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Selemaks

8
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A member registered Jun 15, 2020

Creator of

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There was a hint in the first draft but it was removed to save space. Now the only way to find it is to suceed a Wisdom (Perception) check (or with a high enough Passive Perception) that is really not that hard for 5 level characters. 

And when they see that the false tomb is a dead end they might investigate the other rooms.

Layout and styling (apart from the map) is done with homebrewery.naturalcrit.com . I should have credited this wonderful websiite, but that is my first jam and I didn't  really know how to incorporate all the credit.

An incredible story, very good yet very simple and I'd really want to run or play it ! And the module is beatiful and very clear as well !

The multiple ending is the icing on the cake.

There are two minor things that i liked less:

  • I didn't really get the part with the caravaneers, because I didn't get if they welcome or not the bellkeeper
  • I feel that beyond npcs interactions and gettitng the relics, thePCs don't have much to do to impact the story (and not only the escort part)

A very solid module and one of the best I've read so far

A very good little dungeon that can be included anywhere that fits the theme. !it has everything a good dungeon need (maybe it lacks of loops in the design) and seems pretty runnable "off the book".

I have two points that could be improved:

  • It is system agnostic but uses part of certains system (a DC 14 check looks like SRD 5e system) and yet the statblocks doesn't fit in this system. If I have to run the module, I would use other statblocks from my game. To reach agnosticity it would be better  to use terms such as "a simple / medium / hard / very hard check"  and no statblocks at all (only maybe an equivalent in a system you know. In SRD 5e the spy or the commoner for the prisonners for example.
  • The only emphasis put on certains words are in bold and it depicts a lot of things (monsters, parts of monsters, rooms, contraptions etc.). I really understood that a funerary harness was not a monster only at the end oof the document

The blood mechanic is very good and thematic. It was a little difficult to understand how to run this module, but the story and ideas are very good indeed.

The dungeon inside a monster is a very good idea, and it seems pretty playable in one session.
I have some issues with the writing :
* outlining monsters or objects in bold or italics helps me as a GM in my session prep
* I think the room descriptions can be shorter and so we would have a little more info for the prep
* And I'd like more info on the Zeta fish, and which statblock to use for the shrimp people.
I think for lvl 1 or 2, DC 15 checks are a little hard if they are supposed to be succeeded for the most.
Great job anyway, I will use some of these ideas if my PCs are stock in a big Astral Sea monster.

A very good and solid One Shot, not too long nor too short, and very funny as well.

I really enjoyeed reading this, and even though I don't know the system, everything seems very clear and readable.

I really love the visual design and the idea is wonderful.

As I am not a Mothership player maybe this comment is irrelevant, but even though the module is very fun and mind blowing for the PCs, I don't think they have a lot of playtime until maybe day 1 or 0