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Penultima:

The
First
Campaign

Module #0:
Penultima City

(v1.3)

D/L from NWVault

Penultima City provides a series of shops and social locales where you can unload your loot and buy new items. The Guild of Middlemen can automatically launch other modules in the campaign at your choosing provided you have them downloaded -- or you can launch them yourself like any other module, nothing needs to be carried over from the city to make it work. You can train up a level 1 character right out of the gate to level 4 at the House of Payne -- no more rerolling or Prelude running. There's merchants, cultists, drunks, lots of silly conversations, world history, and maybe a secret or two...

The remainder of the modules should be played in order, so that the plot makes sense...

Module #1:
Pest Control

(v1.5)

D/L from NWVault

En Francais!

Glod Gloddson has a problem. He's developed revolutionary new mining techniques and found a nice mine on the north side of Penultima... and shortly after he opened for business, a tribe of goblins moved in. Time to take out the trash.

Pest Control is a basic dungeon crawler which provides a variety of underground locales to brawl in, and the beginning of Our Story. Diablo fans will adore this one.

Module #2:
Dewey's Decimal

(v1.3)

D/L from NWVault

The Penultima University of Thaumatological Science (or PUTS) is one of the finest schools in the land, provided you define 'finest' with a very wide margin of error. But it has one notable feature... a magical library which only senior students and aides are allowed to plumb the depths of, as freshman are unlikely to return. Guess who gets to play fetch-a-book?

This module is a classic errand-running adventure, loaded with conversation, combat, and neat locales. Side quests and secrets abound. Suitable for solo play or cooperative multiplayer.

Module #3:
Hazard Pay

(v1.4)

D/L from NWVault

The forest to the west of PUTS is unlike any other -- for starters, it glows purple during the day and six legged werehamsters prowl its depths. Magical hazmat isn't a pretty thing -- and you're about to get a look firsthand.

Module is a mixture of intense combat, weird puzzles and strange humor inside a surreal forest distorted by magical powers. And it's got elves and sexy gypsies, too.

Module #4:
Clucking Hostile

(v1.2)

D/L from NWVault

Sucking up most of the central Penultiman plains is Johnson's Farms, one of the only corporate owned mass-production agricultural facilities in the forgotten realms. Daily living is routine; walk the dog, milk the cow, feed the chickens. Only now, the poultry want a little more than seed to feast upon...

Swarms of enemies await you in the depths beneath Johnson's farm. Lots of combat here, dungeon exploration style, with a premise that stretches credibility to its breaking point! Whee!

Module #5:
Home Sweet Home

(v1.3)

D/L from NWVault

The dramatic arc of Penultima's fate comes to a close in the ruins of a dark castle... Good luck. You'll need it.

Neverwinter Nights
copyright 2002, Bioware
Penultima story & characters
copyright 2002, Stefan Gagne

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