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Title  Honor Among Thieves
Author  Baldecaran
Submitted / Updated  01-12-2004 / 07-14-2012
Category  City Adventure
Expansions  HOTU-1.64
Setting  The Runelands (custom world)
Gameplay Length  20-30 hours
Number Players  NOTE: The module should be played in Hardcore mode
Language  English
Level Range  If you're a very cautious player, you can start at level 1. But level 5 is recommended in general.
Races  Any (pure-blooded elves are rare in this part of the world)
Tricks & Traps  Heavy
Roleplay  Heavy
Hack & Slash  Light
Classes  Rogue (other classes ok, but rogue skills are critical)
Scope  Large
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 (there are many temptations toward chaotic behavior)
Gameplay Hours  <1
They say there can be no honor among thieves. They say that human greed is stronger than human loyalty, and that no promise is safe from the corruption of gold and power. But even within the shadows, some order must be held. Here, knowledge is more powerful than the sharpest blade, and alliances are kept through a careful balance of lies. And though indeed there may be no honor among the thieves, there is respect amid distrust... A chance meeting at a country inn leads you into the dark underbelly of the city of Endorr. There, you become entwined in a tangle of lies and deceit, as you infiltrate a local thieving guild in search of a stolen artifact. And as you discover the truth of the shadowy world around you, you learn the nature of your own conscience. Who around you deserves your trust? And what is the price of your own honor?

A Chinese version of the module, translated by Lisha_sun and Saltius, is available here: Link


DateReviewerFinal ScoreQuick ProsQuick Cons
2004-11-27codepoetz8Great role-playing options for rogues, juicy plot, very polished presentationVery slow game pace, not much combat action


2006-07-21Hall of Fame Interview - Baldecaran (All His Modules)Steve Savicki
2005-06-30Hall of Fame Interview with Baldecaran (The Cave of Songs)Maximus


Submitted: 01-12-2004 / Last Updated: 12-12-2004
Submitted: 01-12-2004 / Last Updated: 12-12-2004

Required Hakpaks

NameAuthorSubmittedLast UpdatedDescription
Honor Among Thieves HAKBaldecaran2004-09-04--This HAK is required for version 2.0 of the module 'Honor Among Thieves'.
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Comments (683):

  1  2  3  4  5  6 .. 11 .. 21 .. 23 Next>

Posted by Unuleth at 2013-02-21 19:59:26    Voted 10.00 on 02/21/13
Honor among the thieves is probably the best rogue centric mod in the vault. The quests and the whole storyline was simply perfect and I like it how you are given many roleplaying options and so on.

So in my opinion this mod completely deserves a ten!

Posted by Larite at 2012-08-31 06:48:34    Voted 9.75 on 08/31/12
I enjoyed this module. Amazing and intricate storyline, many role-playing choices (but few necessary murders are bit sorry - i wish play as simple rouge, not as assassin) and, of course, cool atmosphere. Some (or - most) story-events were very unexpected and i think - it is awesome. Final... was strange. And beautiful, especially when you know, that it would be different by another player or another hero.
Thank you for this awesome adventure and all emotions, which i felt while playing this module.

Posted by AndrzejB at 2012-07-09 10:51:05    Voted 9.75 on 07/09/12
I love how detailed the city is. There are dozens of minor (or even major) surprises waiting to be found. Just explore it.

The ring of Ulsinorr, the one the bard talks about, actually exists. It is one of the copper rings somewhere in Endorr (I had to pickpocket literally everyone...). Take it to the "Prophet" module (part 1), to the Senraad hall, and the illusion will be dispelled, triggering short yet sad/meaningful dialogue.
(End of Spoilers)

Posted by Mirakus at 2012-06-24 21:53:34    Voted 10.00 on 06/24/12
- great, dramatic storyline that keeps you guessing until the end
- very well designed and creative areas
- scripted events are robust against random player acts
- many options for play/non-linear progression
- extremely well balanced equipment/experience wise, for the recommended levels (IMO this is the tough one for homebrew modules)

This is one of the best modules I've played. I felt like I was playing an official expansion. I'm planning on playing through the Prophet series over the next few weeks. You ever think about making a module for higher level characters? I would love to run my more powerful characters through a module of this depth.

Posted by snowdog at 2012-03-31 12:48:07    Voted 9.50 on 03/31/12
Upping my review score. What a difference a replay makes.

Playing with a more neutral character, this module was great. It was years ago, and many mods ago, that I played this but it never seemed nearly as good. This time my rogue had a bit of greed, so took to his thieving role. Great (Catastrophic) ending I didn't see last time.

Posted by ThAnswr at 2012-03-07 09:03:13    

I dropped the note. A rogue picked it up. I initiated a conversation with Loriana regarding a magic gauntlet. Had a few interesting exchanges with Loriana, but nothing that gave me the impression the plot had been advanced.

So I talked to Gareth about a magic gauntlet. He sent back to Loriana. I replayed the entire previous conversation with Loriana. Still nothing.

I rested. I rested twice. Went back to Loriana. Still nothing.

A little help, please. What am I missing and how do I advance the plot?

Thanks in advance.

Posted by werelynx2 at 2012-03-03 06:28:45    Voted 8.00 on 03/03/12
Few issues:
- quest design - wish there was option, that I stole from everyone without getting appropriate quest. No one really shows up to confront new thief in the town(me), they should get territorial, I think.
- sometimes ozric is "a busy man" while standing in his shop(one-liner instead of full merchant convo)
- not enough bags of holding
- one openable door with no transition in the north part of the city gates
- couldn't finish carristin necklace quest(I think I sold the plot item, but couldn't find it)
- dead Rodon(warden) still shouts
- golem controller - Fergus does not acknowledge its loss, still shows me it(how?) and its pickocketable via his convo
- Figan(dwarf leader) - does not acknowledge I opened his door in his first convo
- workers fight wurbeasts(diamond mine)
- Dariush does not give gold to the PC, if you chose to give the hand to him.
- near the secret entrance to the castle there is openable door, but with no transition.
- after the main quest is done(hand's destruction) you can't raise Alesa or buy the rod of ressurection
- body of guild member found in feyal hideout ism also unressurectable by the guild(no such convo option)
- after I have seen one amulet of loyalty, I should be able to spot and undo(take off) the other one
Thanks Rolo:)

Posted by __doug__ at 2012-01-29 18:26:58    Voted 9.75 on 01/29/12
Very well made module. Even better than cave of songs! Good job giving the players lots of options in this one.

A few bugs:
(1) The quest letters gave xp each time the game was loaded
(2) The kidnapping quest did not quite work properly for me. I could never finish it.

Posted by Faramir_Storm at 2011-09-24 22:57:56    Voted 9.75 on 09/24/11
Great module, loved playing it. :)

Posted by Carlo at 2010-10-26 17:01:42    Voted 8.00 on 10/26/10
Hard to know where to begin. This is a highly ambitious, sophisticated and deep module that, for at least the first half or so, was also highly immersive (the "you are there" feeling) - something that relatively few single-player modules can deliver satisfactorily. It actually rewarded you for thinking hard about your situation and playing intelligently. It conversely punished you for not doing so (as it should be!) An ideal rogue-based mod in that respect, where cunning and different skill uses usually trumps brute force, across a truly wide variety of scenarios. This is also one of the few mods that presents some tough, real moral choices, rather than cardboard cutout versions of them, and there's not necessarily a "right" answer (although sometimes the results of your decisions will surprise you).

A few minor standard NWN-type technical issues occurred, sometimes having to do with NPCs getting stuck in various places, but it wasn't a permanent thing in most cases and did not affect the outcome. Occasionally a bit of flawed design as well, but again not breaking the mod. For example, in one subquest where you have the opportunity to free some dwarven slaves, some always get stuck when running out of the cave they are in. The ones who do get away then get inevitably slaughtered by the enemy NPCs in an outside area, even if you try to escort them. I got around that by killing the enemy NPCs first, which broke the immersion factor a bit, but that's the "learn by dying" (or seeing others die) approach that was required. In a few other subquests, I thought there could have been a bit more flexibility in being able to satisfy the requirements for proof of completion, which occasionally required backtracking to trigger the one thing that was set up to do so.

My main disappointment was the partial breakdown of the main plot story, which admittedly became rather complex. Although the module offers a lot of choice regarding your subquests, it forces you to go through an internal guild war scenario, which I couldn't even get to until I talked to one of the guild masters (Gareth) and obtained all of his subquests from him, although I'd intentionally avoided him as much as possible up until then. Some of the other NPCs prior to and after that did not behave fully consistently regarding their conversation options, either, obviously due to different plot variable settings. The resolution (sort of) of the internal guild struggle brought on a 'wth' moment, since by that point it was unclear if things were bugged or not. With the aid of the (outstanding) walkthrough/readme, I was able to determine what I had to do to proceed, but was disappointed with the forced linearity and somewhat glitched recognition of the plot state. I also thought a lot of plot exposition got crammed into a relatively small space in the last portion of the mod, which was a pacing issue with the story.

I don't think these issues should deter anyone from playing the mod - in part, I've spent this much space talking about it because of its strong impact and outstanding play through the majority of it. There is a bit of a sense of a flawed gem or missed opportunity, but it is still head and shoulders above most of the mods out there. I also give big props to the author for updating the mod after release, that is greatly appreciated and something I tend to look for when selecting new mods to play, as they are more likely to be well-cared for.

********ENDING SPOILER**********

I do feel I have to mention that part of the walkthrough at the end is incorrect (I read the whole thing after I finished the mod), but it is a testament to the overall mod design that I was able to complete it in a way that was quite satisfactory but not considered possible by the author!

The walkthrough states unequivocally that you have to submit to the pale elf's guidance after you obtain the gauntlet, otherwise he will kill you. That is not in fact the case, as once I had the opportunity I downed a potion of invisibility (which admittedly I think he could still track me through) and ran like hell for the temple, succeeding in reaching it thanks to some other distractions that occurred. Once inside, I achieved the appropriate ending. This is in fact illustrative of the often-great nature of the mod - think through what you want to do in a tough situation, then do it! It might even work. :)

Posted by p4elka at 2010-09-02 05:39:27    Voted 10.00 on 09/02/10
I'm playing it for the second time. Though it has some bugs, I give it 10 points.

Posted by Forrestwolf at 2010-06-27 20:08:27    Voted 10.00 on 06/27/10
So many choices, so very wonderfully nonlinear. You really brought the city to life - so much lies under the surface to be discovered by the player. Thanks very much for an incredible story; I'm looking forward to Prophet.

Posted by dachrisma at 2010-02-25 14:26:05    Voted 8.00 on 02/25/10
Very interesting and difficult quests, but I really hate to be the idiot for everyone. What about the player? The player doesn´t get anything for all the quests, no money, wheapons or armor, no interesting items.
There musn´t be overpowered things, but a little thank for all the work is not too much!

The other thing is if you play is as I usually play a RPG, you often finish quests before you get them and then you can´t finish them official, because no one wants to take the items you had to steal. You really have to follow the storyline.

I hope my old school-english is enougth to explain it!

Posted by wes471 at 2009-09-15 09:56:27    Voted 9.50 on 09/15/09
Best rogue and/or assassin module!

Posted by DavidtheGnome at 2009-06-05 07:40:45    Voted 10.00 on 06/05/09
There are a lot of rogue based mods out there and out of all the ones I've tried this is definitely one of the best. Has lots of great sidequests that put rogue skills to the test. I'd say this is my 2nd favorite after "A Dance with Rogues" and it's a close second. There's a lot of choices in this mod and its very non-linear which is great. I played through with a Chaotic Good character and will probably try it again with an evil one sometimes. Because of all the moral choices you get to make and the multiple endings this mod actually has a lot of replay value.

Posted by Delf at 2009-05-01 02:11:57    Voted 9.75 on 05/01/09
This is an extraordinary module, and really provides a very different experience from what's typical with some unusual thieving quests. Enjoyed it very much.

*possible spoiler*-I did find it a little unfair though that in a storyline where you're forced to be a thief, consistently roleplaying an appropriately greedy character leads to one of the less satisfactory endings. But it certainly was interesting the way different decisions could lead to radically different endings and if the author intended the story to be a moralistic one then I can't really blame him for this.

Posted by Penombre at 2009-03-23 05:06:18    Voted 9.50 on 03/23/09
Excellent mod, on all aspects. Most NPCs were well depicted and the web or relations and consequences well defined. Some missions required original planning or execution and the overall feeling of gaining influence within the League was pretty well rendered

My two cents or criticism : avarice was not that interesting since simply by careful management of my acquisitions (and the fact i went back in every building previously cased after i was no longer supposed to keep refraining from taking everything i liked...) i ended with about 150.000 gold and all the magic items available i wanted to acquire.

All in all, a very impressive mod

Posted by snowdog at 2009-02-16 09:31:44    Voted 9.50 on 03/31/12
Finished now. Great module, but not the best for me or the character (lawful good) I was playing.

************* Spoiler Warning ******************

I think this module is not the best for very good characters. I felt there was just too much corruption, I figured out right away (as previous post) that I was being played, I wanted to confront my employer but he wouldn't talk to me until I played my part for a while in the guild, which did mostly distasteful business. I wanted out almost from the beginning.

I learned that while I play fighter/Rogues all the time. It is more an adventuring skill set for me. I am not a thief. I generally don't like organized crime, and I don't make a good undercover operative when working with distasteful characters. I was annoyed that I had to work with Gareth to advance the plot.

But all these thing that I didn't like are a testament to the realism of the world. I loathed these people and wanted to be away from them.

This is great mod. Just not entirely my cup of tea.

Posted by snowdog at 2009-02-12 04:08:01    Voted 9.50 on 03/31/12
Just started, but right away I feel I am being played.... *** Potential Spoiler ******
When I follow that poor sap that steals his "orders", here appears surprised to get something like that and right before I killed him, he seemed to be asking his superior to read something for him...

My character is a good thinking he is doing an undercover mission with the bad guys but now I am worried I may have killed an innocent dupe to get in.

I don't know if that is intended or I mis-interpreted something, but congratulations on starting the paranoia early

Posted by Jamro at 2009-01-04 13:56:57    Voted 10.00 on 01/04/09
Playing this through left me flabbergasted. Wow what an experience. Didn't quite manage the heroic solution, but survived with a bag full of treasure and a morale crisis.

I'm amazed everything didn't break down catastrophically anywhere, assasinating friendlies usually does that. I loved how this kept me guessing all along the way, still surprising at every second turn.

There were a few things I'd have liked differently. I'd have preferred all assasination missions to at least have a chance to try and save/warn off the target, refusing the mission is not good enough for a good character, there'd always be someone else.

Second and more important, while this seems to cater for a sneaky type, sneaking past an opponent is actually not rewarded in any way, while fighting every unfriendly yields hefty dose of XP. I'd really think "no xp for killing" would serve this module best. Now I just couldn't bring myself to not whack every spider and skeleton, when there were a few levels worth of xp inside them.

Anyway, the voting standards in NWN1 vault are broken and I really, really appreciate the way this module got under my skin. So straight 10 and nothing dropped for the stuff above.

Posted by amers1015 at 2008-12-09 12:38:37    Voted 9.00 on 12/09/08
I had a pretty good time playing this mod. I thought it was very well put-together and I did not encounter any bugs of any kind. I liked the multiple endings quite a bit. It always makes me feel more satisfied when there are different outcomes depending on the decisions you've made.

On the downside I HATE it when there aren't henchies. I know I was warned ahead of time though so I'm not lowering your score because of that, it's just something I wanted to say to make myself feel better. :) Henchmen provide depth to the story and make me actually care about what happens so I'm not so disconnected from the city to which I just moved.

My only other beef is that IMO it should have taken more work for me to get 'in' with the guild. I only did a couple of missions and although my journal was filled with additional optional quests I was able to be promoted and move on with the main storyline and be trusted more quickly than I think thieves and assassins would allow.

At any rate, this was a very solid mod and I appreciate all of your hard work.

On a side rant: I'm giving it a 9 which is a very good score but due to the fact that it seems like almost EVERYONE gives EVERYTHING a 10 around here it's actually going to lower your average. And that's messed up... Just a pet peeve of mine, nothing to do with the mod... Again, just to make me feel better. :)
The less you know, the more you believe.

Posted by herrjeff at 2008-08-14 07:10:48    Voted 9.50 on 08/14/08
This is an excellent module, with plenty of subquests and different methods to complete the story. A number of scripts improve many aspects of the game with respect to sleep, death, diversion, etc. and I like how the author avoided the risks that my PC would find the main quest item too early.

Some NPC scripts might no longer be working as originally planned as a result of latest patches, but in other cases, there were dialog and logbook inconsistencies that are most likely due to the complexity of the plot. Although my PC was able to complete the module without cheating, often the next step was hard to determine.

Posted by Copperhawk at 2008-07-25 17:46:45    Voted 9.00 on 07/25/08
The story is very captivating and it can grasp my attention all the way if not for the buggy pass time logic. Often I have to rest until next morning but then it rest until next night? I asked to rest for 8 hours but then it rest for more than 10 hours?? And then I waited outdoors hoping the time will pass but in fact the light changes and yet the time doesn't pass? Such buggy pass time logic often requires me to reload the game because I have missed the schedule. And this thing really wore off my patience. Fortunately the story and the characters are so well written, otherwise I'll abandon it.

If you got the patience, this game is very nice to play!

Posted by jml at 2008-06-20 06:58:39    
Impossible lag. 'never happened before with any module. I had to give up half way... Too bad.
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M’not shr this ishych u g’dea.", from "Prophet" series

Posted by jml at 2008-06-15 07:18:37    
And I really understand why he made such a choice. I mean, if you emit light... you're not the best at hiding. But still, it's just I never saw that anywhere else... Just in case you were facing the same problem. I used a PC from another module with some stats decreased already, so it wasn't that obvious maybe...
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M’not shr this ishych u g’dea.", from "Prophet" series

Posted by jml at 2008-06-15 07:14:00    
Warning & Spoiler

It took me a little while to figure out why my elf was so bad at hiding. Very low on Hide skill, 7 for a level 10 rogue! Now I know why... Baldecaran made some very highly customed scripts for that module, and one of them is looking full time for any item which provides any type of light... like the most basic Ring of Resistance I use all the time, or a simple torch.
I played with that " Skills decreased " icon until half of the module, and finally took the time to take care of that... situation. I couldn't understand I was forced to kill almost anyone. Now I do...
( I checked and there is something about it in the Read me actually... My fault if I never read those things... until I have to. )
@ +
jml, level 52
"Overgod? Is that like Supergod or something?", from "Citadel"
"M’not shr this ishych u g’dea.", from "Prophet" series

Posted by Glarm at 2008-06-10 04:33:44    Voted 9.00 on 06/10/08
Good fun. Enough freedom to do what you want, pretty much. Curiosity can get you killed!

Posted by Morgennes at 2008-05-30 10:46:50    Voted 9.50 on 05/30/08
True masterpiece.
Played as a 1st lvl CE elven rogue, ended level 10.
The city is amazing. The scripts are amazing.
Thanks a lot !
(I'm already a big fan, eager to play the sequel to Prophet!)

Posted by Odranoel at 2008-04-28 01:30:22    Voted 10.00 on 04/28/08
One of the best mods I've played after The Cave of Songs

Posted by filofax at 2008-03-30 05:15:46    
Hope my question doesn't give too much away
how do I walk backwards?
Enjoying it so far, but I'm stuck in the cellar!
All help greatly appreciated
thanks in advance

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