OK well here is a status info and screenies.
U1 - Sinister Secret of Saltmarsh
- Adventure entry - 100% complete
- Integration tweak - done
- Full QA pass - 50% complete
U2 - Danger at Dunwater
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
U3 - The Final Enemy
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
T1 - Village of Hommlet
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
T2 - Nulb
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
T3 - Temple of Elemental Evil
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
T4 - Elemental Nodes
- Adventure entry - incomplete
- Integration tweak - incomplete
- Full QA pass - not started
G1 - The Steading of the Hill Giant Chief
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
G2 - Glacial Rift of the Frost Giant Jarl
- Adventure entry - 100% complete
- Integration tweak - incomplete
- Full QA pass - not started
G3 - Hall of the Fire Giant King
- Adventure entry - 40% complete
- Integration tweak - incomplete
- Full QA pass - not started
Telon Campaign - Vanguard MMO
- Compiled entire web info on realm - 100% complete
- Initial QA pass to remove mechanics data - 100% complete
- Organize continents by geography - 100% complete
- complete POI by territory - 100% Complete
- enter in all maps found - 100% complete
- Create Hero Lab User file for realm - 75% complete, needs QA pass
- Second QA pass for organization - 100% complete
- Final QA pass for playability - 25% complete
Daede Campaign - Personal Creation
- Initial history and world design - 100% complete
- Playable race design and rough history - 100% complete
- Organize continents by geography - 100% complete
- Complete POI by territory - 33% Complete
- Render maps in CC3+ - 33% complete
- Create Hero Lab User file for realm - 100% complete, QA pass done
- Second QA pass for organization - not started
- Final QA pass for playability - not started
Screenie list - U1 - Sinister Secret of Saltmarsh
Screenie 1 - This is the base module. My entire design hinges around the Pen and paper model, that you buy/download/add modules. Think back, you bought game worlds, then purchased individual adventures.
Screenie 2 - Here is a look at the module break down. the Quest Topics are there as part of my integration tweak design. You can move any topic within a story line to your campaign world, however you maintain the "story relationship" to the module via this topic. So even if there was 25 locations, spread out now to your world, they would have a relationship link to this topic. Can be deleted if your not doing this.
Screenie 3 - Shows my entry of each monster in the adventure with its original game edition. I own all editions rule books.
Screenie 4 - Shows my entry for a "Keyed Location" using a topic of my own design. Of course I remove all unused sections for cleaner look. Missing is a visual aid, portfolio snippets. I use colors, Red(bold and underlined) to represent hostile creatures or trap, Purple (Bold and Italics) for non coin treasure. Treasure gets its own section to be revealed as coins are counted, items are identified or appraised. Since this takes time, it allows GM to reveal as it is done, and take what ever actions are required by the module (random encounters etc.). There are two GM fields for treasure value and XP value tracking. The challenge rating is there as some game systems use it like Pathfinder, so GM can use this if reskinning for use in a different rule set.
I have had to adjust some, U1 monster entries carried a lot of detail as you see in screenie 4. In G1-3 it contains HP a number of creatures. So in G1-3 instead of making creature in the encounter snippet also red, they are links to the actual monster entry (this module G1-3 is why I now do this, and I went back to U1-3 and added the MM1 monster topics), since you cannot run the encounter with out this info, unlike the U1-3 series which gives you enough. I have not decided to make either my normal yet, I will go back and QA my work when I do decide.
Screenie 5 - This was a fundamental topic/category addition I have made along with 4 others (Keyed location, my community, my individual, Monster entry, etc) to every realm I do. I have designed my own topics that better fit my personal views. No disrespect to LWD, but I just did not like the layout of the basic topics, however it was their genius that got me here. The biggest design choice was for me a GM section at the TOP, front and centre. GODS I hated as GM being a little off my game and not remembering a door had a trap on it and only seeing that in the text when the players were counting treasure! So having a GM section at the top relays a quick over view of what the GM MUST know right away.
**NOTE** If I just modified an existing, I simply added "My" to the name. This keeps the original intact, while making it easier to know what I have done. (i.e. My Community is a modified version of the Community topic)
The Read to Players speaks for it self. The Points of Interest is for finer detail, like what equipment is found on the a monster, what detects as magical, secret doors, what's in the cupboard, drawers, etc.. It is player info to be given, when players interact with the location. In a treasure room with lots of chests and traps, this section can be extensive.
Encounter Info speaks for it self.
Additional GM info is for the extra GM notes. Like story of a npc trapped in a room. Relevant info that the GM is given in module but does not pertain to the initial player interaction or info they are to be given.
The treasure section is for the GM to reveal as it is discovered. So in the POI section an entry maybe that a golem was wearing a necklace. then a follow up entry that the necklace detects as magical. here then is an entry with the necklaces actual ID, say:
The Necklace of Ynattirb Sraeps. This item is cursed, and once touched transforms the wearer into a washed up character class of their former glory. This has the affect of being equal too a loss of 75% of their current level, as if drained away by some negative force. This can only be reversed by killing the mythical elusive creature
Crockernty Chissser, and bathing in this sad creatures blood. Only then can the necklace be removed.