Remember me from last year? Well, I still haven't gotten around to playing this campaign. I've been fleshing out NPCs for easier interaction, mapping the dungeons, and elaborating on your island map. I really love the whole idea, and I thank you for working so hard on this. For awhile I thought that maybe you had abandoned it, but it looks like you're still going strong! Best of luck to you!! When I finally get around to playing (or DMing rather), I know it's going to be AWESOME.
Hi sinoza08! Welcome to forums. All maps are created by Inkarnate. (https://inkarnate.com/)
Have you played the campaign as player or dungeon master? I would like to hear any improvement ideas you have.
At the moment I am updating Clam Island so that it will be linked perfectly with my new project Goldfish Archipelago which is sequel to Clam Island.
Update 5.4.2020: I have just made a series of stat blocks for pirates and guards that use melee weapon + powder gun. (Challenge ratings 1/8, 1/4, 1/2, 1, 2 and 3)
Ran my first game as DM yesterday using this module, and I'm loving it. Only played as a player twice before, but I watch plenty of dnd on Youtube. I'm adding a lot of story elements to it that aren't already in the module, don't want my previous-DM-player getting bored with the RP, and my new player seams to enjoy it too :) I love that all the very technical things like dungeons and encounters are all ready to use, balanced, and easy to understand so that I can focus on learning to DM while playing and spicing up the story while prepping. Plus, my players are really excited for the pirate-hunting flavor. I tried using the music suggestion- it sounds awesome, but based on the first session I need to wait to use it until I'm more comfortable and less flustered with the game itself.
Overall I am very pleased with this free resource. You have done some excellent work! Please keep doing what you do.
As a side note, I am also a graphic design student, so I love love love maps. Especially city or geographical maps. There will probably be plenty of them made through the course of this campaign. If I make any that I am particularly proud of, I might share. (with the author's permission of course)
I am really glad to hear that people are actually playing this stuff! I would like to hear as much comments as possible from your sessions. You can post events, quests, maps and all other stuff to this thread. Maybe I can even improve Clam Island based on your content.
Which main quest your players chose? Are you playing with two or more players?
Just two players. We went with the pirates, both me and my players love pirate-y stuff.
Most everything sticks to the script and I just add to what is there descriptively. However, the one change I plan on sticking too is that instead of getting dungeons as assignments, they have to investigate or use clues to find the next pirate dungeon to clear out, after the first dungeon in Silverpearl. I will let you know if it works out or if I fall back to assignments from Bharad.
Also happy you added in the gunpowder and such. One player really wanted a pistol and managed to intimidate an NPC into lending him one, so the players are certainly enjoying it.
I am a first time DM who found Clam Island to run with my friends. We’re only two sessions in but have been really enjoying it! A big thanks to Terhonator not only for creating the campaign but also giving me some really good feedback on how to run future sessions!
- There is some voice problems starting around 20:00.
- What is happening around 25.00 - 37.00?
- ... and around 48.00 - 1.16.00?
- You may have to rescale dungeons for third character.
Thanks again for the feedback, it's all new! Thanks for pointing out the audio problem, our wizard is posting the vids so will talk to him about it.
I created a random encounter table for the party as they were travelling up to Whitestrand including the random encounters you list in the book. Basically the characters would roll a d20 and if they got 18 or above they would then roll a d12 to see which encounter they would have. As you can hear in the playthrough, they had no encounters whatsoever until the final roll where they got a 12. I had added a Mario-Kart-esque sand dune race as one of the random encounters for fun not expecting that they'd actually get that one (that's why there was no map of it on Roll20). It was a good challenge to narrate and the party really enjoyed it but I do appreciate that it deviates a bit from the source material!
Agree with you about re-scaling for three players. They had had quite a bit of trouble in the first session in the warehouse which is why I kept the encounters in the Kobold Cave the same as written for the session. I have now started scaling the encounters for three players.
I am a DM and using this as a base for my campaign thanks for making this as it was a good start. I have tweaked it and and made the story a bit different with the goal to get to level ten and also allow other groups to exist in the same world.
Hello all fans of Clam Island! It has been a long road developing Clam Island / Frostglade Tundra / Goldfish Archipelago and lot of numbers have been crunched to get all XP, challenge rating and reward amounts in line. The good thing is that I am very happy with the structure of all three campaigns now. Clam Island has 82 000 views on homebrewery at the moment.
In short the main structure for all my projects is:
- 4 levels per location
- All main quest variations with 10 parts.
- Many quests and dungeons are just reskinned with different monsters. It does not matter because players are going to experience only one version.
- With this structure I can produce more and better quality content when I can focus on actual content.
Updates 10.10.2020:
- Modified Clam Island to use generic monsters. This decision makes all scaling work much easier in future.
I love the fact you have stuck with this project for so long and showed its development over time.
"Not all those who wander are lost"
Remember me from last year? Well, I still haven't gotten around to playing this campaign. I've been fleshing out NPCs for easier interaction, mapping the dungeons, and elaborating on your island map. I really love the whole idea, and I thank you for working so hard on this. For awhile I thought that maybe you had abandoned it, but it looks like you're still going strong! Best of luck to you!! When I finally get around to playing (or DMing rather), I know it's going to be AWESOME.
I've played this campaign for a bit and loved it. Just one question, what do you use to make your maps
Hi sinoza08! Welcome to forums. All maps are created by Inkarnate. (https://inkarnate.com/)
Have you played the campaign as player or dungeon master? I would like to hear any improvement ideas you have.
At the moment I am updating Clam Island so that it will be linked perfectly with my new project Goldfish Archipelago which is sequel to Clam Island.
Update 5.4.2020: I have just made a series of stat blocks for pirates and guards that use melee weapon + powder gun. (Challenge ratings 1/8, 1/4, 1/2, 1, 2 and 3)
I have played as a player and thank you for the response
Another question, what do you use to write out your world stories.
All texts are written by using homebrewery platform. (https://homebrewery.naturalcrit.com/)
Recommended music for the campaign: https://www.youtube.com/watch?v=8hS4duxPvyc
I love the campaigns. They are all extremely well balanced and offer a lot of room for creativity.
Ran my first game as DM yesterday using this module, and I'm loving it. Only played as a player twice before, but I watch plenty of dnd on Youtube. I'm adding a lot of story elements to it that aren't already in the module, don't want my previous-DM-player getting bored with the RP, and my new player seams to enjoy it too :) I love that all the very technical things like dungeons and encounters are all ready to use, balanced, and easy to understand so that I can focus on learning to DM while playing and spicing up the story while prepping. Plus, my players are really excited for the pirate-hunting flavor. I tried using the music suggestion- it sounds awesome, but based on the first session I need to wait to use it until I'm more comfortable and less flustered with the game itself.
Overall I am very pleased with this free resource. You have done some excellent work! Please keep doing what you do.
As a side note, I am also a graphic design student, so I love love love maps. Especially city or geographical maps. There will probably be plenty of them made through the course of this campaign. If I make any that I am particularly proud of, I might share. (with the author's permission of course)
Hi watsup and welcome to forums!
I am really glad to hear that people are actually playing this stuff! I would like to hear as much comments as possible from your sessions. You can post events, quests, maps and all other stuff to this thread. Maybe I can even improve Clam Island based on your content.
Which main quest your players chose? Are you playing with two or more players?
Just two players. We went with the pirates, both me and my players love pirate-y stuff.
Most everything sticks to the script and I just add to what is there descriptively. However, the one change I plan on sticking too is that instead of getting dungeons as assignments, they have to investigate or use clues to find the next pirate dungeon to clear out, after the first dungeon in Silverpearl. I will let you know if it works out or if I fall back to assignments from Bharad.
Also happy you added in the gunpowder and such. One player really wanted a pistol and managed to intimidate an NPC into lending him one, so the players are certainly enjoying it.
watsup, I have updated monsters and ranged weapons section of Clam Island. I made a table for powder guns used by characters. (Chapter 1.6 and 5.3)
In short:
Sling = Flintlock pistol
Shortbow = Rifle
Longbow = Musketoon
Heavy crossbow = Musket
Hand crossbow = Pistol
sick! Thanks
I am a first time DM who found Clam Island to run with my friends. We’re only two sessions in but have been really enjoying it! A big thanks to Terhonator not only for creating the campaign but also giving me some really good feedback on how to run future sessions!
We recorded our first session for fun and you can have a look at: https://youtu.be/mcCpAf8np7I
and our second session:
https://youtu.be/x9vT38BeWBM
I’m playing with two people who love the role playing aspect of D&D so it’s been a good challenge!
About your session 2 video:
- There is some voice problems starting around 20:00.
- What is happening around 25.00 - 37.00?
- ... and around 48.00 - 1.16.00?
- You may have to rescale dungeons for third character.
Thanks again for the feedback, it's all new! Thanks for pointing out the audio problem, our wizard is posting the vids so will talk to him about it.
I created a random encounter table for the party as they were travelling up to Whitestrand including the random encounters you list in the book. Basically the characters would roll a d20 and if they got 18 or above they would then roll a d12 to see which encounter they would have. As you can hear in the playthrough, they had no encounters whatsoever until the final roll where they got a 12. I had added a Mario-Kart-esque sand dune race as one of the random encounters for fun not expecting that they'd actually get that one (that's why there was no map of it on Roll20). It was a good challenge to narrate and the party really enjoyed it but I do appreciate that it deviates a bit from the source material!
Agree with you about re-scaling for three players. They had had quite a bit of trouble in the first session in the warehouse which is why I kept the encounters in the Kobold Cave the same as written for the session. I have now started scaling the encounters for three players.
I am a DM and using this as a base for my campaign thanks for making this as it was a good start. I have tweaked it and and made the story a bit different with the goal to get to level ten and also allow other groups to exist in the same world.
Sytone, nice to hear that you are DMing Clam Island! What kind of factions you have added? Which main quest line your players have chosen?
Link: http://homebrewery.naturalcrit.com/share/By3s5Uqqf
Updates 31.8.2020:
- Added lot of monster stat blocks that are used in Clam Island and Goldfish Archipelago campaigns. (Chapter 5.3)
Link: http://homebrewery.naturalcrit.com/share/By3s5Uqqf
Hello all fans of Clam Island! It has been a long road developing Clam Island / Frostglade Tundra / Goldfish Archipelago and lot of numbers have been crunched to get all XP, challenge rating and reward amounts in line. The good thing is that I am very happy with the structure of all three campaigns now. Clam Island has 82 000 views on homebrewery at the moment.
In short the main structure for all my projects is:
- 4 levels per location
- All main quest variations with 10 parts.
- Many quests and dungeons are just reskinned with different monsters. It does not matter because players are going to experience only one version.
- With this structure I can produce more and better quality content when I can focus on actual content.
Updates 10.10.2020:
- Modified Clam Island to use generic monsters. This decision makes all scaling work much easier in future.