Friday, July 7, 2017

Ruination of Bran v2 Update

Cover Art
Ruination of Bran is progressing quite well. Most of my work on it so far has been adding content in the form of lore snippets and pathways for players to take. More specifically if statements for likely things the party would try E.G. "If the party wants to here a story from the book. . . <a short fairy tale on the founding of Bran>."
Redone Version of Shops Area
There have been some formatting changes implemented as well. Many have been switching pictures around, changing section/ subsection orders, and so on. I try to keep the information given as brief and concise as possible to avoid information overload for the Dungeon Master (DM). Following that there have been a few custom maps created to compliment the module.
Pontoon Fight
There isn't a map for every situation yet, nor do I think it will be entirely necessary. Ruination of Bran does what it can to take into account a DM will be the one using it, often stating that something is up to the DM to decide. That is why after monsters or other nonplayer characters (NPCs) are stated there is a page marker for where in the Compendium section the related stats are, along with said page number being linked. Though, I will admit there are no return links, for many are reused and it would take considerable space.

There are changes to the stats of the many custom NPCs in the Compendium section as well. The original module was made when I had only beginner knowledge of Dungeons and Dragons (D&D). Many of the attack descriptions are inconsistent and mistake hit chance for the average damage. Next is the Challenge Rating. I don't bother with it when I DM, but others do. It will need to be made balanced and given to all the NPCs. Most work needs to be done on custom NPCs, which there are many.
Proper Action set up
The module still hasn't been properly tested for balancing issues, my core D&D group hasn't been able to meet for some time. I will most likely need to take some of the character archetypes I plan to add to the Module [as optional characters for quick pick up games] and just roll through part of the module with them. Below is a list short list of character s I want to add. Some of them already exist due to my Atypical Character series, and the rest will probably be used too. Too many provided characters are the overused [highly effective yet overused all the same] archetypes you'd get doing the Quick Build option in the Player's Handbook. I want to give players an experience, and these more unique race/class combinations should do it.

RaceClassDescription
HumanBarbarian Ranged/ Stealth
Tiefling Cleric Trickster Domain
Half-Orc Warlock Low Int High Evil
Dragonborn Rogue Surprisingly sneaky
Dwarf Fighter Axe-thrower
Gnome Druid Bad at his job
Halfling Ranger Has no combat spells
Elf Monk Pacifist
Half-elf Paladin Oathbreaker

Fin




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