UPCOMING DUNGEON: Village of Hommlet Moathouse dungeon.

Silverquick
Level 14
3 months ago (edited)


I have been quiet over the last week, and the reason for it is what I am currently working on. 

This is the Village of Hommlet: Moathouse style dungeon I have been working on and some highlights. You can see it includes the use of the Merchants Mod from the Nexus done by Zappa. The first portion is showing the merchants I included. 

The First portion is the outdoor adventure to find the Moathouse in the Forest, the next part is the Moathouse itself and Dungeon. While it is changed slightly from the original moathouse, The Encounter schemes and dungeon map design are the same where applicable. 

It is intended to be the kickoff module for the next campaign and starts characters at level 1. This video includes a few highlights. 

Not sure why it looks blurry at points, the original video I uploaded does not. 

It is for the most part complete, but just like with the Ruined Keep, I am holding off on release until we hear what the BIG BIG update is the Devs promised this week to know whether I want to or can incorporate some of the new things they're going to release in the future.  

Silverquick
Level 14
3 months ago

Still have not decided on an overall campaign story yet, it will depend on what is up and coming for the Dungeon Maker. 

3 months ago

SWEEEEEEEEEEEEEEEEEEEEEEEEEEEEET! 

Berengar
Level 10
3 months ago

I'm still hoping that 'big... Big!' unlocks those lovely giant sized models in the Bestiary we haven't had a chance to fight yet!


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Berengar
Level 10
3 months ago (edited)

Actually I had a couple of hopes for your new module, if you will permit the insolence.

When a creator makes a new adventure and publishes the maps as Dungeon1, Dungeon2, Dungeon3, because of the limitation of the current Solasta menu system, it can sometimes be hard for the player to find the right map to start. I was thinking about Dungeon1, zz Dungeon2, zz Dungeon3 (my first thought). Obviously conventions only depend on personal choice, but I wondered if people saw Silverquick modules coming out like that, then they might follow?

The second is probably more personal. I played the Slave Lords Campaign with the modules edited to have a utility tavern between them, which gave me a great RP experience between the 4 adventure modules, and I kept my crafting, bestiary and even a complete game over stats screen for the 1-10 experience. Would it be good to have you campaign in one fat block? I know I waited until I could do all four together, but I have no idea how your players download stuff. Obviously if they are playing particular modules more than others you wouldn't want to do it.

Generally interested in  your experienced thought process when you decide this stuff, if you have a couple of minutes some time to respond.


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Silverquick
Level 14
3 months ago

Sure Berenger, 

I have as of the last series started to organize them now according to title with the 1st letter of the Module name and the numbered order in my last series, and to be honest it does help players play them in the correct order, for example: 

M0 Moathouse

M1 Moathouse

M2 Moathouse

And it does work wonders. I did the same for Haunted Keep, Assault on the Slavers, Stockade of the Slavers, and Pursuit of the Slavers. 

Where the problem comes in, is your idea with connector piece modules between the series. I would like to be able to do that, but there's no NPCs so even if I wanted to I could not. This time around though I did implement the Merchants Mod into the Moathouse module. So there are actual merchants there, and I will also include them at the exit point. But as much as I WISH I could. I cannot implement the tavern scenario which is unfortunate, because I have considered it and at multiple points asked the Devs for it. 

Berengar
Level 10
3 months ago

Much appreciated Silverquick. I hope other creators follow your naming convention (but seeing as you are more than half the available content, you are the de facto standard!).

Already stoked to see Homlet!


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Silverquick
Level 14
3 months ago

Well thank you, 

My biggest problem right now though is where to go from here. 

I've created the Gatehouse, while that part isn't the same as the module due to a lot of missing creatures for it, the actual dungeon portion of it is map identical except for the Gnolls which I replaced with Goblins and the Bugbears which I replaced with Orcs. Also I couldn't do the Giant Crayfish so still designed the room the same but changed the creatures that inhabit it. 

Couldn't do Larath, tried an Evil Priest but had to remove it since it kept lightning bolting through the walls. Had to replace with a Veteran but left the +1 Plate and replaced the Staff of Striking with a +2 Quarterstaff. The fight is still pretty hard. 

Still it came out really well. Its really cool. And it will get you to 3rd... or if you kill everything, 4th level. 

But it still comes down to where to go after this one. I don't have the creatures to be able to do a Full Temple of Elemental Evil style module, even though tileset wise I'm sure I could recreate most of it. 

This isn't like the Slavers Series where there was a clear goal, storyline wise. This one... I honestly don't know what to do for the next part and a lot of that has to do with not knowing what direction the Devs are going to take with the Toolset updates. 

So even though its ready to go... I'm kinda stuck at present.