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NWN2 ENGLISH MODULES

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Name  Seekers
Author  Akkei
Submitted / Updated  05-26-2008 / 06-01-2008
Category  Single Player
Module Types  Final Version
Forum Thread  Link
Scope  Part of Series
Content  NA
TricksTraps  Light
Roleplay  Medium
HackSlash  Heavy
LevelMin  05
LevelMax  Any
Gameplay Hours  08
Patch  1.12
NWN2Game  NWN2:MotB
Description
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.

Files

NameTypeSizeDownloads
Seekers_camp_folder_v102.rarSeekers_camp_folder_v102.rar
Submitted: 05-26-2008 / Last Updated: 06-01-2008
rar4.9Mb1133
Campaign Folder
Seekers01_v10.rarSeekers01_v10.rar
Submitted: 05-26-2008 / Last Updated: 05-26-2008
rar18.2Mb1083
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.
Seekers02_v10.rarSeekers02_v10.rar
Submitted: 05-26-2008 / Last Updated: 05-26-2008
rar14.4Mb1038
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.
Seekers03_v10.rarSeekers03_v10.rar
Submitted: 05-26-2008 / Last Updated: 05-26-2008
rar35.3Mb1048
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.
Seekers00_v10.rarSeekers00_v10.rar
Submitted: 05-26-2008 / Last Updated: 05-26-2008
rar6.4Mb1082
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.
SeekersManual.pdfSeekersManual.pdf
Submitted: 05-26-2008 / Last Updated: 05-26-2008
pdf871.33Kb1163
Seekers Manual
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Comments (30):

1 2 3

Posted by Kiza at on06/19/08
A solid mod with a good atmosphere. Enemies are challenging but not impossible to kill.

Posted by DaveFritz at 2008-06-1810:28:28    
Hi, Akkei, I made it all the way through, although I had to switch to Easy difficulty, and I never did win the Dire Bear encounter. Maybe when Mod 4 comes out? There was one odd thing at the end. SPOILER I went to the Catacombs before finding Ryndin, using the info about Lord Pendathe. After defeating Nareek, I returned to the Reader and the Journal updated both the Chapter House and the Ryndin quests, even though I had not yet found Ryndin. He was still in the Warehouse after I did the Crimson Scourge quest later. A question ... can you ever go through the door in the Former Chapter House? I never went back to check. Maybe that, too with Mod 4. Cheers, Dave

Posted by DaveFritz at 2008-06-1708:13:10    
Hi, Akkei, Thanks for the info about the difficulty switch. It seems to be the way it DOES work but doesn't correspond to the descriptions in the Options screen or the documentation. That should solve some other problems as well. I do have the 102 Campaign folder. SPOILERS I redid Dragonjaw on the Normal setting and got through. Two things, though. I still wasn't able to get the Dire Bear encounter, although there was a different creature roster. I was able to get the last two groups this time. The second-last one, unlike when I tried earlier, was vulnerable to divide-and-conquer. Couldn't get them to do that before, even though I tried several times. BTW, that's how I got through mod 3 on (accidentaly set) highest difficulty. END SPOILERS Regarding the area-change, please take that as a suggestion, not a negative criticism. Getting around that would probably require rebuilding the whole campaign. That's not realistic, but maybe you could keep it in mind for future mods in this campaign. Now that I seem to be back on track, I'm really looking forward to more mods for this campaign. Cheers, Dave

Posted by Lariam at 2008-06-1623:12:46    
Thanks for the update with regard to the update. :) _________________________ Forgotten Realms Weave

Posted by Akkei at 2008-06-1512:58:25    
Hey, Real life has been keeping me quite busy, so I didn't had the chance to work on an update yet. A community member (thanks again Bjarne!!) a fully reviewed the conversations and other text used in these modules and the next update will correct and improve the level of the language used. I will also correct a few minor issues that were reported and had more custom loot (mainly on the major NPCs). I am not sure when this update will be ready as I won't have the chance to open the toolset before next week. @DaveFritz: Thanks for your comments. Once an encounter is triggered, changing the difficulty settings will not have any impact on the creatures that have already spawned. Please also make sure to have the latest campaign resources installed (v102), as the previous ones were not changing the difficulty level properly.

Posted by DaveFritz at 2008-06-1309:56:20    
Hi, Akkei, I'm going to stop playing this Campaign now. As others have noted, the combats are WAY too tough. The experience that convinced me is the Dire Bear and Dire Wolves in S-02. I tried the difficulty switch at all 4 settings. It made no difference in the result - Dire Bear and one wolf killed, all my party dead. I have been trying Mod 2 combats now, and some in Mod 1, for 3 days and have gotten killed every time. I am at Level 6 now, so some should have been easier, but no luck. Strangely enough, I got through Mod 3 on the most difficult setting without any real trouble. I would also recommend that you try to find a way to reduce the changing of areas. I seem to have spent half my time while playing waiting for different areas to load. That's not so bad when you're making progress, but just running from area to area and mod to mod to find a battle you can get through just isn't any fun. Dave Fritz

Posted by Lariam at 2008-06-1109:32:35    
Any major updates planned for the near future? Cheers... _________________________ Forgotten Realms Weave

Posted by DaveFritz at 2008-06-1011:53:28    
Hi, Akkei, I'm off doing other things now, but I have a question about the Crimson Scourge. Somewhere in the posts I read something about taking the info you need from the Scourge after killing him. That would be my preference from a role-playing point of view. My character wouldn't have a lot of use for the Red Wizards. However I can't get an option to attack him. Is the only way to kill Kummys? If so, add me to those asking for another option. Cheers, Dave

Posted by AlanC9 at 2008-06-0305:26:27    
There's no script per se on the Glyph. It simply has Elemental Swarm 1/day as an item ability; at level 7 that's equivalent to God mode. Maybe it was on whatver you built the Glyph from?

Posted by dj_doc at 2008-06-0215:26:07    
Akkei your tweaking did a lot of good. The crypts are now doable on default and you can get through without dead party members on easy. Even hard isn't impossible any more :-) Still the undead could drop some stuff all this breaking bones for no loot that's just not much fun and one neds a bunch of healing resources to get throug on hard. I'd sugest some spell scroles as drops for our poor wiz ;-)

1 2 3

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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

 
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