The Dungeon Masters guide

Guides and tips made by the dungeon masters themselves to help out new players or for advanced players alike.
Damodread
Posts: 112
Joined: Fri Jul 03, 2015 7:02 pm

The Dungeon Masters guide

Postby Damodread » Fri Jul 31, 2015 8:35 pm

This is a work in progress. I'm shamelessly borrowing info from other posts on the forum, mostly from Moshu-X. If anyone that I have borrowd from want cred please say so. Fell free to ask questions.

First of all be sure to check out the in game quick guide for DM's. Most basic questions is answered there.

Concept/theme
I recommend trying to come up with a theme of some sorts for your dungeon. This makes is much easier to plan expansion ahead and makes for a much more fun experience for other players. While the most obvious design is a classic dungeon, there is many other themes that can be fun to play around with. As you gain Dm levels it also possible to mix a few themes. Below follow some theme idea's

    Hunting lodge
    Island (the party has suffered a ship wreck)
    Warcamp
    Bandit camp
    Pirate camp
    Maze/prison/gladiatorial arena (the party has been drugged and throw into)
    Village,maybe occupied by raiders)
    Fortress
    Cave
    Mage tower

When you have decided on a theme its time to decide on climate/atmosphere, dessert, wasteland, swamp, winter,etc.
The dungeon can be further customized by using the color tint function.


Dungeon loot level
Firstly, the amount of gold looted and the level of loot depends on your main character level, so if the loot level of a container is level 20 and your main character is level 15, the loot level will drop to level 15. Secondly, the loot level could further decrease if the dungeon does not have enough defenders. Example, you have a main level 15 in a level 20 dungeon. You have 15 defenders and 2 companions, which in total makes 18 defending units. The loot level is capped at 15 since your character is lower level than the dm level. This loot level is further decreased by the dungeon level minus the number of defending units, in this case 20-18=2. SO the final loot level is 15-2=13.

In another case, dungeon level 10, main level 10, 0 defenders and 0 companions in dungeon. Loot level will be capped at 0.

In another case, dungeon level 20, main level 5, 0 defenders and 0 companions in dungeon. Loot level will be 5-19=-14 ... which is negative, and forced to cap at level 0.

Case of max loot levels, dungeon level 20, main level 20, 27 defenders and 2 companions in dungeon (30 total defenders). Loot level at 20 and no penalty because of number of defenders (20-30=-10, it's negative so it is set to zero).


Special objects/tiles

How to link stairs
For the stairs, let's say your stairs down is at coordinates [2,0] floor 0, any one who uses these stairs will end up at [2,0] floor -1, if nothing is blocking and a tile exist at that coordinates. If that coordinates is blocked by a unit, a character coming down from those stairs will end up in the next closest tile. The coordinates could be seen when you move your mouse around (upper right corner of screen).

Please remember to place a stairs on both levels so its possible t go back.

Pits
Pits require the jump skill to be above certain thresholds to be able to pass them. For instance is it not possible to jump the deepest pit with a skill of 15 in jump. (If anyone know the exact cut of's please send me a pm).


NPC's/defenders
Defenders comes in several different "difficulty" versions for now common and veteran is available. To be able to recruit the veteran version of npc's you need to complete the main quest-line and place the quest reward inside your dungeon. For evil characters its the Seal of Kulaz Dor, for neutral characters its the Seal of Brisea.

Prestige points
Some npc's require that have objects inside your dungeon that give prestige points. At the moment the only object that grants prestige points is the final reward from the main quest. It grants 50 prestige points when placed inside your dungeon.

NPC advanced options
Its possible to adjust the npc behavior to make them behave more intelligent, be very careful then you do this. For instance having a few archers with target mode "most hurt" can very easy wipe a weak party.


Quests
1. First you have to select the type of quest (type of quest depends on what DM feats you have activated).

2. Secondly, and this depends on the type of quest:
->Localisation: enter part of a dungeon name and click search to select a dungeon.
->Find Person: enter part of a DM name and click search to select a player.
->Exploration: enter part of a dungeon name and click search to select a dungeon.
->Retrieval: enter part of a dungeon name and click search to select a dungeon. Enter an item name to find an icon image for the object to be retrieved (example type potion and click on search). Enter a custom name for the object to be retrieved (example Moshu Mojo Potion...)
-> ...

3. Select the type of rewards for any players who completes the quest (type of rewards depends on what DM feats you have activated). Use the slider to fix a budget. Depending on the rewards selected the budget may vary. Every time a player starts your quest, it's budget will slowly diminish. When your quest runs out of budget the quest will no longer be available to other players, so you should allocate a high amount of budget.
(the level of the rewards is dependent on your DM level, when you gain a new DM level you will have to edit the quest for the reward to update to your current DM level).

4. Enter your quest texts and dialog. Enter a title, a short description then fill in the quest start and end dialog (your character's dialog). Examples:
->Title: Moshu Mojo Secret
->Description: It is well known that Moshu has a magic potion, you are to retrieve it.
->Start Dialog: Hello adventurer, you have to retrieve the magic potion for me. I will pay handsomely to get my hands on moshu's little secret!
->End DIalog: Ohhh good god I can't wait to try this out, here is your gold as promised...now run along.

5. Enter any linked quest. If you had made some other quests previously, you could link them to the current quest you are making. Example: you made a quest 'Quest 1 Locate Moshu Dungeon' , enter the quest in the linked quests, click on search to find this quest and select it. So if the player completes Quest 1 he or she will obtain the Moshu Mojo Quest immediately. You could link up to five quests, and these five quests have to be completed before the player could receive the current quest you are making.

Click on save to complete the quest creation. On a side note, Guild Faction reward is not functioning yet as there are no guilds. If your quest runs out of budget, edit it and allocate extra budget. Meet Person quest actually sends the player to a dungeon to meet a DM, upon completion, he will receive the first non-linked quest from the said DM (if that DM has any quests at all).


Tips and tricks

Returning objects to your inventory
Is you return an upgraded object (loot, trap, lock) to you inventory you will lose the upgrade and wont be returned the gold invested.

Moving objects between floors
To be able to move objects now from a level to another without losing gold invested, Just click on change floor up or down while moving an object.


Updating you dungeon
When you have made major changes to you dungeon take out most of your defenders and play though it with your own party to make sure that stairs, pits, doors, etc actually works. The is nothing more annoying than not being able to complete a dungeon and losing loot and time invested due to design errors on the DM's part.


Glossary
NPC: non player character
Last edited by Damodread on Thu Aug 13, 2015 9:34 am, edited 19 times in total.
The raven stronghold: http://www.dungeonraider.net/7488
Dungeon Location: Ellon-Eastern Aegan Imperia - Gilmithrie Hills[7,6]

Damodread
Posts: 112
Joined: Fri Jul 03, 2015 7:02 pm

Re: The Dungeon Masters guide

Postby Damodread » Fri Jul 31, 2015 8:56 pm

Reserved
The raven stronghold: http://www.dungeonraider.net/7488
Dungeon Location: Ellon-Eastern Aegan Imperia - Gilmithrie Hills[7,6]

Damodread
Posts: 112
Joined: Fri Jul 03, 2015 7:02 pm

Re: The Dungeon Masters guide

Postby Damodread » Fri Jul 31, 2015 8:56 pm

Reserved
The raven stronghold: http://www.dungeonraider.net/7488
Dungeon Location: Ellon-Eastern Aegan Imperia - Gilmithrie Hills[7,6]

Damodread
Posts: 112
Joined: Fri Jul 03, 2015 7:02 pm

Re: The Dungeon Masters guide

Postby Damodread » Fri Jul 31, 2015 8:57 pm

Reserved
The raven stronghold: http://www.dungeonraider.net/7488
Dungeon Location: Ellon-Eastern Aegan Imperia - Gilmithrie Hills[7,6]

User avatar
QeoSereai
Posts: 101
Joined: Fri Jul 10, 2015 8:13 pm
Location: Germany

Re: The Dungeon Masters guide

Postby QeoSereai » Sat Aug 08, 2015 7:46 pm

In another case, dungeon level 10, main level 10, 0 defenders and 0 companions in dungeon. Loot level will be capped at 1.

In another case, dungeon level 20, main level 5, 0 defenders and 0 companions in dungeon. Loot level will be 5-19=-14 ... which is negative, and forced to cap at level 1.


This is not completely correct, with dungeon level 10, main level 10 only 1 defender its 1, cause of 10 - 9, but if the dungeon would level to 11 it will drop to 0. So theres no hardcap of 1.

( for evil characters its called the Seal of Kulaz Dor)


For neutral characters its the Seal of Brisea.

Damodread
Posts: 112
Joined: Fri Jul 03, 2015 7:02 pm

Re: The Dungeon Masters guide

Postby Damodread » Thu Aug 13, 2015 9:29 am

QeoSereai wrote:
In another case, dungeon level 10, main level 10, 0 defenders and 0 companions in dungeon. Loot level will be capped at 1.

In another case, dungeon level 20, main level 5, 0 defenders and 0 companions in dungeon. Loot level will be 5-19=-14 ... which is negative, and forced to cap at level 1.


This is not completely correct, with dungeon level 10, main level 10 only 1 defender its 1, cause of 10 - 9, but if the dungeon would level to 11 it will drop to 0. So theres no hardcap of 1.

( for evil characters its called the Seal of Kulaz Dor)


For neutral characters its the Seal of Brisea.


Thank you. I have made the according changes.
The raven stronghold: http://www.dungeonraider.net/7488
Dungeon Location: Ellon-Eastern Aegan Imperia - Gilmithrie Hills[7,6]

User avatar
QeoSereai
Posts: 101
Joined: Fri Jul 10, 2015 8:13 pm
Location: Germany

Re: The Dungeon Masters guide

Postby QeoSereai » Sat Aug 29, 2015 1:19 pm

for good aligned characters its the "Seal of Thoron Gil".

Seth
Posts: 44
Joined: Tue Sep 15, 2015 12:06 am

Re: The Dungeon Masters guide

Postby Seth » Mon Sep 28, 2015 5:34 am

I don't know what the "Reserved" Post are for, other than to make the original, newer...

Anywho, This is a pretty good start on what a Players' Guide would look like, imo, obviously.

If u could take the above post, at least the 1st part, with any updates that needs to be done... you could almost create another thread.

Hmm, DR Guides & Tips, maybe...
Then u could have all of ur trusted moderators write up guides similar this, only on different aspects of the Game.
Last edited by Seth on Mon Feb 15, 2016 1:31 pm, edited 1 time in total.

Valcarg
Posts: 6
Joined: Mon Nov 23, 2015 3:01 pm

Re: The Dungeon Masters guide

Postby Valcarg » Sat Nov 28, 2015 12:41 pm

So...

the quests you set to linked, 1, 2,3,4,5 are the PRE steps to the question you make not the ones that come AFTER the quest you do ?

To me it would be lot more logical to make like


"Shoplifting part 2, shoplifting part 3" then make " shoplifting part 1" and link part , 2,3 to em.

I think I made my own quests in REVERSE order because of this >.> man I can't afford the gold to change that T.T

This might need youtube tutorial video >.<

Moshu-X
Site Admin
Posts: 639
Joined: Sat Jan 10, 2015 9:45 am

Re: The Dungeon Masters guide

Postby Moshu-X » Sat Nov 28, 2015 11:04 pm

Deleting a quest you made will recredit whatever budget that is left to your account ;)


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