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(1 edit) (+1)

Very cool pointcrawl! It reminds me of classic Planescape adventures and would fit right in with the adventure anthologies Well of Worlds or Tales from the Infinite Staircase. The isometric maps are very well made and sit beautifully within the layout!

Some general feedback:

I love the idea that characters can wake and return to their bodies, but since they can do it instantly, can they just escape any dangerous situation? I was also unsure what happens when they begin dancing again. Do they return where they left off, or start over at the ritual site? Are the enemies still waiting for them? A little clarification would help.

The ending seems to come down to one DC 18 Strength check to throw the Coils at Mrepytun. What happens if it fails? Can someone else try, or can they recover the rope and keep trying? It might be nice if choices made during the adventure could improve their chances.

I was also unsure how possession works. The main rules say the body is taken and the spirit suppressed, but the final encounter says it lasts 2d4 rounds. What does the character do during that time, and what happens when it ends?

(+1)

Thanks for the detailed comment! I kept the text as minimal as I could, so great points you bring about the ambiguity of the text! Seeing if I can elaborate on some of the points:

  • The intent is for your spirit returns to where you were before, so anyone in the Realm of the Dead can choose to wait for your return.

  • Yeah, you can always pick up the rope and keep trying. I’d rule that it probably lands behind the cultists if the PCs weren’t cautions about their throw. Also, as per Shadowdark rules, every time they attempt the same test, the DC is reduced, so this should help bringing it to a close in just a few throws.

  • The intent for possession is to work similarly to how a ghost’s possession works, but your body is in another realm and the corrupted spirits want to kill the shamans and stop the ritual, so for the duration, my intent is that the PC’s body will try their best to make the ritual fail. At the end of the rounds, it returns to normal. I left it vague if the suppressed spirit returns to the body or the Realm of the Dead, but either is valid and in the spirit of the adventure.

I think it could’ve been interesting to add more elements to help characters in the final encounter, as you mentioned. It’s something I thought about, but didn’t develop further. I had placed the Flying elf in the chrysalis specifically to be a possible ally, and technically you could ally with the other spirits of previous rituals, but at least during my playtest, players only allied with the gnomes of the factory to cross the bridge. Definitely something to think about!

Thanks again for the comment and the feedback 🙏