Dungeons & Dragons Adventurer Career
This mod adds a new custom career to the game: the Adventurer Career. The Career is based on the Dungeons and Dragons roleplaying game, with Sims being able to become heroic adventurers taking quests from the Adventurer’s Guild.
The world out there is filled with dangers; Roving bands of Goblins, ravenous Trolls, power-hungry Necromancers and even fearsome Dragons all threaten the safety and security of both the realm and its citizens. And that is where Adventurers come in; brave warriors and heroes that stand against the darkness, completing Quests that have been commissioned by the common folk. The Adventurer's Guild is an organisation that oversees the distribution of these quests, and is where Adventurers such as yourself will rest up and prepare for the fearsome creatures and treacherous journeys you are about to face. The very first Adventurer's Guild was created in Dragon Valley over five-hundred years ago, and ever since new Guilds have popped up in every major city, awaiting the arrival of courageous (and possibly very foolhardy) Adventurers who seek either glory, a good source of coin, or both. Beware as this is a profession with a high mortality rate, as many Adventurers find their death on this dangerous road. – Job Description
Rabbithole: The Adventurer career is situated in the Police Station rabbit hole.
Work Tones:
- Business as Usual
- Work Hard
- Take it easy
- Hang Out with Co-Workers
- Train in the Barracks (Builds Athletic and Martial Arts Skills) (3A-5A Branch)
- Study your Spellbook in the Library (Builds Logic, Alchemy and Spellcasting Skills) (3B-5B Branch)
- Train in the Barracks (Builds Athletic and Martial Arts Skills) (Fighter Branch)
- Patrol the Forest (Builds Gardening, Collecting, Alchemy, WildlifeFriend Skills) (Ranger Branch)
- Pray in the Temple (Builds Charisma and Spellcasting Skills) (Paladin Branch)
- Study your Spellbook in the Library (Builds Logic, Alchemy and Spellcasting Skills) (Wizard Branch)
Level 1: Novice Adventurer
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §18/hour
To be an Adventurer with any real renown, the fastest way to do that is by joining an Adventurer’s Guild to have access to the most lucrative Questing opportunities, however as a Novice Adventurer the only way to gain membership of the Adventurer's Guild is to prove your worth by completing the rookie missions that nobody else wants to accept, such as slaying rats in the sewers or cleaning up the mess after somebody else’s battle. It's dreary, often degrading work, and you never have enough time to have any second breakfast, but if you complete enough Quests then the Adventurer's Guild might just grant you membership.
Level 2: Adept Adventurer
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §24/hour
After completing some small-fry work that every other Adventurer had passed up, you were able to attain Adventurer's Guild Membership. You are armed with only basic weaponry and the meagre Town Guard armour that you were able to afford, however this will still offer you minimal protection in the Quests to come. Adventurer's Guild Novice and Adept members often stay in small groups with each other, taking on the easier Quests in the hope that they will earn enough experience to move higher in the ranks. However, Novice and Adept Adventurers also comprise the highest mortality rate of all Guild ranks, as in times of open warfare they are often conscripted into the local militia to defend the town, and more often than not pay the ultimate price for their service.
Level 3A: Rogue
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §32/hour
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks.
Level 4A: Swashbuckler
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §40/hour
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Level 5A: Hunter
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §50/hour
Whether it is in the dark undergrowth of the forest or in the shadowy alleyways of a city, hunters use their skills in archery to take down their next target. Sometimes working to slay monsters, and sometimes taking assassination contracts, the Hunter must learn to be quicker than their opponent in a fight.
Level 3B: Magic Initiate
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §32/hour
You have chosen the path of knowledge, and now are a student of the arcane arts. Any initiate in learning magic will need to keep their trusty spellbook close by, for it is only in the intensive study of both spellcasting and Alchemy can one hope to become a masterful Wizard.
Level 4B: Scholar of Magic
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §40/hour
While many aspiring Wizards undergo formal magical education at institutions such as the Magic Academy (or the Dark Academy in the case of more malicious minds), a lot of Wizards are self-taught in the arcane arts. However, in teaching oneself how to cast spells rather than undergo the formal taught route, a spellcaster can put themselves at considerable risk – many a novice mage has met their demise due to either an overloaded experimental spell or a poorly-brewed potion. You must be careful in your studies that your desire for knowledge does not exceed your ability.
Level 5B: Bard
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 10AM-4PM - Wages: §50/hour
Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well.
To become a Fighter a Sim must choose “Power” twice:
Level 6: Barbarian
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7PM-3AM - Wages: §80/hour
Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Level 7: Barbarian Berserker
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §170/hour
Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Level 8: Fighter
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §192/hour
The Fighter is a term for a warrior skilled with a variety of weapons and trained in the arts of war. A skilled fighter defines the front line of any battle, breaking through enemy ranks and holding the line while their allies manoeuvre. All fighters are trained to use virtually any armor or weapon the situation required; a fighter could use an axe, a rapier, or a greatsword with roughly equivalent skill. As well as being combat generalists, most fighters also specialize in a particular skillset, such as archery or combat magic. Among the most common adventurers, fighters come from an innumerable set of backgrounds. Some are knights in the service of a quest or elite foot soldiers whilst others are ambitious would-be overlords or hardened mercenaries. What brings fighters together, however, are their common roots as warriors who put themselves in the thick of battle, between their comrades and harm's way; while many fighters could be called disreputable, few, if any, can be called true cowards.
Level 9: Battle Master
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §265/hour
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. These individuals are considered among the most cultured and academically-minded warriors of the Realms. They are often practiced in non-combat trades such as smithing or other forms of crafting. By studying their foes in combat, battle masters can glean information about their martial capabilities, and get a good sense for how strong or dextrous their opponent is.
Level 10: Eldritch Knight
Work Days: Tue, Fri, Sat, Sun - Work Hours: 9AM-3PM - Wages: §300/hour
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. Eldritch knights develop rituals that allow them to form a unique connection with their weapons. After doing so, a knight could summon it to their hand and never lose their grip, so long as they are present and in control of themself in battle.Through their experience they learn how to skillfully attack their foes with weapon and magic, alternating between spell castings and weapon strikes with great efficiency.
To become a Ranger a Sim must choose “Power” and then “Knowledge”:
Level 6: Druid
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7PM-3AM - Wages: §80/hour
Druids are primal spellcasters of considerable power and versatility, who gain their power through being at one with nature or through a connection to a powerful deity or nature spirit. Guardians of the wilderness, druids see themselves less as masters of the natural order and more as an extension of its will. Known for their mysterious nature, druids call the wilderness their home, emulating the ways of wild beasts and other creatures of nature. Believing that nature's health depends on a precarious balance, druids believe that the four elements of the natural world - air, earth, fire, and water - must be prevented from ever gaining advantage over one another, lest the world become dominated by the forces of the elemental planes. Likewise, druids believe nature exists outside of civilized conceptions of good, evil, order or chaos, instead seeking only to maintain a natural state of being which most of the civilized world cannot or will not understand.
Level 7: Circle of the Moon Druid
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §170/hour
Powerful sentries of the natural world, druids are often seen by outsiders as primal controllers of the wilderness. Druids are not the only caretakers of the wilderness, though they are perhaps the best known. Comparable to wizards, druids are nature's lorekeepers, possessing an enormous degree of knowledge about the inhabitants, locations, and phenomena of Toril's wildernesses. However, while wizards frequently seek this knowledge for knowledge's own sake (or power's), druids act in behalf of that which they study. Venerating the natural world in a belief system sometimes known as the Old Faith, druids value the pristine wilderness, accepting its cruelty and ugliness along with its wonder and beauty. As such, while druids rarely act selfishly, they are nonetheless as likely to be good or evil. Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings.
Level 8: Ranger
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §192/hour
Rangers are warriors who excel at exploring the fringes of civilization and hunting down deadly monsters. Hunters, scouts, trappers, and assassins, rangers can be found wherever civilization borders the wilderness. To aid them in their outback treks, rangers are trained in a number of combat techniques, survival skills, and even magic. Most at home on the edge of civilization, rangers are often hunters, trackers, or some combination of the above, serving as protectors of the civilized world against the wilderness' feral threats. Stereotyped as wild frontiersmen, rangers are often imagined most at home within dense woodlands. However, this is not true of all rangers and others are more at home within ancient ruins, vast deserts, caverns of the Underdark, or city sewers. What defines a ranger is not so much a bond with nature, though many share such an affinity, but rather their attraction to the unknown and the untamed, most often to protect it but sometimes to subjugate it instead.
Level 9: Beast Master Ranger
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §265/hour
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. Trained to be nimble and deadly, rangers are experts in survival in the wilderness, both on their own and with company. They can move quickly over difficult terrain, evade natural hazards, and disguise their tracks or camouflage themselves to blend in with their surroundings, hiding themselves from their enemies. Although these skills are often very general in nature, every ranger also has their own particular terrain that they know best, over which they could travel, forage, and track more effectively. Some rangers prefer the wilderness of the surface world, while others dwell beneath in the caverns of the Underdark.
Level 10: Gloomstalker Ranger
Work Days: Tue, Fri, Sat, Sun - Work Hours: 9AM-3PM - Wages: §300/hour
Gloom stalkers are those Rangers that feel more at home in the dark and gloomy places of the Realms. They stand bravely in the face of dangers that originate from the dark, protecting innocents from those umbral threats. These stalwart travelers can often be found exploring the depths of the Underdark. They tirelessly trackdown evil dangers found in the darksest corners of the Realms and remain patient until just the right moment to attack presents itself. Rangers train their senses to an extremely keen level, allowing them to focus their awareness on the area around them to notice if deadly monsters are nearby. With additional experience, rangers can even perceive unseen enemies as easily as they could visible opponents.
To become a Paladin a Sim must choose “Knowledge” and then “Power”:
Level 6: Cleric
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7PM-3AM - Wages: §80/hour
A cleric is a divine servant of one or more gods, serving them with martial might and divine magic fueled by their own strength of faith. As agents of a divine authority, clerics are empowered both by ritual training and their god's particular favour. Relatively rare, clerics inspire both reverence and terror, depending on their aims and who they serve. Religion is deeply important to the majority of people on Toril, who feel that the gods are a very real and active presence in their lives, something that is not very far from the truth. For this reason, serving the gods is something that most people do as just a regular part of their lives. Clerics are elite agents of the gods, empowered beyond the capabilities of regular priests and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn't. Some clerics serve primordials or even fiends, offering foul sacrifices in exchange for a portion of the fiend's might, but the majority remain servants of the truly divine.
Level 7: Dark Justiciar
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §170/hour
The Dark Justiciars are an honorary order or secret society within the priesthood of Shar. They are the elite among the faithful of the Mistress of the Night. Nearly all clerics are ordained members of a religious organization of some kind, though a few operate more independently and even those who are bound to a hierarchy do not necessarily answer to a direct superior. Most clerics made their career choice relatively early in life, though some were compelled to service unwillingly by their god. Churches are often, but not always, tied to a specific god, though few gods preside over more than one church at once and some of which war with one another over differing interpretations of their god's (or pantheon's) dogma.
Level 8: Paladin
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §192/hour
A paladin is a holy crusader, sworn to an oath to promote and fight for their beliefs and values. As paragons of their beliefs, paladins are granted the ability to wield divine magic by deities or similar powers. So long as a paladin stays true to their oath, they retain the ability to wield these powers. The life of a paladin commonly attracts good persons to it than those with malice in their heart, but evil paladins are not unheard of. The defining characteristic of a paladin is their oath, which most frequently calls upon a paladin to battle the forces of evil and to defend justice wherever they could. Precisely how a paladin defines these values differs from one paladin to another and some swear their oath as a form of religious devotion, dedicating themselves to the values of a particular god. Others, however, simply hold themselves to a particularly powerful sense of right and wrong, which is in of itself enough to attract the favor of the divine.
Level 9: Oathbreaker Paladin
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §265/hour
An Oathbreaker paladin is one who has forsaken the divine oath they made, for a path in life of treachery, selfishness, or some other evil ends. It is said that the heart of a paladin who broke their oath holds no light within, but is filled with utter darkness. Oathbreaker paladins who truly and wholly atone for their misdeeds could return to the light; They shed off the powers of darkness and reclaim their previous, or even an entirely new, oath as their own. A second broken oath would return them to the path of the oathbreaker, and is considered an entirely unredeemable act. The judgement of an Oathbreaker follows no other teaching than their own, for better or for worse. Though the powers of an Oathbreaker may come from an evil source, those powers can be used for good or evil. The choice rests solely with those who have broken their oaths, for they are no longer bound and the decision is theirs alone.
Level 10: Paladin of Vengeance
Work Days: Tue, Fri, Sat, Sun - Work Hours: 9AM-3PM - Wages: §300/hour
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
To become a Wizard a Sim must choose “Knowledge” twice:
Level 6: Wizard
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7PM-3AM - Wages: §80/hour
Wizards are arcane spellcasters that learn to practice the Art of Magic through research and learning. They draw upon the Weave through a broad range of spells and other magical abilities learned through years of practice and training. Through the spells they prepare and memorize, powerful wizards can take control over a battlefield, commanding fire and lightning as easily as others wield sword and shield. They can learn and perform intricate rituals of arcane power that drew in entities from across the multiverse or peer into future potentialities that have not yet come to pass. Wizards are generally the best-respected of all arcane spellcasters. They usually maintain a measure of discipline that is uncommon among sorcerers or warlocks, whose very nature makes them comparatively unruly. Not all wizards are deserving of this reputation however, and many wizards are corrupted by their power or otherwise turn to evil ways.
Level 7: Divination Wizard
Work Days: Mon, Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §170/hour
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. One point that marks wizards as different from other arcane spellcasters is their reliance upon their arcane spellbook. In order to cast most spells, wizards study their spellbook before they plan to rest, sleep, or in the case of elves enter into reverie. Once their spells are prepared, wizards can access and cast them to the extents their mental capacity will allow. Wizards are entirely dependent upon their spellbooks to prepare new spells each day, and can barely tap into the Weave without them. The only spells that wizards could cast without preparation were simple cantrips, such as casting a Firebolt.
Level 8: Sorcerer
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §192/hour
A Sorceror is a wielder of arcane magic that taps into the Weave in ways bound only by their own willpower. Unlike most other arcane spellcasters, particularly the wizards they are often compared with, sorcerers have innate magical ability and were noted for their lack of study in obtaining such power. A sorcerer prefers to unleash their full power, without restraint, blasting their enemies into oblivion. As a result, the magic a sorcerer wields is intensely powerful though often somewhat unpredictable. Sorcerers are arcane artists, casting spells as a poet might write poetry, innately, rather than through regimented study. How they came by this power is not commonly known, though it was speculated that sorcerers' very flesh is, in some way, touched by arcane power. Many sorcerers draw upon ancient dragon blood for their powers but others appear to draw itt from other sources, such as wild magic.
Level 9: Warlock
Work Days: Tue, Fri, Sat, Sun - Work Hours: 7AM-1PM - Wages: §265/hour
A Warlock is an arcane spellcaster who gains power through pacts with powerful entities, most commonly devils, elder evils of the Far Realm, fey, or demons. These pacts allow warlocks to channel powerful abilities of arcane might that would otherwise be closed to them. Those abilities aren’t limited to those striking pacts with magical entities; Some are born with them because they belong to a powerful magical bloodline and those who master that power are also called warlocks. Warlocks have an overall poor reputation, a result of their dealings with otherworldly and often malevolent outsiders. However, not all warlocks are evil, and many usd their deadly gifts for benign purposes, but even so, they are ofen regarded with skepticism. How far the warlock goes to fulfill their pact was entirely up to them, though corruption is an ever-present danger for warlocks of all stripes.
Level 10: Fiend-Pact Warlock
Work Days: Tue, Fri, Sat, Sun - Work Hours: 9AM-3PM - Wages: §300/hour
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon and Baphomet, and archdevils such as Asmodeus and Belial. Warlock spells are also called invocations, which are released through sheer force of will rather than by trained practice or innate ability. Invocations tend to be more powerful and deadly than those of a wizard or sorcerer, though have limited range or area of effect. Some invocations are less inherently deadly but instill terror or confusion in an enemy, and warlocks are adept in cursing those with whom they fought. The most basic of all invocations is called an Eldritch Blast and is essentially a charged blast of pure arcane energy. When forced into combat, experienced warlocks often elude enemy blows through spells and invocations.
This career branches once after level two, where your Sim must choose either Power or Knowledge. The career then branches again after level five, where your Sim must again choose either Power or Knowledge. Choosing Power twice will make your Sim a Fighter, choosing Knowledge twice will make your Sim a Wizard, choosing Power and then Knowledge will make your Sim a Ranger and choosing Knowledge and then Power will make your Sim a Paladin. Each of the four possible career branches has their own unique Skill requirements. The career also has its own set of opportunities, which are flavoured as “Quests”.
Mods and Packs required:
I created this mod on version 1.67.
- You need the Nraas Careers Mod for the career to work.
- The Sims 3: World Adventures expansion pack is required
- The Sims 3: Ambitions expansion pack is required
- The Sims 3: Late Night expansion pack is required
- The Sims 3: Generations expansion pack is required
- The Sims 3: Supernatural expansion pack is required
- The Sims 3: Seasons expansion pack is required
- The Sims 3: University Life expansion pack is required
- The Sims 3: Into the Future expansion pack is required
Filename | Type | Size |
---|---|---|
[CAREER] Lost_Pantheon_Dungeons_and_Dragons_Career.zip | zip | |
[CAREER] Lost_Pantheon_Dungeons_and_Dragons_Career.package | package | 171828828 |
[CAREER] Lost_Pantheon_Dungeons_and_Dragons_Career.zip
| The main Career file.
Download
Uploaded: 9th Jan 2025, 126.94 MB.
157 downloads.
|
||||||||
For a detailed look at individual files, see the Information tab. |
Install Instructions
1. Click the file listed on the Files tab to download the file to your computer.
2. Extract the zip, rar, or 7z file. Now you will have either a .package or a .sims3pack file.
For Package files:
1. Cut and paste the file into your Documents\Electronic Arts\The Sims 3\Mods\Packages folder. If you do not already have this folder, you should read the full guide to Package files first: Sims 3:Installing Package Fileswiki, so you can make sure your game is fully patched and you have the correct Resource.cfg file.
2. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).
For Sims3Pack files:
1. Cut and paste it into your Documents\Electronic Arts\The Sims 3\Downloads folder. If you do not have this folder yet, it is recommended that you open the game and then close it again so that this folder will be automatically created. Then you can place the .sims3pack into your Downloads folder.
2. Load the game's Launcher, and click on the Downloads tab. Find the item in the list and tick the box beside it. Then press the Install button below the list.
3. Wait for the installer to load, and it will install the content to the game. You will get a message letting you know when it's done.
4. Run the game, and find your content where the creator said it would be (build mode, buy mode, Create-a-Sim, etc.).
Extracting from RAR, ZIP, or 7z: You will need a special program for this. For Windows, we recommend 7-Zip and for Mac OSX, we recommend Keka. Both are free and safe to use.
Need more help?
If you need more info, see:
- For package files: Sims 3:Installing Package Fileswiki
- For Sims3pack files: Game Help:Installing TS3 Packswiki
Loading comments, please wait...
#Medieval, #D&D, #DnD, #Dungeons, #Dragons, #Dungeons and Dragons, #Dungeons & Dragons, #Adventurer, #Fantasy
-
Medieval/Fantasy Butchering Career
by feyerin 28th Jun 2013 at 3:56pm , updated 15th Aug 2013 at 10:47pm
7 33.3k 69 -
Medieval/Fantasy Foraging Career
by feyerin 28th Jun 2013 at 3:56pm , updated 15th Aug 2013 at 10:49pm
12 33.3k 79 -
by Kawab 19th Nov 2013 at 3:03pm , updated 16th Aug 2016 at 5:15am
14 45.9k 90 -
by sabershadowkat 19th Jun 2018 at 4:59am , updated 26th Jun 2018 at 4:15pm
+2 packsAmbitionsUniversity Life -
Magic Academy / Dark Magic Academy Career
by Lost Pantheon 7th Aug 2022 at 6:29am , updated 6th Dec 2024 at 5:56pm
+7 packsWorld AdventuresAmbitionsGenerationsPetsSupernaturalSeasonsUniversity Life -
"Dungeons and Dragon Valley" Tabletop Gaming table (Functional Dominoes Replacement)
by Lost Pantheon 22nd Apr 2023 at 11:52am
+1 packsShowtime
-
by Lost Pantheon updated 6th May 2023 at 11:05pm
2 5.8k 18 -
Magical Planar Portal (Alternative LLAMA)
by Lost Pantheon 1st Feb 2022 at 11:26am
Deep in the forest lies a weathered, ancient stone portal, inscribed with mysterious, glowing runes. more...
+1 packsSupernatural -
by Lost Pantheon updated 4th Feb 2024 at 2:21am
4.4k 10 -
by Lost Pantheon 29th May 2023 at 10:10am
+2 packsSupernaturalSeasons -
Magic Cauldron Food Synthesizer
by Lost Pantheon 2nd Feb 2024 at 10:06pm
+1 packsInto the Future -
Superhero and Supervillain Careers
by Lost Pantheon updated 24th Jan 2025 at 8:25pm
This mod adds two new custom careers to the game: The Superhero and Supervillain career. more...
+4 packsWorld AdventuresAmbitionsUniversity LifeInto the Future -
Weston College Uniforms from "Black Butler"
by Lost Pantheon 4th Sep 2023 at 5:39pm
-
by Lost Pantheon updated 16th Dec 2024 at 7:44pm
Introduction: This mod adds two new custom Antiquity-era themed careers to the game: A Samurai Career and a Gladiator Career. more...
+8 packsWorld AdventuresAmbitionsLate NightGenerationsPetsSupernaturalSeasonsUniversity Life -
Medieval Tactics Table (Alternative Blackjack Table)
by Lost Pantheon 17th Jul 2024 at 4:37pm
7 2.4k 6 -
Aleister Krummly of Moonlight Falls
by Lost Pantheon 14th May 2022 at 12:55pm
"As one of the first residents of the mysterious town of Moonlight Falls, Aleister Krummly moved there in 1698 hoping more...
+4 packsLate NightSupernatural70s, 80s and 90s StuffMovie StuffSims » Horror / Gothic » Male
Packs Needed
Base Game | |
---|---|
Sims 3 |
Expansion Pack | |
---|---|
World Adventures | |
Ambitions | |
Late Night | |
Generations | |
Supernatural | |
Seasons | |
University Life | |
Into the Future |