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Themed Campaigns of Community Modules


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#1
Jfoxtail

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Hi all.

I am a very old community member that is rather new again as
I purchased the D&D anthology collection(s); and I finally bought a box
that plays them all spectacularly. So after many years of absence few of you
will recognize me but I am an old school D&Der now well advanced past the
Epic Level Cap – even from NWN1.:happy:


(Perhaps I qualify for Deities & Demigods 4th
Edition - :blink: )

The purpose of this thread is to outline "themed
campaigns" that allows you to build your hero/villain outside of the
Official Campaigns. This means I have excluded the OC, MOTB, SOZ  and the Premium Module MoW.

The purpose is not to rate modules or suggest a style of
play; rather it is meant to provide a campaign for Hero/Villain development
that has "some consistent flavor". The mods themselves will dictate the
style of play.

The Mods generally share a theme be it racial considerations
(Elven, Dwarven, etc), geographical connection or progression in Faerun, or
perhaps thematic direction…i.e. questions of morality and choices.

The idea being that your hero/villain follows a logical
progressive path where your role play and reputation carries forward from mod
to mod. All the Modules can easily be found here at the NWN Vault on IGN using
the search function. Enter the name as indicated below and follow the links:
NWVault Search Engine

http://nwvault.ign.c...2modulesenglish

I understand there is a new Nexus thingy too…but I am not
fully up to date in that so someone here could a link.

I welcome all your contributions. Please specify the type of
hero or villain that you developed through a series of community modules : (1)
details of the primary character, (2) any alignment code you tried to adhere
to, (3) the rationale of how you linked them and (4) levels PC graduates
through.

Well known:


Path of Evil Campaign

Levels 1 – 21

Module (1) Path of Evil by Kamul

The story of a Neverwinter Wizard (any class) barely
surviving at the margins of society. Becoming immersed in the plots of daemons
our villain travels the entire breadth of Faerun claiming the arcane powers of
a crown artifact becoming nearly divine in power. A fantastic campaign.

My journeys:


Elven Adventures and Human Love Unrequited

Levels 1 – 17ish

1)     Fate of a City – Amstrad Hero – Levels 1 – 7

2)     Harp & Chrysanthemum – Maerdin – Levels 7 –
13ish

3)     The Red Prison – Serwyn – Levels 13ish – 17ish

Aesinder Pathborn, a lawful good wood elf Ranger born of
Cormyr, journeyed north to find adventure and companionship among the humans of
Faerun.  In his first duties defending a
town he lost a close human female companion only to find attraction and love
with a Human barbarian that he freed from slavery. Alas this affair ended too
soon by Elven standards. Moving onwards he gained friendship with some Harper friends
and was immersed in the struggles Lathander’s schism.  In this time – for all too short a period by
Elven standards gain he met and romanced a Human Paladin; only to have the
affair end precipitously.  Moving on to Scornubel,
the Caravan City, Aesinder again adventures with and is attracted to another
human; only to be betrayed.

(Notes: some minor scripts in the first two modules as
specific to Elves. I played a ranger though other classes would do. The first
two mods were bug free for me. For the Red Prison – backup and empty your
override folder. There are a couple of buggy scenes and pathfinding but nothing
game breaking for me. Don’t trust the women!)

___

The Obvious Arcane Spellswords Battles against Subtly

Levels 1 – 9+ 

1)     The Zelbross Affair – Serwyn – Levels 1 – 4

2)     The Subtly of Thay – Dirtywick – Levels 4 +

3)     ?? <suggestions>

Rudzel Mordwaeve – Wizard/Swashbuckler/Eldritch Knight start
his career in the Delimbiyr region of the North, near the Sword Coast. Hiring
mercenaries and defeating bandits he solves the subtle Zelbross Affair only to
run smack into the subtly of the Thayan Red Wizards.

(No bugs. I might recommend allowing your Mage a slightly
overpowered +1 adamantine or darksteel Rapier as his heritage weapon at level
1. Gives the PC a nice survival edge to level 7ish. Also you need to re-imagine Zelbross geographically nearer - perhaps Turmish or the Dragon coast)

____

Please join in. If you have played a string of community modules that built your hero villan with thematic flare - please post.

Modifié par Jfoxtail, 15 décembre 2012 - 03:55 .


#2
PJ156

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I can recommend to you my series in this respect. 5 soon to be 6 modules which follow the path of one adventurer from Lv1 to Lv 15. Each stands alone but maintains a thread of a story.

That journey can be started here

You might want to go on to the red prison from mine but I am not too familiar with higher level modules.

PJ

Modifié par PJ156, 15 décembre 2012 - 07:54 .


#3
Jfoxtail

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Thank you PJ - am am familiar with your mods and they are "in my queue" very high on the next list... sheep &stone caravan club I do believe. Downloaded in the back up docs folder but not yet started :)

I look forward to them once I think of the character I want to develop.

#4
Jfoxtail

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The Companions of The Silver Marches

Levels 1 - 18 ish

1) Icewaind Dales - IWD Nwn team - Level 1 -14 
2) Legacy of White Plume Mountain - Wyrin -  Level 14 - 18+ish

The Companions of the Silver Marshes were attentive, interested.
One could even say ambitious if you knew them well enough. Aesinder the Mage,
Balinor stalwart Dwarven Defener, Frollo the nimble fingered professional treasure
hunter, and Jord the Morninglord of Lathander all listed to the three proposals
for the recoveries of artifacts with interest. Having spent time in Icewind
Dales before their arrival on the Savage Coast - they felt up to the challenge.
Indeed their 14 seasons of adventure should give them the survivability some of
the competitors lacked. It would be a grand time.

Aesinder a Chaotic Good Moon elf Wizard /Arcane Scholor of Candlekeep
Balinor a Lawful Good Fighter Dwarven Defender
Frollo a Chaotic Neutral Rogue / Shadowdancer
Jord a Neutral Good Cleric of Lathander with Sun and Healing domains

What is very interesting and quite fun about this themed campaign is : you travel down the coast but you as a player move from perhaps the very best yet tightly scripted and linear mod in Icewind Dales to an expansive non linear sandbox SOZ style game. It give the player some persepctive on how good and diverse the author community is.

<Notes: I played version 1.0 of Icewind Dales without any adjustements to exp slider ending level 14. This party in fact did defeat the final boss without cheats but with a few reloads. Aesinder invested heavily in crafting magic weapons and that made the difference. White Plume mountain is buggy with 2 areas that completely break the game so best to read the forums and simply avoid them to avoid frustration>

Modifié par Jfoxtail, 15 décembre 2012 - 01:00 .


#5
Arkalezth

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Do you care about the recommended level, or just about a sensible story? Because...

Jfoxtail wrote...

2)     Harp & Chrysanthemum – Maerdin – Levels 7 –
13ish

H&C usually starts at level 4 and finishes at 7/8 (how you managed to gain 6 levels starting at 7 is beyond me), so you probably had a different experience in that module, at least combat-wise.

Serene can get you all the way up to level 18 or so. Same for the Conan modules by John MCA.

Trinity is a great module that you may be able to fit somewhere. It's meant for levels 7-9 and good or neutral alignment works best. I remember one person mentioning that he played Misery Stone afterwards. It takes you from level 9 to 14 and, IMO, it can be played by any kind of character.

A Hunt Through the Dark and Lolthanchwi are modules for drow characters that you finish at level 12 or so. There are some other drow modules which start at those levels, such as Shrouded Sun (hard module; be careful), The Shadowdancer's Vault, and probably some others, but I'm not too familiar with those.

Take a look at Dorateen's modules. They allow you to create a party so they could be played before White Plume Mountain or some similar module.

2)     The Subtly of Thay – Dirtywick – Levels 4 +

3)     ?? <suggestions>

I don't have any particular suggestion, but I finished The Subtlety of Thay 2 at level 12.

#6
Jfoxtail

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 The Greypeaks Guardian - to the Dalelands and beyond

Levels 1 - 11+ 

1) Greypeaks - Serwyn - Level 1 - 6* 
2) The Maimed God Saga - Tiberius - Level 6+ 
3) Trinity - EC Paterson - Level 7 + 
4) ???

Terwin Tyrborn - Justiciar of Tyr is a Greypeaks rural priest and guardian. His many adventures through the mountains, towns and dales of the Greypeaks eventually reveal Tyrs plan for Terwin.... entering the dreaded lands of Myth Drannor to end evil. PC cleric with martial weapons and weapon focus Longsword (for Tyr as I recall). Domains consistent with Tyr.

(Notes. Greyspeaks start up actually scripts you a character background; quite innovative, The mod takes the PC up to about level 7-8 so export your character early just after leveling to 6. The loot is very appropriate for low magic in The Maimed God Saga as I recall. Greyspeaks again being an old patch early release is a bit buggy but nothing game breaking in my experience. For Maimed God and Trinity make sure to invest a couple of skill points in Lore to thorughly enjoy)

#7
Jfoxtail

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Thanks Ark...

I actually rarely care about the level - more the story - the character concept development. Tough tactical combat is not my end of the spectrum... old school roleplayer. It really only catches me out when in some mods where I try to bridge a vasty underpowered PC into a mod and I have to back out and use a "trainer and equiper".

I did in fact play Harp & Chys at level 7 and noted that my combat experience was generally very easy compared to some of the complaints on the board. However my "overpowered level" did not break anything and some encounters scaled very well - especially the mass melee... I recall (memory here I am old and I am tracking by exported PC) i may have finished lower as you say i.e. 9 - 10 from 7 still I did level. Either way being under powered for the next mod did not affect my game play in it.

Your mileage may vary.:)

I have yet to get to many of the mods you suggest (well except Trinity)... though I fondly recall "Hunt" from the NWN.

Pool and Hunt are in the queue.

Thanks for the tip on party game. Another - frankly overlooked and very good party start up mod - is Harvest of Chaos : Kings Festival and Queens Harvest by Kaldor Silver.

I played it into White Plume Mtn as well and enjoyed it immensely.

Please I welcome suggestions ; especially role play suggestions of strings of mods.

Modifié par Jfoxtail, 15 décembre 2012 - 03:52 .


#8
Jfoxtail

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PS - there is no concept of "hijacking in this thread". This is as always a forum of helpful community members with suggestions. Everyone is welcome to post suggestions.

<hence I suggest this is not about rating i.e. vault voting standards nor play style "powergamer" "munchkin" or "comatose RPer that just talks" - it is about developing a character concept - a hero or villian from humble beginings to bordering the devine>

The Mod Authors themselves are welcome to post "what they might have had in mind here" as a further clue that may add enjoyment. Its not bragging when you are a helpful community member.

Cheers to all:police:

Modifié par Jfoxtail, 15 décembre 2012 - 04:35 .


#9
Guest_Iveforgotmypassword_*

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I tried to do this before and played the Corruption of Kiahoro, Hearts of Endia, Howls in the Dark and the Red Prison with the same character. Admittedly you have to forget about what happened before in order to believe what's going on but it works level wise and they're all good mods.

I just did a "lucky dip" on the modules list stickied up above. I wouldn't recommend my modules as although they have the level range ( 4-18 and 1-14 ) they both are story specific and start and finish pretty conclusively.

I understand what you're trying to achieve, an interesting community project would be a load of different modules ( quests) each dealing with one level and starting from a base possibly neverwinter where a hero/heroine adventurer goes off on all different paths in order with no need for xp for anything but completion and returning home. If you got 30 modders to make 1 mod each it would be seriously diverse and not actually take that long to make an epic adventure. On a consevative estimate 1 hour of mod takes one month and that's without prefabs so using them and knowing exactly the level of PC and life becomes easier... Just a thought but I'm not doing the level 1 goblin bash !

Modifié par Iveforgotmypassword, 15 décembre 2012 - 08:05 .


#10
Arkalezth

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Tsongo mentioned Corruption of Kiahoro. It has a sequel: Traveller.

I listed Serene as a stand alone module that goes through a wide level range. I agree that it'd be hard to mix with others because it's set in a custom world.

#11
seraphimsage

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Excellent thread concept, Jfoxtail.

It has been awhile since I played most of these, but here is a list of recommended mods that would help in developing certain types of characters:

*Modules   -   *(Race and classes)
Dark Waters - (Humans: Fighters, Sorcerers, and Bards[last part])
The Wizard's Apprentice - (Any Race: Wizards and Sorcerers)
Sands of Solvheil - (Humans: Clerics and Paladins)
Planescape: Shaper of Dreams - (Any Race Type: Mostly Fighter Based classes)
Tragedy in Tragidor - (Humans: Fighters)
Asylum - (Humans: No class favored)
Pool of Radiance - (Any Race: Fighters)

I'm not sure on level progressions as I have gone overboard using the 'Debug Console' to omit difficulty-settings altogether.

Modifié par seraphimsage, 16 décembre 2012 - 04:49 .


#12
Jfoxtail

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seraphimsage wrote...

Excellent thread concept, Jfoxtail.

It has been awhile since I played most of these, but here is a list of recommended mods that would help in developing certain types of characters......snip


Thanks Sera .....

I can hardly take credit for a concept a lot of people contributed to 5 + years ago but indeed I was on the ground floor.

Question for all....

I see Indira (author) has a very high level epic mod called Trial and Terror...

..and it seems very purposeful for epic levels starting at 25 +  i.e. an MOTB character or 4 paries together.

Does it scale down??... I downloaded it but have yet to try it...I see conflicting commentary on the vault boards...

Also does anyone one know of mid length mods that scale up to the "gap" if you would... levels 16 - 25?? 

From my experience it seem Legacy of White Plume does "well" in this regard though the final three challenges do not appear to scale.... the country side roaming worked well for me from 14 to 20 ish....

Thanks

#13
Guest_Iveforgotmypassword_*

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Sorry I haven't got a clue about those mods but I know how to "cheat" !

You could use the console command givexp to level yourself up if the going gets tough or you need a higher starting level.

#14
Arkalezth

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'Isle of Shrines' scales to level. You won't go from 16 to 25 just by playing it, but it scales...

Generally speaking, the vast majority of modules are designed for low levels. In some of them you can reach the early or mid teens, but epic level modules are almost inexistent.

#15
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Epic levels are hard to do as you have to find a pretty good reason for taking already well established "heroes" away from their lives of luxury not to mention enemies to suit their high levels. I've got a plan with my latest mod that can hopefully take players past lvl 20 but I'll have to see how far the story grows and if it just becomes a monotonous demon/god/dragon/lich bash for the sake of xp then I'll pull the plug and let the wanderers go home. Not that I'm planning to have demons, gods etc but you know what I mean.

I think ( I haven't played it ) Trial and Terror pulled it off because it's a dungeon mod that was to test heroes so anything was possible lurking within and saving villages from bandits or orcs wasn't necessary.

Modifié par Iveforgotmypassword, 18 décembre 2012 - 03:34 .


#16
Dorateen

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Jfoxtail wrote...


Question for all....

I see Indira (author) has a very high level epic mod called Trial and Terror...

..and it seems very purposeful for epic levels starting at 25 +  i.e. an MOTB character or 4 paries together.

Does it scale down??... I downloaded it but have yet to try it...I see conflicting commentary on the vault boards...

Also does anyone one know of mid length mods that scale up to the "gap" if you would... levels 16 - 25?? 



I'm prettty sure Trial and Terror does not scale down. It could be played with a party of 20th level characters, the key is having epic level gear.

I actually took our party straight from the end of the SoZ campaign, so we were 17th level to start with. It was tough, but a great dungeon experience.

Harumph!

#17
kamal_

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I'm glad the first poster liked my campaign. One thing I'd mention about it is that it's also designed to work with Storm of Zehir, the party heads south on a boat from Neverwinter to Halruaa (eg it must sail around Chult) at level 4, which is the start level for SoZ. That's where the intro module ended. It was intentional on my part to do that, though you'd have to say the pc got sidetracked into the SoZ plot somehow. Maybe the crown piece fell overboard in the storm.