The Seekers Campaign consists of a series of short modules set in the Unapproachable East region, in the Forgotten Realms. These modules are designed to provide classic and free-form Dungeons & Dragons adventures built around a common setting and background.
The Character:
This campaign is designed and balanced for a level 5 character of any class. You can create a new character to play the campaign, as you will have the opportunity to level-up and equip your newly created character at the beginning of the campaign. The encounters will scale in consideration to the level of the character, so it should still be possible to play the campaign with a character of a different level (but you should expect balance issues if you do so).
Please download the Seekers Manual below for more information about the rules, the companions and the setting of the Seekers Campaign. Most importantly, full credits are given in this manual to the authors and community members that have contributed (most often unknowingly) to the design of this campaign.
Difficulty Level:
The difficulty level of the encounters is customizable by the player. The default setting will represent a challenge for most players. You can change this setting by speaking with the Game Master. He is located in the library section of Chapter House.
Initial Installation:
1) Download, decompress and place the campaign folder (i.e. the Seekers_camp_folder_vxxx.rar file below) in your campaign directory located in My Documents\Neverwinter Nights 2\Campaigns
2) Download, decompress and place the modules you wish to play (i.e. the Seekersxx_vxx.rar files below) in your modules directory located in My Documents\Neverwinter Nights 2\modules
You must at least have the campaign folder and the Seekers00 module files (i.e. the prelude and the base module) installed in order to play the campaign.
You need the Mask of the Betrayer expansion to play this campaign.
****YOU MUST KEEP YOUR LATEST SAVED GAME, EVEN AFTER YOU ARE FINISHED PLAYING THE MODULES THAT ARE CURRENTLY AVAILABLE**** You will need this saved game to continue to play the campaign when future modules will be released.
Seekers 01: Telflamm, the gateway between Kara-Tur and Faer�n and a maelstrom of cultures and organizations. About a year ago, the Black Cult of Ahm has first established a chapter house in this city to extend its reach to the Unapproachable East, but its founding members have since then vanished.
Seekers 02: Deep inside the Dragonjaw Mountains, the gnomes of Oglar's Edge have found a strange structure inhabited by humans who claim to be citizens of the fallen empire of Narfell.
Seekers 03: Rumors of the rise of a gnoll leader in Thay have reached the Black Cult. This self-proclaimed chosen of Yeenoghu, the Demon-Prince of the Gnolls, was pushed back in Thesk with his savage band by the Red Wizards, leaving the citizen of Thesk to deal with this menace.
Seekers 00: There are two modules in this compressed file: 1) a short prelude that provides background information on the setting and storyline that will be followed throughout the Seekers Campaign; and 2) the "base module", from which all other modules of the campaign will start.
Ditto... _________________________ We are all born ignorant, but one must work to remain ignorant. Benjamin Franklin
Posted by Lariam at 2009-01-0302:42:21
Any news on the possible update, Akkei? :) _________________________ Forgotten Realms Weave
Posted by Winwood at 2008-08-1206:17:02
Think I found a game stopping bug... The guards in the sewer (S1) nearly killed me, so I fled up the ladder to rest and prepare myself better. When I came back, the door to Mistress Olire was open and *the guards fought and killed her* before I could do anything, so I never got a chance to talk to her. My log still tells me to look for the Mistress, so I suspect this is a game stopper. Going to reload and try again.
Posted by helmo1977 at on07/31/08
Good and interesting module, specially the introduction and history, however I have to point some not so good features: - Very low XP rewards for monsters (with a 5th level drow FS I just got ONE level). - Very low treasure rewards (very few money and magical items). It´s specilly "frustrating" fighting the "bosses" and not getting a single coin or magical item. Some possible bugs: - Normal items that need to be identified trough magical means or high Lore. - The first level of catacombs, in Telflamm, is as dark as a black cat in a petrol cask, no matter light spells, darkvision or torches (I almost got blind trying to see¡). - In the gorgone eyes area I got a corrupted savegame and I could´t finished the game (after having defeated the "boss" there) Apart from that, I would like to encourage you to continue your module because it has A LOT of potential (it´s already a good one)
Posted by helmo1977 at on07/31/08
Good and interesting module, specially the introduction and history, however I have to point some not so good features: - Very low XP rewards for monsters (with a 5th level drow FS I just got ONE level). - Very low treasure rewards (very few money and magical items). It´s specilly "frustrating" fighting the "bosses" and not getting a single coin or magical item. Some possible bugs: - Normal items that need to be identified trough magical means or high Lore. - The first level of catacombs, in Telflamm, is as dark as a black cat in a petrol cask, no matter light spells, darkvision or torches (I almost got blind trying to see¡). - In the gorgone eyes area I got a corrupted savegame and I could´t finished the game (after having defeated the "boss" there) Apart from that, I would like to encourage you to continue your module because it has A LOT of potential (it´s already a good one)
Posted by ericdoman at on07/29/08
You got me hooked from the beginning. A must for all forms of entertainemnet, books, films etc. When your attention has been grabbed immediately well that's what you have done. If there were more chaptres the vote would have increased. Took down a longbow specialist (moon elf, AA to be) and found some of the combats very challenging. The catacombs, the spirits? in Dragonjaw mts. Did not attack them at the beginning (HINT DO SO) and so when combat did happen there were a dozen of them. No chance so reloaded and went back in (playing hardcore). The companions made sense but maybe you should include some more, a fighter, bard for example. Possibly choose weapon focus unarmed strike for monk, instead of quarterstaff. Tony's henchmen AI did not like. If I took control of another character my moon elf would end up charging into combat with whatever weapon she had in inventory. Ended up not carrying any weapons. Limited gold etc was OK by me, would have been nice to find a finesse weapon or some gloves for monk. No idea if this is a glitch. Bought quite a lot of healers kits, shared between cleric, wiz and monk. Either they lose them if they die or if you use a world map and go to some other area they disappear? Even so this is a VG mod, as it is nearly 3 months old, will include in overlooked list, even though it is I believe for NWN. Looking forward to more
Posted by Akkei at 2008-07-1014:03:43
Thanks to everyone for their comments and votes. I am re-evaluating what I'm going to do with this campaign. I have not advertised this campaign because I intended to address some of the issues that were raised first, but the more I think about it, the more I feel that I need to make major adjustments to it and address some flaws in its design and storyline, or else this campaign will remain an unappealing product for a majority of players out there. I will be posting here once I have reached a decision in that regard.
Posted by Justicar at on07/03/08
This is a very interesting module. I didn't think I would get into this but Seekers just grew on me. After a while, it was like being on the ADnD Not-So-Impossible Mission Force. The module was fun and the quests interesting (I finished the three current quests). There just develops a sense of being on a special team (I even considered outfitting everyone in the same uniform) tasked to help the people of this part of the Forgotten Realms; this despite being part of an exploration cult seeking knowledge for its own ends. SPOILERS PROS: I encountered no PC problems on installation and at play. The areas were well done and the companions interesting, balanced, and making appropriate event-related comments. After I learned how to manage the difficulty level from these posts, I had no problems keeping the fights balanced and exciting. CONS: Even though Akkei explains why there is limited conversation and no romance options with the companions (which I accept), it was difficult by the end of the second quest to not want to talk with them more, learn about their pasts more, and maybe romance some. I guess I would suggest to Akkei to reconsider this as it seems normal that such a tight, specially chosen team would develop more familiarity with each other. Another problem/bug was in the second quest. After killing the "wispy things", four kept floating in the air in two different spots. Finally, I wish it was clear whether the basement door of the original chapter house could be opened (I still am unsure and I never could open it). Overall, I really liked how this developed and looked forward to playing the next quests. This was fun in a bit different way than other modules and I recommend it to all but the most die-hard/need-lots-of-dialog role-players. Good job Akkei! I'm looking forward to playing the future quests. _________________________ "You take a look around and you see that the law is there only to protect power. You'll see plenty of law but what you won't see is any justice."
Posted by Dyrhet at on06/25/08
Decent enough, but didn't really grab me.
Posted by Darklighter at 2008-06-2219:22:13
Howdy, nice MOD so far... but a few points: 1. In Seekers2, when your inner demon is talking to the Lich, one of the Bluff/Check options is "Gimme all your stuff", to which the Lich says it's all in the chest beside him. Sad thing is, there's no chest anywhere on the level. I reloaded and chose "Leave forever", but you should add a chest or remove the dialogue option. 2. In a city full of traders and caravans, only *1* shop??? How about some shadowy figure representing the Black Market or something? Considering the lack of Mob loot you should add something. 3. This is just personal preference, but if you get time in the future to add more inter-personal (or even romance) options for the your companions, that would make the game much more interesting. Assuming how far along I am and haven't hit anything like this yet. 4. The "Clear Mountains" quest could benefit from a minor boss battle at the "Beach" marker and Journal update... just a thought. Other than those points so far I am enjoying things alot... keep up the good work (reserving my vote until finished). -Darklighter _________________________ ~Darklighter~
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone