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[5e] Printable Adventure: Krillo's Tomb
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<blockquote data-quote="John Out West" data-source="post: 7601950" data-attributes="member: 6893656"><p>Hey thanks again for the help!</p><p></p><p>I should put the dimensions on the provided map. I had intended to do that before, so thanks for reminding me! Lots of other good stuff in here, like not putting the reward inside the trap section, naming it a Longsword and not just a Sword, the whole Ruse/Rouse fiasco. I think i just like to use the phrase "It appears as" instead of just saying "Is;" Which is a habit i should break. Upper/Lower should be Northern/Southern.</p><p></p><p>Below is where I would disagree with you, and my explanations of why i disagree. I'd love your input on if you think i'm justified in these:</p><p></p><p>I'm of the faction that doesn't like the narrative block texts that are read aloud by the DM, and feel like they do more harm than good. Same goes for NPC speaking parts. I think its best to ascribe motivations and character, then let the DM loose. Same goes for the environment.</p><p></p><p>Twist and Rotate are synonyms, <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> There's also, generally, reasons for a lot all the little stuff, such as the +9 to attack is due to a +5 proficiency bonus. The poison potion is a trap, and its a punishment for opening a trap door. If they did the puzzle correctly, then they'd never open it up to see the potion. </p><p></p><p>Its hard to calculate how much damage they'll take each encounter, since they're able to avoid almost all damage, except in the actual fight with the ravens. Its 6 encounters, the enemies are generally in the right CR range to make it challenging but not overwhelming. Average trap damage is 2d6, or 7 damage, and collectively the players have about 100hp. So Assuming they hit every single trap, even the obvious ones, they would be down about 49hp. The traps are extremely avoidable. From scene 4-5 they can take a Short rest and recover HP, so I don't think they'd need any help from potions. </p><p></p><p>I'm generally trying to establish a fourth pillar of adventure with the Stealth rules, which will feature in the rest of the "It came from the Shadow Realm" quests. (The next one will feature hoards of undead that they will have to stealth around, for example) So although its only used during the start and the end of this quest, it will feature prominently in the series as a whole. </p><p> The advantage stacking is only for stealth, as it says. Just to be sure, i'm going to also put in: "This rule only applies to stealth;" Just to hammer it home.</p><p></p><p> Its that age old question of "How do you tell players that its time to run, without telling them to run." I think Invulnerable Boss monster + a fear ability that turns on their flee instincts would do well. The problem with being able to regenerate is that they might think that they can beat the regeneration, which would turn a tense Stealth encounter into a Suicidal combat encounter. The boss is certainly unconventional, but unconventional is what i'm going for.</p><p></p><p></p><p> That question is a catch 22, cause you can potentially print anything that can be "Looked" at. I'm not falling for your tricks.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="John Out West, post: 7601950, member: 6893656"] Hey thanks again for the help! I should put the dimensions on the provided map. I had intended to do that before, so thanks for reminding me! Lots of other good stuff in here, like not putting the reward inside the trap section, naming it a Longsword and not just a Sword, the whole Ruse/Rouse fiasco. I think i just like to use the phrase "It appears as" instead of just saying "Is;" Which is a habit i should break. Upper/Lower should be Northern/Southern. Below is where I would disagree with you, and my explanations of why i disagree. I'd love your input on if you think i'm justified in these: I'm of the faction that doesn't like the narrative block texts that are read aloud by the DM, and feel like they do more harm than good. Same goes for NPC speaking parts. I think its best to ascribe motivations and character, then let the DM loose. Same goes for the environment. Twist and Rotate are synonyms, ;) There's also, generally, reasons for a lot all the little stuff, such as the +9 to attack is due to a +5 proficiency bonus. The poison potion is a trap, and its a punishment for opening a trap door. If they did the puzzle correctly, then they'd never open it up to see the potion. Its hard to calculate how much damage they'll take each encounter, since they're able to avoid almost all damage, except in the actual fight with the ravens. Its 6 encounters, the enemies are generally in the right CR range to make it challenging but not overwhelming. Average trap damage is 2d6, or 7 damage, and collectively the players have about 100hp. So Assuming they hit every single trap, even the obvious ones, they would be down about 49hp. The traps are extremely avoidable. From scene 4-5 they can take a Short rest and recover HP, so I don't think they'd need any help from potions. I'm generally trying to establish a fourth pillar of adventure with the Stealth rules, which will feature in the rest of the "It came from the Shadow Realm" quests. (The next one will feature hoards of undead that they will have to stealth around, for example) So although its only used during the start and the end of this quest, it will feature prominently in the series as a whole. The advantage stacking is only for stealth, as it says. Just to be sure, i'm going to also put in: "This rule only applies to stealth;" Just to hammer it home. Its that age old question of "How do you tell players that its time to run, without telling them to run." I think Invulnerable Boss monster + a fear ability that turns on their flee instincts would do well. The problem with being able to regenerate is that they might think that they can beat the regeneration, which would turn a tense Stealth encounter into a Suicidal combat encounter. The boss is certainly unconventional, but unconventional is what i'm going for. That question is a catch 22, cause you can potentially print anything that can be "Looked" at. I'm not falling for your tricks.:cool: [/QUOTE]
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