![]() ![]() And that giant glowing D20 lets me change the “default” encounter for that area to a number of presets, or remove it entirely. I set up some some fences, put down a treasure chest, set down that card table, plonked a trap next to the corpse, etc. You can, thankfully, customise the pre-defined areas quite nicely. Likewise, every above-ground area – cities, mountains, forests – are all pre-made areas, and every dungeon is randomly generated, so you can’t construct the beautiful, misty thicket of forest paths that you wander in your dreams, or the confusing Escher-esque labyrinth of your players’ nightmares. Hell, as far as I’m aware, you can’t even create NPCs you can converse with, outside of those that are quest-related – and even then, it’s only to accept or decline the quest. As far as I can tell you can’t even create in-depth NPCs with conversation trees, and maybe skill checks for conversation options. ![]() You can’t, for instance, carefully recreate The Temple of Elemental Evil. I kept wondering if I’d missed a checkbox enabling Advanced Options or something, because the modules you can build feel a lot like customised Dungeon Crawls, only with linked areas and a thin plot. Here’s the bad thing: module creation is really simple. Here’s the good thing: module creation is really simple. Today, though, I’m going to walk you through what was one of the worst things to grace the internet since that one link that everyone keeps tricking you into looking at. So instead, we did a couple of quick Dungeon Crawls, and we’ll probably write about our experiences with that another time. Standard gameplay is pretty much this: hitting goblins with lightning bolts while the party’s dwarf gets drunk. The next day, a few hours before we were due to start… the preview code got a 4GB update and my module vanished into the Nine Hells. So, over the course of a few hours, I got the hang of how everything worked and built that module. Then I’d maybe fix the module up a bit to make it slightly less shit, and share it online for anyone who wanted to experience true disappointment. We’d then post up a screenshot-filled article showing off the module’s playthrough and what each of us were doing at any given moment, followed up by me explaining how I built it and what I thought of the module creation tools. I planned to build a module, do a quick randomly-generated Dungeon Crawl with Peter Parrish (PC Invasion’s dungeoneering equivalent of a mine canary) to get the hang of the Dungeon Master controls, and then DM him through my module. ![]() Sword Coast Legends is being billed as a sort of follow-up to Neverwinter Nights, in terms of it letting you create modules and even have one player act as a DM, guiding the hapless adventurers through it. In fairness, that’s pretty much my default setting, but in this case I’m particularly annoyed. The module uses 3 haks by coulisfu while I have included links note that I used an earlier version of his Oriental_Rural hak when designing the module.Dear readers, I am annoyed. The module is best played by a group of 4-6 Server Vault characters starting at 3rd or 4th level, although the DM can adjust most of the encounters on the fly if necessary if the player characters are of different levels or numbers. As the module contains essentially five smaller modules connected by a single overarching plotline, it should be easy to add or subtract material as the DM sees fit. The material here was originally created to serve as a sequel to my 'Shades of Moonshae' campaign, which takes characters from level 1 to levels 3-4, but this module can easily be adapted to fit into any campaign world. This module is basically just a compilation of several of my one-shots into a lengthier, freeform campaign. ![]()
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