Soo... what style of Classic/Tabletop D&D module would you like to see next?

Silverquick
Level 14
2 months ago

I've created the basis for a campaign now with the Moathouse on the Borderlands module. 

But since the Devs have not been forthcoming with what we should expect as far as expansion of the Dungeon Maker, I am not sure how to proceed since I was banking on waiting until we got some confirmation of what's going to be added with the upcoming patch. 

I considered going back and giving a facelift to some of my older modules, but some things like Temple of Evil have their own unique flavor with the way I used the toolset and I'm not entirely sure I can upgrade them without completely ruining the unique atmosphere they have. 

So... 

In case the Devs remain secretive as to what's going to be added to the Dungeon Maker... and I have to continue the campaign anyway without their additions... 


What Style of classic D&D Dungeon Crawl would you like to see next. I'm sure I can work it into the story one way or another, but I am curious as to what type people would be interested in assuming its reasonable to be able to create it with what we have. . 

2 months ago

I haven't played all the older modules so I'd love to see them upgraded personally, but it seems like holding off on upgrading those until the DM is upgraded is a good idea. No sense doing the work twice.

Ideas for things I'd like to see for the campaign:

1) An epic standalone bandit/other baddie battle.

After you ransacked the moathouse, word got through to Mid-Level Baddie that not only did you disrupt the raid-launching pad there, but now YOU HAVE A MAP TO THE SECRET OTHER PLACE! Under no circumstances should you be allowed to get word of this out, therefore Mid-Level Baddie gathers up a bunch of tough guys to fight and attacks the caravan before you can get to the next town -- nobody will think twice about another caravan slaughter, and the moathouse 'garrison' could then be rebuilt.

Lore found on the bodies after the battle could show this was a specific targeted hit at the party. Make it personal. Maybe give the name of somebody who can help the party in the next town, in the form of a 'hit' order. After the battle, the merchants are available and/or upgraded. (Maybe before the battle too depending on how it's gotta be set up)

I love the dungeon crawls, but an epic outdoor, no-holds-barred bloodbath is both fun and has a great chance to advance the story and tie two dungeon crawls together.

2) A town-like quest where veering off the main path will be rewarded with special merchant npcs? There's trouble in town, go kill the baddies, figure out the mystery, etc, but if you do additional things you get special access? Not exactly sure how this could be incorporated, but I'm imagining a guy in a prison cell behind a super tough (but optional) fight, with a chest that opens up with special items. If it's possible, maybe even set up a situation where you can only 'save' (access) one, and if you do the other one(s) are no longer available. Again, not sure if that's even technically possible.

This type of setting could be at least a little outdoors, which I love, but could also move underground as the story requires.

That was a lot of typing hope it all made sense I just sort of blurted it all out there :p

Silverquick
Level 14
2 months ago

Well that's great and all SimulationCommander, but keep in mind its going to be a full length module so a single battle would only be a short part of it no matter how epic. 

This is would be a full length 5-6 hour module. And further an actual Campaign. 

While I cannot do city adventures for obvious reasons since there's no city/town tileset it would have to be a dungeon style. 

I am moreso going for a style of module. Like... 

Against the Giants, or Scourge of the Slave Lords or another style of classic or tabletop modules. I am moreso thinking in terms of theme and type of adventure feel. 

Something maybe you loved playing. 

Skryia
Level 12
2 months ago

I think something riffing off of Lost Mines of Phandelver would be great. It may be a starter adventure, but it’s really well done for what it is. And most of the scenes that come to mind seem amenable to what Solasta has on hand.

Berengar
Level 10
2 months ago (edited)

I replayed Silverquick's first campaign (Temple of Evil on Witch Mountain > Secret of the Black Flame > Halls of the Ogre Lord) again just a week ago, for the umpteenth time. I didn't notice anything that I thought needed an update, they looked and played great for me, and I love their atmosphere. Temple of Evil on Witch Mountain was my very first user content I ran in Solasta after loving the main game. I think I got really lucky!

If we are putting in requests for more content I have been slowly realising more things that for me make Silverquick's adventures so good. I've been thinking about the Three Pillars of Adventure; Exploration, Interaction, Combat. The tools in Solasta right now are great for Exploration and Combat, the weakest is Interaction.

Though I at first I understood how much better Silverquick's combat encounter designs, I didn't at that stage appreciate how much better he was at using whatever tool was available for Interaction than the great majority of dungeons I've played (with a couple of notable exceptions).

It can be as little as needing to light torches in one area, or looting gems from the eyes of statues, the specificity of items in chests continuing to tell a story. All this flows without you being aware of it. He makes you interact, absorb and react to the story and which then in turn makes the Exploration and Combat have reasons behind them, the reason is the story, and this elevates them over more standard Dungeon Crawl material (which has its own delights).

My absolute favourite from Silverquick was a remark he made when you discover the Ogre Lords throne. I still chuckle every time I get to that bit, but everyone should play that for themselves so no spoilers from me. I want to hear his voice as DM while my party works their way through the adventure. If I can't get Silverquick to be my tabletop DM then this is my best option.



Find your next Solasta D&D adventure: https://solasta-dungeons.fandom.com

Silverquick
Level 14
2 months ago (edited)

I think something riffing off of Lost Mines of Phandelver would be great. It may be a starter adventure, but it’s really well done for what it is. And most of the scenes that come to mind seem amenable to what Solasta has on hand.

Lost Mines of Phandelver huh? 

I will have to look into that one, I have it interestingly enough, and I can alter the encounters to make it a higher level. 

EDIT: And... thank you Berenger for the compliments. Those are the things I strive for and I'm glad you noticed all the little things that go into it. 

2 months ago

This is what I get for just spewing out thoughts :) I don't mean "a map set in a town", because obviously we can't do that, but a town-based adventure where you start in the forest just outside (with merchants hopefully!) and solve the problems of the town. As Berengar mentions, you expertly handle the 'exploration' weaved into the interaction, and the huge outdoor maps are my favorite. I especially liked the way that the battles were sort of 'sectioned off' from one another in the first part of the moathouse campaign. This was also the amazing part of the slave lords module where you went over land for the first couple levels and THEN went underground.

I am not an expert of old modules so I don't really have any specific plot in mind, but I'm sure it would be fairly easy to tie in the problems of the town with the Big Baddie at the end. Maybe they have captured a prisoner that is vital and you need to spring him out, or maybe they are in the process of trying to 'clone' him with a Sor-Aketh (sp.). I feel like this is the module where we figure out What's Going On and What To Do About It.

Silverquick
Level 14
2 months ago

That's cool man, 

Don't get me wrong, I wasn't trying to rag on you. Sorry if it seemed like it. I do appreciate the ideas by the way, I did log them for future reference. 

2 months ago

No worries at all, I tend to ramble when I'm thinking of ideas and typing them out right away :) I'm all for any ideas that give us a reason to fight a wide variety of enemies. I really liked how the moathouse had different races of guards, and it totally made sense with the lore we found. It's nice to have different enemies where each of the party gets to stand out at different times. (Maybe one group has a ton of silencers/counterspellers, another takes reduced melee dmg but more magic dmg?) Example: It feels really good to be able to mace down skeletons.