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Legends of Verssavis--Athena's Gambit--Chapter One


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#1
Nemo_Studio

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Hi everybody, I just joined this forum! :)

I worked, during the past few months, on this mod. It's an idea of mine for an Homebrew D&D universe where traditional Races alignments are being reversed and politics are a little more complicated than "Monarchy = Good". For exemple, in this universe Drows lives in democracy, Wood Elves are raiders and Sun Elves are imperialists. This module in peculiar is a mix of urban adventures, jungle exploring, political intrigues and good ol' dungeon crawling.

Thank you in advance for giving it a shot!

 

Download Link

 

Here's the description I wrote for the game:

======================================================================================================
 

Legends of Verssavis--Athena's Gambit--Chapter One

V.2.00

 

By Maxime Benoit

 

Above Darlsum, the city of the Dark Elves on the plane of Verssavis, a terrible crisis looms, prompting Athena, its patron Deity, to make her first move to undo an unknown foe! This is where you, an islander (Or so you say.), make your entrance as you get hired by the self-styled "Spy-Master", madam Bovar, who is attempting to find remedy to the city's precarious situation... Will you be the republic's new hope?

 

This campaign is designed for a new character of any class, any alignment and any race. Races afflicted with the feat "Daylight Blindness" (Gray Orcs, Gray Dwarves and Dark Elves.) will receive, after this campaign's intro, the feat "Daylight Adaptation" for free. The main character's alignment will change many dialogue options and the outcomes of many quest. Also, at the beginning of this campaign, you will be given a permanent companion and you will be able to determine wetter she will be a barbarian, a bard, a cleric, a fighter, a ranger, a rogue, a sorceress or a swashbuckler. Consequently, it is recommended that you create your character in a way that complements you companion, both in combat, crafting and social situations. On that matter, the only skill I couldn't find any use for was "Sleight of Hand", my apologies to the pick-pocket enthusiasts. I'll try to come up with uses for that skill in the next chapter, so you don't feel that your skill points are being wasted.

 

This campaign has a semi-linear, story-driven, main quest and multiple optional side quests. The consequences of the outcomes of the main quest as well as the consequences of the outcomes of many of the side quests will carry to the next chapter of this adventure.

 

Crafting is *HEAVILY* supported as you will find very little affordable or free magical equipments in this campaign. It is suggested to start small with self-made iron, leather and wood weaponry and armours. You will find, later, better material to craft gear with (Keep your eyes peeled.). If you want to be able to enchant your weapons, keep in mind that only 3rd level casters (Not Class level, but *Casting* level.) can earn the "Craft Magic Arms and Armor" feat. Furthermore, the crafting in this campaign makes use of the "Essences" items from MOTB which means that the "Craft Alchemy" skill is a must. Also, the recipes books can be found in the magic shop. Finally, while making your arsenal, do not forget that certain enemies are resistant to certain types of damage as well as certain types of material while being vulnerable to certain types of damage or certain types of material.

 

If, during the main quest, you ever get short on gold and get stuck as a result, go talk to the "Fortune Giver", situated close to the city's entrance. She will provide you with money while taking experience from you in exchange.

 

The Companion also have an integrated cheat console, within her dialogue, which allows you to tinker with your party's experience and wealth if you ever feel that the game is being too harsh. The Companion also have a debug feature if you get stuck because of a bug or an oversight of my part (Sorry in advance if it ever happens.).

 

As a final note: this campaign makes use, in a few places, of Pat Ransom, aka Chimneyfish, aka Ransom's "Always Summer" clothing models (not armour) overrides. If you don't have these already you may want to download them for this campaign, but it will only bring minor cosmetic changes. Most of the game will still look fine without it.

 

Special thanks to Bob Hall for his fantastic "NWN 2 Toolset Notes", Pat Ransom for his "Always Summer" alternate models, “Olnorton” Johnny for helping me to correct much of my horribly broken English and Claudius 33 for his very inspiring campaigns. (Seriously, go play "Sarmates!". After playing this campaign, I mean ;-) .)



#2
Tchos

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A new face, and a new module!  Always an occasion for celebration!

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#3
4760

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Great news! I'll give it a try as soon as I finish the animated placeables I'm working on.



#4
rjshae

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Congratulations on your release! It sounds intriguing. I recognize Deekin in some of the screenshots there as well... :)



#5
Nemo_Studio

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I thank you all for welcoming me! I hope you enjoy my module! :D



#6
Kanis-Greataxe

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Sounds interesting, and looks interesting by the screenshots will give it a try shortly.



#7
PJ156

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Welcome from me too. 

 

And congratulations on the release.

 

PJ



#8
andysks

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Welcome and congratulations. Always good to see new faces :).



#9
kamal_

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Congrats!



#10
Guest_Iveforgotmypassword_*

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Excellent, and an extra excellent for making your own lore etc. I especially like the idea of Wood Elf raiders.



#11
Eguintir Eligard

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Not every kobold in the game is Deekin. Including this one. It's a chick.

 

I have to ask, I questioned in game where to get work and the barkeep said the "coops".  What or where are those?



#12
olnorton

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He is referring to the co-ops. The swordrunners cooperative & the cooperative of the magi.
They are both easy to find.

I just downloaded the revised version & can see it still needs a bit of work.

Maxime: I will send you a PM from GOG with some more changes if you want to do another revision.

#13
Guest_Iveforgotmypassword_*

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Not every kobold in the game is Deekin. .

 

 

Don't disrespect the Deekin !

 

He's my favourite ever companion in any NWN game, in fact I can't even remember the names of any of the others in NWN1... But I didn't really like the NWN2 version, especially since the Deekin I battled the big demon with was a full blown dragon disciple with wings and extremely dangerous.



#14
PJ156

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This kobold is fun too, though lacks dialogue at the moment.

 

I made her a sorcerer so I have a kobold with high charisma following me around ... seems a bit wrong :huh: .



#15
Eguintir Eligard

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The early prognosis: This is a good game.

 

It's a little weird using Greek gods in an original setting, but I do like the landscapes and challenges so far.

 

 

 

I will say, as I've said to many authors, there really needs to be a stoppage of warping the main PC to the enemy in a conversation that happens before combat.

Without that you might as well forbid the PC from playing an archer, bard, or wizard. I set up some nice trap ambushes only to get 1 round killed while I try and run away from a lady and her dinosaur with my unarmed, crossbow wielding wizard/rogue. Simply setting the conversation properties on the enemy NPC would fix this, so that they can speak to any character in the party. That's in normal circumstance, but since this is a cut scene it will require a distance to be changed (looks like you warp me to a certain point anyway... so you could warp only the current character, which is usually the warrior, in this case my companion).

 

I will probably restart as a warrior due to this.

 

These tasks that you start out with are rather intriguing. You don't have to fight a bunch of mundane creatures in your first quests. Far from it, actually. That's great.

 

Thanks for the work.


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#16
Guest_Iveforgotmypassword_*

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Setting the run bit on the speak trigger to -1 stops npc's approaching the PC when conversations start and keeping the npc's at a bit of a distance from the triggers would help too.

But in all seriousness what would make an unarmed crossbow wielding wizard/rogue take up adventuring in the first place, it's really not a good career move for anybody that wimpish so they sort of deserve to die in one round.
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#17
Elrith Galadon

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Played through the mod as a Moon elf wizard. I had no idea what to set my level as, so I threw in my default character (overkill, as I found out... she's a level 25 wizard/arcane warrior/bladesinger. I think she can KO King of Shadows in about three hits if she cared for it.)

 

There are a lot... of typos. I'm assuming they're typos. Maybe the modder is French or Quebecois? Regardless, it does give off a "half-botched" feel to me because of this minor setback. 

 

The journals can use a little more description for me, as I don't necessarily finish a quest in one sitting. I started the mod, left, came back, and had no idea where to go to find the traitor. It might just be me. 

 

It feels a little odd to see the Greek pantheon being worshipped by elves, but one thing I found even more bizarre is a shrine of Waukeen. Also not sure why Athena sounded so spiteful of Hera... they did side on the same side during the Trojan War, so that was a bit surprising. It almost had an Assassin's Creed feel to it. 

 

The combats were a walk in the park, but I'm attributing that to my ridiculously over-levelled PC. 

 

It has a slight Steven Erikson feel to it, which is appealing. Would be nice if I could talk to my companion, know a little more about her. It would also have been nice if there was some errr, context? to Athena suddenly speaking to me at the beginning of the campaign (like... PC sleeping, Athena coming to me in a dream, or the PC suddenly keeling over and passing out). Wasn't too sure if that Athena was just a DM or actually a deity which plays a role in the story. 

 

It was REALLY nice not to have to go on pesticide spree at the beginning. I'm tired of killing rabid badgers and rats. 

 

Keep up the good work! 


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#18
Nemo_Studio

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Thanks for the feedback, I'm happy that the reactions are positive, overall.

 

@Eguintir Eligard I'll try to take this in account for my next module, thank you for your comment. I'll be more considerate toward the squishy character type.  :)

 

@Elrith Galadon

Thanks for the review :D. As for the mod's difficulty, like I wrote in the description, it is meant for a new character. I just didn't wanted to restrain anybody if they felt bringing a high level character. A Lvl 25 Character is certain to kick everybody's sorry asses, that's for sure.  :lol:

 

As for Athena's and Hera's animosity, well, they may be occasional allies, but Hera and Athena are not on friendly terms. Hera is CN and her behavior is very flickery as she sometime act with great wisdom and sometime act like a spoiled self-centered child. When she doesn't get what she wants she often plot and scheme to achieve her goals. She even went as far as tricking Heracles (Hercule) into killing his own children, for wreaking her temple and freeing her priests' slaves. Like Zeus (True Neutral), She's very amoral and unpredictable, but not always evil: when she find Heracles, as an abandoned baby, she take pity on him and pick him up and breastfeed him. Because of all this, her personality often clash with Athena's LG alignment and personality. I took these interpretations of these deities from "On Hallowed Grounds" which is a Planescape Accessory book and also from the actual Greek myths. :P Disney's characterization of the Greek pantheon is NOT a reference.

 

You also ask the Clerk, Minas Meedas, why she is here, but story short: She's a True Neutral Celestial who went to Toril (Forgotten Realm's Prime Material Plane (Universe)) because she felt that she didn't belong on mount Celestia (D&D's heaven). There, she found Waukeen's and joined her church. She then decided to spread her gospel (Making loads of money) across the D&D Prime material Planes (Universes). She's only there to provide a reason as why there's Torilian (Forgotten Realm's prime Material Plane.) artifacts lying around in Verssavis (Legends of Verssavis' prime Material planes). The reason being that Forgotten Realm is so choke full of magical items that Plane Walkers Merchants (Cross-Dimensional Merchants) can make a substantive amount of money by exporting them across all the D&D Prime Material Planes (D&D Universe.). I acknowledge that It's a little silly, but hey, it's D&D  :D .

 

Athena's role is meant to be a little ambiguous. Gods would not be special without a little "mystique".

 

@olnorton

 

Yes, I would like that, it would help me very much. Thanks for helping me again. I'm learning allot thanks to you. :)

 

@PJ156

;) Lizz'zza is a very remarkable Kobold, she has potential to be anything. The reason she works with you is left to your imagination, but it somehow involve mischievous fairies, a few angry trolls, a Hyenka (Gnoll) seer, the Marshal Logan and a lost pair of magic shoes. Overall, the important thing to know about her is that you're very good pals who can rely on each other and that not all stories need to be told (See the SW prequels for example.).



#19
Tchos

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@Eguintir Eligard I'll try to take this in account for my next module, thank you fro your comment. :)

 

If you're referring to fixing the warping of the main PC into ambushes, please do.  I may feel more strongly about that than Eguintir does.  I prefer to play spellcasters, and I use stealthed rogues to scout ahead to avoid ambushes, and when the game foils this with a speak trigger for no reason, it's irritating.  I will be making the necessary edits to make sure this doesn't happen to me before I play.



#20
Nemo_Studio

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If you're referring to fixing the warping of the main PC into ambushes, please do.  I may feel more strongly about that than Eguintir does.  I prefer to play spellcasters, and I use stealthed rogues to scout ahead to avoid ambushes, and when the game foils this with a speak trigger for no reason, it's irritating.  I will be making the necessary edits to make sure this doesn't happen to me before I play.

 

I don't think it's that bad, but the encounter with Myrianne might be a little difficult if you're under leveled. She's a bit of a "Beef Gate" since the Ultraraptor is so powerful. You won't be able to defeat the beast if you can't kill her. This encounter is optional and will be only triggered if you approach the Ultraraptor's lair after agreeing to accomplish Jacinthe's task. The lair itself is not in the way of anything so you can avoid it until you feel confident enough to face her.

 

*Edit*

At worst, strategical retreat is always a valid tactic.



#21
Tchos

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It may not be that bad, but it's a simple fix, and the fix saves a lot of strategic annoyance that is hard to justify from a roleplaying perspective (why would my genius wizard go blindly into a room like that after telling the rogue to do it?)

 

The fix is:

  • On the NPC, set the property "Can talk to non-player owned characters" to TRUE
  • On the speak trigger (if using the stock speak trigger) add a local integer "DoNotChangePlayer" set to 1.


#22
Nemo_Studio

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It may not be that bad, but it's a simple fix, and the fix saves a lot of strategic annoyance that is hard to justify from a roleplaying perspective (why would my genius wizard go blindly into a room like that after telling the rogue to do it?)

 

The fix is:

  • On the NPC, set the property "Can talk to non-player owned characters" to TRUE
  • On the speak trigger (if using the stock speak trigger) add a local integer "DoNotChangePlayer" set to 1.

 

 

Thank you for explaining this to me, I did not understood what these were for :) . I'll keep that in mind when building my next mod.

 

Although, I do not remember any instances in my mod, except for Myrianne's encounter, where the characters are spawned next to their opponents after their dialogue with them. In Myrianne's encounter's case, it's because she ambushes you (You don't see her until she jumps on you.). Also, since she's a two weapons wielding ranger, it make sense that she would not accost you from far away. Furthermore, in that encounter, you're having a face-off with where you are given the chance to reason with her and make her back down from attacking you (With a successful diplomacy check and the proper dialogue options.). It would hardly be dramatic to have this happen without the main PC.

 

*edit*

I'd suggest you to try the quest, it's really easy to get (The Material Shopkeeper inside the Swordrunners Co-op is the one who will give it to you.) and see if anything I say make sense. I may be wrong about it :(  and I wouldn't want to be.



#23
Tchos

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In Myrianne's encounter's case, it's because she ambushes you (You don't see her until she jumps on you.). Also, since she's a two weapons wielding ranger, it make sense that she would not accost you from far away.

 

That's not what I'm objecting to.  Ambushing me is fine, but I don't think I'm clear about how some of us play.  If there is a rogue in my party, I use that rogue as my controlled character, and leave the rest of the party behind so I can hide in the shadows and scout ahead, searching for traps and enemies.  If she ambushes anyone, it should be the rogue alone, if she even detects the rogue.  The main PC (in my case a wizard) should certainly not be teleported halfway across the map to be ambushed without even the rest of the party to protect her.

 

 

Furthermore, in that encounter, you're having a face-off with where you are given the chance to reason with her and make her back down from attacking you (With a successful diplomacy check and the proper dialogue options.). It would hardly be dramatic to have this happen without the main PC.

 

Mm, I disagree with this, too.  The main PC should not be required to be the one that has all of the diplomacy skills.  That's something better left in solo (non-party-based) games.  In a party, there should be the option for a skilled smooth-talker (such as a rogue) to be the "face" of a party, doing all the talking.  It sounds like you're not allowing SoZ style party chat, where the PC can designate who does the talking, so I wouldn't even be able to switch once the dialogue began, but if the dialogue doesn't force-switch to the main PC, then the dialogue will be with the currently-controlled character, which would be a rogue in my case, so I would have all of the necessary smooth-talking skills.  My wizard would not, because none of those are class skills.

 

In any case, this information you've given will help me know what I need to do to make it suit my preference.


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#24
kamal_

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Not every kobold in the game is Deekin.

There should be a mod where every kobold in the game is Deekin.



#25
kamal_

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That's not what I'm objecting to.  Ambushing me is fine, but I don't think I'm clear about how some of us play.  If there is a rogue in my party, I use that rogue as my controlled character, and leave the rest of the party behind so I can hide in the shadows and scout ahead, searching for traps and enemies.  If she ambushes anyone, it should be the rogue alone, if she even detects the rogue.  The main PC (in my case a wizard) should certainly not be teleported halfway across the map to be ambushed without even the rest of the party to protect her.

That depends, if your rogue snuck past her via hide in shadows, you two could be "ships passing in the night". Remember, if she is also hiding for her ambush she could have avoided your rogue's detection.

 

In the situation where she doesn't detect the rogue, and you don't detect her, she is clear to ambush the wizard/rest of the party when the wizard reaches her location. It's hard to hide those pointy hats and plate mail clanks after all... In this case your rogue should be left out of the ambush, maybe able to run back to the action if the rogue hears it.