Daedalus wrote:More comments:
Quest 5
B. Failure means they fall down, take 2 Body Points of damage, and end their turn. > Failure means a Hero falls down, take 2 Body Points of damage, and ends his turn. I can't remember if you use they/their to remain gender neutral. If so, keep it as it is. I'd then change the earlier sentence to keep Hero references parallel: A Hero may attempt to jump down using the rules for jumping Pit Traps. > Heroes may attempt to jump down using the rules for jumping Pit Traps.
C. This Troll drops the Persistent Pearl when it is killed. > "The first Hero that searches for treasure in this room finds the Persistent Pearl," or "Whoever kills this Troll may take the Persistent Pearl as his prize," or something like that.
D. Digging through the remains, you find the Lucky Dagger. > While digging through the remains, the first Hero that searches for treasure finds the Lucky Dagger.
It's funny because I had changed all these before you had posted this. Indeed, you may have even seen me editing it while you browsed.
Daedalus wrote:Quest 6
Wow, that map is HUGE! I'm not sure when Heroes should know when to search for treasure so that they may find the buried chests. Maybe some kind of hints would help to shorten the process of usefully searching the map. Perhaps a map or letter in Quests 3 and/or 4 could reveal/suggest one or more locations. Area A with the Spirit Blade is a prime candidate for mention, unless it's not really needed for later.
I anticipate the size of this map might be problematic for some (it's a single image, not tiled together). I'd like to give some clue of when to search, but not sure how to do it exactly. And no, the only artifact that is absolutely required is the Circlet from quest 1. All the others are there to make it easier for Heroes if they find them, but are not required.
Daedalus wrote:Same rules for greenery? I'd add a note, perhaps defining darker, heavily textured greenery as LOS and movement blocking.
Since a fair number of maps use outdoor greenery, I just added the LOS/movement note to the beginning of the document, instead of writing it out for each quest. But because of the density of it here, it's a good idea to just make it the darker ones.
Daedalus wrote:B. I'd set the monsters off on a random path out of the Chaos Portals, though to be honest I'm not sure how well it would work if new branches called for new directions. Can monsters exit the map?
I had already made a note about moving them in random directions. I suppose monsters can exit the map, if the GM were so inclined, since it's not explicitly restricted. It would be a truly sadistic Zargon who would direct all the monsters directly toward the Heroes. Maybe if I just make it every other GM turn instead of every turn, that would mitigate some of the crazy potential.
Daedalus wrote:X. From the Parchment text it appears Aithlin knows the location of the alter, since he is the Keeper of the Grove. Does that mean he leads the Heroes, or does he just tag along? The former seems better option for a quicker game. I'd note how to handle him. Maybe just general directions are necessary, such as "The alter lies to the south-east of the forest."
Yes, I forgot to include the note about him heading there on his own, leading the Heroes on the way. A similar mechanic was used in quest 7.