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NWN MODULES

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Title  Aiar A0 - Youth
Author  Mikael Pajunen
Submitted / Updated  07-05-2003 / 07-06-2007
Category  City Adventure
Expansions  SOU-1.61
Setting  Ar’Aialon, the greatest city of the known world and the capital of an Empire in a world known as Aiar.
Gameplay Length  1 - 2
Number Players  This campaign is designed for single player only.
Language  English
Level Range  Creating a new first level character recommended. Please see readme for further details.
Races  Human or half-elf.
Tricks & Traps  Medium
Roleplay  Medium
Hack & Slash  Light
Classes  Designed for rogues and rogue multiclasses.
Scope  Part of Series
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  01
Max # Players  01
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  Mostly neutral, see readme for more information.
Description
Aiar A0 - Youth is the beginning of an epic roguish campaign.

Located in the southern coast of the continent, Ar'Aialon is the sprawling capital of the Empire that governs most of the known world. It's a city with everything you can think of, and more. The most famous landmark in the city is called the Giant's Fork. River Ar'Dein flows between the two huge obelisks of unknown origin and through the rest of the city to the ocean.

You are a young man living in an orphanage near the poorest districts of the city. Life is often rough and seldom fair. At least you have a roof to sleep under and usually some food to eat. But the orphanage is poor and both of the women who take care of the kids, Elza and Vana, are old and grumpy. Pardak the groundskeeper is less grumpy but even he is a bit strange sometimes.

Currently you are asleep, soon to wake up for a morning that seems to be perfectly normal...

Reviews

DateReviewerFinal ScoreQuick ProsQuick Cons
2003-11-17Twigster7.22New way to navigate other than the typical area transitions. If you want to roleplay a rogue class character, play this module.Some visual issues with a hak pak. Typos. Adept use of the mouse or keyboard is essential when being chased.

Files

NameTypeSizeDownloads
AiarA0v116.zipAiarA0v116.zip
Submitted: 07-05-2003 / Last Updated: 12-17-2003
zip1Mb4922
--
Mikael_Pajunen18Aiar_A0_readme.txtMikael_Pajunen18Aiar_A0_readme.txt
Submitted: 07-05-2003 / Last Updated: 12-17-2003
txt13.74Kb4465
--

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Aiar A0 - Youth Hak packMikael Pajunen2003-07-05--This is the hak pack for my module Aiar A0 - Youth.Please see the module readme file for what's incl
SCORE OUT OF 10
8.55
41 votes
View Stats
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Comments (116):

  1  2  3  4 Next>

Posted by Mirgalen at 2009-05-26 02:17:03    Voted 2.50 on 05/26/09
Rarely seen a rogue module so poorly executed and I can almost understand the low vote it got from the previous poster. I would rather recommend "Shade a thief adventure" if you are into vintage rogue modules. This one have a couple of nice cutscenes and some great visuals but not much else.

1. The early part of the module is just plain silly. You need to do something for the lady who most likely raised you. Yet if you refuse, she simply beat you to death. If you accept you are going to fail no matter what (by design) and will have to run randomly (does not matter where you go the outcome is the exact same) until you get "rescued".

2. Once you meet your benefactor, be prepared to spend 80% of the remaining module sleeping. For example, you need to wait 24 hours before visiting Clerk street. You are not given the chance to do much during that day. You may go back to the fish market and grab a few gold coins or get killed trying. I have seen linear modules but this one is so extreme that it is taking all the fun away. You really have to do A, B, C, D... The author even went the extra mile to include scripts preventing you from doing C before B. For example if you get home "from the market" with a few injuries you may want to rest but you cannot do so not until you deliver the fish and the gold to the quest giver.

3. There is little you can do in this module overall, even buying clothes or perhaps a simple weapon is restricted and controlled to the extreme. Before you get a chance to do that, you will have to solve a "lame" puzzle with little if any clue of what is required. I got stuck there a while with a closed chest. I have not yet figured what makes it a rogue/thief gauntlet since any character could complete it.

4. To advance the plot you must sleep and sleep and sleep again until you reach day 12 or so. Quite boring IMHO. Only then you get something possibly worth doing. Except that I got into another very silly script/bug. I was doing the typical thief stuff, before breaking into a house, check it to see if there is a door or window or anything easy to open and possibly look for an escape route. I was sneaking around the house doing just that. A guard came and ask me to go away. I did but before I could do so another guard simply attacked my character without warning. What's the point of that? I know I could have done this at night but at that point I was really bored of going back and forth to my room to sleep.

Posted by WeAreAllKosh at 2007-10-30 21:15:17    Voted 2.00 on 10/30/07
Another module built on two precepts that crop up an awful lot in NWN module-design:

1) Modules need to do everything differently from the Bioware campaigns
2) Fighting = Bad

The module starts off badly for me because my character is basically created by the readme. Race, class, alignment, must-have skills, must-raise abilities, background, even mention of being a 'man' ... why not just include a pregen in the archive? With all my choices being decided by the designer, I'm left with no attachment to the character.

Like many rogue modules, the 'light hack-n-slash' nature degenerates to sneaking past everything and running away when you're chased. I'm all for sneaking past hostiles that I don't want to fight, but it's also nice if fighting is a viable option in case I -gasp- fail one of the stealth checks. Here, if you fail a stealth check, you have to run away. The whole 'being chased' deal is corny and reminiscent of an arcade game. I like a previous commenter's point about the module 'wanting to be Nintendo.'

My first really bad experience, however, was my early pickpocket attempt. I'm sent out to retrieve 10gp using whatever means possible. And what do I see right outside the orphanage but a lone commoner with not a guard in sight? The readme mentions that if an NPC is 'angry' at you, you can put distance between yourself and the NPC for a while, and when you come back they won't be angry. Ok, sounds good, I might as well take a chance and see if I can't pilfer a couple of coins from this commoner. Role-playing a rogue and making good use of the rogue skills ... which is what the module is about, right? My attempt fails and she turns hostile, immediately dealing me a couple of points of damage. Ok, I run back into the orphanage closing the gates and the door behind me. When I try to rest in my bed, I'm told that I can't until I complete my current mission. So I've already crashed right into the favorite rules-change of mod-makers everywhere -- the resting restriction! But that shouldn't be a problem, right? I mean, I've gone inside the orphanage for a few minutes; surely this commoner won't still be hostile toward me, right? Sure enough, I emerge from the orphanage and open the gates ... and there she is waiting to start beating on me again. So this peasant woman, who's just trying to stay alive in a cruel medieval world, who was lucky enough just to detect my attempt to take what little coin she had, who would have been better reporting the attempt to the guard and returning to her home, decides that she's going to camp outside the orphanage gates waiting to ambush her would-be pickpocket? When the readme gives me ample reason to believe that NPC hostility can wear off after a while? Once again ... a module designer tries to do something differently ... and it fails to work properly.

So the module (like many 'rogue modules') tries to be something different from the Bioware campaigns, but in doing so becomes something that just isn't fun.

Posted by ShadowySweetness at 2007-10-19 21:15:25    Voted 9.50 on 10/19/07
Please Read Post on Part 1.
Have a Great Night...
Shadow...

Posted by PaulBlay at 2007-07-07 01:00:21    
I note the "updated" date has changed - is there any change to the actual module?

Posted by Steve_Savicki at 2007-06-09 19:02:52    Voted 10.00 on 06/09/07
Linearity didn't matter to me; dialogue options were multiple and thorough.
Didn't like the item stripping though.
_________________________
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Thanks,
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Posted by taejin at 2007-01-30 15:59:17    Voted 9.25 on 01/30/07
It was fun, especially being chased by guards. Liked the fact with choice of what factoin to join. Two peeves - gauntlet was too aggravating with chests and gems, etc. also if you gout caught by the guy outside the tunnel the game got stuck..no pop-up menu's, etc. Had to load from a prior save.

Posted by xavi_ at 2007-01-03 10:43:07    Voted 8.75 on 01/03/07
Good:
* History.
* You can solve all quests with 0 guards killed (but no bonus for that).

Bad:
* The resting system is strange.
* No sidequests.
* The 3rd module (Aiar A2) was discontinued.

Thanks for this mod! :)

Posted by Drexar_Heulbric at 2006-04-08 12:28:11    Voted 5.50 on 04/08/06
Stopped playing early on; it wants to be Nintendo; no roleplay; it should indeed be "overlooked".

Posted by Kataja at 2005-11-19 12:48:19    Voted 8.25 on 11/19/05
It's quite a decent story, and the English is good. There's chances to put rogue skills to use and basically no hack'n'slash since it's not required/rewarded. Nice for us. :)

Transitions have been made easy, but the module still suffers somewhat from the "ok, now you have to walk there and back before I'll talk to you more" effect. The main puzzle wasn't really to my liking and my (and others') graphics card froze on a late scene (which eventually could be avoided, so not a complete show-stopper).

All in all, quite worth the time to play it through and clean work, but not yet something to tell stories to your grandchildren about. :)

Posted by Fallon at 2005-07-22 18:54:22    
Ach, nevermind, i was just being dense. :) just now finished it, and now on to Aier1.

Posted by Fallon at 2005-07-22 17:27:41    
Spoilery




Fun mod..but i seem to be stuck now. Quests that i have finished: both of the wemeren quests, the pardak one and the fish and gold one...and just one or two unfinished quests:Strange dreams and the savik one. I did join the silvercloaks btw...what else am i missing?

Posted by branmakmuffin at 2005-04-25 15:55:41    Voted 7.50 on 04/25/05
Not great. Better than average, though. Not HoF caliber, however.

Posted by branmakmuffin at 2005-04-25 15:54:00    Voted 7.50 on 04/25/05
This mod was not too bad except:

What can't the PC go to Clerk's Street at night?
Why make the PC "figure out" how to escape from the guards after failing to steal the fish? I got kille dand had to relod a couple of times before I got rescued by Savath. Same with figuring out you have to hide in the hollow tree in the swamp. Both situations were simply annoying.
The "sleep glade" got tiring after the first time. Probably why you got rid of it in the next mod.

The story is fairly clever, but the mod is just way too guided. Not too much H&S, though, which is good. I did like being to pas the time to night or day, but I didn't like having to return to the orphanage to sleep. Any kind of rest restrictions are lame.

Anyway, not too bad.

Posted by Anonymous ( ..xxx.xxx ) at 2004-12-28 12:45:00    
Der. I feel dumb now. XD If you go all the way to the north on the map (it's to the right when you come out of the caves...not the west...) and hide in the tree trunk, everything turns out just fine. :) It did seem like a bug when the game froze up like that, though. Ah well. Great mod!

Posted by Anonymous ( ..xxx.xxx ) at 2004-12-28 12:34:00    
I'm having trouble with the beach bug, too, but I don't have HotU installed, so that's probably not the problem?

I also see the polygons. It's probably not your video card. I've never had issues like this before.

Posted by AltImA at 2004-12-23 11:05:38    Voted 8.50 on 12/23/04
[ + ]
- Nicely Built up
- Interesting Story
- Nice Rogue Module
- I liked the Chase Scene
[ - ]
- Contain Bugs (Graphical and Gameplay)
- Lack of Side Things to do like houses to steal and some other place to explore... just for the wealth of this module
Suggestion : Bonus XP would have been nice to characters that havent killed anyone in this quest.

Posted by Snowdon at 2004-09-01 10:22:00    Voted 7.25 on 09/01/04
Fun: 6   Layout / Design: 7   Dialogue 6   Originality / Creativity 7   Quality Control 10   

Posted by anachrodragon at 2004-08-15 14:03:00    Voted 7.00 on 08/15/04
I'm also experiencing the game freeze at the beach that others have mentioned. I have HotU installed as well. Overall, this was a pretty decent module and I was looking forward to finishing it... Sadly that isn't going to happen, but I may start playing your next one, A1, instead. Aside from the game killing bug (which I really hope you get fixed), I have a few other thoughts:

- Really good area design for the most part. However the "Deeper into the swamp" area has a lot of strange polygons that get in the way and make it annoying to navigate (I'm not sure if everyone experienced this or if it's my video card)
- The dialogue is choppy and detracts from the story and the setting. Except for the dialogue, I found the story to be really well-structured though.

Posted by anachrodragon at 2004-08-15 13:50:36    Voted 7.00 on 08/15/04
Nicely constructed from a technical standpoint, but dialogue is poor. Also, game killing bug at the beach, which I sincerely hope the author takes the time to fix.

Posted by Marek at 2004-06-15 23:12:57    Voted 8.00 on 06/15/04
Fun: 8 Layout / Design: 5
(buggy in swamp - visual prbs)
Dialogue 9
Originality / Creativity 8

Posted by Marek at 2004-06-15 23:10:00    Voted 8.00 on 06/15/04
ugh i keep getting a game freeze at the beach...i run over and hide behind the big dark rock and it says you didn't hide well enough and shows some wizard and then game freezes and i can't exit..or even ctrl + alt + delete out to main screen...i keep having to reboot my pc.

Posted by Vaeliorin ( 204.118.xxx.xxx ) at 2004-06-07 11:44:00    
Tried the workaround, didn't work. Although I understand you have discontinued work on the series, I would really love it if you were to update this so it was possible for me to complete it. I really liked this module as far as I got. The only thing I would complain about is that the guards spot and listen checks are too high, as I had to try 8 or 10 times to sneak past them quite often, and there's no way I could possibly fight them.

Posted by Vaeliorin ( 204.118.xxx.xxx ) at 2004-06-07 11:09:00    
I had the same problem with the beach. It just said you haven't hid well enough and stopped. I never saw the person who zapped me, but his text bubble appeared right where I was. It didn't even kill me or anything. I have HoTU 1.62 installed. I'll try the workaround you suggested. Just thought you should know.

Posted by DEA ( 68.109.xxx.xxx ) at 2004-05-09 05:13:00    
Mikael:

I had the same thing happen to me. I noticed that when it happened it appeared that who ever was the person that was supposed to find me appeared in the same exact spot as I was. I hope this may help with a solution for you. Unfortunately I am just a player not a builder so I do not have any suggestions at all.

Thank you and keep up the excellent work.

Posted by DEA ( 68.109.xxx.xxx ) at 2004-05-09 05:13:00    
Mikael:

I had the same thing happen to me. I noticed that when it happened it appeared that who ever was the person that was supposed to find me appeared in the same exact spot as I was. I hope this may help with a solution for you. Unfortunately I am just a player not a builder so I do not have any suggestions at all.

Thank you and keep up the excellent work.

Posted by Saevio_Phoenica at 2004-04-27 08:03:39    Voted 9.00 on 04/27/04
A truly excellent Mod, with some really good ideas that really added to the "feel" of the module. I really enjoyed and eagerly await the third installment.

Posted by zamboni at 2004-04-06 23:43:56    Voted 7.00 on 04/06/04
A very nice intro mod, albeit rather on the short side. Implements a few very good story-telling ideas.

Posted by Johnny at 2004-03-31 15:58:31    Voted 8.00 on 03/31/04
Great start to the series.

Posted by wendt at 2004-03-26 18:10:53    Voted 7.00 on 03/26/04

Posted by lebowski at 2004-03-23 23:41:47    Voted 10.00 on 03/23/04
Lots of details for the best rogue prologue around.
_________________________
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