Quester is a fully scaled randomly generated adventure system. Select one of 8 different start locations each in of the 8 different modules to start your adventure. Quester has hundreds of base areas and over 80 possible quests.
update March 23, 2011 some fixes and limited scaling for random encounters in OverQuest
You do not have to upload all of the modules in order to try this out, but you do need the campaign directory and starting module Chooser.mod from Quester.zip in addition to whichever module you decide to download to try out. Download all of them in order to play the full game.
Quester is now in campaign format to take advantage of the party editor feature and so you start in a tiny module called Chooser where you select your starting location. Access to the party editor can be found in the Pubs and Inns.
Based on feedback in the forums, I included documentation and debugging tools to help those that want to modify Quester in order to add their own quests. For that purpose ZBOX is just an extra area with items to give you access to the debugging features and is NOT a part of game play.
There seem to be files missing:- "Canyonquest.mod", "ForestQuest.mod", and a .tlk file for OverQuest.
I just downloaded the campaign and am looking forward to trying it, but I can't get it to load. I get an error message saying that I'm missing a custom .tlk file which isn't included in the downloads. Could you please upload the file?
Thanks!
The missing files have been added by the Mods' (thanks Tarot!)
The Overland module still does not work as there is a missing file, quester.tlk. All of the other modules appear to be playable by starting a new campaign.
Quester is another random dungeon generator system that claims it can be played at "Any" level.
I ran a L12 PC and picked up an NPC companion in-game. While the encounters seemed to scale pretty well the random loot scripts did not keep up. I'm pretty sure the PC broke even at best and most of the time was losing money. The few magic items I found were very low level and not especially useful. Stores had an eclectic selection of gear, some too plain to help, some too expensive to consider.
The system generates area on transition by selecting randomly from a library of pre-fabs and adding random encounters and treasure. So it's possible to experience three different areas based on cave1 for example, each with a different distribution of enemies and loot. Also randomly sprinkled through each module you will find recruitable NPCs and merchants. NPCs have only basic gear and random merchants can have quite variable prices.
There are some minor quests available in the starting towns and some areas include a SoZ guest book so you can bring your own troops if you like.
Compared to Endless Depths, I found this more playable but that's probably a matter of taste.EDIT: I've since played both Endless Depths and Quester with multiple PCs. While Endless Depths is a bit of a Monty Haul, all of the functions work, and the player should get enough loot on every level to continue the mod to completion. It's possible to play from level 1 to the mid-20's as long as you have the patience.
Quester on the other hand requires a fully equiped PC with lots of cash. Resting is restricted for no clear reason in many settings. Loot does not scale to the PC's level and stores have buying prices as low as 1% in some cases. It's possible to get stuck just because you've run out of everything, including money and are in an area where you cannot rest to recover hit points and spells. It's easy to get lost because of the repetitive prefabs used to generate areas. This has a lot of potential but the scripts need some tweaking to address these issues.
EDIT: Probably better with this - cdaulepp_random_loot_generator_version_2.0_beta.rar