Aller au contenu

Photo

Epic-length campaigns


  • Veuillez vous connecter pour répondre
41 réponses à ce sujet

#1
Aelis Eine

Aelis Eine
  • Members
  • 149 messages

I've reinstalled NWN2 and feel like playing through a good epic-length single player campaign - long stories spanning multiple modules and take you from low levels all the way to the 20s, or at least close.

 

NWN1 had Aielund and A Dance with Rogues that stand out so I'm wondering if I missed any gems like those on NWN2.



#2
Luminus

Luminus
  • Members
  • 458 messages

Try the Icewind Dale remake. It's fairly long, supports a full custom party and you start at level 1, taking you to level 15+.

Also Baldur's Gate Reloaded is a remake of BG1 and ends at level 10. When BG2R is released, it would take you to level 20+ and then to level 30 like the originals.


  • Aelis Eine aime ceci

#3
kamal_

kamal_
  • Members
  • 5 240 messages

PJ156 produced a highly rates series of modules, most individually in the Vault Hall of Fame.

http://neverwinterva...sheep-and-stone

There are also several modules from him that are outside the main narrative of the series, focusing on characters that are npcs in the main modules.

 

My Path of Evil campaign has about 30 hours of gameplay, and you start at level 1 and will reach high teen/low epic levels. It made the Vault Hall of Fame, so people mostly liked it (you have to be willing to play an evil pc).


  • PJ156 et Aelis Eine aiment ceci

#4
PJ156

PJ156
  • Members
  • 2 982 messages

You can find the whole campaign here:

 

http://neverwinterva...ws#comment-7239

 

Except for one module which is optional, all of the above modules play out with your main character taking you from level 1 to around 15. You can then play the next campaign module 1 to take you to 16 - 17.

 

The optional module concerns things that happen in town while you are away in module 4 doing other stuff. In it you play and npc from the other five modules and develop the story from her perspective.

 

Thanks for the plug Kamal_ it is much appreciated.

 

PJ


  • Jfoxtail et Aelis Eine aiment ceci

#5
Aelis Eine

Aelis Eine
  • Members
  • 149 messages

Thanks!



#6
Arkalezth

Arkalezth
  • Members
  • 3 188 messages

There's also Serene (level 4-18, IIRC - and check other modules by Tsongo; they tend to be quite long), Legacy of White Plume Mountain (8-21 or so, SOZ-style module)... The Wizard's Apprentice trilogy is quite long too, though you'll "only" reach about level 14.

 

I may be missing some others, but high level modules are rare, to say the least. There are also some long ones that don't necessarily reach high levels, but I can't really think of many that can compare to Aielund in terms of length and level progression.

 


Also Baldur's Gate Reloaded is a remake of BG1 and ends at level 10. When BG2R is released, it would take you to level 20+ and then to level 30 like the originals.

 

Don't hold your breath, though. It'll likely be a long while until that "when".


  • rjshae aime ceci

#7
rjshae

rjshae
  • Members
  • 4 485 messages

Berliad put together a list of modules by level here. Unfortunately it doesn't include modules starting at level 1, and only shows the recommended starting level.



#8
Eguintir Eligard

Eguintir Eligard
  • Members
  • 1 832 messages
Luminus why would you even bring that up? You expect someone's who's asking for a campaign to play is going to sit and wait for one that's four times as big as bg1 which took seven years, to come out?

#9
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

Try the Icewind Dale remake. It's fairly long, supports a full custom party and you start at level 1, taking you to level 15+.

Also Baldur's Gate Reloaded is a remake of BG1 and ends at level 10. When BG2R is released, it would take you to level 20+ and then to level 30 like the originals.

 

Excellent recommendations as both are high quality.

 

I would note and add... There is a module called "Return to Whiteplume Mountain" on the vault as I recall. 

 

Don't have the details at hand.

 

I played it with an Icewind Dale Party. I would think a BG player (and party - you may even be able to export Minsc ?) would work well.

 

Caveats

 

1) Yes 15 is above the recommended starting level but actually the encounters scaled very well across the overland map and in locales....

 

2) The boss fights in Whiteplume mountain did not scale difficulty as good... probably hard coded and of course I saved it for last after "farming the whole module". You can always tackle the mountain first - then farm the rest of the module.

 

3) If I recall there are two areas with bad walk mesh that break the game... shame... but just avoid them frankly.

 

---

 

The thing about this mod is that I found it "frustratingly good"... in that it had so much promise and of course the frustrations of bugs.

 

----

 

There is a definitive need for a party mod campaign for levels ~ 13 ~ 15 - ~ 22 ~ 25 ?? However I recommend this as a quality game experience if you just accept the short comings and avoid them. 



#10
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

My Path of Evil campaign has about 30 hours of gameplay, and you start at level 1 and will reach high teen/low epic levels. It made the Vault Hall of Fame, so people mostly liked it (you have to be willing to play an evil pc).

 

This of course is understated. 

 

It may be the best campaign available given the (1) scope (2) Faerun spanning epic adventure (3) the lore.

 

The only trick a player really needs to understand is "you are roleplaying evil"... and thus it is harder to play in some ways than the OCs. My opinion is that it is harder to play evil well .... than it is to play good (OC's are always good-centric) or even neutral.

 

Evil does not automatically mean psycho-mass-killer. 

 

It is also non linear so you need to save and think and plan.. :) 

 

A must play.



#11
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

You can find the whole campaign here:

 

http://neverwinterva...ws#comment-7239

 

Except for one module which is optional, all of the above modules play out with your main character taking you from level 1 to around 15. You can then play the next campaign module 1 to take you to 16 - 17.

 

 

 

I also endorse said modules albeit I have only played the first 2... and I had played them as mods not campaigns..

 

It is in my queue now at the top....

 

Quality NPC characterization is a real strong point I believe.


  • PJ156 aime ceci

#12
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

Finally if you are prepared to string some modules together...

 

Strong writing mods with detailed NPCs.

 

1 ~ 15 (as I recall) but again you get lost at the upper teens.

 

"Cormyrean - Dragon Coast Adventures"

 

1) Fate of  City 

 

2) Trinity 

 

3) Mysteries of Westgate (note Ossian Studios used offer a free download to break the limit caps without breaking the mod).

 

Some "Elven" themes (especially Trinity - Myth Drannor) here so an Elf protagonist adds some value.



#13
Arkalezth

Arkalezth
  • Members
  • 3 188 messages

As I said above, the default starting level for Legacy of White Plume Mountain is 8 or so (it may be 7 or 9; I don't remember exactly).

 

I love Path of Evil (mainly because I like playing evil), but what's best depends on the eyes of the beholder. The OP mentioned Aielund, which is way more linear and story-focused than POE, not to mention good aligned. S/he may still enjoy it, but PJ's modules are maybe the closest thing I can think of (he has, I think, 6 modules out, and he's still working on some more).

 

The Maimed God's Saga is another one you can look at. It's standalone, restricted to clerics and not covering a lot of levels, but it's rather epic story-wise.

 

Another one I had forgotten about: Subtlety of Thay. Two modules (download only the second chapter, as it includes both) and unfortunately unfinished, but still quite long. Levels ~ 4-12.

 

I guess there may be a few more I could mention, but those are already quite afar from Aielund.

 

PS: Now I'm gonna have to replay Aielund.



#14
Aelis Eine

Aelis Eine
  • Members
  • 149 messages

That's quite a lot, thanks for all the suggestions.

 

I am indeed looking for story more than a freeform sandbox. I incidentally couldn't get into Skyrim, for example, but no preference towards good or evil campaigns.



#15
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

As I said above, the default starting level for Legacy of White Plume Mountain is 8 or so (it may be 7 or 9; I don't remember exactly).

 

<snip> 

 

The Maimed God's Saga is another one you can look at. It's standalone, restricted to clerics and not covering a lot of levels, but it's rather epic story-wise.

 

Another one I had forgotten about: Subtlety of Thay. Two modules (download only the second chapter, as it includes both) and unfortunately unfinished, but still quite long. Levels ~ 4-12.

 

Sorry Alk you are correct.

 

Legacy of Whiteplume was the mod I was thinking of ... I missed your note.

 

As I said.. my experience is that it scaled well for "post IWD in NWN2" except for perhaps the mountain's specific quests. Further there were some bugs in a couple subareas. If you simply bypass them it was a quality gaming time for a post IWD party.  < spoiler > An interesting cameo as well in one area of some very famous novel characters and frankly a tough battle.

 

--

 

Maimed God is indeed a strong story driven experience.  Obviously worthy of mention.

 

Again to string along a few mods into a campaign.

 

The Canticle of Tyr Saga  (so to speak)

 

1) Greyspeaks by Seryn. 

 

Took me from Level 1 - 7 or 8 which is top end to start Maimed God saga. It is also in the same geographical location. More hack and slash than story but a unique random loot generator that equips your Cleric with interesting but not overpowered loot.

 

2) The Maimed God Saga. 

 

Now my Cleric has a history and background in the region of the Greyspeaks. A fantastic module.

 

--

 

I have never totally been able to string a satisfactory set of mods for "post Maimed God" nor the "Subtly of Thay". 

 

If anyone has a suggestion or two - most welcome.



#16
GCoyote

GCoyote
  • Members
  • 341 messages

Tsongo's "Bad Habits" goes from levels 1 - 20 with the caveat that you must play some sort of monk for it to make much sense and your two companions are also restricted to specific classes.



#17
Arkalezth

Arkalezth
  • Members
  • 3 188 messages

Check this out: http://www.ame-gda.net/Home/

 

A few more module series that came to mind are "Sands of Solvheil" (spelling?), "Dark Avenger" (unfinished), the Conan series, and "A hunt through the dark" (unfinished, drow-specific; the first module is similar to its NWN1 counterpart, but the second is totally different). Maaaaybe Dark Waters (which are story-driven modules, but often more focused on puzzles and minigames than anything else).

 


I have never totally been able to string a satisfactory set of mods for "post Maimed God" nor the "Subtly of Thay". 

 

If anyone has a suggestion or two - most welcome.

 

Can't think of many that start at those levels. From the top of my head (in no particular order):

 

- The Red Prison.

- Night howls in Nestlehaven.

- The Black Scourge of Candle Cove.

- Misery Stone.

 

I'm sure there are more, but that's a start.



#18
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

Thanks Alk... 

 

Of those modules I would say the the Red Prison by Seryn "almost fits". 

 

Its optimized for level 12 though I have played it over powered before and it scales somewhat nicely.

 

My biggest issue is the role play... how did my antagonist make it all the way from "the Grayspeaks" or "Thay" to "Scornubel" ?? With no adventures ?

 

___



#19
rjshae

rjshae
  • Members
  • 4 485 messages

Plan A: You were captured by a clan of angry Kuo-Toa who mistook you for a particular conniving charlatan that had conned them out of their supply of royal butterweed sap. After they discovered their mistake, they sold you to a thayvian slaver team. After several failed escape attempts, you were again sold to serve as an oarman for a pirate crew and worked your way below decks while hiding your true identity. Finally, during a powerful storm, you devised a scheme to sink the ship. The sole survivor of the wreck, you spent a year on a lonely island living off birds eggs. You were finally rescued by a Cormyrian merchant ship, who dropped you off in Westgate. As the area was rather dull adventure-wise, you worked your way westward until you finally arrived at Scornubel, somewhat low on cash but none the worse for all your mishaps.

 

Plan B: An angry mage teleported you far, far away, to a midden mound near Scornubel.



#20
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests

 

 

My biggest issue is the role play... how did my antagonist make it all the way from "the Grayspeaks" or "Thay" to "Scornubel" ?? With no adventures ?

 

___

Got to be plan B, pure and simple.. Magic.

 

Does it really matter so long as the campaigns don't clash too badly with the lore of the previous ones ? Even if you get married twice it's not such a problem really as nobody's going to find out and you can roleplay being a love rat, declaring your one true love.. Again ( more love rat possibilities ). Or killing the same no good lord like Nasher twice. but I think I'd rather like that and you could just be doing it for old times sake after a resurrection.



#21
rjshae

rjshae
  • Members
  • 4 485 messages

Somebody could always build some linking modules and create some campaign sets... ;)



#22
Jfoxtail

Jfoxtail
  • Members
  • 170 messages

Somebody could always build some linking modules and create some campaign sets... ;)

 

LOL thanks for the suggestions. Of course being magically transported is "generic excuse 101" in D&D. I have that one down pat after 20+ 

years in the genre.

 

Rjshae does make a great point and perhaps I should not complain but rather try to "do" something in the toolset one day.

 

In the mean time "to" any of the very talented authors who occasionally read and post here.... :)  There actually was in NWN1 a series of small adventures created ... play in an hour so to speak...frankly they were extremely well done. They were very very good quality bridging modules that usually only scaled the adventurer about 1 level and with an appropriate - not overpowered - store.

 

Perhaps the community could and should encourage smaller scope adventurers for people to sample and start with. 1 or 2 hour adventures.

 

Targeted at level 15 balance they could :

 

1) on entry ask where your party or protagonist came from 

2) set the area "generically nearby" in Faerun...

3) on exit ask where you are heading to....

4) carry forward a persistent "journal entry" ??

 

just thoughts, dreams and wishes...



#23
4760

4760
  • Members
  • 1 204 messages

4) carry forward a persistent "journal entry" ??

Not sure how you would do that though...

Variables attached to a character are unfortunately lost when the character is exported, so I had to copy the necessary variables to a special item at the end of one module, and read them at the beginning of the next one. But this only works if all modules include the corresponding scripts and update the journal accordingly.



#24
Guest_Iveforgotmypassword_*

Guest_Iveforgotmypassword_*
  • Guests

About point 2 I don't know if that would help because most of the ones I've played aren't in Faerun and I don't know if the majority are.

 

I've tried sticking modules together to go up levels for the same character and did manage four in a row once but you do tend to get stuck with not much choice for a certain level. On the subject of bridging modules you'd probably be better off with an ever changing massive dungeon full of creatures and things for all levels maybe even different entrances for different levels then you could exit after some time and at the right level for the next mod. Also there'd be no story other than you went on a dungeon crawl, even your companions could be fellow adventurers you met in the corridors etc and when you left you'd go your separate ways with a share of the loot. You could throw in a load of banter, quick grope in the dark, some betrayal, deaths of certain people and it wouldn't affect anything in the story for your PC.



#25
kamal_

kamal_
  • Members
  • 5 240 messages
No one else got rjshae's midden mound?