Legacy of White Plume Mountain is a 'treasure hunt' sandbox campaign for single or multiplayer parties of 7th level and upwards. It is based upon the D&D series of White Plume Mountain modules.
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?
Installation Instructions
Credits
Special Thanks to the NWN2 Custom Content Contributors without whom a project like this would not have been possible!
Tilesets
Prefab areas/lighting
Prefab items
Creatures
Armour/weapon models
FX
Misc.
And thanks to the playtesters:
Tanlaus, dunniteowl, Quixal, nicethugbert, civilized, Damien Jnr, GilradtheGreat
To anyone I've missed, thank you, and let me know and I'll update the list
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On the old vault, this was a Hall of Fame module with a score of 9.55 based on 39 votes. Here are the download totals:
Anyone had problems with this campaign?
Specifically:
Any ideas?
For Dragotha, set all video settings to minimum and it won't crash.
In the Gnoll mine,entering the entrances between each level will randomly crash the game,when I finished the quest heading back to surface,it will crash even when loading my save,ruining the entire game playing.
And Soubar the the small village,have all merchants sell things originaly from other campaigns or all over the world,you can find everything you need here if you have a coin.Thats convenient but not making sence.
This mod is pontentially good and promsing.But I stoped because some issue and I'm afraid there are more.
Ugh! I just had the same experience as Tokarev. The "secret" stone door at the edge of the map in the Gnoll mine on the lower level... I used it and game crashed. I had saved just prior to trying to use the door... and my save crashed. It would not load the saved game. I was going to reload and go back to the non-secret entry/exit between levels of the mine, but alas the bug infected my save game. :( This looked like a great campaign so I am sorely disappointed. Esp after carefully creating a party and playing for a few hours.
Best module I've played so far. I'm giving 10 comparing it to SoZ. NWN2 could be improved for sure but this module makes a great use of all that's offered within it. Nice long dungeons (better than SoZ mini-crawls). The author succeeds at what he intends to do. Keraptis is an original villain in a way (he avoided questing for lichdom or godhood for one) but he could be more developped as our relation to his evil endeavors. It would be cool to learn more about the fane itself. I would suggest more encounters with Keraptis, increasing in challenge. When you thoroughly explore the overland map and retrieve the artefacts, the last part ends up being too easy for a party of 4 (maybe a sandbox issue). I finished the game with 500k gold and unsold artefacts (while having spent hours at the crafting stations tho). Kudos for putting a buying limit on merchants. My lvl 21 Spiritist is also on a quest for immortality and I hope the Keraptis saga continues ! It would be nice to reach the Planes, the Wall of the Faithless and tie up with the lore from OC, MotB and SoZ. I think it's a good decision to integrate Greyhawk and Faerun.
EDIT :
1/ there is the issue of merchants selling items from past quests. I haven't checked the timelines but if they overlap, it would be better to have custom items instead (the ones from the original boxset ?).
2/ some doors did not open properly namely two rock doors in White Plume second phase. In one spot, I could not even enter after blasting the rocks (rockdoor leading deeper into mountain).
3/ crafting stations in Soubar would be handy even if it makes things easier afterward.
4/ Never could figure out what to do with the Shadowy Nook near the Drow Outpost (ideas anyone?).
5/ Bazaar quest could also start with the Waukeen priest as many pc won't want to deal with a Shar priestess. Plus it could have a real Waukeen outcome like Israel finding a way to exclude the priestess from the merchant stalls.
6/ I've had a bizarre crash whenever I tried to exit the Underdark Bazaar area to Overland right after spending some time near the Shadowy Nook (clicking many times on it etc). It happened everytime.
7/ The packhorse is good but I would have liked to have a riding horse for all that wandering. Either that or some teleportation, linking the High Moor, the Serpent Hills and Soubar for example. I had 10-15 Survival and found the treks long by mid-game. Altho it would change the ambiance, it would be a nice option (say for some gold).
Came back to this one last month following the "Hero's Path" module list. Because my party consisted 'recyled' PCs from a number of other game sessions, the game had a bit of difficulty in scaling encounters to the multiple levels of my party. After returning of the stolen artifacts in the first half of the game, I restarted with a slightly less experienced party for the second half, "Return to White Plume Mountain." Over all, it was pretty fun until my lead PC hit about level 21-22. After that it got too easy even though the rest of the party were at least two levels behind.
Because the individual quests/challenges display the approximate character level they were designed for in the Journal entry (or on the map for overland encounters) it is easy to skip over those that aren't high enough for your party. This makes the module nearly ideal for the Hero's Quest as you can enter and leave it at various points, using it as a bridge between other modules as needed. Only the lead PC must remain the same and even that can be change if you skip over the first half using the included bugfix item.
This module maintains most of the good features of SoZ combined with a coherent new plot and some interesting mini-quests. Definitely recommended.
I just began playing this campaign and was excited to begin. I was part-way through SoZ and lost interest because my success as a merchant resulted in literally hundreds of millions of GP in my pockets. Also, it became too easy after my party started reaching high levels. Berift of the need to acquire XP, GP, or even face challenging fights, I suspended play of SoZ for WPM.
*SPOILER* Well, my excitement has faded a touch as my very first side quest has resulted in revealing a bug (?) I took the tiefling merchant Kizakii up on her offer to eliminate her half-orc competitor and thus tackled the Devil's Cellar side quest to do so. My party killed the half-orc and proceeded through the rest of the very interesting side quest. I did get a journal entry when we killed the lead Yuan-ti on the bottom level, but when we return to Kizakii there is no dialog to tell her we have elminated her competitor and she offers us the quest again!
Anyone else encountered this? Any fixes?
Thanks!
Oh, and how do I get rid of the Pack Horse? I purchased it and then realized I could buy a bag of holding from the merchants in Soubhar. The horse gets in the way of navigation constantly when in smaller areas as I try to direct my character and click on the horse instead. ugh. Went back to the seller and there's no dialog options to sell it back or even get him to keep it in his stables again.
This is one of my favorite mods.
Too bad about the crashes in the Gnoll area. I bet a lot of people quit on Gnoll Mines uper level and miss 99.9% of this mod. I've encountered the odd glitch in other areas but they're rare and the Gnoll area is the only place where save files get corupted.
If you have the patience, create 10 seperate saves before entering any new area in The Dead Gnoll's Eyesocket. When it crashes at least one of your saves should be good. Overwrite them all because some will not work and if (when) it crashes again the good one can get wrecked. Try the door again. Repeat the process until you get through. Its frusterating but can be done.
If you don't have the patience just ignore the whole area. It has nothing to do with the main quest.
The module is really great and enjoyed playing it. Like others though I experienced a problem when getting into a new area in several areas, however there is a workaround for it that worked for me. I switched my resolution to 1024x768 (yeah I know it does look bad) when going into these areas. As these areas are side quests you can skip them as well!
Good things about the campaign
What I didn't like
Excellent work, finished it recently (solo epic wizard)! Better than SOZ in my opinion, thanks for your work! About the buggy areas, after reading the comments here i just skipped the Gnoll dungeon and Dragotha's cave. The underdark area is doable, just do not load a save from it's lower reaches cause it will crash( it won' t corrupt your save though). It's very hard to make such a HUGE module without some bugs, no big deal. Highly recommended!!
First things first:
1.- The trick with the graphic resolution in the gnoll zone and dragotha's works (lowering to 1024x768 just when you have to cross the doors). I can only feel sorry for the peolple who quitted for this reason (sadly, at a very early stage of the game) and lost the rest of the story.
2.- I also had the problem of the Nix-conversation not triggering, and found two possible solutions. The first is walking around him a lot of times. The conversation triggered when I stepped in the mount of skulls where the beholder was floating. If that doesn't work, you can return to the village with the three weapons and use the lwdebug item and choose the journal point "return to WPM" BEFORE giving them back.
I had minor problems in the second part of the Main Quest: when I talked with the bosses, suddenly two of my characters moved very slowly for no reason. When I saved and loaded, the glitch was solved.
OK. So:
This is a wonderful module in the Soz format-tradition, wich means a liitle bit more of hack-and-slash and limited roleplaying (none with your companions, as far as I could see). It's HUGE (57 hours for me, a slow player) and very well done. A lot of good work has been made here and I'm surprised of the few comments that this page has received. I agree with the rest of the players in the point of difficulty: you're too powerful and get a LOT of over-powered objects and LOTS of riches (more than 3.000.000 coins in my case). Towards the end, only two or three fights are a little bit tougher. The rest, for about 60% of the game, is a massacre for the enemies. Perhaps it's, in part, my fault: I choosed to resolve first all the side-quests and then proceed to WPM,so, it was a little bit boring until I reached the Fane. I think that an indication of the suggested level (as with the side-quests), would be in order. But this is a minor objection.
In fact, for me, the only problem with the Legacy of White Plume Mountain is... well, White Plume Mountain. I know it's a classic adventure and someone can feel nostalgia for ye-good-old-times, but, from my point of view, the dungeon an adventure of WPN is not the best that D&D can offer. In fact, I think that the 2/3 of it sucks and it's boooooring. Honestly: I will remember this module for the Overland zones and the side-quests dungeons, wich are far better than the Main Quest one. I wonder why such a talented author would choose that basis for constructing his/her module.
Played with a human cleric, a human ranger, a rogue dwarf (eah... I know) and a yuan-ti warlock. Reached levels 23 (22 for the yuan-ti)... but wear in mind that you will not play EPIC for a very long time. SPOILER::::::::this is like the super-heroes movies: not all has ended when the journal says so, if you know what I mean :-)
This module is great and everyone who likes nwn2 (and specially SoZ) should play it. This is one of those that makes you think in a possible 10 and search in the Vault more works from the author!
i didn't do the dragotha and gnoll quests but i still finished the game. how did the dragotha fight go in comparison to other tough fights? (like the balor/dragon hybrid)
also, did i miss any superpowered items by not doing those quests?
thanks!
SPOILERS::::::::::::::::::::::::Dragotha is tough, yes; but its quest was the last one that I did before the Main one, precissely because I had read that game crashed when you entered the sanctum and was lazy about having saved various games, loading a lot of times, and so on .That means that my group was really powerful when I attacked the lair. As with other big-bosses in the module, the biggest problem of that quest final fight was, for me, the fear that the dracolich inspires- be warned. Also, for my warlock, the spell resistance was a handicap. But, when the fight begins, Drago teleports towards the bottom of his lair and the Eldritch spear long range affected him a lot of times before he reacted. Sincerelly, I don't remember the lot you get for killing him, wich means that it must not be so powerful ( that is: compared to the over-powered Will of Seth, the axe and hammer of the dwarves, the armour of Scylta, the Nimbus bow and others that I already had and used for bashing the poor bony big lizard... ). I think it is a little bit tougher fight than the one against the hybrid, but I dind't have to load a previous saved game and none of my characters reached 0HP.
I see! Thanks for the detailed reply!
I highly recommend that you use the Unofficial Patch with this mod. It fixes a lot of problems.
Legacy of White Plume Mountain Unofficial Patch
The Legacy of the White Plume Mountain, some of bealzebubs modules and 'The Black Scourge of Candle Cove' module are probably the reasons I decided to come back to NWN 2 after having given up on the game, and I was not disappointed!!
Using Travus' Unofficial Patch *WHICH YOU SHOULD DOWNLOAD* if you wanna enjoy this module without it crashing, I'd have to say I finally finished it after having started it probably 2+ years ago (fresh start ofc).
The Campaign is pretty good, not much room for RP but very well designed areas, tons of content, and even some 'easter eggs' at places make your hours spend well worth it!! It's a H&S oriented module, so don't expect to just breeze through it effortlessly.
My rating would be 8/10 just because pre-patch, I had the game crash and bug out on me relatively often, which killed my immersion and interest. Post patch, I'd give it a 9/10, I'd love to see some more RP options and some more character developement/lore behind areas and some NPCs. If H&S is your poison though, it's a must play module, probably one of the most enjoyable to get lost in, in that category <3
By far the best module we've ever played! It's the Energizer Bunny; every time you think you're near the end, it just opens up more quests. This represents a truly astounding amount of work. A big THANK YOU to the author(s)!
The only con I can think of is the module would be slightly better if the overland encounters would scale with the party level.
Use this and every encounter will scale up to the PC's level. Warning: It could get very hard, very fast! https://neverwintervault.org/project/nwn2/script/level-scaling-challenge
Thank you so much for that tip, sir!
Love old school conversions. Will give it a try.
Love the idea (custom-made party adventure, SoZ-style exploration, clearing dungeons out of their inhabitants and richies), love the design, love the implementation (apart from couple of buggy areas which are anyway not so important).
The only thing killing all the fun is SUCH A LOW DIFFICULTY. After thinkfully completing several sidequest (mostly good ones, the rewarded items only being a bit overpowered) the game collapses into a so-called FACEROL. No need to think, just equip ranged weapons on 3 chars (just forget about casting at all, it'd be an overkill) and have 1 tanking in the frontline until you run into a boss. Then spam Evernation + IGMS -> collect ya loot. Then go run into the Mountain and repeat.
Started so good.. Ended in such a shame.
Still appreciate all the work you did on this. Could have been one of the best modules ever. Such a potential wasted. Still gave me some fun so 8/10.
Well... Just could not abandon the module. As GCoyote pointed out with this mod --> https://neverwintervault.org/project/nwn2/script/level-scaling-challenge things get much better. Recommendeded to everyone who find combat in this campaing too easy. Actually it gets too hot from time to time, even had too turn down the difficulty level as some mobs get ridiculously tough. In conjunction with level scaling mod it is now truly 10 out of 10. Thanks a lot for the tip, mate!
I would very much like to play this mod in conjunction with this one https://neverwintervault.org/project/nwn2/hakpak/original-hakpak/tome-ba...
But right off the bat there seems to be a conflict; the initial feat/ability that opens up menus for selecting manuevers doesn't do anything at all in WPM. I'm guessing one of the scripts is overridden by a script in WPM, but no idea which one.
Go over to the Forum (link at the top of the page) and post a message in the NWN2. Travus is usually around a couple times a week.