Determine your destiny, and shape the Fate of a City.
In the foothills of the Thunderpeak Mountains, on a trade route in the borderlands between Sembia and Cormyr, lies the rural city of Darthall. This former cleric stronghold developed into a small outpost of society in a harsh environment, but sometimes, the most sinister and dangerous adventures occur within those walls, not beyond them.
You are a member of the City Watch by circumstance, and ever since you arrived Darthall has appeared a place where intrigue lies just beneath the surface. Yet those tensions stand ready to burst forth at any moment, and the faint rumours of trouble stirring on the city's outskirts may prove even troublesome, for word has reached Darthall of an army marching forth on its gates even now...
Will you seek power, fame, glory or riches? Choose your enemies carefully, and your friends even more wisely, for danger and betrayal might lurk around any corner as you shape the Fate of a City.
Description
Fate of a City is a story-driven module with plenty of roleplaying and action. This module should provide about 10-15 hours of gameplay depending on how thorough a player/explorer you are.
You will start as a first level character and progress to level 6 or 7. There are two potential companions, and it is likely that you will want the support of at least one (if not both) during the game. There is also the option to romance these companions for those who desire to do so.
Alignment changes are frequent, and your alignment and actions will have an effect on the events of the game. Note that in many cases, conversation options will go from a good response and a lawful response at the top, down to chaotic and then evil responses at the bottom.
Please download and read the PDF manual for more information about Fate of a City.
Features
Installation Instructions
Unzip the FoaC.zip file into a directory of your choice. It should contain the following items:
IMPORTANT NOTE!
If you have installed a previous version of Fate of a City on your computer, PLEASE delete the Fate of a City Campaign folder from your My Documents/Neverwinter Nights 2/Campaigns directory BEFORE installation. If you do not do this, it is likely to cause problems with the installation!
Run the module by selecting "Start New Campaign" and then selecting Fate of a City. Please do NOT run using "Start New Module".
Thank yous
Version History
1.11
1.10
1.09
1.08
1.07a
1.07
Review
A Hall of Fame module on the old Vault with a score of 9.21 with 175 votes, this module had 17,114 downloads.
I started this campaign years ago but if my memory doesn't trick me I never finished this one. I gave it a go to have a character of appropriate level for chapter 1 of Moonshadows. In shape and style it's very similar to MoW as it's a pure city-adventure. It comes with a wide variety of side-quests and a bunch of custom items for almost all types of weapons and equipment. I didn't encounter any bugs but had to reload quite a few times as combat is very tough at certain points.
Only drawback I can see is that the companions are rather boring. While they comment on the story and might even clash with their different world views (lawful vs. chaotic) they lack a convincing backstory and impact on the story. I really enjoyed some of the authors very own music pieces. This module even received some RL-fame as it was reviewed and presented in a german game-magazine shortly after it's release.
I liked the module very much, except for the final assault was too hard for my 6-level rogue with both companions. It is possible that I missed some opportunities to gain xp, but I just can't imagine where...
Anyway, it is very nice and clear, I would totally play other modules of the author.
An interesting and challenging campaign.
Pluses:
Minuses:
I used a Cleric/Fighter and took both optional companions. Finished with 25,000 xp so level 7.5 or so. Limited resting can be a chore for spell casters so I focused on melee' skills. Good thing to as I ran out of spells several times. (Potions are your friend here.)
There is a lot of dialog and the PC must respond to a number of situations. Definitely an advantage to have a PC with some charisma and one or more social skills. Most of the later battles find the party surrounded so ranged combat and spell casting can be difficult.
Hints: In order to build up your PC, don't go to Esme's hideout until you have done all of the side quests. For plot reasons, you start out with nothing and will need some time to equip yourself and get the hang of the place.
Overall, I highly recommend this one. Plenty to do and some fun twists before the finale.
A very great module. First of all I must say that I am really impressed by the polishness. I didn't encounter a single bug or glitch and this is even more surprising if you consider that the game isn't fully linear, that there are multiple ways to resolve quests and that there are events that are triggered only under very specific conditions. Therefore props to the author for this!
About the contents of the module: I liked it very much. A great city adventure plenty of things to do and secrets to discover. The story is solid and well written, and the character are also good. Perhaps your companions may be a little two-dimensional but overall I liked them. The only complain that I have about this game, like someone else said, are the limited resting areas. They can be a chore, especially during the last mission.
This module reminds me a bit of of Mysteries of Westgate, a game which I loved and that I played multiple times. And this one also deserves at least a second go.
Am i supposed to fight 100 soldiers at the end, 1 OP bad guy and a couple more right after without any rest? is this a joke?
You should have in your inventory 3 magical spheres that give to your characters the same benefits of a full rest, (which means complete heal + spells recovery), and you get another one after you kill the OP guy (BTW I agree, that fight is a bit too hard).
Oh, i didn't notice that, i finished game some time ago so hard to tell if i even had it in the inventory or not. Anyway, it is one of the best modules out there, and i mean really, really good one.
A well made module. The dialogs are well written and the player is given a good number of choices to make. The combats were also seemed well banalced.
A good city-centered module, even if this is one of those in wich you are obligated into a certain situation and decissions at the begginig. In this case, a warrior-class character is strongly recomended (I played with a swashbuckler focused in 2-handed fighting and picked the two companions). (Note that the author says that you're a member of the city guard).
In the CON side, there are some over-large areas and the rest-system can put things a little bit on the hard side. Story is not the best I've seen (there is some desproportion between the epic-scale that the author is searching and the situations-level that you get), nor the most original or surprising one... but it's acceptable.
In the PRO side, all works well; custom items and music (even if not all of them are my cup-of-tea); and, for the lenght of the adventure, the conversation and role-options with companions and NPCs were good enough for me (social skills can mark an important difference). The difficulty of the fights scales at good pace, becoming hard in two points when the end is near.
A good work. If the initial circumstances of the story appeal to you, it could well be a 7.
Really impressive. Well written, lots of skill checks and multiple solutions, ability to play any alignment (including some truly ruthless evil options, namely the quest with the dream parasite eggs). Combat was rather mixed, mainly due to the low variety of enemies and some rather appaling encounters (the endless guards during the assault), but I really liked the fight with the sergeant in the underground dungeon. It was also nice that at least one boss fight in the main quest could be skipped by choosing the appropriate dialogue options and passing a skill check. An underrated gem, in spite of the flaws.
I played FotC with a cleric of Tyr, as a prologue/backstory to Tiberius' Maimed God's Saga of sorts. The plot of FoaC is not exactly innovative, but nothing egregiously contrived either, and the limited scale of events has a certain humble charm to it - a module in which you are not called on to safe the world is always welcome! Companions were both interesting but poorly executed, with little opportunities for interaction. Balance sadly seemed all over the place to me, with little of the module posing any significant challenge save for the final boss fight, which I had to attempt a good dozen times waiting for a lucky roll to be able to survive at all (not many tactical options at level 6...). The one thing this mod really lacks though is atmospheric writing; awkward modernisms and rather sterile conversations in general make it difficult to immerse yourself in the otherwise well-crafted gameworld. All in all this is still a module well worth playing as an introduction for a new character, if nothing all too memorable in itself.
I found the plot a bit stiff, but overall a well done module.
I liked this module. Good story, nice plot, adequate pace, side quests were fun.
All the choices have some sort of effect on the game, and I really enjoyed this. I was surprised at myself with some of the results of my choices - allowed for some personal growth on my end to understand and empathize with how the characters reacted.
Conversations were a little disjointed at times. There were some conversation blocks that held the game hostage for large amounts of time (couldn't click them to move on so had to wait for whatever timeout to occur for things to move on). There were no other problems or issues that I can think of.
I played as a wizard so it was very difficult due to the few opportunities provided for my spell caster to rest. Early on I leveled myself up 2 times so that I could have a chance at any of the combat. If anyone is playing a wizard, I recommend you start out at level 3 and also make sure you have the knock spell on you to use.
Replayed with my usual Ranger/Cleric build. This time I noticed that the few good enchanted weapons are hammers, great axes, etc. Only one good set of light armor. The result is that you will go through a lot of healing potions if you play a dex based PC.
You can make some custom gear but I checked all of the shops three times and none seem to have a Smith Hammer.
The item code is "smithhammer"
There are a few creature parts in the stores that a character can distill for essences and a few bits of obsidian.