Baltron's Beacon is ready for testing! If anyone is interested, check my projects page.
A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journy to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths.
You cautiously accept the mission. But who knows what monsters lurk in the vast marsh? Are the old ruins occupied, perhaps by things even more dangerous than the previousl residents? Beware, for the eerie green light shining upward from the central tower, the beacon that guides your way, may attract others as well. To succeed, you must penetrate the keep and find a unique Black Flame worshipped by the old cult. Could those evil ones be lurking about still? You will know soon...
To solve the mysteries of Baltron's Beacon, you must excel in handling wilderness, building ruins, dungeons, traps, puzzels, and monsters.
Baltron's Beacon
Débuté par
bealzebub
, avril 02 2011 03:17
#1
Posté 02 avril 2011 - 03:17
#2
Posté 02 avril 2011 - 03:46
Sweet, more pnp module conversion goodness.
#3
Posté 07 avril 2011 - 01:58
I never got any takers for testing, so I went ahead and released it to the vault. It should be up in a day or two.
#4
Posté 17 avril 2011 - 06:07
I see you limited the amount of times you can rest. That's fine, as resting after every minor battle often unbalances modules. The problem I am having is that the amount of time until you can rest is inconsistent. It will dedrease for a while, usually after a battle, but then it will mysteriously increase. this happens most often when traisitioning areas, making it very frustrating.
Any hints on what to do?
Any hints on what to do?
#5
Posté 18 avril 2011 - 04:35
It depends on which character you have selected when you attempt to rest. You and each companion get one rest every 8 game hours. Select someone else, and try to rest again.





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