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UNDERMOUNTAIN: Maddgoth's Castle


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#1
bealzebub

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"Ye want this ol' moneylender's advice on entering Halaster's Hall yet again? My advice is this: Don't. There's precious few treasures worth the death and agony and fear you'll face. Your problems ate twofold: First, ye've walked its halls before, and Halaster pays attention to those who visit him frequently (and he's the one you don't want to have watching you!). Second, you're looking for the lair of that lunatic wizard-murderer from Trades Ward. He's a dangerous lot, that Maddgoth, and many others met their ends by underestimating that pasty-faced little scarecrow. If you're looking to lay siege to Maddgoth's Castle, you're on your own- I've not visited it, and I'm not likely to, either. Truth be told, no adventurer I've heard of liked for Maddgoth's lair and returned to tell of it."

"Not that this scares bold heroes such as ye be, right? Well, the path to fame allows fools and champions alike, though fools often listen better then heroes. Until our coins are shared again, good fortune."
-Mirt the Moneylender

This Dungeon Crawl adventure returns once again to the hallowed halls of Undermountain and into an adventure like those AD&D game archetypes of years past. This is a stand-alone module, though characters from the Lost Level can be used.

Game play- Hack and slash. Don’t look for any mushy romances, or intellectual orations.

Kaedrin's Compatible and DMFI friendly.

Play time- About 4 hours.

Use your search skill to find secret doors.

Use the control book for your favorite module settings.

4 companions are provided. You may choose any three at a time. Fighter, rogue, wizard, and cleric.




Latest version:

UNDERMOUNTAIN: Maddgoth's Castle v1.2
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#2
PJ156

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Good show, when will this go up on the vaults :)

 

Is this Beta, are we play testing.

 

PJ



#3
bealzebub

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yes, this is beta, please play test. It will be ready for the vault very soon.

Just like the Lost Level, this is a project I originally made for the now defunct Skullport PW back in... 2008? 2009? a long time ago.

I was about 90% finished with it when the server went down, so it was never released. I dusted it off, threw in some starting areas, and I'm pretty happy with the result.

Like the Lost Level, it was originally built using the overly enormous Skullhaks. I have untangled it, and only included the .haks that I actually used. I think that I got everything, but I have been experiencing an occasional area transition crash. Never the same area twice and when I reload, it always works the second time I try it. Please let me know if anyone experiences any trouble. I included a lot of auto saves.



#4
bealzebub

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#5
Arkalezth

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What about SOZ's party creation system? This looks like a good module where to implement it.

PS: Your Baltron's Beacon link is down. Here's the New Vault's one: http://neverwinterva...baltrons-beacon

#6
bealzebub

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hmm, I hadn't really thought about the SOZ party creation system. Maybe your right, I'll think on it.
And thanks for the heads up on the link. I forgot it was to the old vault.

#7
bealzebub

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Here is the latest version.
UNDERMOUNTAIN: Maddgoth's Castle v1.2
I'm going to waite about a week and then release it to the vaults.
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#8
Hellfire_RWS

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Did you get my message about the area that auto pauses?



#9
bealzebub

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I did and I'm unsure about what caused it. I've been unable to reproduce the effect, and none of the other play testers had any problem. I don't know if it matters, but you were the only multi-player game.
What else can you tell me about what happened?
Was there a DM, or just a party? How many players? everybody froze up?
did you try to enter more than once? reload?

#10
Hellfire_RWS

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Single party multiplayer game

Player pausing disabled

No DM

Dwarven Defender (Dwarf)

Rogue (Elf)

Warlock (Half Elf)

Wizard (Human)

When the are loaded the words "GAME PAUSED" was in the center of the screen for all players

no player could unpause the game. 

we reloaded multiple times and the area paused each time.

 

Our next session we plan on enabling player pausing to see if it will allow us to unpause the area.



#11
bealzebub

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I'll see what I can figure out.
and fyi, that area can also be reached by land. You might try another way and see if it pauses when you enter at a different spot.