That would be a good one for a 16th level party. I guess the kobold could have a friend
It could be great if you play it for laughs.
That would be a good one for a 16th level party. I guess the kobold could have a friend
It could be great if you play it for laughs.
Or the Kobold in turn has a problem that the adventurers need to address before they can move on. ![]()
Ya, his problem is he hasn't be killed by a naked level 1 adventurer yet.
"There's a dragon in the hills! Save us mighty hero!"
End result of villager seeing a kobold, and the tale being mangled and elaborated for a better story by the time the hero shows up.
Or someone with one eye saw a fairydragon really close up, and misjudged the distance.
This is what my module looks like at the moment. I'm not so far through but progress has been made.
I have other distractions at the moment.
I am building this one a little differently to see how it works and, thus far, it's working well. Each room in the area above represents an area in the module, not all of which are built. Each 2 x 2 room an exterior and each 1x1 or 1x2 an interior. They are roughly in the order of the module and each area contains all of the triggers, npcs conversations and scripts that it will in the main game. Without having to travel distances or transition i can test the whole module in a few minutes. With the tool set open in another window i can repair bugs as I go along. When all the areas are completer i will copy assets across and test the whole module in the sure knowledge that it all works. If I can find a player kind enough I may beta it before transporting the assets over to the areas.
This is about as expedient as I can be and i need that right now.
The areas themselves are coming together as well but more slowly as I am concentrating the time that i have for this project on the conversations and scripts.
Council green.
It's all good but, even with my new method, this module is going to take a long time to build.
PJ
If you need a play tester I'm happy to volunteer ![]()
Interesting way of building/testing a module though.
It's the best method I've found. I used it to test Crimmor and it resulted in a lot less bugs because bug test runs are very short. You still can set up a test environment by just copying the scripts/convos etc over. It takes more work doing it after the fact, but it still saves lots of time in testing.
How is performance in that city hak area?
How is performance in that city hak area?
It's fine but it's a small area - not much bigger than the pictured area. I did a larger town with city Hak in my last campaign and I go some frame rate lag but not too bad.
PJ
I see that I forgot to mention that this is an extrapolation of Kamals_ speed building concept. That thread got the juices flowing some months back but, for me, I could not see where it would help me. Creating a room for an area gives the concept enough focus and structure that i can see a progression though the module which makes the process easier.
PJ
Salt is the working title for my next module Sea of the Dead. Or perhaps Sea of the Dead is my working title for my next module Salt. I wanted Salt but I googled it and it turns out its a film. Mind you it's likely that so is Sea of the Dead.
Your work on the Mistshore is complete and it is time to start the long road to bringing Honour Lestry's father back from the wall of the faithless. The first stop is an ancient temple to Ao, where the worshippers still speak the gods tongue, a language lost to the lands of faerun and now passed only by word of mouth between the Ministers of Ao.
You have no idea what Richard Lestry's secret was but you are starting to think it might be important. Others do, and they are going to do their utmost to see that their own needs are met.
Salt has stuck now. Like Sheep and Stone it kind of grew on me, looking back though I think I would rename that one if I started again ![]()
PJ
Hmmm can I have some chicken please ...
That's a good idea.
I could call the campaign condimental ![]()
PJ
I relish the third sequel
Sriracha.
When I think of 'salt' in a Forgotten Realms setting, I think of the salt-mining town of Buldamar beside the Lake of Salt in the eastern Shaar, which is run by the thieves guild that refer to themselves as the Salt Creepers.
Then again, I've got a good reason to be reminded of the area. ![]()
Salt and Vinegar
for me chips... ![]()
It's a good name; better than many I've seen.
When I think of 'salt' in a Forgotten Realms setting, I think of the salt-mining town of Buldamar beside the Lake of Salt in the eastern Shaar, which is run by the thieves guild that refer to themselves as the Salt Creepers.
Then again, I've got a good reason to be reminded of the area.
That's a good reference Dann, mine is on a salt lake in the anouroch and run by mages. I get to start building it soon ![]()
PJ
Ah, No it won't I don't think, but I will use some of the great new work upcoming at the moment (there now, it only took 5 months to answer that one
)
This has progressed, slowly ... but it has progressed none the less ![]()
I am now working on Salt Lake, the centerpiece of the module. Much will go on here and I am making it as developed as my other hub towns. Central to the area is the way it works as a desert oasis based on a salt lake. There will be fountains and green paddy fields while around will be all desert. I will post more on that as I continue with the area. For now the placeholder buildings are in. I need to work out how to do a desert palace with the placeables we have. Thoughts would be welcome.
I hope to have this area done before I get back into SOAR interiors on May 1st.
PJ
I need to work out how to do a desert palace with the placeables we have. Thoughts would be welcome.
First I would need to see an example of what you have in mind for a desert palace. Any pictures or concept art you can find?