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[5e] Printable Adventure: Krillo's Tomb
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<blockquote data-quote="aco175" data-source="post: 7601145" data-attributes="member: 27385"><p>I did not really read it through all the way, but when skimming it I noticed a few minor grammar or logic errors. </p><p></p><p>- Page 2 talks about Grillo paying the Players extra. Players should not be capitalized and he will be "paying the <u>PCs</u> more". Everyone will understand what you mean, but will not look as polished. This is also reference on Page 14 win the aftermath section and several other areas of the adventure. I also have a problem with the PCs working for a goblin, but this may be the setting or the group I play with who would never do this. It is listed later in the book about another wild west type setting so that part may not matter much. </p><p></p><p>- Page 8 stat blocks with Binking Raven. He has a reaction to throw a smoke bomb and move away from an enemy that comes within 5ft of him. You wording use of "THEY can throw a smoke bomb" makes it reference the PC that moves up to Blinking Raven instead of Bliking Raven himself. Also the power of using a smoke bomb and moving 30ft seems like a lot, but is fine. You could make the PC in the smoke have disadvantage on attacks for a round. </p><p></p><p>-The shadow Mummy stat block on Page 12 has an attack of throwing hero. It never talks about grabing a PC and throwing him. There is no range or grapple check or anything. It is basically a slam attack. It is also listed as a melee unarmed attack, which unarmed should not be used. It is listed in the room text, but needs to be here as a power.</p><p></p><p>- Same with frightful presence. It is listed in the room text as having a save, but not in the stat block. You should also add that PCs can make a save at the end of each of their turns to overcome the fear. </p><p></p><p>- Page 15 stealth rules. You state that when a player (should be PC) moves within sensory range of a guard, they must make a Stealth check against THEIR passive perception... This should be against the guards passive perception. There is also too many checks and if the guard had advantage within 15ft, then they will make eventually catch the PCs. </p><p></p><p>- I really like the rune section and the printable hero section, but may prefer them to be in another PDF so I can print them in cardstock.</p></blockquote><p></p>
[QUOTE="aco175, post: 7601145, member: 27385"] I did not really read it through all the way, but when skimming it I noticed a few minor grammar or logic errors. - Page 2 talks about Grillo paying the Players extra. Players should not be capitalized and he will be "paying the [U]PCs[/U] more". Everyone will understand what you mean, but will not look as polished. This is also reference on Page 14 win the aftermath section and several other areas of the adventure. I also have a problem with the PCs working for a goblin, but this may be the setting or the group I play with who would never do this. It is listed later in the book about another wild west type setting so that part may not matter much. - Page 8 stat blocks with Binking Raven. He has a reaction to throw a smoke bomb and move away from an enemy that comes within 5ft of him. You wording use of "THEY can throw a smoke bomb" makes it reference the PC that moves up to Blinking Raven instead of Bliking Raven himself. Also the power of using a smoke bomb and moving 30ft seems like a lot, but is fine. You could make the PC in the smoke have disadvantage on attacks for a round. -The shadow Mummy stat block on Page 12 has an attack of throwing hero. It never talks about grabing a PC and throwing him. There is no range or grapple check or anything. It is basically a slam attack. It is also listed as a melee unarmed attack, which unarmed should not be used. It is listed in the room text, but needs to be here as a power. - Same with frightful presence. It is listed in the room text as having a save, but not in the stat block. You should also add that PCs can make a save at the end of each of their turns to overcome the fear. - Page 15 stealth rules. You state that when a player (should be PC) moves within sensory range of a guard, they must make a Stealth check against THEIR passive perception... This should be against the guards passive perception. There is also too many checks and if the guard had advantage within 15ft, then they will make eventually catch the PCs. - I really like the rune section and the printable hero section, but may prefer them to be in another PDF so I can print them in cardstock. [/QUOTE]
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[5e] Printable Adventure: Krillo's Tomb
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