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- I was stuck at level 10 with my knowledge mage, he couldn't level up as a mage because there was no room in his spell book. So he took 2 levels of fighter (not that bad !). After you leave the main town, you have no access to a merchant or a spare spell book. So don't try to learn ALL spells in the game :-)
- THANK YOU _defenestrator_, I immediately download your following campain
This game I really only made healing potions and kept best med. armor. I raged and did reckless attack every encounter running up to all the missile folks as fast as possible EXCEPT your last encounter. I died the first two times with only the final bad guy left until the third try I said, "No more reckless attacks for anyone" and that significantly diminished hits by all the creatures. Again, good fun!
But i haven't even not touched the matrons door on this save yet :P
Prayed again with a different char , failed the dc but still got the exp reward, this time with a different text.
Can't remember, but that would be the most likely explanation...
Question: is there a way to enter the west side of the wood after slaying the dragon in the cave? To the west there is a locked door and I can see a spider nest next to the northern crossroads, but I can't find a way in...
I'm playing in co-op if that makes a difference. Any idea what could be causing this? I've already finished the main game (all three campaigns) and another workshop campaign (Against the Cult: An Eiru Adventure) without experiencing this issue, and my game files validate fine. No idea what's happening here.
Good job _Defenestrator_ !
I had initially started Devilish Deals, but I interrupted my campaign to try this one first, I'll resume now
Thanks !
Great job on the dwarven caves too. That was super frustrating, but such an interesting mechanic, the frustration wasn't out of place. It felt natural instead of a roadblock for it's own sake. Well done.
Tagging quest items is not something dungeon creators have control over, I believe it is just inherited by whatever item from the base campaigns we choose to model off of.
I am not surprised to hear about typos. Admittedly proofreading is my least favorite part of dungeon creating, in part because it is such a pain with the existing tools. The dialogue editor is a bit clunky and does not allow for quick and efficient reading. If you are interested in helping with this kind of thing, keeping a journal of typos/grammatical errors/awkward passages as you go through a campaign would be extremely valuable. It is easy to search the campaign file for specific typos, but hard to lay all the text out at once for quick proof reading.
If you are looking for a next campaign, consider checking out my soft sequel to this one, Devilish Deals, which covers levels 1-16.
I'd like to volunteer myself for some proofreading, in this or future adventure, if it interests you, and I'd also like to discuss story ideas and concepts if it wouldn't bother you (as I'm a prospective writer, but not that good with undefined characters as a D&D adventure would require, I would very much like to learn and exchange ideas that could fit each others' basic story frame).
Now, sorry if this is too arrogant of me, I try to have a humble approach to people and things, but I tend to worry I might be too self-important unintentionally.
https://steamhost.cn/steamcommunity_com/app/1096530/discussions/4/5737031847486300743/
Thanks also for the feedback. The amount of verticality available in the dungeon maker is fairly limited, though more was added with the expansions. This campaign was written before them, and I like to keep it to just the base campaign so tentative DLC buyers have something to try out before diving all in. On proofreading, it is a bit painful and slow to do so through the dungeon maker, so I've probably done a fair bit less of it than I should. If you want to make the creator of the next module you play even more happy, keeping a log of typos/grammar errors you come across would be immensely valuable.
One spoilery question: I'm in Movlind's pocket plane and almost all the doors are locked. is that what's supposed to happen? or did I miss some sidequests that provided keys to some of these doors?
My subjective suggestions for improvement (maybe in future campaigns) would be:
* Significantly reduce long rests (or provide a reason to NOT long rest, like time pressure). The campaign is currently way too easy.
* Significantly reduce powerful magic items and eliminate stat-setting items like belts of giant strength. I can go into rationale if you are interested but am running into character limits on this post.
* More verticality so features like predator can see more use
* Tune XP so that max level is reached with more like 10%-25% of the campaign left rather than just the last fight.
* Proofreading: there were a lot of spelling/grammar errors.
Don't let these take away from the core point, which is that you made an excellent campaign which rivaled one of the official campaigns for fun! Great work!