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.: August 5, 2003 Mode(s), Neverwinter Nights is a third-person developed. Was originally set to publish the game, but financial difficulties led to it being taken over by, who released the game under their brand of titles.
It was released on on June 18, 2002. BioWare later released a free client in June 2003, requiring a purchased copy of the game to play. Released a port in August 2003.
Neverwinter Nights is set in the fantasy world of the campaign setting, with the based on the rules. The was designed around an Internet-based model for running a (MMOG), which would allow end users to host game servers. The intent was to create a potentially infinite massively multiplayer game framework. This game was named after the original online game, the first graphical (MMORPG), which operated from 1991 to 1997 on.
The original release of Neverwinter Nights includes the game engine, a game campaign that can be played as single player or in multiplayer mode, and on Windows releases, the toolset used for creating custom content that would run in the same engine. Three expansion packs were subsequently released for the game: in June 2003; in December 2003; and in November 2004. BioWare then began selling premium modules through an online store in late 2004.
The game's success led to a sequel, released on October 31, 2006. Final showdown with Queen Morag. The encounter is complete with dynamic graphical effects. In the lower left corner, the player console displays game mechanics behind the actions. The original scenario supplied with the Neverwinter Nights game engine is known as the official campaign. It comprises approximately sixty hours of. The gameplay centers on the development of a (PC) through adventuring, who ultimately becomes the hero of the story.
The PC is tasked with defeating a powerful cult, collecting four reagents required to stop a plague, and finally thwarting an attack on the city of, located along the of, in the campaign setting of. The first and final chapters of the official campaign deal with the city of Neverwinter itself, but the lengthy mid-story requires the player to venture into the surrounding countryside and travel northward to the city of. Along the way, many optional side are made available. As in the Dungeons & Dragons tabletop game, the first thing a player must do is create a new character. The game provides a set of ready-made characters, or the player may create one from scratch.
A series of panels are presented for selection of the character's gender, race, (such as strength and intelligence), specialized abilities called skills and feats, in-game appearance, and name. This process grants significant allowance for customization; one can be, for example, an outdoorsman or a healer , then choose skills and feats that would work well with that class in the game. Following a small prelude, there are four chapters in the original game, with each chapter following part of the general storyline. Within each chapter, there are many quests, subquests, and mini-storylines provided to the player. Depending on the specific quests completed, and the unique items kept, some storylines are continued throughout the entire game, such as the Henchman's or Aribeth's tales.
Completing many of the side quests will give the player's character more experience and special items, making them improve more rapidly and continue to make the game easier as the player progresses. These improvements come in the form of levels earned through, with each level providing the protagonist with a set of enhancements as selected by the player. The game's mechanics are based on the rule set; the outcome of most actions, such as combat and skills usage, are randomly determined by rolls. For example, when a fighter attacks, the computer would digitally 'roll' a 20-sided die (called a d20 in-game) to determine if he hits the target. On a success, another dice is rolled to determine the damage dealt, with powerful weapons assigned to dice with a greater number of sides, due to their ability to do more damage. Although the outcome of nearly all actions is determined by dice rolls, the player does not see them, with the results calculated in the background.
However, the player has the option to display the outcomes of these rolls. The player can control the game almost entirely via the mouse. Multiplayer A robust multiplayer component separates Neverwinter Nights from previous Dungeons & Dragons games, as this allows players to play on many different servers hosting games. Depending on hardware and, each server can support up to ninety-six players on the same server application, plus (DMs) to run the games, if desired.
Neverwinter Nights game modules are run in a variety of genres and themes, including (which are similar to ), combat arenas ( modules), whole servers dedicated to sexually oriented roleplay, and simple social gatherings similar to a. BioWare requires that these persistent worlds be free of charge, primarily for reasons of copyright law. Because Neverwinter Nights lacks a global chat function aside from the supported, players typically join through the game's multiplayer interface, or schedule games in advance with friends. Matchmaking sites can facilitate scheduling of games, and the experience is much like traditional.
Expansion pack; Requires Neverwinter Nights & Hordes Of The Underdark to function Neverwinter Nights: Kingmaker gives you the chance to rule a guild -- assuming you.
Persistent worlds do this work for them by inviting players to visit their website and continue to roleplay there. An important feature of Neverwinter Nights is the DM Client: a tool that allows an individual to take the role of the Dungeon Master, who guides the players through the story and has complete control of the server. Previous games such as, based on the printed gamebooks by, utilized this feature to a limited extent.
When it was released, Neverwinter Nights was viewed as the first successful implementation of the feature. The DM Client allows players to participate in regular, while also allowing persistent world servers to flourish by permitting the DMs of those servers to take control of (NPCs) in mid-game for added realism and flexibility. The DM Client also permits the user to spawn and control masses of monsters and NPCs much in the same way as units would be controlled in a game. Custom content Neverwinter Nights ships with the, which allows players to create custom for the game.
These modules may take the form of online worlds, adventures, character trainers. Additionally, several third party utilities have further expanded the community's ability to create for the game. By the end of 2002, there were over 1,000 custom adventures available. Custom content creators are known as builders in the Neverwinter Nights community. The Aurora toolset allows builders to create map areas using a; the appearance and surface textures of the area are defined by the area's selected tileset.
Builders can overlay placeable objects onto areas, and use the built-in scripting language, which is based on the, to run, quests, and conversations. Third party utilities allow builders to create custom content for most aspects of the game, ranging from new playable races and character classes to new tilesets, monsters and equipment. Custom content is added to the game in the form of hakpaks. Builders have used the Aurora toolset in combination with hakpaks to create playing experiences beyond the scope of the original campaign. Additionally, the Aurora toolset has allowed for the creation of a number of ongoing modules.
Despite the game's age, the Neverwinter Nights custom content community remains active. The community, mostly centered on the Neverwinter Vault, has created over 4,000 modules for the game, among them, many award-winning adventures and series such as Dreamcatcher. The Aurora toolset is not available for the Linux and Macintosh versions of Neverwinter Nights. The project neveredit aims to port the toolset features to these platforms. The game's module-making legacy was continued.
Plot The story begins with the (PC), under the guidance of, being sent to recover four creatures (, and ), known collectively as the Waterdhavian creatures. The Waterdhavian creatures are needed to make a cure for the Wailing Death, a plague that is sweeping the city of Neverwinter and forcing a quarantine. With the help of Fenthick Moss, Aribeth's love interest, and Desther, Fenthick's friend, the PC is able to retrieve the creatures. As they collect the creatures, they are attacked by mysterious assassins from a cult that is behind the spreading of the plague. As the cure is being made, Castle Neverwinter is attacked by the minions of Desther, who betrays the heroes. Desther takes the completed cure and escapes the castle, with the PC and Fenthick in pursuit. When they catch up to Desther, he surrenders after a short battle.
Desther is sentenced to burn at the stake, and Fenthick, despite being unaware of Desther's true intentions, is sentenced to hang. The PC meets up with Aribeth, and they begin searching for the cult responsible for the plague and the attack on Neverwinter.
With the help of Aarin Gend, Neverwinter's spymaster, the PC retrieves the diaries of dead cultists and letters from a person named, which convince Aribeth that the cult's headquarters are in. Aribeth goes ahead to Luskan, and the PC follows after speaking once more to Gend. After arriving in Luskan, the PC hears rumors that Aribeth is joining with the cultists. These fears are confirmed when she is found meeting with Maugrim and Morag, Queen of the. They seek a group of magical relics called the Words of Power. The PC retrieves all of the Words of Power except for one held by the cult. The PC discovers that the Words open a portal to a pocket world inside the Source Stone, where Morag and the other Old Ones are.
The PC confronts Aribeth, and depending on how the meeting is handled, she either surrenders to the PC or they are forced to kill her. The PC battles Maugrim for the final Word, then uses the Words to enter the Source Stone and battle with Morag. After Morag's death, the PC escapes the Stone as the world inside it implodes. Development. This section needs expansion. You can help.
(November 2014) A posting at the Neverwinter Nights 2 Vault on June 4, 2008 contained information from what appeared to be original Neverwinter Nights documentation. At the BioWare forums, Neverwinter Lead Designer Rob Bartel confirmed that the 'series of excerpts from the game's design doc' were not a hoax. When asked if the plans were altered due to time constraints, Bartel referenced various legal difficulties that the company was working through.
This section needs expansion. You can help. (November 2014) Official expansion packs ( SoU) was released in June 2003.
It added five, sixteen new creatures (two of them available as additional ), three new, more than thirty new feats, more than fifty new spells, and additional scripting abilities for those using the Aurora toolkit. The features a story line concerning a student sent out to recover some stolen magical objects. The story begins in the, eventually moving toward the desert of Anauroch and the old Netherese city of Undrentide. ( HotU) was released in December 2003. It increased the maximum character level to 40, and added a number of spells and items appropriate to such characters, as well as adding further tilesets, prestige classes, feats, and abilities, and compatibility with the Intel Pentium 4 Processor, which was unsupported in previous versions.
The story continued where Shadows of Undrentide ended, with a character of at least 15th level, and led into the vast subterranean world known as the. The first chapter of the story took place in the Undermountain dungeon beneath the city of. Was released in November 2004, and features three premium modules: the award-winning Kingmaker, Shadowguard, and Witch's Wake. Community-created expansion packs Atari and BioWare helped to promote and release free downloadable hakpaks, models, and tileset expansion packs, which greatly expanded the possibilities of mod-making. The Players Resource Consortium ( PRC) was released in early December 2003, and is a group of hakpaks adding classes, races, skills, and spells to the game. The PRC has roughly three times the number of prestige classes the original game had.
It also adds dozens of epic spells, and many normal spells that make better use of BioWare's Aurora engine. powers have also been included. The Community Expansion Pack ( CEP), originally released in March 2004 (last updated in January 2017), is based on the Neverwinter Nights community's fan-made material. This freely downloadable expansion was compiled by members of the community. It combines a selection of previously released custom content into one group of hakpaks.
Premium modules In late 2004, BioWare launched its online store and started selling what it called 'premium modules' as part of its digital distribution program. This initiative was led by BioWare's Live Team Lead Designer, Rob Bartel. These smaller-scale adventures introduced new storylines and gameplay, and include new music and art that BioWare integrated into later to the core game.
According to BioWare, the revenue generated by sales of the premium modules would be used to support their fan community and provide ongoing updates and improvements to the game. The modules that are sold in the BioWare store require an active Internet connection to play, even when played in single player mode. The modules in the Kingmaker expansion were stripped of this requirement, but are only available for Windows systems. The modules included with Neverwinter Nights Diamond Edition do not require Internet access to play.
In August 2009, BioWare discontinued its selling of premium modules due to a request made by Atari. Atari has not yet provided any alternative means to acquire the modules.
On June 16, 2011, the Neverwinter Nights (DRM) authentication server was temporarily taken down as a reaction by to the Neverwinter Nights store being hacked and customer data stolen. Premium modules which were purchased via BioWare's store could not be played during that time because they could not connect to the server to validate the purchase, though DRM-free modules were unaffected. The exact duration of the temporary outage has not been documented.
The modules Kingmaker, Shadowguard, and Witch's Wake were sold as part of the Diamond Edition package. The modules Infinite Dungeons, Pirates of the Sword Coast, and Wyvern Crown of Cormyr were only sold with DRM. – In November 2004, BioWare announced their flagship premium module, which later received the 'PC RPG of the Year' award. In the module's story, the PC must defeat the evil at the Keep of Cyan and win the throne.
– Created by community member Ben McJunkin, it features a new setting, Abaron, and a story focused on the PC's adventures and interaction with a secret Shadowguard group. The remastered version of Rob Bartel's popular story-oriented module by the same name added new subraces, music, and substantial voice-acting throughout. The game features a story of a character who lost their memories and awakens on a field of battle. A sequel, Witch's Wake II: The Witch Hunters, was in development, but it was ultimately canceled. Neverwinter Nights: Pirates of the Sword Coast – In June 2005, BioWare announced the upcoming release of a new premium module. The story begins in the city of Neverwinter, and leads to a lengthy ship-borne, swashbuckling-style adventure.
Neverwinter Nights: Infinite Dungeons – In May 2006, BioWare released a module taking place in the Undermountain area below. The main feature is, which are suitable for all levels of adventurer. The module is designed for single and multiplayer gaming. With the exception of the ability to respawn one's character, Infinite Dungeons is very similar to a three dimensional. Neverwinter Nights: Wyvern Crown of Cormyr – In September 2006, BioWare announced a new premium module. It features fully ridable horses, flowing cloaks, tabards and long coats, a new (the Purple Dragon Knight), and extensive new art, creatures, and tilesets.
Post-premium modules Premium modules were eventually discontinued. Three premium modules were known to be in development before cancellation. Two of them ended up being free downloads, while the third, a planned sequel to Witch's Wake, was never released. Hex Coda - On May 15, 2005, Stefan Gagne released Hex Coda, the first cancelled premium module, to Neverwinter Vault. The story was a mix of fantasy and science fiction and involved the PC dealing with the machinations of a multinational corporation called Cathedral. A sequel was in development, but was cancelled. – In August 2006, Ossian Studios Inc., headed up by, a former producer at BioWare, released the second canceled premium module to the Vault.
The story takes place in and around Daggerford and has been compared favorably to in terms of its scope. Characters start at the 8th level.
The module includes a cinematic intro (like the main campaign) and a world map. Darkness over Daggerford's status as a quasi-official expansion pack was supported by the next release of the team, this time a fully official one: for Neverwinter Nights 2. Editions and re-releases Atari released subsequent editions of the game following its first release in 2002. These editions are:.
Neverwinter Nights: Gold (2003), which includes Shadows of Undrentide. Neverwinter Nights: Platinum (2004) (in Europe: Neverwinter Nights: Deluxe Edition), which includes both Shadows of Undrentide and Hordes of the Underdark. Neverwinter Nights: Diamond (2005) (in Europe: Neverwinter Nights Deluxe: Special Edition), which includes everything in the Platinum edition plus the Kingmaker expansion pack.
In 2010, the Diamond edition was licensed for online distribution to. Atari also re-released the game and both expansion packs in the following collections:. Atari Collection: Rollenspiele (2005). Neverwinter Nights 2: Lawful Good Edition (2006). Neverwinter Nights 2: Chaotic Evil Edition (2006).
Ultimate Dungeons & Dragons (2006); Rollenspiele: Deluxe Edition (2007). Neverwinter Nights 3-Pack (2007).
Neverwinter Nights: The Complete Collection (2011) contains Neverwinter Nights 2 and expansions as well. Beamdog announced the upcoming release of Neverwinter Nights: Enhanced Edition on November 20, 2017. This version will include fixes made by the community since the last official release, graphic improvements, premium modules, and a return to a multiplayer server list that was lost when Gamespy was shut down. A digital deluxe version will include the soundtrack and the rest of the premium modules.
A pre-release version was made available to purchase on November 21. Reception Reception Aggregate scores Aggregator Score 89.08% 91/100 Review scores Publication Score 8.75/10 9.2/10 91/100 9.3/10 95/100 Awards Publication Award Best Role Playing Game, Best Online Multiplayer Best Role Playing Game Best Role Playing Game Computer Role Playing Game of the Year In general, Neverwinter Nights met with positive reviews, receiving 'universal acclaim' according to. Referred to it as 'one of those exceedingly rare games that has a lot to offer virtually everyone, even if they aren't already into RPGs', and praised it for its campaign, its Aurora toolset, and its graphics. US called it 'a total package—a PC gaming classic for the ages', and said that its 'storyline is as persuasive as any I’ve encountered in a fantasy roleplaying game'. Chris Chan of said, ' Neverwinter Nights is every role-playing gamer's dream'.
Found that the game's story was 'humdrum' and 'mediocre'. Mark Meadows of agreed, saying the game was too focused on technical details. Victor Godinez of did not care for the turn-based combat system, preferring to have direct control. He also said the controls were difficult to use occasionally. Noted the game's graphics as being 'gorgeous' and its sound as 'untouchable', and likewise praised its visuals, specifically mentioning its combat animation and spell effects as being well done.
Wasn't as impressed by the graphics, saying 'The biggest, and arguably the only, glaring flaw in the game, is its graphics. You can tell that this game has been in development for five years.'
; however, they praised its voice acting and music. Godinez agreed, and also liked the game's audio, noting in particular the scraps of conversation that can be heard in the background throughout the city. Allgame praised Neverwinter Night 's DM tools, calling the game's level creation options 'impressive' and the multiplayer options 'great'. GamePro thought that Neverwinter Nights is the closest that any video game has come to accurately representing the full Dungeons & Dragons rules, a statement further reinforced by Greg Kasavin of, who said that 'Neverwinter Nights isn't the first Dungeons & Dragons game for the computer to make use of the pen-and-paper game's 3rd Edition rules, but it's the first to implement them so well'. GameZone said that the Aurora Toolset was one of the 'best features' of the game. John Breeden II of said including the tool set was 'smartest thing Bioware did'.
He went on to say that giving such tools to the players became more commonplace, but was a bold move at the time of the game's release. Chan commented, 'you could use the Aurora tools to create a dream world'. Peter Suciu of magazine called Neverwinter Nights 'possibly the richest fantasy PC experience ever created.'
Kingmaker Neville
According to GameSpy, ' Neverwinter's contribution to D&D gaming is always a hot topic and a source of argument.' Since the original release of Neverwinter Nights, several in-game portraits have been modified in due to their having been copied from outside sources. In another instance, the complained to BioWare about the appearance of the Red Cross symbol on the in-game item 'Healer's Kit', as part of a long-running attempt to discourage outside usage of the symbol. This resulted in the Red Cross symbol being removed from the Healer's Kit through patches.
In the United States, Neverwinter Nights sold 510,000 copies and earned $23.2 million by August 2006, after its release in June 2002. It was the country's 26th best-selling computer game between January 2000 and August 2006. Combined sales of all Neverwinter Nights games released between January 2000 and August 2006 had reached 1.3 million units in the United States by the latter date.
The game received a 'Silver' sales award from the (ELSPA), indicating sales of at least 100,000 copies in the United Kingdom. IGN ranked Neverwinter Nights No. 4 on their list of 'The Top 11 Dungeons & Dragons Games of All Time' in 2014. Ian Williams of rated the game #4 on his list of 'The 10 Greatest Dungeons and Dragons Videogames' in 2015. The editors of named Neverwinter Nights the second-best computer game of 2002. While they found that the 'single-player game is merely passable', they highly praised its content-creation tools, and argued that Neverwinter Nights is 'what computer role-playing games should have been all along'. It also received the magazine's 'Best Technology' award.
Neverwinter Nights was nominated for 's 2002 'RPG of the Year' award, which ultimately went to. The editors wrote that Neverwinter Nights 'gave gamers a fabulous toolset for creating their own adventures—too bad the single-player campaign prompted a staffwide shrugging of shoulders.' Legacy , a based in the universe, was also released by BioWare using a modified version of the of Neverwinter Nights, called the.
The sequel, also used it. Because of this, modders have been able to modify these games using some Neverwinter Nights modding tools., a role-playing video game by, is also based on the Aurora engine of Neverwinter Nights. BioWare used Neverwinter Nights and its toolset to develop prototypes and mock-ups of various areas and scenarios for. Sequels A sequel to Neverwinter Nights, was developed by, a company with a long history with BioWare. According to BioWare, the change of developer was due to BioWare's business with other titles, such as and. Neverwinter Nights 2 shipped in November 2006.
On August 23, 2010, announced would be developing, an online role-playing game based on the book series of the same name. It is based on 's global property rules and feature the titular city. It was scheduled for an early 2013 release, and was ultimately released on June 20, 2013. Educational usage Neverwinter Nights has been used by colleges and universities for a variety of educational purposes. It has been used at in the United Kingdom as a means of delivering and of showing designers how to understand the coding in the game.
The Synthetic Worlds Initiative at has used it as a basis for the creation of, where Shakespeare's dramatic history of Richard III and The War of the Roses can be interactively explored. The game and the Aurora toolset were also used at in Australia. The has offered a video game design course which uses Neverwinter Nights and the Aurora Toolset as the platform for teaching and course projects. The has used the game to teach journalism students how to gather facts and information for news events with a modified modern setting for the game that involves interviewing witnesses and doing library research; in a modified game, students would work in pairs putting together a story about a train accident that causes a toxic chemical spill.
Neverwinter Nights has also been used as an interface for some activity types. References.
The topic of this article may not meet Wikipedia's. Please help to establish notability by citing that are of the topic and provide significant coverage of it beyond its mere trivial mention. If notability cannot be established, the article is likely to be,. Find sources: – (November 2016) Neverwinter Nights: Kingmaker Series Release October 2, 2005 Mode(s) Neverwinter Nights: Kingmaker is an released for 's which includes three premium modules: Kingmaker, Shadowguard, and Witch's Wake. Released in November, 2004, Kingmaker later won the 'PC RPG of the Year' award for Computer Role Playing Game of the Year for 2005. Contents. Modules The Kingmaker expansion pack includes three premium modules: the main adventure of the same name, and two minor modules.
Kingmaker Neverwinter Nights: Kingmaker is a premium module for the game produced by and published by (now ). It was released in 2004. The module requires the expansion pack and offers around eight hours of gameplay.
It is available in lite and full versions, with the former lacking voice acting for the different in the module. The module can be purchased and downloaded directly from the internet for a price less than that of the expansions. Plot The module is set in his own setting which borrows many elements from and other D&D settings. The story takes place near the Keep of Cyan, a northern part of this world. The game's goal is to win the election and become the Lord of the Keep.
In order to do so, the player character has to persuade at least 4 of 9 guilds to aid him. Only then the character will have a chance to fight his nemesis, the Masked Man - a mysterious mage who uses a small army of creatures to conquer the Keep. On his journeys, the player character also has to reveal the mystery of his own nature and past. An unknown ally of great power also helps the character by granting him a sentient magical weapon with a friendly personality. The player could enlist help from two of four NPCs who traveled with him before the beginning of the game.
The official BioWare page describes the module as follows: 'In a party with a cowardly Wererat, a scarred Nymph, an exiled Rakshasa, and a quick-tempered Azer, you seem to be the only normal one. Embark on a journey to face your nemesis outside the embattled ramparts of the Keep of Cyan. It is a journey that will test your loyalties and cause you to question the very bounds of life and death. Evil lurks in the war-torn keep and it's up to you to unearth it. To learn the truth, you must win the throne.'
It is revealed later that the Masked Man is in fact an, and the mysterious ally is the main character's grandmother, a demoness of great power who once fell in love with a mere man, thus making the character to be partially Tiefling. The Masked Man is also an offspring of her, and thus is considered to be brother of the hero. The whole battle for Cyan is her own challenge for her children, so they could prove themselves and take a worthy position in life. The game culminates with the player killing the Masked Man and realising the truth about himself. After that, he is rightful ruler of Cyan. Though the game's story is fully finished, it has an open ending.
Shadowguard ' Neverwinter Nights: Shadowguard is a premium module for 's 2002 PC RPG,. The module was sold at the BioWare store for $4.99, and comes with the 'Witch's Wake' premium module for free.
The module features a new adventure set in a unique setting. Plot The game is set in Abaron, a setting specially created for the module. The Sarakhan Empire is the most prominent force in this world, being led by a divine emperor named Rakha, who is willing to unify the whole world. However, the northern lands are not willing to enter the Empire, and fights back.
A mysterious Crimson Prophet is believed to be the leader of the resistance. The story takes place in Ghaarak, an imperial city located near the northern territories' borderline. The module itself is named after the organization featuring prominently in the game. The player is the son of Ocaris, one of the city's leaders, who is finishing his student time in the academy. The game starts out in a graduation ceremony of sorts where they get to pick one of three magic symbols to be their own.
Each symbol has special actions and bonuses that go with it. After the graduation, the instructor tells the player that a man is looking for them. The man's name is Markius. It is soon revealed that the character is meant to enter a secret organization, the Shadowguard, who protects the Empire from various threats.
The story leads the player into a series of tasks given by Markius, the leader of Shadowguards, and his fellow friends. The tasks involves the player taking down a slaver syndicate and few other criminal elements. However, the city of Ghaarak ends up slowly falling into chaos due to arrival of Crimson Prophet - a mage willing to destroy the Empire, who steals a powerful artifacts and kills the character's father, Ocaris. A full-scale assault on the city begins, performed by northern people under the Crimson Prophet's instructions.
The player has only one option: to escape the doomed city along with the members of Shadowguard. Battling their way to the docks, they encounters Crimson Prophet again, but is unable to defeat him, as he proves to be too powerful. The module's story ends with the character escaping the city with the Shadowguard on board of a ship, Voyager. The story was meant to be continued, but no sequels were ever made. Witch's Wake Witch's Wake uses an original created for the module, completely independent of Neverwinter Nights' Forgotten Realms setting. It is a dark, mysterious world featuring unique sub-races with their own special abilities.
Plot The game starts as the player character awakens on a battlefield with all his/her memories lost. A dying prince asks him/her to deliver to his father the message, 'She is dead.' Soon, the meets Night Hag, a witch that is very willing to help him/her discover his/her past. She grants the PC passage to the Plane of Sorrow - a place where the living world collides with the world of the dead, Stygia. The Plane of Sorrow is inhabited by the souls who are about to enter the world of undead, and Filchers, the spirits who is notorious for their thieving nature.
The player journeys through the world of the game looking for answers and an only man who is left from the PC's squad, sometimes visiting the Plane of Sorrow. After venturing through some dangerous encounters, the player enters dwarfs village, Brogan's Arm. Here, he/she discovers that the man he/she is looking for has stolen the Cavanaugh Stone, a holy artifact of great importance. In the end of module, the player finally discovers the man, Caldrian, who finally reveals what happened.
The encounter with Caldrian leads the player to the realization that they were part of a witch hunter squad who battled a witch and apparently killed her. The squad was, however, obliterated by her power, and the few survivors lost their memory. Just after the dialogue, a ghostly figure of a woman appears, writing a message 'The fields of battle lie in the hearts of men.'
The story ends with the player discovering the truth of what happened to him and his squad. A prompt to begin the next installment of the module appears, but since the sequel was never finished, this option does nothing. Reception.