The Maimed God's Saga is a user-made module for Neverwinter Nights 2. In this module you're supposed to play a Cleric of Tyr, my favourite D&D 3.5 Forgotten Realms character. I played the original NWN 2 campaign with a cleric of Tyr. So in this adventure the character answers a call for help from the local noblewoman of a village that looks like Hommlet in Temple of Elemental Evil. With the help of a ranger PC, your cleric must find the source of a series of abductions in the noble family. The abductions began two hundred years ago.
Link: http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=452
Character level: Starts at level 6 (you can also start at level 5 for more challenge or level 7 for an easier time). Ends at level 9.
My character
Male human Cleric (Tyr)
Str 16, Dex 12, Con 12, Int 12, Wis 16, Cha 08
Background Appraiser
Starting skills: Concentration, Diplomacy, Lore, Spellcraft. And later on Appraise, Intimidate, Spot, Open lock
Starting feats: Able learner, Luck of heroes. Then Toughness, Skill focus (concentration).
You can get hit by arrows or a sword while you're casting in NWN 2, even if you're casting defensively, and this triggers concentration checks that are not covered by the feat Combat Casting. That makes Skill focus (concentration) better.
Cleric domains: War and Good (as they're supposed to be the domains of Tyr, according to the module's documents. Otherwise, I'd say the best domains for this module are War, Earth and Healing). Select 'high-pitch evangelist' for your voice and your character will shout 'Damnation, damna-a-a-a-tion!' at his enemies
Liked
Liked the great atmosphere, the music (would have been cool to have some electronic music from Enigma)
Liked the absence of useless loot
There were no spelling or grammar mistakes, it's very well written
Liked the rather realistic (believable) attitude of the female companion
Liked that the spells 'Shield Other', 'Magic Vestment' and 'Greater Magic Weapon' are actually useful for once. There are no magic weapons and no magic armour in this module, apart from Tyr's weapon, given at the very end.
Loved the tactical challenge and the variety of combat situations. For example, early on you can have a fight on a moving boat, with lizardman shooting at you from the shore, and other lizardman jumping onto the boat. In another battle you fight against three or four evil druids together. In another battle you attack a fort and many of the enemies are equipped with bows and poison arrows.
Liked the fight with 'massive fighter', who is in fact a cleric of Malar, the god of bestiality. He loves to use Inflict Wounds, has a DR of 4 and wields a scythe. It was a tough fight for a cleric level 7 + ranger level 7 because it occurs right after a another battle with lots of guards, and you can't rest.
In the end game I loved the discussion between the gods Malar and Tyr, and liked the fact that the player is asked to determine what sentence to inflict on the guy who was responsible for the PC's torture, scarring, excommunication, repeated attempted murder and false accusation, as well as the death of a friend. You're given many options like flogging (you decide how many lashes), death, imprisonment (I guess you have to decide how long, too), a pilgrimage, losing his position in the church, no punishment at all, or any combination of the possible punishments. And then Tyr himself tells you whether he thinks you were too lenient or too harsh. I selected 20 lashes plus a pilgrimage plus the loss of his position. I thought that was lenient, Tyr said that was a bit harsh.
Liked the entire story overall, also liked how the love story is wrapped up at the end.
Disliked
At one point, you don't really know what you're supposed to do and in fact you're stuck until you let your character go to sleep.
The game should say something like 'You feel that you haven done everything that you could possibly do today and should now go resting.' Or else give the player another way to find the next step. Allowing the PC to get stuck is not good design.
At the end of Act II, after you complete your initial main quest, I really thought that the game was over. Looking through the hints I realised that the game went on and there was an Act III! I guess it's my own fault but a message like 'Don't exit the game just yet as more quests will follow!!' wouldn't come amiss.
In one situation the companion's spot skill is not used (only the player's) even though the companion has got a very good spot skill. Why encourage the player to put points in the same skills as the companion? As a side note, I've never understood the benefit provided by Spot and Listen in Neverwinter Nights 2, apart from exceedingly rare checks that happen during scripted dialogues.
I hated having to walk up and down the village again and again and again. From the town centre, the game should allow teleporting back to your room in the manor. In a pen and paper module, the players would just say 'we go back to the manor' and this would be instantaneous.
The game is too wordy especially when the castle's Lady talks about her ancestors, or when the companion talks about her past.
I didn't like the silly Brew Potions feat (recommended in the module's documents): it's silly because brewing potions is ridiculously costly. It not only requires taking the feat, having an empty flask and wasting a spell slot for the day, but also a large amount of gold (several hundreds for cure light wounds and several thousands for cure serious wounds) which you do not receive in the module. And in the middle of the game one NPC comes to the PC asking to buy a Cure Light Wounds potion and offering to pay only SIX gold coins for it.
Didn't like the anti-climactic, too easy battle with the Mistress (At first I thought that she was the final boss but she's not). I don't really understand RPGs where the important bosses are all alone. No minions fighting with the boss, really? In fact just before the battle with the Mistress you have to kill a tough black panther: they should have fought together, then it would have been an interesting fight. The real final boss also fights alone and again, it would have been better if he had had support. By the end of the game you can boost yourself so much and you have direct help from Tyr in lots of ways.
Some questions remain unanswered, such as why was the village of Navatranaasu placed under interdict (excommunication) by Tyr's clergy 200 years ago? Why did the player character and his priest friend not know about this interdict? How did Tyr's clergy learn that the player character went to Navatranaasu (the fact that he went there and helped the village was the basis for his accusation and torture). In Navatranaasu, why did every witness of the beast/werewolf report that the beast stared directly at them before disappearing? (I thought that meant the beast was an illusion created by a wizard, but there was no wizard).
At one point you find a document that mentions the cost of the cathedral, 56 gold 'not adjusted for inflation'. But the cool thing about a society using gold coins is that it doesn't inflate (as long as the gold content in the coins remains the same). Inflation is a consequence of using fiat currency.
The locked room quest is too difficult, especially considering that the room does not contain anything of importance. It's not difficult because you have to do a tiny bit of cryptography, but because the game tells you about a decoding device without giving you any clue as to where the device is or what it looks like. I'll give a hint: the device is red and you will find it in a room not far from the locked room.
My rating
5/5, mostly because the battles were interesting; and also because the story was interesting.
Screenshots
Link: http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=452
Character level: Starts at level 6 (you can also start at level 5 for more challenge or level 7 for an easier time). Ends at level 9.

Male human Cleric (Tyr)
Str 16, Dex 12, Con 12, Int 12, Wis 16, Cha 08
Background Appraiser
Starting skills: Concentration, Diplomacy, Lore, Spellcraft. And later on Appraise, Intimidate, Spot, Open lock
Starting feats: Able learner, Luck of heroes. Then Toughness, Skill focus (concentration).
You can get hit by arrows or a sword while you're casting in NWN 2, even if you're casting defensively, and this triggers concentration checks that are not covered by the feat Combat Casting. That makes Skill focus (concentration) better.
Cleric domains: War and Good (as they're supposed to be the domains of Tyr, according to the module's documents. Otherwise, I'd say the best domains for this module are War, Earth and Healing). Select 'high-pitch evangelist' for your voice and your character will shout 'Damnation, damna-a-a-a-tion!' at his enemies

Liked
Liked the great atmosphere, the music (would have been cool to have some electronic music from Enigma)
Liked the absence of useless loot
There were no spelling or grammar mistakes, it's very well written
Liked the rather realistic (believable) attitude of the female companion
Liked that the spells 'Shield Other', 'Magic Vestment' and 'Greater Magic Weapon' are actually useful for once. There are no magic weapons and no magic armour in this module, apart from Tyr's weapon, given at the very end.

Liked the fight with 'massive fighter', who is in fact a cleric of Malar, the god of bestiality. He loves to use Inflict Wounds, has a DR of 4 and wields a scythe. It was a tough fight for a cleric level 7 + ranger level 7 because it occurs right after a another battle with lots of guards, and you can't rest.
In the end game I loved the discussion between the gods Malar and Tyr, and liked the fact that the player is asked to determine what sentence to inflict on the guy who was responsible for the PC's torture, scarring, excommunication, repeated attempted murder and false accusation, as well as the death of a friend. You're given many options like flogging (you decide how many lashes), death, imprisonment (I guess you have to decide how long, too), a pilgrimage, losing his position in the church, no punishment at all, or any combination of the possible punishments. And then Tyr himself tells you whether he thinks you were too lenient or too harsh. I selected 20 lashes plus a pilgrimage plus the loss of his position. I thought that was lenient, Tyr said that was a bit harsh.
Liked the entire story overall, also liked how the love story is wrapped up at the end.
Disliked
At one point, you don't really know what you're supposed to do and in fact you're stuck until you let your character go to sleep.
The game should say something like 'You feel that you haven done everything that you could possibly do today and should now go resting.' Or else give the player another way to find the next step. Allowing the PC to get stuck is not good design.
At the end of Act II, after you complete your initial main quest, I really thought that the game was over. Looking through the hints I realised that the game went on and there was an Act III! I guess it's my own fault but a message like 'Don't exit the game just yet as more quests will follow!!' wouldn't come amiss.

I hated having to walk up and down the village again and again and again. From the town centre, the game should allow teleporting back to your room in the manor. In a pen and paper module, the players would just say 'we go back to the manor' and this would be instantaneous.
The game is too wordy especially when the castle's Lady talks about her ancestors, or when the companion talks about her past.
I didn't like the silly Brew Potions feat (recommended in the module's documents): it's silly because brewing potions is ridiculously costly. It not only requires taking the feat, having an empty flask and wasting a spell slot for the day, but also a large amount of gold (several hundreds for cure light wounds and several thousands for cure serious wounds) which you do not receive in the module. And in the middle of the game one NPC comes to the PC asking to buy a Cure Light Wounds potion and offering to pay only SIX gold coins for it.
Didn't like the anti-climactic, too easy battle with the Mistress (At first I thought that she was the final boss but she's not). I don't really understand RPGs where the important bosses are all alone. No minions fighting with the boss, really? In fact just before the battle with the Mistress you have to kill a tough black panther: they should have fought together, then it would have been an interesting fight. The real final boss also fights alone and again, it would have been better if he had had support. By the end of the game you can boost yourself so much and you have direct help from Tyr in lots of ways.
Some questions remain unanswered, such as why was the village of Navatranaasu placed under interdict (excommunication) by Tyr's clergy 200 years ago? Why did the player character and his priest friend not know about this interdict? How did Tyr's clergy learn that the player character went to Navatranaasu (the fact that he went there and helped the village was the basis for his accusation and torture). In Navatranaasu, why did every witness of the beast/werewolf report that the beast stared directly at them before disappearing? (I thought that meant the beast was an illusion created by a wizard, but there was no wizard).
At one point you find a document that mentions the cost of the cathedral, 56 gold 'not adjusted for inflation'. But the cool thing about a society using gold coins is that it doesn't inflate (as long as the gold content in the coins remains the same). Inflation is a consequence of using fiat currency.
The locked room quest is too difficult, especially considering that the room does not contain anything of importance. It's not difficult because you have to do a tiny bit of cryptography, but because the game tells you about a decoding device without giving you any clue as to where the device is or what it looks like. I'll give a hint: the device is red and you will find it in a room not far from the locked room.
My rating
5/5, mostly because the battles were interesting; and also because the story was interesting.
Screenshots


































