Category | City Adventure | ||||||||||||||||||||||||||||||||||||
Expansions | NWN-1.69 | ||||||||||||||||||||||||||||||||||||
Setting | High magic, low fantasy | ||||||||||||||||||||||||||||||||||||
Gameplay Length | 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. | ||||||||||||||||||||||||||||||||||||
Scope | Medium | ||||||||||||||||||||||||||||||||||||
DMNeeded | No DM Required | ||||||||||||||||||||||||||||||||||||
Single or Multiplayer | Single Player | ||||||||||||||||||||||||||||||||||||
Max Character Level | 01 | ||||||||||||||||||||||||||||||||||||
Max # Players | 01 | ||||||||||||||||||||||||||||||||||||
Min # Players | 01 | ||||||||||||||||||||||||||||||||||||
Min Character Level | 01 | ||||||||||||||||||||||||||||||||||||
Forums | Link | ||||||||||||||||||||||||||||||||||||
Content Rating | Everyone | ||||||||||||||||||||||||||||||||||||
Alignments | Any. | ||||||||||||||||||||||||||||||||||||
Gameplay Hours | 20 | ||||||||||||||||||||||||||||||||||||
Description | |||||||||||||||||||||||||||||||||||||
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. |
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Reviews
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Files
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Attachment | Size |
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maugeterwalkthrough1.0.3.txt | 16.29 KB |
maugeterhakv1.0.4.zip (172) | 23.18 MB |
maugeterreadmev1.0.5.txt | 28.5 KB |
maugeterv1.0.5.zip (172) | 7.65 MB |
The Autor put much efffort into customized Races and Classes. I Wonder, what's the point of doing this (Rogues get animal empaty as class-skill. Huh?)
The adventure and the quests are more or less standard issue. Not bad, but nothing exceptional.
What I HATE most, is the way, how XP are contributed. If the level of the PC exceeds as certain watermark (defined by the quest), no XP are given. At the end, the PC is exactly Lvl. 6. I guess, players must be kept closely on leash ...
This was a great module, just a bit different but not so much that you couldn't enjoy the ride! The different levels of the city were a pain at first, but once you got passes and visited the different levels the Guides could take you around very quickly. There were a few things that I liked: the henchperson interface was great, allowing for all sorts of interaction and equipping, there were a variety of baddies, not just the same old orcs and goblins mobbing you. The author put lots of thought into this module, with philosopy sprinkled around liberally, but it was interesting to say the least. The equipment that you could buy, if you had the gold(!), especially in the Fifth Level was quite good, at least for the level of combat presented here. The story was well done also, and the quests were for the most part finishable.
I did have a few gripes: the dragon with the Pawn shop did not buy things from you. The one person that did, in the Training Area of the Mercenary Guild, disappeared after the Druids mission, never to be seen again. Using the Goldinator was a bit strange, and if you liquidated an item, you could no longer get it back. At least when you sold items you could regain them if needed later. The Investigator/rogue Catherey, got his feelings hurt when I did not choose to take him on as a helper, and disappeared for good. There was no Father Venek, at least that I could find, in the Chapel of the Mausoleum, and so I could not address the braziers properly.
But all in all this was an exceptional effort and worthy of praise from anyone who appreciates this type of module. Thanks for the great effort, Jaxstrasi!
Played again with a more complete experience! Read the Walk Through this time, which is useful to be sure. There was a paucity of personal gear to be found, although some fairly nice weapons and shields could be bought if you have the gold(!)
Try to hire Carthenay the Private Detective as he is necessary for at least a couple of quests. I ended up going with the Cleric Gas as a henchie afterwards, as she had the Martial Feat etc and could be better outfitted. There were several henchpersons that I just ignored. Got Sarah into the Wizard School and then just left her there.
I was able to do all the quests and finished up with the Mercenary Guild and the end of the module. Nice work once again.