N.B. You will also need the hakpaks and CEP version 2.3 listed under "Related Projects" to play.
On the seas of dust and silence, where dreams and memories entwine, therein the halls of wordless voices does Fate reveal her grand design. But those who see it cannot speak, and those who speak can never see, and to the doors of human hearts the hand of wisdom holds no key. So rise the armies of emotion, and all our histories rearrange. From northern skies a cloud approaches, aloft upon the winds of change.
This is the third module in the Prophet series, continuing where chapter 1 left off. You will begin the module on the elven skyship, flying to the desert city of Hierathanum. There, you will meet the mysterious Dream Weavers, who will reveal to you your dark destiny.
Version 1.0
NOTE: This module, unlike the prologue and chapter 1, requires CEP-2.3. It should be played in Hardcore difficulty or higher.
Category | Dramatic |
Expansions | Requires All Expansions (SoU & HotU & CEP) |
Setting | The Runelands (custom world) |
Gameplay Length | 10-20 hours. |
Number Players | Recommended as multi-player, but can be played solo as well. |
Language | English |
Level Range | You should play with the character(s) that finished Chapter 1 |
Races | All |
Tricks & Traps | Light |
Roleplay | Heavy |
Hack & Slash | Light |
Classes | All. |
Scope | Large |
DMNeeded | No DM Required |
Single or Multiplayer | Single Player or Multiplayer |
Max Character Level | 12 |
Max # Players | 05 |
Min # Players | 01 |
Min Character Level | 07 |
Content Rating | Teen |
Alignments | All, but emphasis on non-evil |
Gameplay Hours | 15 |
Attachment | Size |
---|---|
![]() | 7.49 MB |
![]() | 1.52 MB |
![]() | 69.68 KB |
I don't know why but I cannot play this module. I have installed CEP 2.6 and I have all the Hak and music. The prologue and chapter I worked without problem.
The game freeze during the loading module screen. My log file contains no error because the game just crash.
Any idea? Thanks a lot! I just love the chapter I!
Ps: sorry if my english isn't perfect, I usually use french.
Oh, btw, I have the same problem with chapter 3.
You need CEP 2.3, although I thought CEP 2.6 was backwards compatiable, it very well may not be in this case.
FP!
Thanks for your answer. I finally just got it. (2 minutes after my post, but I was trying since 2 hours to make it works). Finally, I use the "English 1.69 Critical rebuild for game with both expansions only" and everything is fine. Thanks for your time. I will hope that my problem helps futur players. It's a great module.
Having unwittingly become the center of an ancient prophecy, and dubbed the unmaker who will bring about the Century of Sorrow that leads to the end of the world, the PC sets off for the desert city of Hierathanum. There, you hope to meet with the Dreamweavers, a group of mysterious dreamers who, like you, are gifted with The Sight. With their guidance, you hope to learn more of your powers, and hopefully find a way to avoid bringing about the end of times.
Chapter I of the Prophet featured a vast journey with incredible twists and turns, and featured powerfully-written NPC companions who were integral to the plot. Therefore, it was with some excitement that I launched the next chapter. It was a well-polished module, with strong writing, good technical skill, and a bare minimum of typos, small bugs, etc. Area design was about as good as it gets in NWN1, with creative skillful use of custom spectacular custom content. The "Mountains" tileset has never been used so well as in this series, and I loved many of the other innovative ideas he used.
Combat remained interesting, with damage absorption continuing to play a big role in the success of my character. This was also true of the NPC's, and therefore required me to do whatever I could to make use of sneak attack damage to avoid lengthy battles of attrition. While I started the module trying to "tank" with my rogue/ranger, I did find it necessary to reverse things and let my ranger companion be the primary melee character with the majority of the good damage-absorption equipment. This meant my character wasn't as well equipped, but it made sense to keep the enemies on him: he had more HP, and if the foes were targeting him then I could sneak attack them.
That all said, I found the module's story to be a bit disappointing. The first half of the module established the setting and flavor of Hierathanum, but ended up largely just being a blockade to the character's progress in the story. The elements of the main plot that were present were largely just a rehash of the events of th first module, which seemed overdone. And when the story did progress...well, it was on rails. One's choices did not matter. .... I fully realize that this is kind of the point of the module--it's about a prophecy, after all--and is what puts the PC in the center of the story's challenge. But for some reason, it still just didn't ring true the way the same kinds of themes did in the first module.
In any case, it certainly serves the purpose of setting up the final chapter of the trilogy. I had a fun time playing in the author's world once again, and I'm excited to see how my character will work his way out of this situation...if he is even able to do so. The module ends on a dark note, and it's hard to imagine what can be done amid all of the hopelessness. Here's hoping for an epic solution in chapter III!
Fix the scepter level requirement. It needs level 21 ffs. I won't be playing this mod again, but i feel sorry for the unlucky sods who might. But i recommend not to play it. There are better modules people can spend time on.
Just turn the item restrictions off.
We solved that another way, but our save in coop was corrupted right at the end of the third module (due to some issue with the "prophet" character), it was impossible to load it, no to mention other bugs and annoyances through out the module. And the second half of chapter 3 felt like a f-n chore to me. In the end we just wasted time without seeng a conclusion to the story. Not sure why this is such a highly rated module, even the story wasn't that interesting, but whatever.
You've played with this module in multiplayer? Maybe that's the problem.. I don't think modules such as this one are really fitting for mp. I'm still wondering why Baldecaran put the possibility in the first place.. And if you've been through all the story and you think is still a bullshit, than maybe you should consider the fact that fantasy isn't really your kind.. Maybe you're more up for games as GTA or the like.
In spite of bug with Scepter, i'm highly recommend this module for playing in co-op. Strong storyline, a lot of puzzles with original solutions. Your companions also have a different topics for second (third etc) player in party.
For example my friend discussed with our companions some details about my (prophet) past.
How are you supposed to destroy the Penteract? I continually strike at it with the Scepter of Lor and do lots of damage but it keeps reforming itself. Is this a bug that prevents the story line from moving on or do you have keep striking it until you've done 10,000 points of damage before anything happens?
Thanks in advance for any advice!
seekwhence
A few notes . . .
This series of modules (up through chapters 1 and 2) is phenomenal. The artwork, music, and storytelling all mesh to form what i can only call a work of art. It compares favorably with the NWN OC. A few things which deserve special mention:
I signed up for two reasons. First was to give praise above. The second is to ask for help! I am under the Pit of Souls, and I -- can't -- find -- the Temple of Earth. I suspect it's that isolated area past the broken bridge, but cannot get over there. Anyone with some insight, don't be shy!
Just asking the obvious - does the walkthrough in the ReadMe file (pdf or txt) have any clues on the Temple of Earth?
Masterpiece!
This is one of the greatest module series made for NWN.
Absolutely fantastic series! Everything about the story, the setting, the scenes was superbly crafted. The author put a ton of very hard work into this, as Aquarius above said, Masterpiece. This is one of the "must plays" on the Vault. This whole series is a 10!
Prophet Saga [COMPLETE Let's play]
https://www.youtube.com/watch?v=NosgBi0XAaA&list=PL2mVwWymK5NNenPJ_MGV8n...
Another great module that establishes "Prophet" as a member of TOP 5 epics on the vault and makes it THE BEST module in terms of philosophical profundity.
I quite loved many things in Chapter 2: in this chapter it was the first time in my NWN gameplay my henchman actually reaised me (after the ball run me through in the desert crypt), which made me feel as if the AI henchmen behaved like real players; I also loved a plot twist when the zombies trap you from behind, which is cool, dramatic and scare the hell out out you. The idea of of lucid dreams, which is in principle a real phenomenon (I have experienced them myself a few times) treated as a vessel of prophetic dreams and the gateway through which the future communicates with the past is a very nice idea, storywise. This module has many more tasteful additions like an option to remove the amulet of loyalty, which involves a rather entartaining ritual, or the summoning of Gothra, lizard-god by the lizardmen as their last resort against you. It was also very amusing that the priest of Liet actually attakcs you when you insist they must do sth with the poisoned water (and he drops a powerful symbol with Word of Faith 3x day, so it's worth checking out). By the way, warning the citiziens could be marked as another optional quest. All in all, the module is 10/10 and the hopeless feeling the world is doomed is in principle wonderful.
I found some minor bugs (SPOILERS below!):
-- Hassir speaks of the soldier with the mask as "my father" with the player not reacting even if I received this quest from the caliph and Hassir was not present during the audience; which is illogical. -- Atelkhan does not notice I do not wear his amulet anymore on completion of his quest (whereas he should be astonished) -- even if you don't disclose the spell-phrase to Nazathan Ghol, he still knows how to poison the wells, this is weird, as in my other playthrugh the journal says it is I who told him the phrase. -- if Hassir commits suicide and you resurrect him, he repeats this suicide everytime you raise him. -- Chakur offers discount after you help the rebels, but his prices were actually HIGHER with the discount in my case.
An incomparably good series.
There is only one word to define this series: A MASTERWORK.
I think that the last time that I found myself emotionally shattered like this was when I played Planescape:Torment and considering that I am probably talking about one of the best RPG ever made it should give you the measure of what you should expect if you'll decide to play this wonderful series. One of the most powerful, original, gritty and depressing story that I've seen. Ever. I think that Prophet Series can be really considered a piece of art and that it deserves a place in the history of gaming.
I signed up solely to post this.
These Prophet modules are fantastic. Outstanding even. This particular author's other modules are also a cut above the rest.
Game freezes on entering the octagonal treasury next to the Caliph's bedchamber (NWN 1.69 CEP 2.65).
Graphics settings make no difference.
The player can walk around the room if they stay close to the walls, but the game hangs if they move towards any of the loot.
EDIT (MINOR SPOILER) a workaround is to reactivate the whirling blade trap by pressing the lion panel button next door. My rogue was able to stand in the whirling blades while collecting the loot, taking only minor damage. Conclusion - when the whirling blade trap is disabled, the game now crashes, for some reason.
EDIT another workaround is to use a Disarm Kit on the PC while standing near the room. The trap only appears for an instant, but if you immediately Pause, you can disarm it. Unpausing, the trap vanishes, but disarm still completes OK.
Okay so I've played through this module up until I reached the gates of Hierathanum, but now I can't continue because everytime I try to move to the next area which I assume is the actual city, my game crashes. After this, I tried reinstalling everything, including the game and it still doesn't let me enter the city without crashing... I haven't had problems like this with any of your previous modules or at any other point in this module. If anyone could help me fix this I would appreciate it :(
I'll post the crash log if it'll help:
"Look at this dead child lying here. The world is already destroyed." -A Mother
Most aspects which make this series so compelling remain present in “The Century of Sorrows”, so I shall refrain from needlessly reiterating them. The writing alone would net this a 10, really, so any criticism to follow is best seen as nitpicks in that context. Baldecaran takes the Prophet to the exotic south of his gameworld, and while the tilesets which bring to life the Arabian Nights setting of Akkaban have not aged as well as those used in Chapter I, the sheer ambition of it is to be commended. The module starts on a bit of a slow note, as the jungle areas feel very small and limiting, offering mostly fights against creatures you have little motivation to slay other than that the only way forward happens to lead through their village. Considering the strength of the module series in limiting violence to sensible encounters otherwise, this left a rather bitter taste in my mouth. As soon as the desert is reached, however, the path becomes more clear and several rewarding opportunities for exploration open up - among them the probably most innovative dungeon I have encountered in NWN1, apart from Swordflight at least. Encounter design in general improved markedly since Chapter I, with several memorable battles offering real tactical challenges (my favourite being the “Thunder of the Earth” - not impossible on the first attempt if you listen well to the suggested tactics, but seriously threatening nevertheless; especially because you have no way of knowing whether a swallowed companion will survive). Having imported a character from Baldecaran’s earlier modules into the Prophet Series, it was also immensely satisfying to finally reach the required level of UMD to put on the Robe of Timestop and Staff of Storms from Cave of Songs, wreaking havoc among the tough fire elementals, not to forget the opportunity to witness the Pale Elf's tragedy from the other side.
In comparison to the desert, Hierathanum itself felt a bit lifeless - I get that it is not supposed to be a welcoming place, but neither is there any particular urgency that could explain the lack of side content away like there was in Rithsilvane. Sadly, Chapter II has never undergone the makeover that Chapter I received, improving polish and adding side quests and alternative means to complete some tasks. Opening the module in the toolset, I found a number of remnants of fascinating sidequests, such as infiltrating the Tower of Ymunsun for Moriomeldir, more hints as to the background of the Dervishes and an Inverted Cathedral of the Herezars. This module would have benefited greatly from a bit more meat on the bones, considering how much effort is spent on the introduction of the new setting and how little we ultimately get to explore of Hierathanum. I love the plot idea of acting as Joseph to the mad Pharaoh Amhothet, who is certainly my favourite character in the module. Like the Drow in Chapter I, Amhothet is another delightful example of Baldecaran’s particular narrative technique to take a seemingly worn old cliche and play it straight, yet add a touch of humanity to it that reminds us why it was compelling enough to become a trope in the first place. Once you achieve your position at court, however, events move along so fast that the narrative potential of the intrigues is barely explored. After the carefully spun web of betrayal around betrayal in the author’s excellent Honour Among Thieves, the dearth of side content and the limitations placed on interaction with the various factions in Hierathanum were rather disappointing.
PS: I enjoyed the tasteful references to 80s nerd culture. “Tears in the Rain” sent a predictable yet welcome shiver down my spine, and when given the option to lie about a certain phrase heard in your dreams the seemingly gibberish words felt eerily familiar - which made them really appear like something surfacing ad hoc from my character’s subconscious; a great moment of roleplay! Turns out they were not anything heard in previous modules, but Merlin’s “Charm of Making”, memorised over so many childhood hours...
NON-SPOILER ADVICE
The second companion is quite easy to miss, and he adds a lot of depth to the story. If you do not want to miss him, make sure to explore all conversation options with the Dervishes.
If you end up trapping a man in a box, DELIVER IT BEFORE VISITING THE CHANTRY even if it seems wiser to hang onto it. Otherwise your actions will not be tracked properly by the module which can lead to some narrative inconsistencies later on, but will not break the module.
If you find yourself equipped with an Amulet of Loyalty, do not attempt to unequip it using the regular inventory interface - it is not meant to be possible to take it off that easily anyway, and a bug with its script can lead to a save-game corrupting loop as it attempts to re-equip itself. There are multiple ways to rid yourself of it by other means.
You will not be able to return to the desert once you have entered the city of Hierathanum.
SPOILER
I cannot imagine how long the time waiting for Chapter III must have felt to players who went through this when it first came out. The henchmen in this series are not the most interactive or chatty, but something about the way in which they realistically follow their own personalities made them grow on me like few game characters had before. Losing Hassir and Llarien, especially after what happened with Merudoc in Chapter I, were some of the most emotional moments I ever experienced in a game, made worse by the knowledge that contrary to Merudoc, you really cannot fault them for their decisions after everything that happens...
Too subversive this chapter. The plot managed to hold me breathless until the very end. Needless to say again, how atmospheric this adventure was, how exquisite, how well-written the dialogues (not at all tiring), how wonderful the background music was, how many times I felt my neck twitch and how often my eyes blur. Friendly advice to everyone: DO NOT TRUST ANYONE ... Many congratulations to the author. Let's go for the final chapter now!
Module Testing Tournement 2020
Fantastic module!
However, I'm struggling with a bug - there's no woman statue in the final and fifth room in the final area right before the end of the module. Nothing seems to work. Any tips?
Awesome series!!! Thank you. This was a wonderful chapter in it.
Only quibble I could come up with was that the pendant of loyalty never actually activated on my character if I betrayed the Khalites. Still, that was just atmospheric, so no lost stars.
Another high quality module in the series. I enjoyed the vast variety of encounters and sequences that happen throughout the course of this module though.
This dosen't change the fact I do not like "our actions don't matter" theme however.
SPOILERS
- You can choose not to tell both factions the phrase you heard in your dream, but in the end you character will say "oh no I revealed the phrase to them!". Pretty glaring plot hole right here.
- I practically killed off both factions after completing the other's tasks, yet the Khalites showed up down the line anyway. There was no accounting for this decision whatsoever.
- Hassir killed off prematurely. I brought his corpse along and when ressurrected he could still participate in conversations with other NPCs post-supposed death. Clearly there were more conversations written for him for so why kill him off so early?
What a great module ! Good story and NPC. Environment is great and a few scenes where fantastic.
I encounter a problem, anyway :
Since the begining, i had a "skill decrease" debuf every time i reload game. A lesser restoration remove it anyway.
In the temple of Memory, i could'nt interact withe the obelisk. I had to die toget the stone
More ennoying, in the end, the servile get me to the first room but refuse to move after. I spoke to the statue but nothing happened. Sadly, I can't finished the module.
Love it anyway. many thanks
Could it be that you had been equipping some kind of light source? Those decreae your hide skills in this series.
As for the end, did you speak to the statue of Fate? The Servile should move you to the next room after that. Maybe another EE compatibility issue?
Yes, a light source impairs your hide skill and gives an infuriating skill decrease icon.
The Servile bugged out on me in the end, too, and even worse, did so in the very last section. Precisely at the moment where the walkthroug says "there is nothing left for you but to go through that last door" the door in question is plot-shut and the Servile does not react. I got around it by getting into DebugMode, hoping there would be a trigger beyond the door that I could debug-teleport to (not an unreasonable assumption given how often those short descriptions were there). There was and I finished it that way, though if, say, a henchman would have wanted to follow me after all for some plot reasons (I don't know, things happen), they would be unable to, so this is still a very unsatisfactory situation.
Don't worry, there is nothing of importance behind that door besides the same epilogue that is read out to you again at the beginning of Chapter III.
I'm sad to read that everyone is having such a rough time with this series. No engine bugs whatsoever on my playthrough. Maybe we should reach out to Baldecaran and ask him for his blessings to create an EE-updated fanpatch.
Just to let everyone know, I'm not using EE, I have the old GoG NWN 1.69
I have the same issue at the Temple of Memory Obelisk, I cannot interact with it and thus stuck there unless I get undressed and commit suicide on the flames I guess...I prefer not to immolate myself though. Maybe I should re-load and let myself be murdered by those Elves.
I'm running on Enhanced Edition
And I'm now following the Servile at the end, he's also stuck at the second statue and will not move after I interact with said statue.
Sadly, this EE bug in Temple of Memory still seems to exist in 2023. I removed all my equipment, attacked my "allies" and just stood there waiting for them to finish me off to get around the bug, but it's an awful way to "complete" this part.
currently playing this on my YouTube channel. first video here - https://youtu.be/x5KjOQcY8D0
When I try play any one of the 4 modules in this series on NWN Enhanced Edition, I get the error message:
"Could not load the Module.
Missing required custom talk table."
I have all 4 module files in the "/mod" folder.
I have all 4 of the .hak files in the "/hk" folder.
I even have all of the .bmu files in the "/mus" folder.
Am I missing anything else? If so what am I missing, and where can I get them?
Any help would be appreciated.
-DD
Have you installed CEP 1.x Complete?
Yes.
My NWN EE is by GOG. (Great Old Games) There are some folder differences like the /hak folder is /hk in the GOG version.
There is no "/doc" directory so I didn't install the docs.
Everything else is in their respective folders. I had to make the "/tlk" folder to put the .tlk files there.
Anything else I might be missing?
Update:
I created the "/docs" folder and unpacked the docs content into that folder. Still no difference.
All required files are to be placed in /Documents/Neverwinter Nights associated directories (hak, erf, music, etc.)
If this is where you are putting them, make sure you have downloaded and installed all required additions from the Required Project lists.
FP!
You should be putting all the files into your user files folder (usually ..\Documents\Neverwinter Nights) and NOT in the EE installation folder.
If this is what you have been doing, it might be worth starting with a clean EE installation, starting EE to create the user files folder and then installing your mods into the user file folder. If you do refresh your EE installation, you may want try my Installer Tool.
By far this is one of the most stunning adventure plot I've seen in a custom module. While probably my favorite still remains "A dance with rogues" because of my love for the city environment and non linear adventures, this can be my second choice among dozens of module played.
Absolutely gorgeous story, described with lots of details.
Maybe the combat can be a little unbalanced for my Rogue/Ranger/Shadowdancer character, but there also are some moments of utter terror as well.
Absolutely recommended.
I started playing this module with NWN EE and found a bug, I will leave it here along with the solution so people with the same issue can keep playing it.
When the craft crashes, my char dies and the game over screen shows. This obviously should not happen. You should be transported to the beach shore.
What i did was to enable debug mode and enable god mode before the craft crashed.
To do so, on the chat window, write
##DebugMode 1
and then
##dm_god 1
when you are in the next area, on the beach, you can turn this off again
##dm_god 0
##DebugMode 0
Hope this helps.
Ok.... Just finished chapter one and I'm going to leave my thoughts here so i don't spoil chapter one for others...and if you havent played chapter one...GO! Play it NOW! . Let me start by saying...holy shit the writing that went into it! This would have made a much better OC than what this game shipped with. That said....

Sir you are a turd! I hope all your future cans of soda are flat, all your flop flop straps break, you burn your mouth on hot pizza and you stub your toe! It was great story telling but poor Merudoc!
I'm still going to vote a 10/10 even though you kicked me right in the feel-nads.. :P
Excellent. One day I must try this module with monk.
Help anyone please! (SPOILERS) Why Hassir attaking me in Aruthen’s Bridge after his death from belt? He was maximum friendly to my character, after battle I buried him in garden. But when I met him in dream, he had attaks me(
Have you delivered a certain box to a certain rebel before entering the Sanctum of the Dreamweavers? If not, somewhat incongruously, Hassir believes you sided with the Pharaoh (this is a plot hole as outlined in my non-spoiler advice section above).
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