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Review of The Manor of Deceit by Blackbyrne Publishing
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<blockquote data-quote="BlackbyrnePublishing" data-source="post: 5360347" data-attributes="member: 88748"><p><strong>Thank you for the time to review our product</strong></p><p></p><p>There are a few points I would like to make, however.</p><p>-The Skill Challenge mentioned is before and after the bar fight, not during, and any failed Diplomacy checks, plus the fact that the adventurers are not locals, incite the drunken bar patrons into a fight.</p><p>-By the time they reach the heavy encounter at the end (and maybe the one in the tomb if story XP is awarded) they should not only be at level four, not third, but also have rested all day (extended rest) </p><p>-Ending the entire adventure puts them at level five, so looking back, the treasure is not as far out of whack as it is made to sound.</p><p>-In EVERY publication I write, I specifically say that it is arrogant of my to assume what would make for good treasure since I cannot know every possible group, and I ultimately leave the final decision to the DM, including the quantity, I was simply staying in the theme of the original module which had similar treasure rewards.</p><p>-The monster stat blocks are missing the shaded blocks to maintain the look and feel of 1E adventures, something my company has made very clear is our goal from the beginning.</p><p>-My play testers ran their characters by the book and had no problems getting through any of these encounters by making wise, tactical decisions, (they were beat down, but who said being an adventurer was going to be easy?) and all the encounters were completed within the 3-4 hour time slot we set aside for each session.</p><p></p><p>Not trying to cause an issue, but there are some other opinions, <a href="http://www.robotviking.com/2010/10/15/manor-of-deceit-zombies-and-spiders-and-pirates-oh/" target="_blank">here</a> and <a href="http://roleplayerschronicle.com/?p=982" target="_blank">here,</a> that offer a different view.</p></blockquote><p></p>
[QUOTE="BlackbyrnePublishing, post: 5360347, member: 88748"] [b]Thank you for the time to review our product[/b] There are a few points I would like to make, however. -The Skill Challenge mentioned is before and after the bar fight, not during, and any failed Diplomacy checks, plus the fact that the adventurers are not locals, incite the drunken bar patrons into a fight. -By the time they reach the heavy encounter at the end (and maybe the one in the tomb if story XP is awarded) they should not only be at level four, not third, but also have rested all day (extended rest) -Ending the entire adventure puts them at level five, so looking back, the treasure is not as far out of whack as it is made to sound. -In EVERY publication I write, I specifically say that it is arrogant of my to assume what would make for good treasure since I cannot know every possible group, and I ultimately leave the final decision to the DM, including the quantity, I was simply staying in the theme of the original module which had similar treasure rewards. -The monster stat blocks are missing the shaded blocks to maintain the look and feel of 1E adventures, something my company has made very clear is our goal from the beginning. -My play testers ran their characters by the book and had no problems getting through any of these encounters by making wise, tactical decisions, (they were beat down, but who said being an adventurer was going to be easy?) and all the encounters were completed within the 3-4 hour time slot we set aside for each session. Not trying to cause an issue, but there are some other opinions, [URL="http://www.robotviking.com/2010/10/15/manor-of-deceit-zombies-and-spiders-and-pirates-oh/"]here[/URL] and [URL="http://roleplayerschronicle.com/?p=982"]here,[/URL] that offer a different view. [/QUOTE]
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