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Michael Curtis's avatar

Great review as always. A lot of really interesting things to think about! I jotted down some thoughts as I was reading. Sorry for the wall of text...

1-1: This is a fascinating delve into the sort of unintended logical fallout that can occur when you are writing a space. All of your conclusions about party size, as well as what can be inferred from what was looted really do take dungeon writing to the "next level". I feel like these are the sorts of little things that get a pass at some tables or in homebrew content. But, when you're writing a published product you really have to consider how people at tables you've never played with might approach the content.

1-B: This was a constant complaint of mine in AV (or TSR modules). Don't tell me the numbers so I have to reverse engineer the math! I would have just gone with 2d6+1 since it's the least dice for the result without multiplication.

1-2A: I'd be really interested to how this room got re-written in a more streamlined format instead of giant text blocks. Your fake prose is 48 words, which is less than half of the original block. If you're trying to reduce word count or page count, sometimes we have to let the "rulings over rules" take the wheel.

1-3: Have you found the history notes useful? I find that it rarely added much to the experience at the table. My group never cares what the original purpose of a space was for unless it directly impacts the wider mechanics of the dungeon. In this room's case, knowing that it was originally a training room adds nothing for me and should just be cut.

1-6: I like the idea of "where is X NPC" when you enter the space, but give how often Barton does this, if the players enter level 4, I am going to have to roll 12 NPC locations? That seems rather silly. Personally, I think if you're going to do this in an adventure, I'd rather there be a sidebar somewhere that just mentions "Garry - Roll 1d6: 1-3 Area 12; 4-5 Area 16; 6 Area 23". Then we only have to roll the NPCs that become relevant as we find the spaces. Then you can just add a bullet to each room: Garry may be present here, see Garry's Location, p.X". I'm sure that has its own problems.

1-9: I always play it that searching is quiet unless something heavy or inherently noisy is involved. If the adventure doesn't state it openly, and it's trash or a bookshelf, no noise. You have to move a sarcophagus lid? STR check or you make noise. That sort of thing.

1-10: This room annoyed me. The ceiling just happens to collapse as the PCs enter? How timely! I feel like this room needs an interactive element that then triggers to collapse. Otherwise, it's just too convenient and a bit contrived that its collapsing while we're in here.

1-17: Any time I find a treasure map in a module I always groan if they expect me to make it up. Happens when I roll a random encounter with treasure and get a map as well. I always just apologize and get them a map later. I also feel like I have to justify how the map exists. At least this one has the rooms, but sometimes I also have to decide where and how this map of some other area exists in this set of treasure. Verisimilitude is a bear sometimes.

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Xapur's avatar

Awesome article! I like how you question every detail that has been put for flavor but doesn't always make sense.

This adventure is a beast, I can't wait to read what you think of the next levels! Some are so huge!

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