Posted by MikeLM9215 at 2007-04-30 21:00:51 Voted 6.50 on 04/30/07
I realize this is an old module, but does it really need to have doors that open but don't go anywhere, stairways that don't go up, and a crystal skull that doesn't use the miscellaneous medium skull but a gem instead? _________________________ The road to Ravenloft is paved with good intentions.
Posted by jjenks at 2005-09-22 12:17:24 Voted 2.00 on 09/22/05
Oops, after reading the comments, I now understand why this mod is how it is. The maps of the official campaign areas in the general store kinda set me off from playing any further.
Posted by Jez ( ..xxx.xxx ) at 2003-10-20 05:32:00
Also, I fail too understand how this can be set near the Sword Coast in FR, because the original book was a Rolemaster/Ice publication (they made their OWN characters and settings)
Posted by Jez ( ..xxx.xxx ) at 2003-10-20 05:23:00
The Added and Updated dates are the same, so I guess v2 wasn't posted then...
Posted by dutch206 ( ..xxx.xxx ) at 2003-03-04 05:31:00
Your wish is my command. Orgillion Horror v2 will be
posted in 48 hours.
Posted by fendis_khan ( ..xxx.xxx ) at 2003-03-02 13:59:00
This module had very much the feel of a "work in
progress". All of the outdoor areas were large and felt
expansive, yet contained little content. From what I could
find, the story consisted of a single plot quest.
As a work in progress, let me offer the following
suggestions:
1. Make the areas much smaller - as they were, I felt like
I needed boots of speed to cross any of the outdoor areas
in a reasonable amount of time.
2. Your conditional conversation with the uncle went well.
You might want to add another conditional check to prevent
him from repeating the quest offer. In other words, once
his quest is completed the uncle should only say "Thank
you" whenever he is again addressed.
3. Either lock the doors in a rural town or give the
buildings interior. Many builders opt for the locked door
option (be sure to require a key, though, or rogues will
unlock them and find nothing).
4. Place some encounter triggers across roadways or
streams, to keep the players on their toes while they walk
across the wide expanses.
5. Make sure your conversations are correct. You refered
to moors to the east, when in fact they were to the north.
Double checking conversations is difficult once you have
lots of them, so it is important to check them along the
way. Beta testers also can help.
Good luck with further module building!
Posted by dutch206 ( ..xxx.xxx ) at 2003-03-01 00:20:00
Considering this was my first submission ever, I think I
can be allowed a few errors in judgement. I learned quite
a bit from making this adventure:
1) how to make conditional conversations (uncle tytus)
2) how to manipulate the tilesets
3) how to create unique magic items & NPC's (cousin
Seolus and the inculcabula of mazarin)
I am assuming from how bored you were with the adventure
that you didn't read the tombstones in Bajorkham's
graveyard or go looking for the Grandsire Boar. I am
sorry that you didn't have any fun in my dungeon, because
I had a blast making it.
I think that module conversion may not be my cup of
tea...I had all sorts of ideas that were simply outside
the scope of the original dungeon. Plus, converting
Rolemaster concepts into D &D terms was a real drag.
My next tasks are learning how to make secret doors and
making levers that open or close things. If they ever
expand the aurora toolset, I would love to see a desert,
arctic tundra or jungle toolset.
Posted by Ulrich ( ..xxx.xxx ) at 2003-02-28 05:04:00
I played through this and found it most unremarkable. It
was bland in design and the tileset usage was lacking
imagination. Also, the author had an interesting choice of
sound in his village. When you enter the village, there is
a sign that reads population 55. However, the whole
village has the din of Lankhmar on a Saturday afternoon.
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