Legends of Verssavis--Athena's Gambit--Chapter One
V.2.00
By Maxime Benoit
Above Darlsum, the city of the Dark Elves on the plane of Verssavis, a terrible crisis looms, prompting Athena, its patron Deity, to make her first move to undo an unknown foe! This is where you, an islander (Or so you say.), make your entrance as you get hired by the self-styled "Spy-Master", madam Bovar, who is attempting to find remedy to the city's precarious situation... Will you be the republic's new hope?
This campaign is designed for a new character of any class, any alignment and any race. Races afflicted with the feat "Daylight Blindness" (Gray Orcs, Gray Dwarves and Dark Elves.) will receive, after this campaign's intro, the feat "Daylight Adaptation" for free. The main character's alignment will change many dialogue options and the outcomes of many quest. Also, at the beginning of this campaign, you will be given a permanent companion and you will be able to determine wetter she will be a barbarian, a bard, a cleric, a fighter, a ranger, a rogue, a sorceress or a swashbuckler. Consequently, it is recommended that you create your character in a way that complements you companion, both in combat, crafting and social situations. On that matter, the only skill I couldn't find any use for was "Sleight of Hand", my apologies to the pick-pocket enthusiasts. I'll try to come up with uses for that skill in the next chapter, so you don't feel that your skill points are being wasted.
This campaign has a semi-linear, story-driven, main quest and multiple optional side quests. The consequences of the outcomes of the main quest as well as the consequences of the outcomes of many of the side quests will carry to the next chapter of this adventure.
Crafting is *HEAVILY* supported as you will find very little affordable or free magical equipments in this campaign. It is suggested to start small with self-made iron, leather and wood weaponry and armours. You will find, later, better material to craft gear with (Keep your eyes peeled.). If you want to be able to enchant your weapons, keep in mind that only 3rd level casters (Not Class level, but *Casting* level.) can earn the "Craft Magic Arms and Armor" feat. Furthermore, the crafting in this campaign makes use of the "Essences" items from MOTB which means that the "Craft Alchemy" skill is a must. Also, the recipes books can be found in the magic shop. Finally, while making your arsenal, do not forget that certain enemies are resistant to certain types of damage as well as certain types of material while being vulnerable to certain types of damage or certain types of material.
If, during the main quest, you ever get short on gold and get stuck as a result, go talk to the "Fortune Giver", situated close to the city's entrance. She will provide you with money while taking experience from you in exchange.
The Companion also have an integrated cheat console, within her dialogue, which allows you to tinker with your party's experience and wealth if you ever feel that the game is being too harsh. The Companion also have a debug feature if you get stuck because of a bug or an oversight of my part (Sorry in advance if it ever happens.).
As a final note: this campaign makes use, in a few places, of Pat Ransom, aka Chimneyfish, aka Ransom's "Always Summer" clothing models (not armour) overrides. If you don't have these already you may want to download them for this campaign, but it will only bring minor cosmetic changes. Most of the game will still look fine without it.
Special thanks to Bob Hall for his fantastic "NWN 2 Toolset Notes", Pat Ransom for his "Always Summer" alternate models, “Olnorton” Johnny for helping me to correct much of my horribly broken English and Claudius 33 for his very inspiring campaigns. (Seriously, go play "Sarmates!". After playing this campaign, I mean ;-) .)
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campaigns.rar (604) | 3.14 KB |
hak.rar (638) | 1.03 MB |
modules.rar (651) | 30.75 MB |
A new module, that's exciting.
Something for the weekend sir? :)
Pj
"Something for the weekend sir?"
What do you mean?
By the way, I really liked all your modules. "The Gathering Storm" was my favorite.
Hello,
Looks like a little translation issue . In French "a module for the week-end" would be understood as "un module du dimanche (a Sunday's module)", so a 2d rate module. PJ was meaning great! a new module to play during the week-end.
@Maxime : bravo pour ce nouveau module et merci pour le coup de pub.
Merci du compliment! :D Venant de toi, cela signifie beaucoup!
Hello again,
I certainly did not mean second rate :D
Claudius is correct. The joke is an English one. A barber (mens hair dresser) in the past would say "something for the weekend sir" which would translate as something for your pleasure at the weekend.
In truth the barber would be referring to a contraceptive since, in the past, barbers sold such things but my metaphor did not stretch that far :D
I am pleased you enjoyed my modules. In the near future I am going to enjoy yours.
Kind regards,
PJ
I really enjoy your module, the only thing I found out you might need to change is the Red Tent in the wilderness. I blew it up with a spell or two and had to go back to an earlier save. So you might want to make it undestructable.
Is there Chapter Two and if it is not is it under construction? Just to know should I export character to safe place. :)
I
can't get the game to start. It keeps saying module corrupt or that you used a new toolset/game resources :PAnyone know how to get this to work I really want to play it.Never mind I got it running thanks for the mod :D
Really, really harsh, to the point of being frustrating. Obviously, the author was aware of it and included the companion's cheat menu and the diviner at the town's exit. Personally, I'd prefered a more fair lvl and not having to adjust my character once I'd tested the niceties of my enemies and what a great problem lack of money can be. Your companion should be quite good as a bodyguard if you follow the advices of picking up a spellcaster for your PC, but he is swaped out like a maimed fly in every fight. I'd suggest a full-equipped lv6 character if you don't wont to get tired halfway of the mod.
Story is not bad but the setting was a little bit strange for my taste; dark elves, greek gods, french names... it's too much mixture, and at the same time not so exotic in appearance for being a place in another plane. Same tale in a town of Faerun or Underdark or whatever would have been OK as a prologue for a nice campaign.
Not bad but definitely some design issues to overcome.
Details
You are hired as an outside investigator to look into the local web of conspiracy. The dialogs are translations from French and tend to be on the wordy side with a few that don't come through as intended. The action proceeds logically enough but the journal tends to be rather sparse regarding the central plot while giving plenty of info on the side quests. Along the way you pump the locals for information while looking for merchants to absorb all the dented gear you keep brining back to town.
Money: While the bad guys do drop a fair amount of gear, the purchase prices of merchants are set very low. There is a cheat menu accessible by talking to your companion that can give you extra gold if you run out. There is also a fortune teller in town who can help with gold. (That just struck me as odd.)
Magic: I chose to make my NPC companion a sorcerer. She finished at level 7. You can use the cheat dialog to give more xp if the combats are too hard and a few may be depending on your build.
Bugs: There are a lot of locked doors and other object that a supposed to become usable by script as the plot progresses. Enough of them are bugged that the cheat menu includes a function to unlock plot related doors. Unfortunately, the menu you are presented with gives you the door's tags rather than a clear description of which is which making using this option mostly guesswork. There is also a debug menu for adjusting certain module variables but no explanation of what they do.
During what appears to be the final quest, my game crashed every tine I damaged the enemy with a spell. I gave up after six tries and exported my PC.
Resting: The module restricts resting to the inn and certain campsites, not all of which allow spell recovery. The debug menu includes a forced resting command in case you really get stuck.
Other issues:
Regardless of your starting character level, the mod awards 5,000 xp as part of the start up routine. This makes following the author's advice rather problematic, a new level 1 spell caster is going to have a very short and exciting career. A new fighter with no weapons or armor doesn't make much sense either.
I second George's comments and recommend starting with a fully equipped melee' PC at level 4-6. Since fighter types have Craft Weapon/Armor as class skills so you can make the gear you need if you really want to go that route. Having the mandatory companion handle spell casting and item enchantment just seems a much more logical way to attack the problems you will encounter.
This was a wonderful mod! Pulp fiction narrative flow with a mash up of Greek and Faerunian mythos. The crafting guilds were a great Idea, as was the planes walker merchant( though a quest or quest information from the planes walker would have been a grand idea, they hobnob with pantheons, after all, and must know many useful things..) I loved what dialogue there was, and was overall satisfied with the "ending" --even if it was a little abrupt.
The only complaints I have are that there is no chapter 2 and that my gear was removed too often. (That latter was a benefit in the ending, though.)
Is the companion romanceable?
Not according to my notes.