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Good first adventure Mark at CMG!
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<blockquote data-quote="Mark" data-source="post: 407854" data-attributes="member: 5"><p>Thanks, everyone! I look forward to seeing even more reviews. Nothing helps a new comapny more than reviews and general discussion about the releases. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Wulf - I'm actually getting a couple of nibbles in that area now. Drop me an Email to discuss it further if you're interested, please. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hong - I'm glad you like the adventure overall. I think that most of the things that you mention as minor could be easily modified if a particular campaign required them. To address them, specifically, the people of Parvue are just beginning to get worried about the errant lumberjacks when the party arrives. It's an opportunity for the group to get involved but isn't the end of the world if they do not. I think that any campaign game or adventure should include things where the group happens on the scene at a point where they can choose to make a diffierence or decline to do so. If they choose to avoid involvement, then certainly someone else will have to solve the problem. </p><p></p><p>I think the section of the shreiff's motivations might be reworked, but having been surprised by the two Rogues, and beaten unconscious the night before, she still have concerns about the rest of the Thorp. Sometimes less skilled individuals can get the jump on someone and that's the situation for her. I think that one of the sentences has confused you, in that she imparts knowledge that she gained earlier, before she had lost consciousness, not that she loses consciousness after imparting the information. </p><p></p><p>The 70 person Thorp having this sort of structure might be something that individual DMs like to adjust. I try to go "by the book" and let folks work from there.</p><p></p><p>The Trundlefolk are geared a bit differently than the other encounters in this adventure. Rather than being a Tailored encounter that you find in other areas of the adventure, they are a Status Quo optional encounter. That whole section (the middle 6 pages of the 38 page adventure) is both encounter and source material that a DM can drop into their campaign during this adventure, or as part of a seperate adventure or ongoing campaign. A little something extra for DMs to add some depth to their own setting.</p><p></p><p>For the maps, they are each set up to show as much of the area as may be useful during the running of the adventure. Since they are of varying sizes and ranges, a single set scale would have been inadequate.</p><p></p><p>Curses have the option of being specialized and in this case I used a simple DC mechanic to convey the difficulty this particular curse presents to removal by a magical spell. I prefer not to have Remove Curse be an all or nothing solution, especially since the adventure needs to be flexible to varying levels of adventuring parties.</p><p></p><p>If I had thought of the potential for people to break out into the Lumberjack Song from the Monty Python's Flying Circus series I would probably have gone a different direction. For instance, I'm working on an Epic Saga about either a desert, or the frozen wastelends of the north, where a giant penquin with tentacles... Maybe not. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Hope that helps a bit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mark, post: 407854, member: 5"] Thanks, everyone! I look forward to seeing even more reviews. Nothing helps a new comapny more than reviews and general discussion about the releases. :) Wulf - I'm actually getting a couple of nibbles in that area now. Drop me an Email to discuss it further if you're interested, please. :) Hong - I'm glad you like the adventure overall. I think that most of the things that you mention as minor could be easily modified if a particular campaign required them. To address them, specifically, the people of Parvue are just beginning to get worried about the errant lumberjacks when the party arrives. It's an opportunity for the group to get involved but isn't the end of the world if they do not. I think that any campaign game or adventure should include things where the group happens on the scene at a point where they can choose to make a diffierence or decline to do so. If they choose to avoid involvement, then certainly someone else will have to solve the problem. I think the section of the shreiff's motivations might be reworked, but having been surprised by the two Rogues, and beaten unconscious the night before, she still have concerns about the rest of the Thorp. Sometimes less skilled individuals can get the jump on someone and that's the situation for her. I think that one of the sentences has confused you, in that she imparts knowledge that she gained earlier, before she had lost consciousness, not that she loses consciousness after imparting the information. The 70 person Thorp having this sort of structure might be something that individual DMs like to adjust. I try to go "by the book" and let folks work from there. The Trundlefolk are geared a bit differently than the other encounters in this adventure. Rather than being a Tailored encounter that you find in other areas of the adventure, they are a Status Quo optional encounter. That whole section (the middle 6 pages of the 38 page adventure) is both encounter and source material that a DM can drop into their campaign during this adventure, or as part of a seperate adventure or ongoing campaign. A little something extra for DMs to add some depth to their own setting. For the maps, they are each set up to show as much of the area as may be useful during the running of the adventure. Since they are of varying sizes and ranges, a single set scale would have been inadequate. Curses have the option of being specialized and in this case I used a simple DC mechanic to convey the difficulty this particular curse presents to removal by a magical spell. I prefer not to have Remove Curse be an all or nothing solution, especially since the adventure needs to be flexible to varying levels of adventuring parties. If I had thought of the potential for people to break out into the Lumberjack Song from the Monty Python's Flying Circus series I would probably have gone a different direction. For instance, I'm working on an Epic Saga about either a desert, or the frozen wastelends of the north, where a giant penquin with tentacles... Maybe not. ;) Hope that helps a bit. :) [/QUOTE]
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Good first adventure Mark at CMG!
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