong about that. I will see about fixing that bug before I move onto the new module.

Posted by msnevil1 at 2007-06-14 10:57:43    Voted 7.00 on 06/14/07
The background interaction was good. Its nice to see skill checks used.

While Fun, The story seemed short, and had a bunch of logic holes in it. Why did the lich "wannabe" steal the mayor's daughter, when he could have just used the heart of one of the treasure seekers? Why does the merchant state she's dead in the beginning conversation. When you start the mod? Kind of ruins the "lady in distress" plot.

Still it was fun. BTW- The spiders open doors, While the Wraith can't?

Posted by msnevil1 at 2007-06-14 10:57:42    Voted 7.00 on 06/14/07
The background interaction was good. Its nice to see skill checks used.

While Fun, The story seemed short, and had a bunch of logic holes in it. Why did the lich "wannabe" steal the mayor's daughter, when he could have just used the heart of one of the treasure seekers? Why does the merchant state she's dead in the beginning conversation. When you start the mod? Kind of ruins the "lady in distress" plot.

Still it was fun. BTW- The spiders open doors, While the Wraith can't?

Posted by PsychotropicDog at 2007-06-10 08:23:52    Voted 6.75 on 06/10/07
Worth playing but does feel incomplete. If a sequel comes out I will play it again.

Posted by Piotyr at 2007-05-16 07:01:01    Voted 5.50 on 05/16/07
This module was well made yet I did not quite find it fun, the fact that you were just thrown into the quest having to ask the two strangers with you what was going on as well as the fact that both of them didn't seem to like you at all and out right insulted you sometimes were a bad idea i my opinion.
The one that came with you was quite annoying to due to his accent and just didn't seem to have a likeable or even well developed personality.
I liked the door checks but really it didn't end up needed as I was going to burst in there sword a blazin anyway, maybe if they were used to avoid combat or listen in on conversations? Anyway I played this till the burning village where a bug halted my gameplay (At least I think it was a bug, otherwise I had no idea how to continue because I killed every enemy).
In the end the builder did very well a making the module he just has to work at putting his skills to good use.
_________________________
I got a signature! Woooooooo!

Posted by DaveFritz at 2007-04-11 10:29:32    
I managed the mayor's quest by using the trick mentioned below, leaving my hench back with the other guy, AND killing all the undead BEFORE talking to the mayor. If you do it that way, the conversation option to finish shows up. Also, if you talk to your hench after he joins, there is no option to continue on. You have to tell him to wait for you there, but he ignores that and comes along anyway.

Cheers,
Dave Fritz

Posted by StevenACarder at 2007-04-10 16:59:47    Voted 7.00 on 04/10/07
I liked the use of traps. It is something I tend to overlook, so the hint from the NPC was helpful. We had to go back outside and purchase traps for the big spider. It might be nice if the NPC had some with him already.
How did that really big spider learn to use doorknobs? The first time we fought the spiders from the side cave, my PC hit the smaller spider with a ranged weapon from just inside the door, then ran back into the room. The smaller spider followed, with the big one coming behind. Once the smaller spider was through the door, then NPC shut the door. The plan was to catch the smaller spider in a ranged weapon crossfire. This was working well until the big spider opened the door and nailed the NPC. I don't know what you can do with the spider's AI, but I don't think it should know how to open doors. Bashing a door makes sense, but then we should have some warning that the big spider is coming.
The conviently placed holy trap kit was very useful for the axe-wielding undead. He seemed way to powerful for us otherwise.
There was just one minion in the large room right after the telepathic conversation. The room was long enough that he died from our range weapons before getting close enough to engage in melee combat. I was expecting the one lone guard to be more formidable.
BTW, by ranged weapons I mean a shortbow for the NPC and Eldrich Spear for my Warlock PC.
The mayor's daughter's fate caught me by surprise and made a very interesting twist to the story.

Posted by thudson at 2007-03-19 05:27:30    Voted 3.50 on 03/19/07
Aargh, vault downtime just wiped my long set of notes.

Good start, but the mayor can't count, and that's a showstopper bug for me, so low rating for now. Having the end-of-module-trigger-item lying on the ground is also a bit disappointing for a module marked "final".

Notes from my playthrough of 1.4:

Nice skill use on entering the castle, approaching doors.

Castle main floor has no name for the area. Statue is named "Trunk", has no explanation for why there's a mediocre weapon stashed in it. Bloody journal misspelling: "come" should be "some". Container is named "CityMCabinetLiquor". Potion of Heal seems really overpowered for this game. After listening at the door, can't then also inspect it with spot, which is unexpected.

No respawn penalty is, in this case, good, since the combat is way overpowered for my first level rogue.

Second floor: the apparation's quest doesn't show in the journal. First door instructions are odd: "Maybe you should inspect", but then gives me the choice of inspecting or listening. Failure message is really annoying too, telling me that there's bad lighting when there are 3 light sources in the tile + I'm wearing the magic light ring. The dead warrior appears to not be undead, since I can stealth around him and sneak attack him. But he can easily oneshot a first-level character with that axe. Area layout is awkward, much less believable than the main floor. Playing as a human, the door's response to "What do you want from her" is a runon sentence that needs editing. Minion is, like dead warrior, apparently not undead, since I can sneak all around it.

Third floor: entry stairs are sloped the wrong way. Loot in bedroom seems random. Misspellings: "beggining", "Tavel back". It'd be nice to have a description if we examine Aria after the reanimation.

In town: Kaeso says "wan't", says "Go git him ya mule" which makes no sense to me and is probably an awkward attempt to use dialect? Monster design is nice, but the journal isn't used to count undead, and the mayor still can't count.

Posted by PaulBlay at 2007-03-16 07:49:32    Voted 6.00 on 03/16/07
-> Teamat
I had the same problem. I wonder if the wrong key is on the apparition? Having pissed off and killed it I can't do the quest without restarting.

It just isn't that impressive a module for me to do that. This is going to be a six from me. Richer dialogue and a bit more care on the details and it would have got at least one point more.

Posted by PaulBlay at 2007-03-16 06:10:54    Voted 6.00 on 03/16/07
How about a non-rogue starting companion for people who play rogues ?

Posted by teamat at 2007-03-14 19:45:09    
Since no one else had this problem (or posted about it) I feel kind of stupid asking. I cannot get the door to open going to the third floor of the castle. It is a locked door that needs a specific key. I found a key after dispatching the apparition but obviously this is not the correct key since I still cannot get the door to open.

I have roamed the first two floors with no luck. Am I missing something easy??

Posted by ra-punzel72 at 2007-03-14 08:28:50    Voted 5.00 on 03/14/07
PS:
plot item ring was on ground in front of merchants and mayor can not count.

Posted by ra-punzel72 at 2007-03-14 08:25:24    Voted 5.00 on 03/14/07
Nice ideas of using skills (like on the doors). Poor conversations. Nice design. Too short.

Posted by jonkrus at 2007-03-11 11:43:32    
Wow, I'm not voting yet, but just the way your module starts turns me off. "Gee, I'm sorry I just loaded the module, Mr. Mean NPC. I'll do better next time, I promise." Perhaps you could develop the back story a bit before having the NPCs call me an idiot.

Posted by keopp at 2007-03-10 17:48:34    Voted 4.75 on 03/10/07
Seemed to be a captivating storyline with some snags that kept us from fully enjoying it.

Spoilers:

-Upon starting the game, only the party leader got 200 gold
-plot item ring was on ground in front of merchants (forget to remove after testing?)
-Fire trap too strong
-No experience points given for anyone besides party leader in Apparition axe quest
-same problem as mentioned in other comments with Mayor thinking we did not kill all zombies

Again, interesting story, just should not be the final version.

Posted by biggsghost at 2007-03-08 16:31:02    Voted 8.50 on 03/08/07
I really enjoyed this mod, it's a shame it's getting such low scores, but different strokes I guess..

Anywho, this is actually my second time through. I enjoyed it much better now that I was actually able to finish it. I would have given it a near perfect score had there been more dialog choices, and in general a little more to explore. But seeing as how this is just an intro to the story, seems appropriate.

Good luck on the next chapter and i look forward to playing it.

Posted by ski2 at 2007-03-06 12:40:49    Voted 4.00 on 03/06/07
This needs quite a bit of work. It's basically one building and one burned out town to explore. The back story is non-existant -- you need to read the intro here on the vault to know why you're even there for the most part. Flesh out the story and it could be a decent (single) quest.

Posted by dj_doc at 2007-03-06 00:29:39    Voted 6.75 on 03/06/07
Short and sweet. Can't wait for the next chapter!

Posted by kosmicdaydream at 2007-03-03 17:45:22    Voted 6.25 on 03/03/07
Quick fun romp.
Looking forward to the next chapter.
_________________________
I'm currently out of my mind, but feel free to leave a message.

Posted by pfassett at 2007-03-03 16:35:20    Voted 8.00
Sorry, man valuable lesson learned, never use GetLastKiller() when storing variables. Made the variables assign to a invisible waypoint in the level, ended up being a bit more graceful way to do the counting.

I will keep the dialog suggestion in mind when doing the second chapter. Everything will be explained in the next two chapters and hopefully I will find more time to do more dialog choices because ideally I would like to have:

1. Idiot choices (Dialog for people below 9 int)
2. Intelligent choices (Dialog for people above 15 int)
3. Charisma choices (Dialog for good looking fellers)
4. More overall variety. The next couple chapters are exposition both story and character wise so I wan't to give players a chance to really roleplay out of situations.

And so on. Thanks again for the input and the generous votes. This module would have been terrible without you guys. Thanks again.

Posted by Andiri at 2007-03-03 12:49:49    Voted 6.50 on 03/03/07
Nice introductory chapter to what could be a good campaign. The basic storyline is interesting and works well for low-level characters -- none of that "kill the rats in my basement" nonsense.

Problems:
-- A bug near the end (mayor can't count).
-- Conversations are often very abrupt and choices are too limited. Most of them look something like this:
"Do something for me."
1. "Ok, whatever you want!"
2. "Hell, no!"

There's never a "3. What are you offering?" or a "4. I'll do what I can, but no guarantees."
-- You can inspect doors or listen at them. But for some odd reason, you can't do both.
-- The game is probably unplayable for wiz/sorc without micromanaging the henchman or bumping the PC to level 3. The balance was okay for my 1st level monk.
-- The ending doesn't quite make sense, but perhaps will be explained in later chapters.

  1  2  3 Next>

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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