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Tags: Beamdog; BioWare; Luke Scull; Neverwinter Nights; Neverwinter Nights: Tyrants of the Moonsea; Ossian Studios
Of all of Beamdog's Enhanced Edition rereleases before they switched to making DOA multiplayer games, Neverwinter Nights: Enhanced Edition was probably the most poorly budgeted and least hyped. Ironically, it might be the Enhanced Edition that ended up providing the most value to the game's legacy. In part, thanks to its belated recognition of Ossian Studios' cancelled premium modules from the 2000s. One of these was Neverwinter Nights: Tyrants of the Moonsea, an adventure set in the Forgotten Realms' Moonsea region which was finally completed by its creator Luke "Alazander" Scull in 2019 as an official DLC for the Enhanced Edition. In the years since then, Luke has continued to remaster his other classic modules for free while working on his upcoming Blades of Netheril sequel campaign and appears to have earned a good reputation on our forums. Yet it's not clear how many Codexers actually played Tyrants of the Moonsea. As I recall, many users were unhappy about having to buy Beamdog's version of Neverwinter Nights in order to play it. One of our resident Neverwinter Nights connoisseurs, the esteemed Gargaune, feels the module never got the attention it deserved. I suspect his outstanding review might persuade some of you to give it a second look. Here's an excerpt:
Read the full article: RPG Codex Review: Neverwinter Nights – Tyrants of the Moonsea
Of all of Beamdog's Enhanced Edition rereleases before they switched to making DOA multiplayer games, Neverwinter Nights: Enhanced Edition was probably the most poorly budgeted and least hyped. Ironically, it might be the Enhanced Edition that ended up providing the most value to the game's legacy. In part, thanks to its belated recognition of Ossian Studios' cancelled premium modules from the 2000s. One of these was Neverwinter Nights: Tyrants of the Moonsea, an adventure set in the Forgotten Realms' Moonsea region which was finally completed by its creator Luke "Alazander" Scull in 2019 as an official DLC for the Enhanced Edition. In the years since then, Luke has continued to remaster his other classic modules for free while working on his upcoming Blades of Netheril sequel campaign and appears to have earned a good reputation on our forums. Yet it's not clear how many Codexers actually played Tyrants of the Moonsea. As I recall, many users were unhappy about having to buy Beamdog's version of Neverwinter Nights in order to play it. One of our resident Neverwinter Nights connoisseurs, the esteemed Gargaune, feels the module never got the attention it deserved. I suspect his outstanding review might persuade some of you to give it a second look. Here's an excerpt:
Structurally, the module can be split into three main segments. The sequence that takes you from Voonlar through Hillsfar and two major locations after that is a fairly linear progression despite already presenting you with a beautiful world map, a feature that Ossian first brought to NWN with the original release of DoD. You’ll have a good supply of optional side content to engage with but, by and large, you’re on a straight path taking you from one place to the next, Icewind Dale-style. Once you’re through with that, however, and have experienced a couple of plot twists to boot, you get access to a ship that puts you within striking distance of the four other major destinations you get in the Moonsea – Mulmaster, Thentia, Melvaunt and Zhentil Keep. At this point you’re told to tackle them in whichever order you like, digging up leads on your quarry, picking up side quests and, naturally, hitting the shops. Each one of the Moonsea’s urban centres will have a couple of quests to be started in them, some resolved locally, others requiring travelling to other places, and an optional dungeon of some manner. Aside from this, there’s nothing wrong with a little bit of serendipitous exploration, as the odd unmarked location can turn up questless combat encounters and, naturally, loot! The format here is similar to Baldur’s Gate 2’s non-Athkatlan locales (think Trademeet or the Umar Hills), each city has one or two main areas and a tidy amount of content but none of them are massive mainstays to explore nor does TotM ever set you loose on a contiguous countryside, like Darkness over Daggerford or the original Baldur’s Gate. Once you’ve had your fill of the open world and turned up some key leads for your main plot, you can chase up those directions and get nudged (albeit not exactly shoved) into the adventure’s climax, and I can honestly say it’s a pretty epic affair!
But if the plot demands you visit all city hubs, is it a TRÜE open world? Sort of... Per the old BioWare formula, you'll find yourself strung along to all the major locations at some point or other, but the game won't force your nose into every nook and cranny and some significant things can change depending on how you prioritise certain steps. In other words, there is a point of no return which can lock off an amount of side content, a point which may be intuited but isn't necessarily signposted. I'm being coy because I don't want to spoil stuff for you, and if you want to experience TotM completely blind, you should stop reading this paragraph right here and move on to the one below (seriously, right here!). If, however, you want to be sure you maximise content on your first playthrough, I'll give you the slightest hint - make sure you wrap up all your sightseeing before you go galloping across any wilderness, you'll know when you get to it.
I’ve mentioned dungeons and TotM has a healthy supply of them. Ossian’s other NWN entry, DoD, was quite lacklustre in this department, so it’s a relief that this module alternates open wilderness and proper dungeon areas regularly, with the usual variety of traps and bespoke encounters. The biggest criticism I can level at them is that they don’t tend to be particularly labyrinthine – some are large enough to accommodate a couple of forks and traversal loops, though quite a few come down on the smaller and more linear side. But while none of them could make a claim to being branching “mega-dungeons” filled to the brim with secrets and puzzles, and you’ll find much more impressive constructions in other modules, TotM’s spelunking sessions aren’t five-minute affairs either, they’re well-paced and well-stocked and should be able to hold your interest for the duration. Puzzles aren't all that plentiful or memorable, either the dungeon or quest sorts, but they are present and range from rote "find the four thingamajigs to slot in here" to more organic affairs, e.g. some players will know what's up when told they're to fight a Magic Golem, the rest had better explore available dialogue or they're in for a nasty surprise.
Difficulty-wise, TotM is pretty much along the lines of vanilla NWN content like Hordes of the Underdark, which is to say it isn’t especially hard while also not a walk in the park. Grizzled Swordflight veterans are unlikely to find anything particularly challenging, but regular gamers can be well served by playing on D&D Hardcore Rules, meaning the steady string of trashmobs will be effective as a source of progressive attrition, softening you up for some boss encounters which can genuinely put you through your paces, and controlling for disabling factors like Fear or save-or-die abilities is meaningful. The game swaps enemy palettes regularly and with wide variety, you'll fight undead in one place, cultists and demons in another, goblinoids over there or even hostile adventuring parties and so on. There's enough variety that you could make good use of all the different specific enhancement bonuses offered by the Altar of Blessings if you cared to, but most trashmobs aren't difficult enough to warrant it. This is common for Epic-range 3E D&D, as the power curve past level 15 tends to favour the player and it becomes challenging for designers to guard against all moving parts while also not making the game impenetrable to the average consumer, and I probably wouldn’t advise playing on low difficulty levels unless you’re new or really struggling for some reason. The module’s generous with special utility loot, trinkets like Gems of Seeing, Ioun Stones or magical rods, which will expand a given character’s abilities beyond their natural competencies and provide that additional versatility in tackling various battlefield situations. Personally, this is more up my alley and I found TotM to be gratifying in terms of general challenge, but hardcore min-maxers aren’t likely to break a sweat.
I suppose this would also be the appropriate time to remind people of Beamdog’s upgraded Party Control feature – this isn’t a TotM system, it’s an (unfortunately hidden) engine-level option that was added to NWN:EE, but it can make a big impact on the quality of your gameplay. Basically, these new controls allow you to manually select one or more party members (including your own PC) and issue precise instructions to “move there” or “attack that.” To enable it, go into \Documents\Neverwinter Nights\settings.tml and change the value of player-party-control to true. Then, in-game, you can select one or more party members by holding down Ctrl while left-clicking them or their portraits (or you can even hold down Ctrl and click-drag a marquee selection) for a blue circle highlight, then hold down Shift while left-clicking a target location or enemy. Note that a single click is “walk to” while double-clicking is “run to”, and you may want to issue a Stand Your Ground order beforehand if you don’t want henchmen to come right back. Restricting it to movement and combat might seem short of modded solutions (e.g. Balkoth’s Minion Control) but it also means it’s applicable to all NWN content, limiting the potential to break properly-scripted modules, and while it’s not a panacea for the game’s obstinate AI, it’s more than enough to make a huge difference in play. All classes will benefit tactically, but especially ranged and mage types (also endowed with spellcasting AoE indicators in the EE), who can now enjoy more build variety safe behind a leading warrior.
[...] Looking back to the Infinity Engine and even many of its contemporary peers, Baldur’s Gate 2 is king (no matter how much that might make some of the local fauna seethe), but why? Icewind Dale had better combat, the first Baldur’s Gate had better exploration, Planescape: Torment had better writing etc. – all of that is true, but Baldur’s Gate 2 was pretty darn good at all of it. That's what gets it top billing and the same qualities apply to Tyrants of the Moonsea for NWN – you should easily find other modules, official or fan-made, that do better in various individual respects, but Ossian's title scores high on all counts and if you enjoy NWN at all (if you don't, you should never admit it!), passing on TotM would be a big mistake.
Now, if the byzantine brandings and histories have left you confused, allow me to make it simple – Tyrants of the Moonsea is for sale on GOG, Steam and the Beamdog Client. If you also want to check out its prior episodes in the Alazander series, they're free on the Neverwinter Vault as Siege of Shadowdale Enhanced Edition and Crimson Tides of Tethyr Enhanced Edition or in NWN:EE's integrated content browser. For historic purposes, links to the Diamond Edition distributions of those two modules are on their respective Vault pages under Related Projects.
So there you have it, I've led you to the water, I've even forced your snout in, the rest is up to you. Drink and you'll get the full flavour of competent writing and design, solid production values and artistic direction, fun combat and exploration… To put it simply, Tyrants of the Moonsea is, at this time, the definitive single-player NWN experience.
But if the plot demands you visit all city hubs, is it a TRÜE open world? Sort of... Per the old BioWare formula, you'll find yourself strung along to all the major locations at some point or other, but the game won't force your nose into every nook and cranny and some significant things can change depending on how you prioritise certain steps. In other words, there is a point of no return which can lock off an amount of side content, a point which may be intuited but isn't necessarily signposted. I'm being coy because I don't want to spoil stuff for you, and if you want to experience TotM completely blind, you should stop reading this paragraph right here and move on to the one below (seriously, right here!). If, however, you want to be sure you maximise content on your first playthrough, I'll give you the slightest hint - make sure you wrap up all your sightseeing before you go galloping across any wilderness, you'll know when you get to it.
I’ve mentioned dungeons and TotM has a healthy supply of them. Ossian’s other NWN entry, DoD, was quite lacklustre in this department, so it’s a relief that this module alternates open wilderness and proper dungeon areas regularly, with the usual variety of traps and bespoke encounters. The biggest criticism I can level at them is that they don’t tend to be particularly labyrinthine – some are large enough to accommodate a couple of forks and traversal loops, though quite a few come down on the smaller and more linear side. But while none of them could make a claim to being branching “mega-dungeons” filled to the brim with secrets and puzzles, and you’ll find much more impressive constructions in other modules, TotM’s spelunking sessions aren’t five-minute affairs either, they’re well-paced and well-stocked and should be able to hold your interest for the duration. Puzzles aren't all that plentiful or memorable, either the dungeon or quest sorts, but they are present and range from rote "find the four thingamajigs to slot in here" to more organic affairs, e.g. some players will know what's up when told they're to fight a Magic Golem, the rest had better explore available dialogue or they're in for a nasty surprise.
Difficulty-wise, TotM is pretty much along the lines of vanilla NWN content like Hordes of the Underdark, which is to say it isn’t especially hard while also not a walk in the park. Grizzled Swordflight veterans are unlikely to find anything particularly challenging, but regular gamers can be well served by playing on D&D Hardcore Rules, meaning the steady string of trashmobs will be effective as a source of progressive attrition, softening you up for some boss encounters which can genuinely put you through your paces, and controlling for disabling factors like Fear or save-or-die abilities is meaningful. The game swaps enemy palettes regularly and with wide variety, you'll fight undead in one place, cultists and demons in another, goblinoids over there or even hostile adventuring parties and so on. There's enough variety that you could make good use of all the different specific enhancement bonuses offered by the Altar of Blessings if you cared to, but most trashmobs aren't difficult enough to warrant it. This is common for Epic-range 3E D&D, as the power curve past level 15 tends to favour the player and it becomes challenging for designers to guard against all moving parts while also not making the game impenetrable to the average consumer, and I probably wouldn’t advise playing on low difficulty levels unless you’re new or really struggling for some reason. The module’s generous with special utility loot, trinkets like Gems of Seeing, Ioun Stones or magical rods, which will expand a given character’s abilities beyond their natural competencies and provide that additional versatility in tackling various battlefield situations. Personally, this is more up my alley and I found TotM to be gratifying in terms of general challenge, but hardcore min-maxers aren’t likely to break a sweat.
I suppose this would also be the appropriate time to remind people of Beamdog’s upgraded Party Control feature – this isn’t a TotM system, it’s an (unfortunately hidden) engine-level option that was added to NWN:EE, but it can make a big impact on the quality of your gameplay. Basically, these new controls allow you to manually select one or more party members (including your own PC) and issue precise instructions to “move there” or “attack that.” To enable it, go into \Documents\Neverwinter Nights\settings.tml and change the value of player-party-control to true. Then, in-game, you can select one or more party members by holding down Ctrl while left-clicking them or their portraits (or you can even hold down Ctrl and click-drag a marquee selection) for a blue circle highlight, then hold down Shift while left-clicking a target location or enemy. Note that a single click is “walk to” while double-clicking is “run to”, and you may want to issue a Stand Your Ground order beforehand if you don’t want henchmen to come right back. Restricting it to movement and combat might seem short of modded solutions (e.g. Balkoth’s Minion Control) but it also means it’s applicable to all NWN content, limiting the potential to break properly-scripted modules, and while it’s not a panacea for the game’s obstinate AI, it’s more than enough to make a huge difference in play. All classes will benefit tactically, but especially ranged and mage types (also endowed with spellcasting AoE indicators in the EE), who can now enjoy more build variety safe behind a leading warrior.
[...] Looking back to the Infinity Engine and even many of its contemporary peers, Baldur’s Gate 2 is king (no matter how much that might make some of the local fauna seethe), but why? Icewind Dale had better combat, the first Baldur’s Gate had better exploration, Planescape: Torment had better writing etc. – all of that is true, but Baldur’s Gate 2 was pretty darn good at all of it. That's what gets it top billing and the same qualities apply to Tyrants of the Moonsea for NWN – you should easily find other modules, official or fan-made, that do better in various individual respects, but Ossian's title scores high on all counts and if you enjoy NWN at all (if you don't, you should never admit it!), passing on TotM would be a big mistake.
Now, if the byzantine brandings and histories have left you confused, allow me to make it simple – Tyrants of the Moonsea is for sale on GOG, Steam and the Beamdog Client. If you also want to check out its prior episodes in the Alazander series, they're free on the Neverwinter Vault as Siege of Shadowdale Enhanced Edition and Crimson Tides of Tethyr Enhanced Edition or in NWN:EE's integrated content browser. For historic purposes, links to the Diamond Edition distributions of those two modules are on their respective Vault pages under Related Projects.
So there you have it, I've led you to the water, I've even forced your snout in, the rest is up to you. Drink and you'll get the full flavour of competent writing and design, solid production values and artistic direction, fun combat and exploration… To put it simply, Tyrants of the Moonsea is, at this time, the definitive single-player NWN experience.
Read the full article: RPG Codex Review: Neverwinter Nights – Tyrants of the Moonsea