Legacy of White Plume Mountain
http://nwvault.ign.com/View.php?view=NWN2ModulesEnglish.Detail&id=454&comment_page=1Name Legacy of White Plume Mountain
Author Wyrin
Submitted / Updated 08-30-2010 / 09-06-2010
Category Single Player OR Multiplayer (1-4 Players)
Module Types Classic PnP Conversion, Combat, Dungeon Adventure
Forum Thread Link
Scope Large
Content Teen
TricksTraps Medium
Roleplay Light
HackSlash Heavy
LevelMin 07
LevelMax 17
Gameplay Hours 20
Categories Sandbox
Forgotten Realms
Patch 1.23
NWN2Game NWN2:SoZ
Description
<center>Legacy of White Plume Mountain
by Wyrin D'njargo
A 'treasure hunt' sandbox campaign for single/multiplayer parties of 7th level upwards
Requires: OC, MOTB, SOZ, latest patch</center>
What is a sandbox campaign?
A Sandbox Campaign is where the players are given an area which they can explore, but how they explore it and which directions they choose to go in are not restricted by a predetermined plot. The gameworld, or sandbox, is theirs to uncover as they wish. The aim of this was not to create a epic adventure with a tightly woven character centric plot, so please bear that in mind before and during play. The game is intended to provide a framework for sandbox adventuring, albeit with more environment interactivity through skill use.
What is a 'treasure hunt' sandbox?
'Treasure hunt sandbox' is a term I've coined for LoWPM to reflect the fact that whilst the gameworld is a non-linear sandbox that players can explore in any order they wish, within that sandbox there is a 'hidden treasure', to which the players are given a 'map' or plot hook at the start. But how the players use this knowledge, if at all, is up to them. The idea is that a single player, or group in multiplay, can choose to explore the sandbox for as much time as they want, or dive straight into the hidden core plot.
So what is this 'hidden treasure'?
In LoWPM, the hidden treasure is White Plume Mountain itself, and the more linear plot-driven dungeon crawl that lies therein. This set of adventures are based on the original D&D modules of S2: White Plume Mountain (by Lawrence Schick, 1979, and revised for 3rd edition in 2005 by Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt), Return to White Plume Mountain (by Bruce Cordell, released in 1999 to mark D&D's 25th anniversary), and Ex Keraptis Cum Amore, a final White Plume Mountain adventure in the series (published in Dungeon 77, 1999, by Andy Miller).
Where is the campaign set?
Originally, White Plume Mountain was set in the Greyhawk universe, but to reflect the NWN2 toolset, I have revised this to reflect a Forgotten Realms setting, and reimagined the plot to tie in with FR lore. The sandbox that the players can explore is covered by the High Moor and Serpent Hills in the Western Heartlands region of Faerun. The players will start in Soubar, a small tent city nestled in the Serpent Hills. This will also act as a place to stock up on equipment between forays into the region.
What does the campaign offer?
My take on SoZ style play; exploration, an overland map, party dynamics, skill checks, crafting (OC and SoZ style), a wide range of locations and enemies. Resting restrictions. Multiplayer compatibility. A tour-de-force of the community custom content. Drop-in, drop-out gameplay allows you to tackle as much or as little as your time allows in a simple modular fashion, within a total gameplay time of over 15 hours. Challenges for parties of levels 7 to 16+.
What does the campaign NOT offer?
Strong story driven adventure, developed romancable influencable companions, PC-driven plot with cinematic cutscenes and lots of dialogue. Alignment can be altered in game but has little bearing and there is no alignment based roleplaying. No Voiceovers. Player class/race will have no story impact. No Pickpocket/Sleight of Hand use (this may change).
Is there anything else I need to know?
- SAVE EARLY AND SAVE OFTEN. It can't be said enough
- LoWPM was designed with a party of 4 7-th level PCs in mind. I suggest using a character builder mod to select suitable PCs. Additional party members up to a total of 6 can be introduced using the inn guestbook in Soubar (the starting area) or by using the party editor from the menu at any time during play. New characters created in / entering Soubar will gain xp for 7th level (but you may need to use the debug tool to give them starting gold). In the party editor, there is the option to increase your party size by up to 6. Custom NPCs are also offered at the inn guestbook in Soubar.
- THERE ARE RUST MONSTERS - PROTECT YOUR WEAPONS AND ARMOUR! Note however, that they only make an appearance in one area out of nearly 100, so losing precious items is not an ever present risk
- SoZ death/bleeding system is used
- Skill checks have use in dialogues but also to add flavour when exploring. Spot, Survival, Lore, Listen in approximate order of use. Other skills are used but for less common scenarios, particularly when a skill already has a developed use in other situations e.g. crafting, tumble etc. Race and class may effect the skill check result. An XP award is given to the specific character who passes the check, not to the whole party - 'scouts' may benefit more from this.
- Searching will reveal hidden doors and items. Search checks are automatic (no need for search mode to be on), but if Search Mode is turned on, there is a bonus to the check. An XP award is given to the character who passes the search check.
- XP is awarded for disarming traps and unlocking objects.
- Tracking will provide clues to the monsters that inhabit the terrain. XP is awarded to the character uncovering this information.
- You can create your own party (at inn, or via player menu), use pregenerated companions (guest stars form the Dark Avenger series, with some but little dialogue). Some henchmen are available, but only for specific sidequests.
- Rangers should find most favoured enemies accounted for. Undead, humans, yuan-ti and gnomes are probably slightly over-represented.
- Most enemies you combat are neutral/evil, and only very few are good. Blackguards/smiters of good take note.
- Tithe boxes are provided at the start to allow the PC to convert gold into useful items whilst dungeoneering, and also as a mechanism to handle any alignment shifts that may be desired/required.
- Support for Kaedrin's PrC work - but you must download the alternative hak for this to be compatible. NOTE TO KAEDRIN PRC USERS - you should delete the sub folder named 'SoZ' from the override version of Kaedrin's work to prevent bugs on the overland map.
Installation Instructions
- Place contents of HAK in your Neverwinter Nights 2 hak directory under My Documents
- Place contents of MODULES in your Neverwinter Nights 2 modules directory under My Documents
- Place contents of CAMPAIGN in your Neverwinter Nights 2 Campaign directory under My Documents
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