I understand that there are a lot of entries to read, but given your comment history you seem to be reviewing entries rapid fire, most of them in less than 5 minutes. Some of the things you were unclear about in our pamphlet such as PC background information is pretty clearly stated in the timeline of events (in bold even). I hope for future reviews you give other pamphlets a closer read and do not skip pretty obvious stuff.
PlibPlob
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This is one of my favorites so far. Seems like a really fun downtime setting. I am probably in the minority on this issue, but I'm not a fan of drawn maps in trifolds unless they are specifically adding something. I would rather have that space used to flesh out the locations a bit with more gameplay and have the connections be shown with lines between the textboxes, Ypsilon 14 style.
The vibe is excellent and it is full of cool ideas. I think it may be a little too overstuffed, and would better serve a Warden if it were pruned a little so that the more important parts can be emphasized more. The random encounter table is taking quite a bit of space for essentially being different combinations of 3 NPC types. The alert system doesn't appear to have a clear mechanical effect on the rest of the adventure.
I gave you very high marks for art, writing, game design, theme, and favorability, but I think layout and utility could be improved.
Honestly I would love to see you flesh this out into an adventure that is longer than a trifold. I think there is enough here that you could develop it into a really cool multi-page adventure.
Thank you for your comments!
We started out with the idea of a module based on the story of Layla and Majnun, and that led us to adding stuff from other Jinni mythology. The brass is mainly a reference to the 1001 Nights story of the City of Brass (considered to be one of the oldest known sci fi stories) as well as to the idea of a brass Jinni lamp.
As for decoupling the ship, the idea is that if Qays does not want the PCs escaping with the Bottle, so if Solomon is neutralized then Qays won't let them escape. In testing we determined that if the PCs defeat Solomon, the adventure needed something to prevent an easy getaway.
