[sblock=OOC] It's all good. Don't get down. I think there may be a slight feeling of not quite knowing what is expected of us, at least on my part. On the one hand its very open: We have no specific goal apart from some how dealing with zombies walking around town; On the other hand its very narrow, made so be forcing it into a "skill challenge" format: three strikes your out. So there is a right way and a wrong way to do it, but we really have no point of reference to know which way that might be.
It might work easier if we were unaware of our 'failures' and simply had to deal with the consequences of them, and by doing so learn how better to deal with the next situation.
Eg. Going into a tomb is a bad idea: causes a 'failure': Combat triggered with 3 skeletons and a zombie who gain surprise. Maui is in danger of dying overwhelmed by the mauling dead.
But what is a 'failure'? Why is it a failure? a) Group had had to waste valuable time dealing with undead unnecesarily while in other places more undead have escaped
b) Life entering the tomb has begun to waken more dead from the tomb. Every 2 rounds another dead person rises
c) Fill in your own reason here
What do 3 'failures' mean apart from PCs don't get XP? What is it that happens that we might have stopped if we hadn't done certain things?
What can/do the PCs learn from the experience that they can use as clues as to what is going on? A solid guide to giving clues is the rule of three. At least 3 different ways for the PCs to be able to discover the relevant information. That way if they miss something, they still have a good chance of solving the problem.
At the moment we have only learnt that when we find a tomb we should simply push the door shut. The "skill challenge" is a difficult beast to master.
In any case, I am still interested in the adventure and you can count on my support throughout.
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