Consolidated Module Feedback

Pizzabagel
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Re: Consolidated Module Feedback

Post by Pizzabagel » Sat Dec 01, 2018 6:36 pm

Prepping the adventure for first time run with my group on Sunday. Will post feedback. Cant wait!

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Re: Consolidated Module Feedback

Post by Vegomatic » Sat Dec 01, 2018 4:59 pm

The email announcing the module said:

"This is a playtest draft, which still needs a little editing, formatting, and a few finishing touches. And every draft could always use more proofing. We said we'd share something by Thanksgiving, so we wanted to get this into your hands as promised. So please bear in mind this is still a work-in-progress.

After the holiday, we’ll compile the full module into one big document, and give it a bunch of sprucing up. And get the full Pathfinder appendix in there. "

Further, they asked for feedback and comments.

You might send the comments directly to DF as they can be hit and miss on posts in the forums.

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Re: Consolidated Module Feedback

Post by nielsene » Sat Dec 01, 2018 2:15 pm

Finally getting a chance to prep encounters 7+. Running some of them on Sunday.

The build guides for the larger encounters aren't quite as easy to follow as the ones for the smaller encounters. (Could still figure everything out, but definitely something to keep in mind when you make the Caverns Deep ones. Be willing to have multiple pages for build guide/details/blowout sections.

No One-page version for 7+? The spread versions look prettier but are harder for me to work with. Especially for the bound version I plan to print and hand-bind.

The every four glpyh long rest power seems to be misnamed/mis-stated. At 4/8/11 you get a "Quartet of the Long Rest" The first one references "this and three other" so Quartet makes sense. The other ones reference "this one and 7 other" so it should be Octet :) Or stays "Quartet" but each glpyh can only be used once for its quartet power, or something (This is purely a terminology complaint -- no impact on how often/able to use the power)

Skimmed through the later encounters and they give me the information I as a GM would have liked to have had up front (ie when roleplaying the first interaction with Zaltar).

I didn't see a revised PF conversion guide, so I'll re-convert all the monsters since the original conversion was off in high level play.

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Re: Consolidated Module Feedback

Post by Alphastream » Sun Aug 12, 2018 9:55 pm

I ran this just recently again, and I agree with you. It could benefit from having an indicator of some kind (though in some cases that might ruin the fun). One thing I encourage is to tip them off that a dead body works. They can try a creature in the trap, then try again wit that creature in a different configuration. I find that helps a lot, since if they make a sacrifice they don't waste it if they do it incorrectly the first time.
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Re: Consolidated Module Feedback

Post by delroland » Thu Jul 26, 2018 4:34 pm

Encounter 3 stumped my party and they ended up brute forcing the portcullis to continue. They did put a party member in one of the pits which was hilarious. Ironically, the PC in question was neutral, too, but the other two pits were empty at the time, and they got him out before continuing.

I think if there was some sort of progress indication, parties might be more easily able to figure out what to do. Like maybe the doors latch closed and glow when correct.

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Re: Consolidated Module Feedback

Post by Pizzabagel » Tue Jul 17, 2018 12:13 pm

I can’t wait to run the enchanted door for my group. I’ve been practicing a really bad New York accent for the door (like a doorman for a nightclub).

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Re: Consolidated Module Feedback

Post by Animewarped » Tue Jul 17, 2018 12:10 pm

I really hope there ends up some plan to make a physical copy of the module. I'm about as computer savvy as a square peg trying to get through a smaller round hole. I may have to recruit one of my friends to do the job for me. lol

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Re: Consolidated Module Feedback

Post by nielsene » Tue Jul 17, 2018 10:32 am

Yup, I totally got the point of the door. And I don't think the player's did. Which was the best possible outcome.

As mentioned, my party is playing through Kingmaker, so they're the rulers of the local land. The baroness is very interested in finding a husband, so the party was tell her to answer that a husband was her greatest desire for the treasure behind the door. She thought that would be creepy so went with a more mundane answer (funds for my kingdom), and the rest of the characters are now wondering if she really wants a consort after all. So yes, "forced" roleplay that felt like it was problem solving/knowledge gathering really worked for my party.

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Re: Consolidated Module Feedback

Post by Alphastream » Tue Jul 17, 2018 9:06 am

nielsene wrote:
Mon Jul 16, 2018 11:10 am
Party was extremely suspicious of the sunburst door. They had all kinds of questions about why it was asking those questions, and what benefit it was getting. (They were already paranoid after realizing some of them had agreed to a contract by taking a weapon.) The fact that it was "just" a tactless/creepy/curious door is confusing them. They now want to free the door and bring it out with them after they finish.
This is great to hear. The point of such encounters is exactly that - to create situations the module really can't foresee. If the door always produced the exact same reaction, then the game would feel like a railroad. When it's more open, it creates strange and fun situations. There is no "truth" to the adventure text, because we can't know everyone's party and what they favor. I would encourage you to go with what you and your group like. If they want to save the door, that's awesome. Maybe the door is powered by a spirit that is bound to it. You could take a later encounter, such as the Dais, and put the door's incorporeal body there, lacking its spirit. Let them perform an improvised ritual (skill checks, perhaps a sacrifice) to unbind the spirit from the door and allow it to be part of the decision they make at the Dais (which you will see soon, hopefully). They could instead unhinge the door and take it with them. No reason why that can't work, and up to you what it takes to unhinge it without harming the spirit. With my kind of players in my home campaign I would probably just let it work because I would have fun roleplaying the door with them!

(As a full reveal, the whole point of the door is just to get players to talk in character and reveal some of their goals and motives and preferences to other players. I often put such a door in adventures for fun and I change up the questions based on the group I have.)
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Re: Consolidated Module Feedback

Post by nielsene » Mon Jul 16, 2018 4:35 pm

Auto-detect + auto-disarm is what's a problem. Make some hard to detect, but easy to disarm (and generally lower damage if its more unavoidable), and others easy to detect + hard to disarm and higher damage. Some of them "neutralize-able" rather than disarm-able so its not just a skill check. We've haven't got to the Gauntlet yet. But if they get the handout before, it should be 'solvable' as something different than just a bunch of skill checks -- turning into a communal problem solving session rather than just a set of can't fail skill rolls.

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