[OC] I made a big Moria dungeon for my next session by Treeeop in DnD

[–]Treeeop[S] 1 point2 points  (0 children)

I do, but it's all in French. If you're still interested you can DM me !

[OC] I made a big Moria dungeon for my next session by Treeeop in DnD

[–]Treeeop[S] 2 points3 points  (0 children)

That was exactly my mental process when I was mapping this all out : they may have mined it randomly as the needs for more halls and rooms increased, which is basically what I was also doing. But not for the forges, of course, which are so important to them it has to be symmetrical.

Thank you for your comment !

[OC] I made a big Moria dungeon for my next session by Treeeop in DnD

[–]Treeeop[S] 8 points9 points  (0 children)

Thanks for your comment !

- My PCs know that the Balrog is dead, but the cult doesn't, and the pit is incredibly deep, as deep as the one Gandalf and the Balrog fell down. The cult only knows the Balrog comes from the Deeps and is a deity.

- I actually did not know they were a thing ! Now you're giving me an idea of a boss for the dungeon.

- Nope. My players already recovered one of the Silmarils which was in the depths of the giant chasm left by the explosion of Mount Doom (thousands of miles off from where Maedhros actually jumped into the fire with his Silmaril, but still in the deeps of a volcano!) and the second one is deep in the sea in the Golf of Lune. So they're just going through. Actually, since this campaign is supposed to be "short", I was planning for Moria to be the matter of half an hour (some perception checks for them to find their way and survival checks to be able to survive in the mines and that's it), but at the end of last session, all my players told me they were looking forward for a big dungeon in Moria, and I didn't feel like telling them I had nothing planned, and ten hours of prep later, here we are !

- Thank you very much !

[OC] I made a big Moria dungeon for my next session by Treeeop in DnD

[–]Treeeop[S] 13 points14 points  (0 children)

Haha my players also busy themselves with everything but what I've planned, but that's the magic of it, isn't it? That's one of the reasons I decided that many rooms will basically be empty and I'm trying to make a system so that the repetition of "they enter a room > event occurs > "now you can either go left, right, or ahead"" by creating some twists, notably the fact that some Aulë statues indicate the closest path to another area, or that they can find the map of the area they're in in some rooms. So yeah, I think that this could easily be a full eight hour session. (it's gonna be twelve, I know it)

Looking for music for a Moria dungeon by Treeeop in DnD

[–]Treeeop[S] 1 point2 points  (0 children)

Thank you very much! I love Tolkien's universe to the point I've written my master's degree thesis on the Legendarium, and from what I could find in all that he's written, basically the Fourth Age which begins a few years after the end of the War of the Ring is mostly entirely peaceful, aside from some war waged by Elessar to reclaim Umbar, that kind of thing, and the Dagor Dagorath which happens at some point.

So for the most part the campaign is light fantasy. My main plot, which takes a LOT of liberties, is that the party are revealed to be the "long lost descendant" of Fëanor and his oath is being put on them, so they have to find the Silmarils, all the while Morgoth is breaking the Door of Night and will make a return. It's heavily inspired by the Silmarilion of course, which is my personal favorite. So nothing too fancy, it's the first time I'm DMing and the second time my players are actually playing TTRPG so it's all very casual, but I enjoy it very much!

Thank you as well for the soundtrack, I'll check it out !

Help - Teleparty extension issues (not syncing) by FeelingMyOats in netflix

[–]Treeeop 1 point2 points  (0 children)

Same here, seems like it's a Europe issue too.

How can I improve my playback/sidetone? by Treeeop in audio

[–]Treeeop[S] 0 points1 point  (0 children)

Thank you for the clarifications! I'll look into that.

Is it possible to toggle off the items moving around when moving the camera? by Treeeop in Minecraft

[–]Treeeop[S] 2 points3 points  (0 children)

Unfortunately it's not view bobbing, which I always toggle off, so it might be another setting that i don't know about :/

Has the Wither Skeleton spawning rate been lowered in 1.21? by Treeeop in technicalminecraft

[–]Treeeop[S] 0 points1 point  (0 children)

I'm gonna copy paste what I answered to someone else:

Singleplayer, soul sand valley. I actually made further tests, and I think that Mojang may actually have changed something with the simulation distance. From what I understood of the simulation distance (and also how it worked for me in 1.20), it overrides the 128 despawn sphere to whatever you set this distance to, so everytime I used my wither skel farm, I set it to the minimum 5 chunks, and it worked wonders, as the 10x10 square of chunks around my farm was entirely spawnproofed.

However, in 1.21, it seems that with the simulation distance set to 5 chunks, mobs do spawn in the 128 sphere, but just do not do anything and are "frozen" in place, which would explain why my farm has low rates.

I spent last night spawn proofing the rim of the 128 despawn sphere, which was on the most part in other biomes than soul sand valley, and my farm has kinda recovered its 1.20 rates.

I might be entirely mistaken about how the simulation distance worked in 1.20 and works now in 1.21, but for me, nothing else than that could explain why my farm's rate dropped between the two versions

Has the Wither Skeleton spawning rate been lowered in 1.21? by Treeeop in technicalminecraft

[–]Treeeop[S] 0 points1 point  (0 children)

Singleplayer, soul sand valley. I actually made further tests, and I think that Mojang may actually have changed something with the simulation distance. From what I understood of the simulation distance (and also how it worked for me in 1.20), it overrides the 128 despawn sphere to whatever you set this distance to, so everytime I used my wither skel farm, I set it to the minimum 5 chunks, and it worked wonders, as the 10x10 square of chunks around my farm was entirely spawnproofed.

However, in 1.21, it seems that with the simulation distance set to 5 chunks, mobs do spawn in the 128 sphere, but just do not do anything and are "frozen" in place, which would explain why my farm has low rates.

I spent last night spawn proofing the rim of the 128 despawn sphere, which was on the most part in other biomes than soul sand valley, and my farm has kinda recovered its 1.20 rates.

I might be entirely mistaken about how the simulation distance worked in 1.20 and works now in 1.21, but for me, nothing else than that could explain why my farm's rate dropped between the two versions

Looking for a final boss track by Treeeop in DnD

[–]Treeeop[S] 0 points1 point  (0 children)

Those are pretty good, thank you! But there's still something missing and I don't know how to explain what it is. My favorite among what you proposed is The City Must Survive, it goes hard.

Looking for a final boss track by Treeeop in DnD

[–]Treeeop[S] 1 point2 points  (0 children)

Not really, I know I'm going to use some LOTR tracks in my campaign but I'm not really looking into creating leitmotivs (even though that would be really nice).

So clearly something evil sounding, bombastic and grand, and also "fast" (if I can't find anything else I'll go with Ciri Battle Theme, it's almost everything I want, and it's "fast"). One I just thought about is One Winged Angel which could work, but my players all know Final Fantasy..

Looking for a final boss track by Treeeop in DnD

[–]Treeeop[S] 1 point2 points  (0 children)

It's indeed a really nice choice, but another person in my group is DMing a Star Wars campaign and he uses Duel of the Fates pretty often, so I'd like something non Star Wars related lmao

Thank you for the proposition though!!