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Dungeon Craft - Module Previews / Re: Towers of Magic
« Last post by Milos Gulan on Today at 03:53:13 PM »
Here is new character for the adventure, necromancer :). Just started it, not sure how long will take me to finish :coffee2:
Dungeon Craft - FAQs & Knowledge / Re: Questions about DC
« Last post by Milos Gulan on Today at 03:50:34 PM »
Great, thanks. Now I finaly need to learn it :). On the good side I have think that I have learned to use DS and that my adventure has future, I just need to continue to work on it. And what I need now is to learn scripting good and that C++. I need to keep on trying :D.
Another excellent adventure in the Realms series, this time a huge castle to explore.

Loved the artwork. I think the cartoony style works better than the often too murky scanned pictures.

My only nitpicks is that that after recruiting Duchess and Candella they had no comments (I guess Baldur's Gate 2 spoilt me in that regard), and the adventure ended rather abruptly before I was through exploring.

Tip: beware of fungus.
This was a very enjoyable module, and a more challenging than the previous adventures in The Westlands, with the Fog Warden being quite difficult, and the waves of defenders of the Keep a challenging battle if you decide to fight on and not retreat.

And this was also the module most pleasing to the eyes so far. Some of those fonts and colour combos in the Realms series is far out, man.

My only beef with this design is the tons and tons of coins the party accumulates, which meant all my guys had movement 3 during most combats. And after selling off all the treasures at the end they again were loaded, even after having purchased two suits of Full Plate (7,500 each) in the meantime.
Dungeon Craft - FAQs & Knowledge / Re: Questions about DC
« Last post by manikus on January 16, 2018, 04:48:10 PM »
Ok, Thank You!  ;D I have made it, I just need some more encounters to finish an area and then I will upload my mod :)

I just need one more thing, this one is pretty important for me :) I need to remove wall after event that happened in front of the wall. For example there is a skeleton in the town (wall with skeleton in it, there is front and back side of the wall with skeleton, that is two wall sides and they are not blocked) and in front of the skeleton there is combat event. Now I need to remove skeleton walls after the combat. Or similar if talked to someone and he goes away I just need to remove the wall from the street. Can someone help me with this. I doubt that I could do it alone with my current knowledge :/
Module Reviews / Re: REVIEW: GameR2: Night in Daelwyn's Rest (by Ray Dyer)
« Last post by PetrusOctavianus on January 15, 2018, 02:28:46 PM »
This was an excellent little module, where you explore an old mansion and unravel the tragic story of its former inhabitants. It felt more like an Aventure/Horror game than a CRPG, though.
For me a story in a FRUA designs seems to work better when it's not character driven, but instead is about unraveling the background story, which in this case was well told.

My only gripe with this design was that it lacks a ReadMe. I thought that the results of the Look command depending on the direction you face was a very nice touch, and I can't recall ever seeing that in a GB game or FRUA module before, so it would have been nice to know beforehand since getting anywhere in the game depends on it.

Also, the ending seems to indicate it should be played before Assault on Raven's Ruin, but that module is listed before Night in Daelwyn's Rest. The latter is harder combatwise, though.
Module Reviews / Re: REVIEW: Game07: Assault on Raven's Ruin (by Ray Dyer)
« Last post by PetrusOctavianus on January 14, 2018, 07:01:19 PM »
This was short and sweet.

Very nicely designed dungeon, and I probably missed some things. How do you enter the "sleep chamber", for example?

I was a initially disappointed that my Fighter types couldn't Sweep Goblins and Kobolds, but I guess Sweeping is a CRPG rule, and that it unbalances a pen&paper design.
Maybe there should have been more of the little buggers? As it was it was really too easy, and felt more like a Lvl 1 adventure than did Journey to the Rock.

After having saved Kleine my guys traveled back to Urnst, as recommended, to train the mages and sell stuff. After liquidating our assets all characters gained a level, so I planned on training all the non-mages in Klein, and use the 1600 gold thus saved to buy Field Plate or more Arabesques, but the shop had changed since last time. And I could not re-enter Kleine. Oh well, balance wise it's probably just as well.

Overall a very enjoyable design.

Dungeon Craft - Polls / Re: Cavaliers
« Last post by Milos Gulan on January 14, 2018, 05:25:22 PM »
It seems is not working anymore or is it just me?
General Discussion / Re: Inspirations: Movies, Music, Websites etc.
« Last post by Milos Gulan on January 14, 2018, 03:41:16 PM »
Rise of the Guardians ~ Britt Nicole - Welcome to the Show
General Discussion / Re: Realm Site Master List Updated
« Last post by Milos Gulan on January 14, 2018, 03:36:45 PM »
You are right of course. That is my inexperience with FRUA style of DM-ing. But I have seen one really good adventure with big town and maybe few more large town areas. It is called Adventures in Tethyr and one more with Sigil can't remember the name but was very big and good.

But on the good side I think I have stabilized my mod and that I will be able to work on it more seriously and that results will be better. I have just uploaded new version. I still need experience with programming but now I know what I can do I guess.

For The Realm series I really want to play trough it at least once :) and will continue my adventures. Thanks for Your work, it is really inspiring, I am hoping that I will be able to do things like that one day :coffee2:
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