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The maps, the story narrative and the difficulty were spot on.
Easily the best custom ADV I have played...the Dev's should be paying you!
PS: please, make more campaigns
So there is a bounty board. With Mack the knife, dirty harry and another guy (cannot remember the name.) You can find the three guys inside of a inn. Is it possible to actually complete this? Like can you start this as a quest? If so, where do I go to pick it up? or is this just an easter egg with no interactivity aside from the joke?
There is a lot more content than I was expecting - making it a good-sized, meaty and satisfying play experience.
A lot of encounters featured a huge roster of enemies to fight through, and I really enjoyed the challenge of managing whatever resources you had to whittle down the hordes of monsters coming at you.
I think Bargar wrote this to provide players what they want - loads of combat, loads of loot and loads of magic items - you can really get tooled up - and you need it for a few of the encounters, especially the last one.
The humour and cultural references liberally sprinkled through the campaign add a sense of fun.
Highly recommended - thank you Bargar.
got right up to level 12. just killed the lich {emporeror} cannot move out of that room with the crosslights. and doors.
With regard to your comment on the final battle, your suggestion was how I originally intended the fight to play out. However, due to the limitations of the Dungeon Maker, I could not get this to work at the time. I will have another long think about it and see if I can find a work-around so that I can implement this intended ending.
4. Yeah, the final battle was pretty anticlimactic. After we defeated the shards, that shoulda just removed the lich's protection, so we have to fight the powerful undead - not have him just die!
All in all a great adventure and I hope you're writing more of them.
I played 6-man with UB. There were no problems. All the teleporters worked fine, though usually needing to use the pause trick. Actually if you just made sure to leave one open space on the other side of each teleporter, the party could run "through" it rather than just into it, and the teleporter would activate.
1. Having the party captured and lose all their stuff, and having to gradually gear back up. It was a fun twist in the plot and new goal. I didn't appreciate having my wiz lose her spell book tho, but otherwise it was well done.
2. Extensive use of teleporters to avoid loading screens. Other campaigns use this too of course, but I can't recall seeing it done *in* a town to bounce between shops without loading new maps.
There are 3 sorak groups with wizards and none had the chance to attack my group. The boss didn't make it through the river because I was curious and sent a single hero through it to attack and quickly retreat. The very first sorak group was easy, all other groups provided zero challenge. Not low, but zero. If six wizards are too many helpers, remove some.
I know we cannot use those fire prot rings but they are just ridiculous. Whatever, not a critical issue.
An idea: In the final battle maybe the boss shouldn't die quickly after the guards but he might lose 10-20 HP every turn and fight. He could curse the party, I mean text lines. Like I will die but you will come with me blah blah.
I have also made a workaround to address the issue you had in the Emperor's Palace. I had forgotten about true seeing.
I have had some differing comments on the difficulty levels: using the correct tactics makes some of the fights a lot easier. The Sorraks encounter was designed so that the casters stayed on the other side of the river, allowing the party to divide and conquer. The encounter would have overwhelmed a four man party without that constraint. Having said that, there does seem to be a consensus that the last three or four maps (after crossing the river in the Sorrak lands) should have been more challenging. Play balancing gets more and more difficult as you get further into a campaign. I will endeavour to do more end-game play testing in my next game.
When selling loot, the vendors offered the default percentage rates of purchase price. As you stated, this probably resulted in the party becoming overly rich. I will consider the world economy more carefully in my next campaign.
-Emperors palace, Throne room with Orenetis. Instead of talking with him, I found the 2 secret doors, opened one, but only 2 enemies appeared. There were 2 other enemies in the initiative order, but they didn't appear. The other door didn't open in battle, I wasn't able to open it, and the area effects didn't damage anybody in the other little room (bad luck maybe). Some swithes to hidden doors didn't work. The same place, I get the message about the emperor sitting on the throne after I killed him. Yes, I entered the room from the another side.
-The final boss fight is very easy. You should delete the corridor entirely. And buff the guardians.
-The str 25 belt is not a big deal if I have str 23 and 21 belts already from Temnon. I would delete those belts entirely from the shops.
-The first sorak map is ridiculously easy. Nobody can fly over the river, so ALL the enemy wizards spent their time flying around and doing a big nothing until we shot them one by one. Including the boss and his group. I didn't even have pass without trace. No long rest was required between the sorak groups. Delete the entire river to make this level work at all. If it's not possible, try to place at least 2 bridges. However, they will only work if flying above them is possible. And the soraks have very few HPs. I would double the amount.
Gameplay: 50% Many fights are too easy, especially at the end. There are a few bugs and some work would be needed to overcome the limitations of the engine.
-The ideas are cool. Especially the loss of equipment. I liked the broken sword was viable even when I got it again.
-There is an insane amount of strong magic items. And others, too. I found 27 fire resistance rings during the campaign. At level 8 I had punisher battle axe, lightbringer greatsword, str 23 and 21 belts, lightning wand, thicket wand and smaller ones I don't remember. That's a lot. Mostly because the special merchants in Temnon give too much for our loot. Around 60% IIRC. They make the game easy from level 6. There are other merchants who pay this much, too.
-The gate bastion fight was okay, but the last wave could have 2 more enemies coming from a distance. Btw I play on scavenger (4th diff).
I take my dog on long walks just so I can think a bit more about how I want the story to progress or how I should try to get quests to work. Lots of time spent both within the DM and just thinking about it before it really starts to take shape. Feels great when it's done though.
Thanks for taking the time to make it, Bargar!
WRT your spoiler question: I always tried to have a mental justification of why Mobs and NPCs were there, what they were doing and how it fitted into the overall world and ongoing war. I wanted to portray the Emperor as more of a Machiavellian strategist who, in his aim at world domination, would use not only fear (e.g. brutally executing thousands of POWs in a single field, like Vlad the Impaler) and military campaigns, but also make use of diplomacy and alliances, and to allow City States that were aligned with his cause to have more autonomy. Having an (inaccessible) Fire Giant City State allied to the Emperor's HQ seemed to fit the narrative a lot better than “I just wanted some Fire Giants in the Lava Caves.”
I was curious if the Giant City was something you were intending to create or if the intent was always to allude to it being there but not to access it.