This module (prequel to Kiss of Fate) tells a detailed story rich in themes, characters, and plot. It follows the events of the last chapter of the NWN Official Campaign, and describes the fate of a very small village of devoted followers of Tyr. The major themes of the official campaign are re-examined from a very different perspective, and a few of the NPCs from the campaign make appearances in this adventure. The story starts with a simple quest, but evolves into a complex tale that threatens all of Neverwinter, and ultimately, the Gods of the Realms.
SCORE OUT OF 10 (@ the old NWVault, 2014-07-17):
7.97
46 votes
Submitted / Updated 02-16-2003 / 05-23-2005
Category: Official Campaign
Expansions: Works on all versions
Setting: Forgotten Realms
Gameplay Length: 3 to 6 hours
Number Players: Designed for single-player
Language: English
Level Range: Start with a fresh character; the prelude will adjust your level appropriately.
Races: Any; male characters are recommended for the romances.
Tricks & Traps: Light
Roleplay: Heavy
Hack & Slash: Medium
Classes: Any; paladins of Tyr should be fun.
Scope: Part of Series
DMNeeded: No DM Required
Single or Multiplayer: Single Player
Max Character Level: 06
Max # Players: 01
Min # Players: 01
Min Character Level: 04
Content Rating: Teen
Alignments: Any; designed for good alignments.
REVIEW:
The Hand of Fate
Created by Kevin Smith
Reviewed by Balcazar
Review Posted on 2003-06-17
Quick Pros:
Interesting NPCs. Good dialogue. Logical gameworld. Custom portraits. Plays as a nice supliment to the original campaign.
Quick Cons:
Too much backtracking. Male only characters. Takes a few liberties with the main campaign.
RATINGS
Gameplay : 7.5
RP/Storytelling : 9
Action : 5.5
Visuals : 7.5
Sound : 6
Replayability : 7
Polish : 8
Solo : 8.5
Multiplayer : NA
Fun : 8
FINAL SCORE : 7.44
Full review: http://web.archive.org/web/20050412014136/http://nwvault.ign.com/features/reviews/data/1055835574530.shtml
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Contents of the uploaded files:
the_hand_of_fate_v105.7z - the module, hak, readme (txt) and a map (jpg).
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I decided to give this series a try as I really was just looking for something for a 5th level character I had. I played this through with a 5th Level Human Bard with 1.69 and did not find any real bugs.
NOTE: The first and second module (Hand of Fate and Kiss of Fate) do go together but could easily be played as standalone modules as well. For the second module Kiss of Fate the author actually recommends a Wizard to utilize a "magic system" that is contained in the that module. I was playing a Bard so did not get to fully test it out, but it seemed at least worth a try and a mention at the beginning of the first module so that one can plan accordingly.
The Hand of Fate was a decent module that does follow along side the events of the OC, but from a perspective outside Neverwinter. You do get a taste of some of the OC's characters. It seems as though it might have been the authors first attempt at a module. Some of the areas are overly large and there is some tedious backtracking. Fights are pretty well balanced. There was one henchmen available that helped drive the game along. The module does use early tilesets. Nothing fancy in this one.
The first one is a skeleton that just needed much more meat. The Hand of Fate gets a vote of 6
The second module, The Kiss of Fate is improved from the first as there is far more meat on the bones. It is a bit shorter than the first but does have a little more interesting story. Like the first it is a mostly linear module. Again the story, dialogues and quests are little more fleshed out in this one. As mentioned previously it would have been fun to play this as a wizard to take advantage of the authors additional "magic system". In this module you get to interact with many of the characters of the OC as it is set in post-plague Neverwinter.
Unfortunately it seems as though the story was meant to be continued in a third module.
I enjoyed the second module more than the first. I would give it a 7.5 if I could, so I will give the Kiss of Fate an 8 mostly because I think the additional magic elements would have been neat to try.
The author clearly put a lot of very hard work into both modules. Thanks Kevin!
Simply boring, due to overly large levels backtracking etc.
- started with 5th level Paladin
- sometimes there were no map pins
- aranea(spider) and wererat in the same encounter
- standard nwn critters
- some areas too B(or)I(n)G
- hearthstone upon droping and acquiring starts the curse anew, and disable the curse when resting
- backtracking
Pretty sure that this is the same story and areas as another mod that I played years ago, not sure which one. Some changes, but the scene with Rose under the castle was very tough to get through! Easy to break the conversation and then nothing happens. Having Aaron Gend(?) as the bad guy was not what I like to see and of course having to kill someone that I liked. Too bad, could have been better.
The first quest and it's broken. When the guy at the inn ask me to take back 100gp from Tellios and when Tellios gave me back 100gp and I come back to inn guy the only one option is to say to him is ''I don't have any news''. If you come back a second time to Tellios and ask him to give back 100gp again he will do it. You can ask him again to give back 100gp and he will do. Basically, you can have infinite money in this way and quest is broken. An impression of the mod was negative by this way and I no longer play it.