Quote from: John Out West;1086194Hey there,
I made a printable adventure, including miniatures, maps, and puzzles/codebreaking, but I want to get some more eyes on it before I put it on Drivethru. Its 34 pages, including the maps, handouts, and character cut-outs. I'll put below some parts i'm particularly uncertain about and would like some feedback.
-Codebreaking: Page 17. The puzzles in this quest include code-breaking, and I want to make sure that the rules are clear enough.
-Codebreaking Puzzles: Page 5 & 9. If you understand the code-breaking, could you try and solve the puzzles on page 28 based on the room descriptions on pages 5 & 9. I would like to know how difficult the puzzles are, how long it takes you to solve them, and if they are fun to solve.
-Premade Characters: Page 24: We include some simplified characters, excluding some of the ribbon abilities, and want to make sure they are easy to read and capture the spirit of playing those classes.
-Combat: Page 8 & 13. This quest is designed for four level 3 characters, and includes two fights, stealth, and lots of traps. An assessment on how easily the players could succeed would be appreciated.
-Stealth: Page 15. There are two sections where the players can use stealth, and i've created some stealth rules. I would like to know if they make sense and are intuitive.
-Ease of Use: In general, how easy do you think it would be for you to run this adventure?
You can get it here. (https://storage.googleapis.com/wzukusers/user-28883749/documents/4bcd8f1f86c443268ef432ceb3d2db8e/ICFTSR%20Krillo's%20Tomb%20(Test%203).pdf)
Hi,
I've have read your adventure, though I did skim some stuff due to time constraints. The plot is simple, get hired, plunder the tomb. I like the incentive of greater reward for not killing anyone*.
Overall the adventure is clear, well presented and the **maps and artwork are nice and the cut out npc's look great. The ***premade characters are nicely presented, and the artwork is great.
I can't comment on the codebreaking as it's not really my thing, and not something I enjoy as a player, but that just me, not a criticism of the adventure.
Stealth. Despite not knowing the exact mechanics of the game, the rules for stealth and awareness of the guards is easy enough to understand.
It's a long time since I've played and D&D or OSR style games, but there are a lot of ****traps, some appear almost unavoidable. Without knowing all the ins and outs of the game its hard to say the impact this might have.
*The Returned Thieves
As the players enter into the main hall, they see two of the dead thieves standing across from them in Area A (this, however, does assume the player characters have killed the thieves).
** Letters identifying the different areas could be made black to make them more visible, there were one or two I couldn't initially see.
*** Lexan Sondor
The artwork shows him as having an X-bow but the equipment shows him as having a long bow. It such a minor point it's hardly worth noting, but swapping out the long bow for an xbow could be considered.
**** Area B: The Trapped Hallway
The second third of the long main hall is a large square of soft dirt, with a foot of stone along the wall.
Does this mean a ledge of stone runs the length of the wall, a foot in width? Its not clear, nor does looking at the map. Perhaps the wording could be tweaked.
Trap: The door can be spun open
I found this confusing until I looked at the map. I thought it was a pivoting door, then a revolving door, but is a rotating disk set into the wall. Even though the map clarifies this, the description could be made a little clearer.
The false doors are filled with sticky rope.
This is a bit confusing. Perhaps change to "the area beyond the false doors are filled with sticky rope"? (assuming I'm understanding correctly).