Recent Posts

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Now we can all enjoy your latest design. :D :D :D

Well... "all"? I admit I would be happy if only a dozen people would play it.  ;)
It would be nice to have some feedback for the insult-based combat, because I think about using this again in future designs...
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Module Design Previews / Re: RELEASED: Hearkenwold
« Last post by Olivier Leroux on Today at 04:38:10 AM »
I've played through Hearkenwold Part 2 now as well. Attached you'll find my short playtesting notes (spoilers!). Just two typos this time, and two observations regarding the design.  :)
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Dungeon Craft - Troubleshooting / Re: More wand woes
« Last post by marainein on Today at 03:54:04 AM »
Ok, thanks, that has fixed the message box pop-up error. I notice there's also a line with:
Code: [Select]
-$DELETE_COMBATANT_SA($AttackerContext(),"spellArcaneLightTargetXY");
Is $AttackerContext() ok in AURA_Create?

I've also found that attaching the spell to a wand does work, but only sometimes (the worst kind of error...). I haven't been able to figure out why the wand is failing sometimes, but it may be it only works when the character has the spell memorized, which makes no sense to me.
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Hacking UA / Re: SHUA Furthered
« Last post by hans on April 25, 2017, 10:29:59 PM »
Thanks, Nol!   :D

BTW, looking under the hood now, so to speak, of SHUA, I'm very impressed by your industriousness and ingenuity.  Quite a job you did!
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Hacking UA / Re: Hacking encumbrance
« Last post by steve_mcdee on April 25, 2017, 09:12:32 PM »
I have made a breakthrough with this. Here is what I have discovered.

The relative adjustments to the encumbrance limits in unhacked FRUA, based on a character's STR score, reflect the adjustments in the table on p 9 of the AD&D 1st Edition Players Handbook.

The following two bytes set the value of the "default" maximum encumbrance -- to which the adjustments are then applied. In unhacked FRUA this is 1500.

395039 (0x6071F)    220
395040 (0x60720)    5

So, for my purposes I will adjust these from "220 5" to "184 11", making the default maximum encumbrance 3000 rather than 1500.
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Module Reviews / Re: REVIEW: Game49: Wyrmhaven (by Ray Dyer)
« Last post by Kaz-Keith on April 25, 2017, 08:20:12 PM »
 * This review follows the designer's advise to run the Thunder Rift series (along with game07: B10 Assault on Raven's Ruin) in a particular order.

 * Party rolled: Human female Paladin LG, Dwarf male Cleric LN, Centaur male Ranger NG, Gnome female Magic-User NN, Halfelf male Cleric/Magic-User CG, Halfling male Thief CN -- Ray's Realm allows such racial classing as part of the adventuring package and encourages his Realm players to mix in as many races and classes so as to enjoy the breadth and depth of any given adventure... so's I dids!

 A word about the Thunder Rift modules: these adventures were created in 1992 (when some of us were youngers just starting to explore the game) and were meant to be a sandbox of sorts for DMs and players both new to the game.  They allowed for a lot of modification and were interconnected only by threads, to be filled and fleshed out by the DM running things, adaptable to any of the gameworlds.  As such, there is ample opportunity for Ray to put his Realmstamp upon them, which I am pleased to find to be the case.  I didn't think I would recall as much as I did about the wilderness spread of the adventures, but it didn't affect my play of them in the least.  Ray's done the project a fine service in his importation to the Realm, with custom music and graphics detailing each design individually. On to it, then!

 After an enjoyable week spent with the dwarven envoy from Hearth's Home along with rewardbearers from the gnome burrows which had just been emancipated... these folks and more from all over Kleine opened their homes and their tables for us to feast and fest at, and so we did!  Gorged with local cuisine and Bolder's new collection of corks from all-too-many vints of a variety of bottlestuffs, our party magic-users finally completed their mystic ruminations over the trio of magical staves we now possessed, sharing them between themselves as well as taking time to scribe several new spells we'd also been lucky enough to collect.  Our vacationing was soon ended, however, with a summons from Sascia, the spellcaster advisor of the bailiff down at Knacker's Knob.  At least, that's what some of the folks called it... others mentioned Darrow, but we assumed that Darrow was the name of the wilderlands near the Knob... ah well, if we wanted to be cartographers I suppose we would have brought atlas-making and place-name-recalling equipment with us.  Regardless, Knacker's Knob was a good deal more interesting this time around, and bailiff Wortley promised our newfound dragonhunting abilities would be well-rewarded.  Again.

 This adventure has the largest scope yet I've played in the Thunder Rift series, and there are interesting ways to being your own exploration if you poke around first.  Two days away from the hospitality of the Knob, it is suggested you make use of a good, fireless camp before proceeding: there is more to fear within the caves and caverns of Darrow than simply enemies.  As my prior adventure, this module contains some great new (to me) sprites and combat icons, and an even greater assortment of enemies.

 At the close of this game, my party was all 5th level and 6th level: both my pure cleric and pure magic-user gained addition 3rd level spells, which makes certain combat spell gambits possible that gives us a huge advantage tactically against opponents singular or in groups.  The end of the modules, at this point, are also getting more and more descriptive, which I really appreciate.  My party can tell it's getting close to the end of their Thunder Rift adventures, so I eagerly hit the training hall to [R]emove everyone individually for importation into the next title.

 This adventure has been the most memorable yet, especially with the artwork.  Thanks Ray, and great job especially with your celebratory texts here. :D
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Module Reviews / Re: REVIEW: Game46: Palace of Dread (by Ray Dyer)
« Last post by Kaz-Keith on April 25, 2017, 07:57:07 PM »
 * This review follows the designer's advise to run the Thunder Rift series (along with game07: B10 Assault on Raven's Ruin) in a particular order.

 * Party rolled: Human female Paladin LG, Dwarf male Cleric LN, Centaur male Ranger NG, Gnome female Magic-User NN, Halfelf male Cleric/Magic-User CG, Halfling male Thief CN -- Ray's Realm allows such racial classing as part of the adventuring package and encourages his Realm players to mix in as many races and classes so as to enjoy the breadth and depth of any given adventure... so's I dids!

 A word about the Thunder Rift modules: these adventures were created in 1992 (when some of us were youngers just starting to explore the game) and were meant to be a sandbox of sorts for DMs and players both new to the game.  They allowed for a lot of modification and were interconnected only by threads, to be filled and fleshed out by the DM running things, adaptable to any of the gameworlds.  As such, there is ample opportunity for Ray to put his Realmstamp upon them, which I am pleased to find to be the case.  I didn't think I would recall as much as I did about the wilderness spread of the adventures, but it didn't affect my play of them in the least.  Ray's done the project a fine service in his importation to the Realm, with custom music and graphics detailing each design individually. On to it, then!


 After several recurring clashes with local goblin factions, our party has now been tasked to take a tactical offense to them: the mayor of Kleine's scouts have finally returned from the Burning Hills with good news and the suspected base location of the goblinoid threat!  We were immediately saddled with the mayor's own choice of guides, much to our party's ranger, but we seriously doubt the guide is going to be paid as much as we are for this job.  At least, that's what we talk about when Avalaigne is off doing her toilet or polishing her armour or whatever tasks a paladin does to stay in good standing with their regulations.

 We arrived at the location to find a zig-zagging valley with many suspicious-looking caves and a host of spots where anything could be laying in ambush for us.  The guide pointed out some tracks and promptly stalked off, presumably back to Kleine, leaving us to it...

 This adventure is fairly straightforward, and we enjoyed the prospect of having some delightful revenge upon the goblin lair that has been making a mess of things across the Thunder Rift.  The Burning Hills appear to be riddled with caves just like the ones the adventure takes place in, and once again the dungeon environment itself plays a good part in the journey.  Another surprise were the great enemy sprites and pictures that I hadn't seen before and some new (or sorely underused) combat icons.  There are some significantly-tactical battles this time around, which adds to the fun.  Also, we are without a compass this time around, though many rooms feature cardinal directions in their descriptions.  Consistent use of area notes, especially the ones Ray uses upon revisiting chambers, is a great help (and a great feature).  My party found some very good and useful magical equipment this time around, which I probably would have missed out on had I not been paying attention to some text event wording...  Also, we received significant rewards at the close of the adventure, so be certain to visit Kleine's businesses and folks before completing.

 We left the growing village, now featuring even more folks as the Rift becomes safer for both immigration and merchant activity, to see all of the adventure's closure before returning to bunk at the local inn and [R]emoved ourselves for transfer to the next module of play.
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Module Design Previews / Re: PREVIEW: The Monster Museum
« Last post by Kaz-Keith on April 25, 2017, 07:37:31 PM »
Hey good on you for sticking with it, KTG -- some of us will play anything new, regardless of hacked or not hacked, and especially if you've gone out of your way to include rarer creatures and an unusual setting like the one you've built.  Cheers and looking forward to playing this  :)
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Hacking UA / Re: SHUA Furthered
« Last post by Nol Drek on April 25, 2017, 07:28:37 PM »
I replaced "SLEW BLESD BLTS" with "SLAIN SLVR BLTS". The default SHUA villain set did not include any Lycanthropes, but the ability to create a new item called "Silver Bullets" is still there.
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Dungeon Craft - Artwork / Re: Hero Craft - Icons
« Last post by Nol Drek on April 25, 2017, 07:19:14 PM »
I have taken some liberties with the super powers for some of the villains. During the Golden Age, almost every villain was either 1) An enemy combatant for one of the axis powers or 2) A normal human criminal. In the case of The Green Mummy, he was just a normal human who wore a mummy costume to hide his true identity. As is typical in these stories, the hero unmasks the super villain on the last page of the story (see Scooby Doo, for example). I thought it would be more interesting if the Green Mummy were actually an undead creature.
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