Intrigued by a cryptic call for heroes from a rural priest, you arrive in the hamlet of Riverford on the Delimbiyr River. There, you learn of the cries of a woman, the last of her line from a village high in the Greypeak mountains. As a champion of Tyr, The Maimed God, your mission is clear. You must rescue this woman from a centuries-old curse and restore the light of Tyr to a dying town lost to the ravages of time. But the obstacles are daunting. Cut off from civilization, surrounded by enemies, and opposed by a foe more powerful than you at first imagined, you have only your faith in Tyr to fall back on� and the aid of a mercurial ranger with a shadowy past.
For 6th level clerics only!
Must have Tyr as your deity
Only LG, NG, or LN alignments allowed
Low-loot, low-power campaign
Please see Character Creation Guide for further recommendations.
V1.01 is now up! Changes include:
� Fixed bug whereby Jacin werewolf would not attack player under certain circumstances.
� Fixed a bug whereby the PC could not repay Jellica the money owed by Grigor Behm under certain circumstances.
� Fixed a bug whereby asking Hild to find information on either St. Dunstan or the unnatural tree north of town did not activate the information in the archives.
� Removed Fake Gibbon from Navatranaasu if he isn�t dealt with by the time the PC kills The Mistress.
� Fixed a bug whereby the player would still get the romantic ending movie even if they rejected the companion�s overtures at the end.
� Fixed a bug whereby the two Waterdeep muggers would reappear after the encounter was finished.
� Fixed a bug whereby the player could not rest in the Mountain King cellar after defeating the ranger and panther.
� Fixed a bug whereby Jellica would not answer if asked about one of the statues of Alred I in the VanGhaunt gallery.
� Attempted to make Grayson�s appearance in the mansion foyer after the first crowd confrontation more robust.
� Handled some typos.
Posted by Berliad at 2012-10-27 20:38:10 Voted 10.00 on 10/27/12
Overly verbose comments:
I've played a lot of clerics over the years. My character in my original playthrough of BG1/BG2, as well as my character for NWN2's official campaign were both clerics. I like to have a strong healer in my parties, I suppose. The thing is, however, that I've never really felt like a cleric from a roleplaying perspective. I have no idea which god any of my characters would have worshiped, beyond some generally good diety or another. I had no connection to the deity save for the fact that I could cast spells. In truth, I might as well have just been playing an arcane spellcaster who happens to cast healing spells.
The great triumph of this module is that it completely reversed this trend. In the Maimed God's Saga, you get to roleplay a cleric to a degree that frankly has never been done in a video game before. As a cleric of Tyr, you not only take on an aspect of your deity's dogma as your character's primary motivation, but you ultimately get the opportunity to interact with him directly. Regaining spells typically requires one to pray at an altar, rather than simply resting, and these events are used frequently throughout the module to add amazing roleplaying opportunities. Playing this module completely changed how I view gods in Forgotten Realms-style fantasy, and I'm looking forward to taking ideas into my play by post games.
The story itself begins as a local mystery: a request has come from a tiny, obscure town for help against a long-standing curse that has plagued their ruling family. That curse, however, is gradually revealed to be part of something far greater that stands to threaten the entirety of the Sword Coast, and upset the balance of power among the gods themselves. The pacing is very good, with surprising twists and turns throughout that had me deeply invested in both the story and my character's place in it. This is a roleplaying-intensive module, where even seemingly small decisions can substantially impact the story...and sometimes in very surprising ways. And the companion...I played with the female (my character was male), and I found her to be among the most interesting
As Tiberius explains in the readme, there is frequent combat in the module, but you should expect to have the opportunity to rest and regain your spells in between most of the challenging encounters. Once you've settled in, he recommends deciding on a course of action, resting, praying to regain spells, and setting off to accomplish that goal. I generally followed this advice and found combat to be well balanced but challenging throughout the mod. The key to success in combat, I found, was to use the ranger companion as a tank, freeing my cleric to use his spells. I did take a nice stack of healing potions with me into the module and was glad to have them, but they were rarely necessary outside of a few big fights.
If there's a criticism that I had of this module, it's probably that it does too good of a job of depicting its atmosphere. The majority of the module takes place in a small, isolated town subject to a curse. The town is virtually dead, and it's rendered in this module as a place that is dark, virtually deserted, and hopeless. The interiors of occupied buildings are dark, even during the day (it's constantly raining and gloomy), requiring ample use of Light spells or torches (and, for my comfort as a player, gamma correction). All of this is done, no doubt, to paint a foreboding a dark mood...but at times, I found that it bordered on depressing. I found that I had to be in a certain mood to play this module in its early goings, and if I was tired (I often am), stressed (again, I often am), etc, it was often more fun to play something else than to load up the Maimed God's Saga. That's not to say that there aren't exciting moments, or that playing this module was not incredibly gratifying...in truth, perhaps because of what you had to go through, this module left me as satisfied as any that I've ever played. But there were times when I just didn't want to face that dark, depressing town.
But my goodness, I'm glad I continued to come back to it. This module ultimately is a triumph of module making. It's story and roleplaying depth are among the best I've ever seen in a module, and it is probably the best class-specific module I've ever played. Thanks for the fantastic experience. _________________________ My NWN Blog FRW Character Creator
Wow people are still playing this mod that's damn cool!
It's been a long time since I did the music for that mod, it was a cool learning experience for me, and the first time I did music for a game.
I just put up all the tracks from the game on SoundCloud. There free to listen or download.
I might be missing two tracks but I'll find them and put them up.
Thanks and Enjoy Everyone!
StrangeCat Productions _________________________ I care about the notes.
Posted by Berliad at 2012-10-17 20:22:30 Voted 10.00 on 10/27/12
Thanks again notabarbiegirl. I figured I was being stupid. And I was!
Posted by Berliad at 2012-10-17 13:56:56 Voted 10.00 on 10/27/12
Thanks!! I swear I checked in there, but maybe not! I remember the deer head room. I'll give it a go tonight. Like I said, I figured there was a good chance that I was being stupid... :) _________________________ My NWN Blog FRW Character Creator
Posted by Notabarbiegirl at 2012-10-17 06:24:21 Voted 9.50 on 10/16/12
Berliad the weapons are in the room with the animal heads AKA trophy room. I suggest picking up what your party is proficient in & get ready to rumble. The story is not over yet.
Posted by Notabarbiegirl at 2012-10-16 18:28:13 Voted 9.50 on 10/16/12
Great story, you even got me mad after saving the town. " No after she did all of that!" It ended well even though I hated the loosing my gear so many times. Great story, if only you could be convinced to do more. Would bribery of baked goods help any?
Posted by Berliad at 2012-10-15 13:47:28 Voted 10.00 on 10/27/12
Tiberius,
I finally had a chance to play through your wonderful mod, but I ran into a roadblock. I don't know if it's my stupidity or a bug or something else. Here's my issue:
*****Spoilers!!!
I've defeated the young werewolf, talked to the elder, and then killed the younger. I have the silver arrowhead, and went down below to get the black orb thing. I then stepped through the portal, healed the groundskeeper guy, and went downstairs to get the silver weapons...and I can't find them. I thought the trophy room was the one with the statues, but I don't think they are there. Checked every one, and ran around the rest of the mansion too. I vaguely remember some rusted weapons being there before, but don't remember where (for a variety of reasons, mostly with nothing to do with the mod itself, it's taken me 3 months to make it through the campaign).
So either I'm an idiot, or maybe they didn't spawn? Any ideas? I can't figure out how to solve this...
Posted by chad878262 at 2012-10-01 14:15:39 Voted 9.50 on 10/01/12
Great story, but there were a couple of times I ran in to bugs such as at the end when Tyr appeared the dialogue didn't fire right away, then after I spoke to him the dialogue cut off when the followers entered so I couldn't pronounce judgement. This was unfortunate since I had used quite a few spells prior to the battle in the mountains which it turned out I really didn't need to and the final battle was much more difficult without my buffs...especially when somehow I was getting critted every other swing on multiple reloads! Anyhow, lots of fun, great story so I highly recommend it, but couldn't give it a straight 10 as there were a few bugs along the way. Thanks a million for the great mod!!!
Posted by johnnyl at 2012-09-12 04:30:11 Voted 10.00 on 09/12/12
Just a note to ignore the issue I had. Since I had experienced other issues before, I decided to completely uninstall anr reinstall NWN2, expansions and patches and this seems to have fixed the problem.
Great game, just finished it.
Posted by johnnyl at 2012-09-11 04:49:49 Voted 10.00 on 09/12/12
Hi Tiberius,
Thanks for a great mod. I seem to have run into a bug of sorts, though. After killing the Mistress and talking to Jellica, I select the option to return to the mansion. It then looks like the mansion is loading, but then it comes up with a blaxk screen and I can't do anything. I've reloaded and even did the Mistress fight again and still the same.
Any ideas?
Posted by shuurai at 2012-08-19 21:06:32 Voted 10.00 on 08/19/12
Wow. Amazing module; seriously, one of the best ones in the vault. Great story in a very well developed world. Really nice area design, great music, character development - this has everything. Very impressed. And just when you think it's over, you realize it's only just getting started. I can't give this less than a 10.
Did run into one bug - spoiler alert for anyone who hasn't played - after I tracked a certain thief into the wilderness, I ended up having to reload while in that area and the thief no longer appeared at his campsite. Luckily, I was able to reload an earlier save (in the main village) and the problem didn't repeat.
My only other complaint is that most of the indoor areas are just too dark. Makes sense in the ruins and caves and such - but not so much in the temples, taverns, the mansion, etc. Especially since so much effort was obviously put into making those areas look nice.
Overall, I can't recommend this enough. This is definitely one of the best, and well worth a play.
Thank you. I would recommend "Harp and Chrysanthemum" and "Trinity" if you haven't already played them.
Also, I'm partial to "Mysteries of Westgate" for obvious reasons, but that's an official Adventure Pack that you have to buy, and I'm not even sure where you can get it at the moment.
Posted by matuto at 2012-08-09 16:27:40 Voted 10.00 on 08/09/12
Hi Tiberius,
Amazing mod and a fantastic work. Congratulations.
Voted 10.
Any other similar mod you could recommend ?
You will need to have 'Bless' memorized. Then activate the crystal dialog.
Posted by matuto at 2012-08-04 17:01:55 Voted 10.00 on 08/09/12
Hi Tiberius and everybody. I just started to play this mod and am already stuck. I used everything I got trying to destroy the crystal at the tainted glen and nothing worked. The weapons didn't smash it nor the cleric spells levels 0 and 1 had any effect. Can it be the result of any bug or there is something more subtle I didn't notice ? Thanks in advance for helping.
Thanks, Dantastic. I understand now. I did the archive thing and got the name, but still cast it on myself when approaching the tree. Thus, I no longer had it when I touched the tree, so didn't have that dialogue option. *slaps head* Oh well, too late now.
Posted by Dantastic at 2012-07-27 23:05:00 Voted 9.50 on 07/27/12
Hey Calegorn, you'll probably need to learn more about the tree's history and the details about the last person "associated" with it (via the town archives) before revisiting it. Then the opportunity to cast "detect undead" should appear through dialog. Casting it on your own prior to this won't do anything, as I discovered as well. Good luck!
Posted by Dantastic at 2012-07-27 22:56:18 Voted 9.50 on 07/27/12
Impressively well done, overall. Often brilliant and with more than a few moments of OMG awesomeness, but for me it was marred by frustrating failures in skill checks that I'd tailored my character towards being able to handle; I'd have been better off keeping to my original character conception and ignoring the advice in the Extras documentation. Other problems/frustrations: I struggled mightily to win major battles, and several times only reloading and depending on lucky rolls rather than tactics led to success. In one area, an ogre mage appeared and killed my PC and the ranger in just two rounds. After the inevitable reload, the script to spawn the ogre mage failed to work. Reloading from an earlier save from outside the area failed to change this, and so that led me to be suspicious and paranoid of remaining scripted events--took me right out of the flow, unfortunately. I think the remaining events worked as scripted, but I didn't know about needing to converse with my companion via the fireplace only at night, so my friendship with her progressed in (I'm guessing} a less complete than intended way, and the ending dialog was very unsatisfying--As Tyr's chosen champion, my PC had an obligation to stay, and my "companion" whom Try himself had commented on the strength of her commitment to my PC, simply walked away.
Despite these frustrations, which most others seem to have avoided or felt were minimal, I feel compelled to rate this module as outstanding for its consistent thoughtfulness and role-playing of a cleric within a detailed and engrossing plot line. I anticipate waiting a while and then replaying it, this time with a mindset that, no, my PC is probably going to fail most of the skill checks, and any that are essential will have workarounds (like the acid vial for the door when sneaking into the Bastion). Since I tailored my PC around other expectations, I didn't enjoy this as much as I could have. My subjective rating based only on this run-through would only be 7.5, but I feel sure my next attempt will be more satisfying, so I'm giving that anticipated and more deserved rating instead. Hope my criticisms don't put anyone off this campaign--with the right mindset going in, you'll love it!
For those of you whom have completed this, I need some help. I'm very intrigued by the story, but I'm still at the beginning of the mod. I go to the tree and cast detect undead and nothing happens. What am I missing? I love this so far, but I am afraid I am not very good at puzzles and such, so may need help throughout the module, lol.
Thanks in advance,
Jim
Posted by kluang at 2012-07-18 01:12:12 Voted 9.50 on 07/18/12
enjoyed it
first time play as a cleric and everything goes smoothly
second time play as a favoured soul. stuck at the haunted tree.
Posted by ladydub at 2012-07-09 13:16:12 Voted 10.00 on 07/09/12
Just registered to write that this module is a work of art, it feels realistic, story is awesome, fights are challenging, characters are interesting, the amount of effort put in it is amazing. Rated 10, must play for any Roleplay fans.
Kind of SPOILERS
***
The druid was REALLY hard, maybe had wrong spells, but still took a lot of time. Interrogation scene was one of the most intense experiences in my gaming "career". Hats off
1. No world map exit to prevent backtracking when it wouldn't make sense. There is a way back to town though.
2. No.
3. The powdered silver is on the necromancer's bench in the "haunted" lighthouse. It's out in the open but easiest to see with the Tab button (is that the right one for NWN2?).
P.S. The silver coins can't be ground up. They're just loot in another form. Sell them for what you can get.
Tiberius: Where is the world map exit at the secret glade?
Can I avoid killing the younger wolf?
Is there powdered silver anywhere? I've been carrying the other 3 ingredients for a while, also a bag of silver (which I was hoping someone would grind up).
Posted by jwj8741 at 2012-06-15 18:54:39 Voted 10.00 on 06/15/12
Where is the haunted tree? I've looked everywhere during the night and day and I can't seem to find it. All I know is it's supposed to be north of the town right? Is that actually in the town area or in the northern hills? I think I'm looking to hard at this point. I missed the tree my first playthrough and I want to make sure I get it this time.
Posted by Jordim at 2012-05-13 04:18:22 Voted 9.00 on 05/13/12
Very good module, almost a professional work. I've liked especially the plot and some game mechanics (resting, magic and loot restrictions). I haven't liked the character requirements and the FR religion interpretation.
Posted by Theravel at 2012-04-08 05:19:43 Voted 10.00 on 04/08/12
One of the best *role-playing* modules I've ever seen.
Posted by martymcfly at 2012-03-06 14:20:54 Voted 10.00 on 03/06/12
Simply amazing.
The focus on the main plot, while giving the player more or less total freedom to roleplay their character (apart from the class restriction) is immensely well done, and with so few and simple tools as well-written dialogue, skill checks and a huge font of D&D lore just waiting for you to discover.
One very simple proof of the quality of the writing in this module is this: Some areas were extremely dark on my screen, not sure if it's an issue with my screen or the module. However, this caused several cutscenes to take place in more or less total darkness, so I could barely see who or what I was talking to - but it didn't matter. My attention was so focused on the dialogue, that I only noticed this several hours into the module. It simply didn't matter. The text told me everything I needed to know, like a well-written novel.
If good writing does not compel you, I could recommend it for its many fun and varied subquests, challenging, but never impossible fights and more-or-less flawlessness in execution. I did not experience any broken quests or any random crashes, besides what I have come to expect from the NWN2 engine, and I could hardly find a handful of spelling errors throughout this very long and well-crafted module.
Thnxs guys I got the complete pack of all NWN games know to man (YAY! ^^) on my birthday, so now I have SOZ, I got past my earlier problem, but now I have another one. When you get to the cave with the werewolves, I need to go back and get silver weapons, but there is no world map thingy, so I can't go back, and I don't have any Silver weapons so I look kinda screwed anything I can do? _________________________ "In the end, it dosn't matter how many breaths you take but how many moments take your breath away."
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