A generic village on a river. Some references made to the Brell setting.
The game itself is timed for 30 minutes.
The total play time should not go over 40 minutes unless you spend an inordinate amount of time customizing and equipping your character. Pregenerated characters are included in the ZIP file so this can be avoided all together.
The module is balanced for 1-3 players. It is compatible with any number of players.
Characters will be set to level 10.
Any, your character will be turned into a male Orc for the module. Suitable portraits and voice sets are advised.
Tricks & Traps
Hack & Slash
Fighters, Barbarians and Rangers preferred.
No DM Required
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
Waycrest is a farming and trading village located on the busy Davrus river. Increased activity by Orcish raiders has forced the Waycrest town council to increase the size of its guard force, establish a local militia, and request the assignment of an Imperial Legion unit to a garrison nearby. Nevertheless, Waycrest is still in desperate need of capable defenders.
...Unfortunately for them, that's not you.
In The Pillaging of Waycrest, you play an Orcish raider in a position of command in a marauding warband. You've got 30 minutes to compete for a high-score in property damage and theft: burn anything you can't carry! However, the people of Waycrest aren't going to take it lying down...
- About the Module -
This module was originally created for Bioware's 2007 World Designer search. All code is original, including the AI, cutscenes, traps, etc. This is the public release version and is the version that will continue to be updated now that the deadline for the contest has expired. It also lacks the spoilers of the Bioware version.
The Bioware Contest version can be found here: Link
Please be advised the The Pillaging of Waycrest has considerably higher system requirements than is normal for Neverwinter Nights. Having an insufficiently powerful machine will result in strange behavior from the AI as Neverwinter Nights drops executions of scripts.
Posted by markrendl at 2008-01-15 21:46:56 Voted 9.50 on 01/15/08
This is a neat little gem of a game. First off, I always enjoy games which cast you in a no-traditional role.
Challenging AI and a variety of ways you can try to carry out the mission add to its appeal.
My only quibble is the limited variety of weapons available, which forced me to redo the first guy I made since the weapon I specialized in wasn't available, wasting the three feats I devoted to it. However, as I generally was avoiding combat, it wasn't a fatal flaw
Thanks for a grand adventure.
Posted by Carlo at 2008-01-15 15:56:25 Voted 9.00 on 01/15/08
Excellent short module, the scenario is very well done and the AI is outstanding. I played multiplayer with one other person and thoroughly enjoyed it. Everything is well-scripted and I didn't see any bugs or issues in the two sessions we did. Quite replayable.
Posted by Razide0506 at 2007-11-21 10:59:58 Voted 9.00 on 11/21/07
It's a little tricky to rate this module, since it isn't a module in the typical sense, but it's fun, creative, and different, and very replayable.
Posted by killer_hamster at 2007-07-29 00:06:56 Voted 10.00 on 07/29/07
Excellent module. Just great fun to play. I haven't tried multiplayer yet, but I imagine it is even better. Will give it a go over LAN asap.
Couple of thoughts:
- It would be nice if there was a way of broadcasting a command that would get your henchmen and any other orcs nearby to destroy and/or burn everything in sight. As it is, they just stand around twiddling their thumbs while you run from item to item bashing and looting. It would add add a little more drama to the whole thing. Just a thought.
- Can you give us a few points for destroying doors. It is much more fun to bash doors down than to open them, even though opening them is quicker. If they were worth a little something, it would give me an excuse. Also, more of them should be locked, for the same reason.
The module's meant to be replayable - there are a couple puzzles and other hidden secrets which can net you quite a few points if once you figure them out. So yes, it'll take more than half an hour to see everything. It may also take a couple runs to work out an optimal strategy. Since the NPCs are "always on" (i.e. they aren't spawned in in the course of the module, but are always moving around behind the scenes) if you act differently, they'll respond differently - for instance, if you press them, they'll go defensive, but if you leave them alone for too long they'll start sending out patrols to try to drive you out, and retake important locations they've lost. The module can turn out quite differently if you recon the village by stealth and capture a bridge before they know you're there, as opposed to if you spend your time looting the wealthier houses south of the river, etc.
I plan to add to the module to improve the AI and add more features which I didn't have time to implement due to the time constraints for the Bioware contest. Bug reports, suggestions and feedback are more than welcome!
Posted by Menelcar at 2007-07-23 01:59:05 Voted 8.75 on 07/23/07
i'm sorry, my vote was wrong.
Posted by Menelcar at 2007-07-23 01:50:52 Voted 8.75 on 07/23/07
funny module, great work, but the village is too large to be explored in 30 minutes.
This is so awesome! You've done a damn good job, friend and for that, it is a 10.00. _________________________ Escape from the Underdark!
Posted by SenssaiCheese at 2007-07-22 21:06:06 Voted 8.50 on 07/22/07
Fun...entertaining...refreshing. This module was great. Definitely something different. Reminded me a little bit of Burnout. Great job on this module. And I recommend it to anybody who is looking for something different. _________________________ Link
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