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Cri
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This adventure has a lot of interesting elements in it. You definitely had a lot of ideas and brought them to this adventure with all the items, monsters, NPCs, etc. Layout really hinders this though as you have stat blocks and descriptions spreading across columns & pages which makes it difficult to use at the table. You have all these NPC stat blocks, but they don't list any of the most important information about them in their blocks (goals/secrets/wants). You've made the Bratyas the villains and explained their bad deeds, but not really what they are attempting to do. I can assume it's to get the treasure, but this is one of those details that helps the GM understand your vision of the adventure you are writing for them to run. They sought your adventure afterall, don't be afraid to express "this is how you should run it," within reason.
Also a little clarity on the organization of your room keys would help to break up the wall of text and remove all of this bolding. There's a point where it starts to blend together because there's so much on the page.
Oh, it's a football gauntlet. You gotta run through them with the ball or be crushed by the stones in the floor as they contract upon you. I'm going to change it after the competition to a basic crushing wall or ceiling drop trap, I think. I just needed to work the football game in and that was one of the ways I managed it.
With how succinct the writing was, the vibes feel a little muted. I don't know that I would have described those 3 games as straight combat. You have 2 platformers which are frequently filled with hazards, obstacles, traps, & treasure. From collapsing platforms & climbing walls to gap clears & falling objects, you have lots of variety you could add to each castle to create opportunities for interaction & exploration within the dungeon. I think there's a lot here to build upon, but it lacked a lot of the things that make Shadowdark different from other systems.
Very sparsely written. Also a little repetitive with every castle being combat upon combat. I can see the germ of the ideas, but they need to bloom a little more. The death/extra lives mechanic is pretty good, but characters don't die immediately with death saves, so this might be better suited to a Gauntlet mechanic rather than a level 1 adventure. Unless you're building around a specific hardcore mode where 0 = death.
Hooks: Excellent use of a training/teaching mechanic as a possible hook. Haven't seen anyone else do that yet. Disappointed the promise of authentic OYC Cheese Pizza wasn't a hook though. Oh wait... maybe it wouldn't be a pizza but a Short Island Coney Dog. So much flavor in this adventure. Like riding shields, triangular flat bread, etc. I think this adventure seems like it is probably a lower level adventure compared to a level 4-6 adventure. Cleaning up some of the layout would definitely make this a little easier to run at the table. I also wish you made better use of the other inspiration titles, but you live by the TMNT reference, you die by the TMNT reference, heh. Aside from these minor quibbles, this is a solid entry. Great work!
You should reference the rules you are using when you change them. Especially when there are 2 sets of overland travel rules. One in the core book & one in the new material from the Western Reaches. The navigation rules do not set a DC which is why they are being expanded upon in Western Reaches, because it's unclear how it works in the core book. It doesn't account for the weather, familiarity, nothing. The DC check for it would be based on the standard 9, 12, 15, 18, 20. These checks are based on a natural 1d20 roll. You modified the roll, but not the DC after describing it as an "inscrutable labyrinth" that "proves... difficult." The question I'm raising is how difficult is it? Is it Easy on a sunny day? Is it Hard? How does the rain affect it? Does this change with the new rules? A little clarity would go a long way to making it more usable. If there had been standard DCs elsewhere, it would have been easier to determine what you think the environment difficulty for your adventure was.
I find it weird, that you can collapse a bridge in Room 2, harming everyone in Room 11 which includes the Queen we are attempting to rescue. But she has no stat block so I don't know if she's dead or not. And if the flame monsters struggle to move when surrounded by ice and the entire keep is made of ice, how do they move? How do they retreat deeper into the place?
So many nifty ideas that the players don't really need to engage in, if they use some rope and go down.
I think I'm missing something. I don't see the target DC to navigate. In the example, it says 18, but in tile 5 (the only other place I saw that listed one) it says 15 and it's unclear if the GM how to make this determination. Also it feels weird that the smarter you are, the more likely you are to wrap over. Seems like that's counter-intuitive to the purpose. DCs are all over the place as well with very few using the standard DCs. It makes it harder to determine what I should be doing with the navigation since there's not a consistent target number.
I can't really tell what your inspiration is since you didn't include the paragraph explaining it. It's also a little unclear how you generate where the kobolds are or how you find them to stop them. It has so much cool elements that I could use in my game, but aren't necessarily clear how to use in this game.
I so want the next draft. These are some of the best random encounters I've read in the game jam so far. So much here to build upon and use. I want that next version.
Cool premise. Starts strong. Some of the inconsistencies in the layout organization make it difficult to run as is. You definitely have to read and figure everything out before running. Lots of logical inconsistencies as well. Tables bolted down because of lack of gravity, but game sets can float about. Noisy kitchen, room next to it is completely silent somehow. Lots of combat, not as many puzzles or traps. Inconsistent DCs throughout make it hard to determine what level is best for this adventure.
It's something I've been playing around with for a bit. Erik & I were talking about this in his reviews. I used to do them as a mini detail to describe the space. When I publish Things Possessed of Power, you'll see them being used that way. It's good for scene-setting, but I feel like this does a better job of preparing the GM by being explicit about what is in the room.










