Once the most peaceful of kingdoms Cormyr has suffered greatly in the last two years. Orcs and goblins rose up in unheard of numbers. Cormyr rose to war suffering defeat after defeat. When the crisis had finally passed many of the kingdoms finest warriors, soldiers, War Wizards and nobility were lost, including King Azoun IV himself. With a child king on the throne, Cormyr is slowly trying to come to terms with its loss. However many noble families are on the edge of rebellion, and Sembian interests are trying to covertly take control of the kingdom. Marsember was largely untouched by the war, but many remember its early days of corruption, piracy and intrigue before the Obarskyrs ended its ascendancy. It would take very little for the city to return to those far off days, and its destiny might lie in the hands of a single character, who is about to enter its gates. Extensively updated (6/6/04).
292 votes |
Title | Cormyrean Nights |
Author | Servilan |
Submitted / Updated | 03-07-2004 / 06-28-2006 |
Category | Dungeon Adventure |
Expansions | SOU-1.62 |
Setting | Cormyr in the Forgotten Realms |
Gameplay Length | 8 - 20+ |
Number Players | Single player only |
Language | English |
Races | Any race |
Tricks & Traps | Heavy |
Roleplay | Heavy |
Hack & Slash | Heavy |
Classes | Any class |
Scope | Epic |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player |
Max Character Level | 10 |
Max # Players | 01 |
Min # Players | 01 |
Min Character Level | 08 |
Content Rating | Teen |
Alignments | Good or neutral makes more sense |
Reviews
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Interviews
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Attachment | Size |
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cormyreannights.rar (0) | 5.02 MB |
cormyrean_nights_walkthrough.zip (2382) | 59.76 KB |
My commentary - with pics!
Migrated my vote from old vault:
Really like that when I'm injured, commoners react to it.
- typos(in conversations if not prompted otherwise): "Marick?." - Lana; "elvin" - Perugo; "I sees"&"your"(should be "you're") - Nadie; "night"(should be "might") - Pyke; "go"(should be "got") - Buppi Deepockets; "tat"should be "that" - Dane Notter; "This trolls is a scrag" - scrag description; "Vrok" or "Vrock", that is the question, both forms are used ; "Elestras'"(should be "Elestra's") - Celdor;
- War wizard in the war wizard tower advises me to consult the war wizards in.. the war wizard tower...
- random commoner/merchant houses: when loading a game inside such scripted house everything inside may change(chest disappear etc.)
- bruin the bear quest: I can talk to bear and start the quest despite not being anywhere close to druid or ranger
- I could talk to Tania about Lana, when I had not even started Tax Fraud quest
- too many lizardmen(the same group/encounter all over), their cave is too big, encounters are designed to spawn behind you if you took the "opposite" route
- after Earbos is taken his bodyguards do not acknowledge his imprisonment
- Negan does not take her shield from my bag of holding
- at some point in game purple dragons started to ask me to sheathe weapon when I had none in hand(neither my henchmen)
Oh and S P O I L E R added to my class specific list as harper scout specific.
I really enjoyed the story and the characters. The main quest became unfinishable at some point (after part two) and I could not complete the mod. Really a shame, maybe some out-dated scripting?It's obvious that the author put a lot of effort into this mod, and I don't want to vote it low, but I couldn't finish it, and that lowered my overall rating of an otherwise amazing game.
Walk through was necessary for some of the steps to completion, especially of the Memory quest, and of course the Remains. I used this and was able to finish the thing, but wait to do the main quest until the last. You are warned against leaving through the portal for the Adventurers Guild quest, but you can come back and then move on. I like the fact that there can be parallel quests to fulfill, each when you can get to them, or remember to do them that is! Pretty good journal also, but the Walk through is the key.
Much as I remember, a very tight experience indeed. Virtually all worked, except the Dragon Cult Dragon quest, at least for me. I could not get the inner door to go down, with either henchperson. This was a bit weird in a way because two sets of quests used the same area, the Stolen Gold and the Cult in the Swamp. Each had two quests associated with the same place and I am not sure this worked. I did the Stolen gold through the front door, then had to go through the Sewers to get to the right second floor map. There is a second floor for the Gate quest but it is different for the wife!
This was a great one, and I have played almost all of the modules in the Vault, some a couple of times, like this one. Thanks to all the creators out there who took so much time and effort to entertain all of us simple players. Huzzah!
A very solid Adventure for anybody. Fighting is a bit too easy, a few more bosses, and it would be perfect.
True, on the other hand it gives the opportunity to experiment with less powerful builds, or those you don't have experience with.I love it!
This is a proper City Adventure guys! Strong 8. I would give it whole 10 but the generic NPC's and some interiors in the city are a big let down. Also too many typos and misspelling. "Sheathe your weapon", how frustrating! :P But the freedom of exploration and great story makes up for it. Really good module, i'd put it next to Aielund saga (i'd say it is as good as chapter 2).
This was a well made, very enjoyable module with a lot of freedom in exploring the city and doing side quests, with good variety, good writing, some nice in-built systems, and a satisfying progress curve.
Plot-wise I didn't think it was all that memorable, but still very well done, and especially nice if you're into the Forgotten Realms settings (it's not my favourite, but I can appreciate how the author made use of it). Still, I thought the main quest was a bit of its weak point - it's not bad at all, but it doesn't stand out that much among the side quests either; in fact, I found many of the side quests more exciting, and to me the final Adventure Guild quest felt more epic and extensive than the main quest. But that's not necessarily a bad thing, it also means that the main quest doesn't get much in the way of free city exploration. I was a tiny little bit disappointed though how abrupt the ending of the main quest came, and that you didn't get a chance to go back to the city, identify new items, retrieve others from the henchmen you left at the Adventurer's Guild, etc. It was just like "congratulations, you win" and then the credits. (So make sure to finish all side quests and loose ends before following the second half of the main plot, which, fortunately, I did.)
Keep in mind that it is a very old, pre-HotU module, so the henchman interactions are rather lacking; e.g. they don't go into sneak mode when you do and you can't tell them to sneak either - not even the rogue -, the cleric often tries to cast buffs in melee instead of attacking, even when you tell her to etc. So it might be particularly worth it to play this module with Tony K's henchmen AI mod (which I didn't though, so I can't say how well it works). Occasionally, I had minor issues because fleeing enemies would draw my engaged PC into automatic teleport zones, or because a henchman would cast Flame Stike on an enemy and destroy a placeable that was supposed to be interactive, giving clues, but since I saved often it didn't really set me back. I played with the EE (8193.9) and the only obvious issue I found was one secret door embedded into a cave wall not being accessible, but it was just a shortcut to an area that was also reachable by foot, so not such a big deal. Sometimes I had to peek into the walkthrough, because I had overlooked something (but brownie points to the author for even including one! Very helpful.)
That being said, the above are really the only issues I encountered during many, many hours of gameplay, and that the module is so old makes it all the more impressive how well done and enjoyable it is, all in all.
I rated this mod many many years ago on the old vault as Jfoxtail.
As I constantly return to the best game I ever purchased I thought to recap my comments for newer EE Players.
This mod is a deserving Hall of Fame adventure. In fact the author Servilan was a very early adopter of the Aurora toolset and posted this mod as a bit of an open challenge to Bioware (and to a lesser extent the early community) to improve the story telling vis a vis the Origninal Campaign - with the powerful creative abiity of the toolset. In this he succeeded. The story arc and the immersion into a "large city" at least equivelent to Neverwinter was very well done in the days before SOU and HoTU. It is deep in Faerun Lore and doubly rewarding for fans of the setting.
Once you recongnize the age of this entry - the design choices - limited henchmen - inventories - hopefully you can appreciate what was accomplished when this game was 'new' and many of us played on PCs called 486's before something called Pentium was even affordable (let alone "cores").
If you persevere and play through this entry I think you will find this a rewarding experience for the story telling - plot arc - Faerun Lore and above all the immersion in crowed bustling city with "Royal Intrigue" at the end game.
I rarely give 10 star ratings but this one was truly a gem! The combination of non-linearity, great henchperson interface (I take issue with the above comments on this page!), fine storyline(s) and interesting NPCs with scripting that changes are all what I enjoy in a module. Yes there are some minor issues, but nothing to detract from a fine overall experience. One thing that I will offer as a warning, finish ALL of the minor quests before taking on the main quest to save the King! If not, the game ends with finality and you cannot go back and mop up.
Not sure I can agree with the comments above about a limited henchperson interface and such. With at least 6 choices of helper, each with their own limited gear, storyline and quest, and full conversations, I really cannot remember a better implementation of this relationship. And the fact that you can fully equip them is always a major plus in my book. I haven't seen a nicer handling of this aspect of a mod before, in hundreds that I have played.
This may be an oldie but it has withstood the test of time and is certainly worth a play through. Not sure how I missed it the first time around!
It was the very first GREAT mod I ever played. Had already played Brightwood by the same author, but while I liked it, he truly outdid himself here.
Played this again and enjoyed it immensely! It is a great thing when everything works according to plan and there is such a tight feeling to the whole adventure. The henchie intereface was great, with her telling her story (cleric) over time and holding her own in the fighting department. I had her take on three levels of fighter so she could use any weapons and have some proficiency. It was a good enough story and nice to have so emany NPCs to interface with along the way. Not great items in the stores, so bring some along for you and the helper(s) but the combat was not overwhelming anyway. One of the great ones! And playing it on EE was fine, no issues.
Currently the file wont download, but hopefully I can play it soon!
Just tested and it will download for me. Must be something at your end. Have you tried getting it using the Neverwinter Nights Mod Installer Tool - NIT?
TR
A funny city adventure.
The first time I tried to run it a couple of years ago I found this module a bit boring. I've given it a second chance and I've enjoyed very much.
I suggest to take on the favorite henchman as soon as possible since some quests are very difficult to solve with one character.
7 stars is a low score for a module of this overall quality. If you tried to play it with a Rogue or Magic User I can see where it might disappoint or even be too difficult, but with a tough fighter it was a great ride! I am going back through the modules on the Vault for the third time and finding some that I never played and some that I played but must have rushed through. This one is still at the top of my list for a satisfying epic journey! I am on a new Windows 11 machine with EE. Take care.
I overall enjoyed the game until I got stuck one too many times and could not complete
The walkthrough is 100% necessary at points due to the lack of clues.
There is a part in which, if you do not complete the conversation, even after being told everything and the location marked on the map, the journal does not update. The Journal not updating makes it so the next required thing doesn't exist to be found and the game is stuck and cannot be completed
Played this again after too many years. Did pretty much all the side quests before the main plot. It's a really great module with a lot of freedom for playing styles and builds. I really like that it rewards social skills like Persuasion, so I dumped more into it that I usually do. It made a few encounters easier to solve without killing things, which I sometimes like to do when I'm playing a paladin. Feels in character.
Some major pros: free exploration of the city. The side quests are non-linear, and that was the best part of the mod. As others have said, the main plot isn't all that exciting. Did all the henchman quests and then my paladin needed a rogue, so took the rogue with me the rest of the time. The final guild quest was a ton of puzzle solving fun. The puzzle wasn't obvious nor was it too tricky. Solid clues sprinkled throughout the dungeon meant I didn't need to rely on the walkthrough.
Some "good stuff but wish there were more". There was a bit of crafting, but only a bit. Got a great sword and an ok shield by bringing dragon blood and scales to a smith. Got another good sword from the smith after completing a side quest. Wish there had been more. Also, I found a couple of cursed items that could become uncursed! And good ones for my paladin too, especially the helmet that boosted her CHA. Wish there had been more.
Cons: nothing, really. The main plot wasn't the most exciting, particularly after I regained my memory. But it's wasn't terrible either. Maybe the combat could have been more difficult. As others have said, the bosses were too few and too underpowered. I didn't really need tactics once I got good weapons and armor. I took down the Balor at the end pretty quickly with level 13 GMW + divine might + divine power.
All in all, a great romp.
This is an old module, comparible to the first chapter of Neverwinter Night's original campaign (aka The Wailing Death) due to being pre-HOU. In that respect, I can forgive things like henchmen that don't sneak with you and exterior/interior design that feels a bit generic. However it captures an adventure in a large city much better than original campaign ever did.
The only thing that keeps me from giving it a full ten is that there are a few points where you are going to find yourself needing to look up the walkthrough even if you're not determined to complete every quest possible. Looking at other reviews, this seems to be a common trend with this module.
Very fun, very much a well designed city adventure that does a great job of making the city feel very much real and like a city. It does end abruptly, and I had to consult the walkthrough for some of the bigger puzzles, such as the final adventurer's guild quest. Also, at one point I found a cursed helmet and put it on, but could not find the required item to uncurse it, and the walkthrough explicitly did not mention where to find it. Seeing as how you need to put on a helmet to continue the main quest, this was very inconvenient and I had to load an earlier save.
All in all, highly recommended.
Absolute premium module. City adventure(but there are dungeons too) with good story. I think this is my favorite module so far(I've played around 20 mostly premium).