Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Horzen
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1.431 GB
10 Apr, 2023 @ 10:35am
22 Mar @ 6:51pm
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Horzen

Description
Thirty years ago, the citizens of the city of Horzen threw off their king and their old gods and established a Republic, with Azzacio d'Horzen as the elected "First Citizen" and four "Gods of Reason" as their new faith. Now the city is locked in a vicious battle against an undead horde from the north. The city is in ruins. Supplies and goods are scarce. Neither side will relent.

You are a citizen of Horzen, and as of yesterday you received a notice stating that you had been promoted to the illustrious ranks of the Second Citizens, on the recommendation of Arryn Qurtz. These capable men and women uphold the values the city holds dear and keep it safe from its enemies, leading their fellows against all foes. And so today, you report to the Citizen's Office to meet the First Citizen and make your promotion official...

CEP 2.67 or above is REQUIRED for the module to work. You can find it here: https://neverwintervault.org/cep

This module is designed for one (1) player and roughly 6-8 hours of gameplay content. A new character is strongly recommended, and will be given enough XP to reach level 7 upon module entry, with characters usually ending the module at level 11 or 12. Mechanical changes include but are not limited to:

-Point-buy raised from 30 to 32
-Multiclass XP penalty removed
-Light Armor/Small Shields no longer suffer arcane spell failure
-Champion of Torm reworked into Divine Champion, now available for all alignments
-Certain PrCs, including Pale Master and Divine Champion, have caster progression
-Wizard, Sorcerer hit dice increased to d6
-Rogue, Bard hit dice increased to d8
-No XP, reduced gold costs for scribe scroll/brew potion/craft wand
-Barbarians & Bards are no longer alignment-restricted
-Monk facelift, expansion of monk weapons
-Rework/facelift of Harper Scout and Purple Dragon Knight
-Blackguards now have spellcasting
-Significant buffs to Druid wildshape, expanded Druid spellbook
-Ranger Animal Companion at level 4, expanded Ranger spellbook
-Rage feats for Barbarian
-Racial ability maluses removed

Spell changes include but are not limited to:
-cantrips scale with caster level
-New summons across the board; multi-summon for undead summons
-HD limit for daze & sleep scales based on caster level
-Keen edge can now apply to all melee weapons, not just slashing/piercing
-Scare is no longer limited by HD
-Heal/Harm now do 10 * caster level worth of healing/harming, to a maximum of 150
-Ice Dagger now inflicts 2 Dexterity damage if the target fails a Reflex save
-Contagion now inflicts 2d4 Strength, Dexterity, and Constitution damage up front
-Isaac's Lesser and Greater Missile Storms are now radials, with options to change spread and number of targets
-Blade Thirst now grants +3 vampiric regeneration instead of +3 Enhancement bonus - Rangers get Magic Weapon/Greater Magic Weapon to compensate
-Camouflage and Mass Camouflage now provide 10% concealment
-One with the Land provides +2 Dodge AC and +1 to all saves
-Ability-enhancing spells (Bull's Strength, Cat's Grace, etc.) condensed into a single radial spell, Enhance Ability
-Elemental Shield is now a radial, with the option to change between fire and cold damage for the shield
-New Spells: Nature's Shield, Corrupt Weapon, Pridoni's Freezing Lightning, Bertolt's Monstrous Scream

Notes:
-Currently the only completely deprecated skills are Craft Armor, Craft Weapon, Craft Trap, and Ride.
-Undead enemies are no longer immune to crits or sneak attack. Go nuts.
-Save often! The game will autosave in some areas, but you never know if the game will crash or if you end up stuck. Better safe than sorry!
-There are no plot-protected NPCs! If you don't like someone, you can kill them. Most of the time, the plot will adapt.
-At this time, the module ends on a cliffhanger. I know that may be disappointing to some, but I needed to set a stopping point so I can take stock of everything the player had done up to that point and also want to be able to step back from it as needed. This does NOT mean I will never work on it again - quite the opposite, I fully intend to keep adding to the module in future updates - but if something in my personal life comes up, I'd rather have something out there that's relatively complete than be stuck with something that exists only on my hard drive.

You can also find this module on the Vault:

https://neverwintervault.org/project/nwnee/module/horzen

Like most living creatures, I enjoy eating, drinking, breathing, and having a roof over my head. This module is and will remain free, but if you enjoyed playing and would like to donate, you can find my Ko-Fi page here: https://ko-fi.com/protoss119

Credits:
Xovian - Extended Henchman Dialogue
Amethyst Costello - Printing Press model (original work)
LuckyDay - Printing Press model (importing/animating)
mr_bumpkin / WodahsEht - PrC caster level scripts
Tauredor - New spell icons
WouldBeBard - low-magic weapon/tower shield models
The Amethyst Dragon - Project Reforged
TaintedGlory - testing
Mymothersmeatloaf - testing
VKB48901 - testing
Crulon/MetalPig/Kyuzo - testing
Peppermint - bugfixing
Bioware - for all of the scripts I borrowed/stole from the campaigns in order to figure out how things work.
9 Comments
Doctor Portiss  [author] 22 Mar @ 6:55pm 
I've put out an update for v111 to fix some of the most pressing bugs. In the future, I will post bugfixes in this format, and leave numerical updates for major content releases. Thanks to everyone who reported bugs for v111, and as ever, let me know if you find any more!
Doctor Portiss  [author] 30 Nov, 2024 @ 1:08pm 
Fixed! Thanks for letting me know. The issue is that the companions are ported to the Hiring Hall instead of the manor during the transition.
Tingly 30 Nov, 2024 @ 10:47am 
Specifically sleeping with her at the manor, that is. Can confirm that henchman can be found afterwards if it's done in the Hiring Hall.
Tingly 30 Nov, 2024 @ 10:44am 
Sleeping with Sylvia causes all of my henchman to vanish. I was primed for some interesting consequences, but not that one.
Doctor Portiss  [author] 1 Oct, 2024 @ 10:11am 
I will look into this. Did you have any companions with you? One persistent issue I've been trying to deal with is NPCs getting blocked by something when they're trying to talk to you. If that's the case, dropping some of your companions should serve as a temporary fix.
»Freak™ 1 Oct, 2024 @ 5:03am 
when i do the hostage quest after going in and beating eufemma and then talking to and freeing khojin we get moved outside but i cant move or talk to anyone:lunar2019deadpanpig: just beating eufemma and then talking to the guard works though:Teuton:
DaveCANH 14 Apr, 2024 @ 6:23pm 
Thank you for your continued work on this. Good to see new modules being actively developed. I took a brief look at this a couple months back but will take a closer one soon.
maser8 21 Feb, 2024 @ 6:17am 
I've not finished this yet as I only just installed it but so far this is excellent. A great amount of detail. I appreciate the amount of worldbuilding that you have taken the effort to put into this, almost every examination of an item has some interesting flavor text, and each area I've walked there is something interesting to see. The dialogue is well-written, and there are actual roleplaying options and choices. Great work. :neverwintereye:
Ka'ta♥‿♥ 25 Apr, 2023 @ 8:45am 
Came out great, looking forward to seeing what the next part entails. After all with multiple ways to finish the first chapter, will be interesting to see the outcome of the choices I made. Thank you for your hard work.