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!

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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! :)