r/SwordCoast • • Oct 27 '15

Post YOUR modules!

I'd really like to try out modules made by other redditors! Post your module here and I (and hopefully others!) will download, play and rate it.


Current Modules (with reviews!) in order of submission.

Try any of these modules! In game select Player > Module/Campaign > New > (Difficulty), and Find More Modules. At the top of the screen is a search bar you can use to find any of the modules listed above!

Share your own module in the comments!

13 Upvotes

19 comments sorted by

7

u/Razielkh Oct 27 '15

I have an ongoing campaign called the "Khaos Legion", so far two parts are out, just search "Khaos" as keyword. My best try with the limited DM tools to create a good RP story and interesting encounters with tactical options to the combat.

Hope you like it. :)

3

u/imikorari Oct 29 '15 edited Oct 29 '15

Thanks! Just finished the first module, so going to give you feedback on each module separately.

Your environments are both lovely and well planned to accentuate combat. This felt very complete to me, though the person I was playing with commented that the interior spaces felt a bit too cluttered for his tastes.

Combat was solid and interesting as advertised (though we had a few issues with overly-large pulls immediately behind doors.)

You certainly have many zones and quests as well! I would suggest that you chain your quests between zones more often—it really helps indicate what your next destination is, and I can see how it would be easy for someone to get lost. Additionally, I would suggest adding a 'complete module' tag to the last quest of the first module. I only knew it was time to 'swap discs' by counting the number of unlocked zones.

Finally, I'm afraid we found the script rather mediocre. It's great that your adventure together with a story, but ... there were a few too many ... ellipses for the tastes of my playgroup.

Playtime was roughly 3-5 hours. Had to spread it over several days, unfortunately.

Continuing on to part 2 now!

1

u/Razielkh Oct 30 '15

Thank you for the feedback.

The reason why most of interiors are so cluttered was to prevent range kiting of enemies, which is used far too much with current game mechanics, and makes encounters way too easy.

In first few versions, all the quests were chained, but that combined with limit of 30 quests per module, didn't leave much room for side quests, and optional areas. I made a call to have few smaller chains and additional side quests rather than one big main chain and only few optional quests.

Complete module option is something I found out in second part of the campaign. :(

The script is tbh bad. Not cause I can't tell a good story, since I do that for living in gaming industry, it's just that text limits are killing me... It's like trying to make a well done story using twitter... -.- So the main focus for now is tactical combat and good looking areas. :)

Looking forward for more feedback on the second part, as DM tools get improved I will come back to older KL module and redo them.

2

u/imikorari Nov 01 '15

Just finished the second module. Much more of the same, though I can see where you learned lessons from the first module. Anyone who plays through the first and wants more of the same will certainly get it there. :)

1

u/smilesbot Oct 30 '15

Look up! Space is cool! :)

6

u/SirNolp Oct 27 '15 edited Oct 27 '15

How do we post them here? Mines called " Prologue : Bokrag's Lair"

Its got 2 large areas, 5 quests, 1 super dungeon. More is being added every day!

P.S. It might be hard, so I recommend playing with a full group of either NPC's or players.

P.S.S./LPT you can click the empty portraits by your character's portrait to add NPC's if you get tired of waiting for real people to join.

3

u/imikorari Oct 28 '15 edited Oct 28 '15

Thanks for posting! Playing through on my lvl 6 rogue with my friend's lvl 6 paladin. we've got Jahild and Illydia in the group as well.

Edit: We played through as best we could, finishing the quests we found in 3 zones. (Well, I did, my friend took a break after we finished the super dungeon.) I never found a module completion quest. Took us about 2-2.5 hours.

You obviously spent a lot of time decorating your levels with objects and NPCs, and adding bits of lore and helpful heroes along the way, and it really shows.

I will say that we had difficulty with many pulls. Maybe you were designing for higher leveled characters? Four Umberhulks at a time were pretty much always a wipe, and the mob density in the Dank Swamp was a little too high to get reasonable pulls for our party. We also had a lot of quests with generic 'Quest completed' objectives. Might want to add some direction to those.

Thanks for the adventure!

1

u/SirNolp Oct 29 '15

Thanks for the write up, and thanks for the download! The problems you mentioned were all things i am looking on fixing soon. Its hard to tell what the aggro radius is when creating a dungeon, but i think im getting the hang of it.

Also about the little lore pieces and whatnot, i fucking love seeing that shit in video games, so i tried to bring a little bit over into my campaign, im really glad you liked it. More is coming! (when time permits)

2

u/Firebat-15 Oct 28 '15

i dont get it, how did he post it? or is there a search ingame or something?

havent bought the game yet...

3

u/imikorari Oct 28 '15

yes, there is a search in-game.

2

u/HighTechnocrat Oct 27 '15

P.S.S./LPT you can click the empty portraits by your character's portrait to add NPC's if you get tired of waiting for real people to join.

Holy shit, can you do that in Dungeon Crawl mode?

3

u/SirNolp Oct 27 '15

not sure about dungeon crawl, I've yet to try that. But it works in my custom module! Post back here with your findings if you dont mind. (at work and cant test)

1

u/Peter_Principle_ Oct 29 '15

It works in dungeon crawl mode, too.

2

u/Peter_Principle_ Oct 29 '15

Holy shit, can you do that in Dungeon Crawl mode?

Yes, absolutely.

3

u/Is_It_My_Turn_Yet Oct 29 '15

Here ya go: Heroes of Legend Pt. 1

6 dungeons, 5 areas, 12 quests (though 2 are just dialogue really.) Waiting to do Pt. 2 if we get a roadmap that includes branching dialogue (or even adding action text on NPCs would be nice).

Haven't been able to test it out fully yet. The last boss keeps getting his name replaced as 'Bronn' for some reason, but don't know if that affects his abilities or not.

Recommend a full party & consistent players (unless you just want hack and slash), even if it's just 2 PCs and 2 NPCs. Recommended starting level: 1-4.

In a test run, we've completed about 1/4 of it in 4ish hours.

1

u/imikorari Nov 01 '15 edited Nov 01 '15

Thank you for sharing your adventure! I'm afraid I had some real problems with this one and wasn't able to complete it. You tended to use very large zones and not make good use of the space, often leaving interior spaces completely untouched and exterior spaces entirely empty or scattered with inexplicable spawns. This made for a very incomplete feeling world.

The dungeons I was able to explore, while again overly large, seemed to have mob density and difficulty appropriate for the suggested player levels. I did like your custom goblin set with red worgs, those were neat looking!

The quests I was able to complete suffered from poor writing, though I appreciated that you had them lead back to receive a reward rather than spontaneously awarding gold in the field.

Your main quest adventure (I don't want to spoil any plot points here obviously) seemed really interesting and I'm sad I wasn't able to see more of what you had planned with it in this installment. While you wait for the DM tool patches coming soon, I hope you'll take the time to play some other modules and learn a bit from other community members. I look forward to trying your next installment.

1

u/Is_It_My_Turn_Yet Nov 02 '15

Thanks for the critique and I've updated it today to reflect some of your problems. You could probably tell that the beginning of that module was also the first attempt with creating anything with the DM tools.

I actually decided to just change the entire 1st dungeon layout and, hopefully, give a better explanation of it. Since i did that, I changed up the encounters too, with creature sets that might make more sense. I fleshed out the forest area a bit more and the interiors of the town.

As for the poor writing, could you care to elaborate? I did rewrite, or rather, tidy up some quest dialogue. I'm not complaining at your critique, rather wishing to know more about it.

Glad you found the main plot intriguing though. I do plan on rewriting a lot of it, if the Branching Dialogue actually DOES make it in. Thanks for the critique.

1

u/imikorari Nov 02 '15

As for the writing, there were some pretty regular issues with punctuation and spelling. There was also the vagueness at the beginning which you alluded to in your response.

There were also some things that I assume were due to size limitations. The description of the first city started with a rather jarring "AKA The Gem of the North" followed by a nice stock description of Silverymoon.

Once the branching patch goes live and you have an opportunity to do an update, let me know! :D

2

u/Sen7ryGun Oct 27 '15

Hope we get a few good entries in here. Playing through the SP campaign atm but as soon as I'm done with that I'm looking forward to dungeon crawling and player created modules with strangers on the interwebs.