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StratosVX wrote:I don't think it's too bad, I just think the mud in the road being soft enough for them to allow them to get deep enough to save them is pretty unrealistic. A road that soft would be useless, not to mention incredibly hard for the heroes to move around in as it would either be the type of mud that is so wet that you can't really get footing or it would hold the heroes too well and keep them from being able to move quickly at all. I would re-write how the wizard attacks them if I were you.
StratosVX wrote:Also, I did notice a few typos. First paragraph where it says "dryer air" should be "drier air". Fourth paragraph, where it says "which seems an otherworldly in contrast" remove the word 'an'. Seventh paragraph, where it says "to hot to look upon" should be "too hot to look upon." Just my.

Goblin-King wrote:The basic plot itself is pretty good actually. I like it
Some comments:
"You are caught in open ground, there can be no escape from the intense firestorm and it appears the young mage has managed kill you, all of you, after all."
This part I don't like at all. To me it makes it sound as the heroes dies. But then in the next paragraph we rewind and hear about the puddles and the heroes' reaction.
Goblin-King wrote:Will the players be told the info from the "Alekai The Omniscient"-section?
If not, maybe they should get just a little more info either from the intro or during the quest.
Goblin-King wrote:The introduction seems overly long for what looks like a rather short quest?
Goblin-King wrote:Is this a stand alone quest or part of a pack?
Goblin-King wrote:Is the portal trap a death trap? I can't figure out how you are supposed to escape without a Pass through Rock Spell
Goblin-King wrote:How exactly does Alekai escape when wounded? Can he just choose any of the options in the room he is in? Regardless of which square he is in?
How would he ever be forced to escape into a hallway?
Goblin-King wrote:maybe simplify it by just allowing him to teleport into any of the rooms or something like that?
Goblin-King wrote:His escape spell could be used when he was down to his last BP.

whitebeard wrote:No. That information is for EWP only. Okay, so more intro.
whitebeard wrote:Okay so less intro.
whitebeard wrote:The idea was to encourage EWP to extend the combat into other rooms. Tripping more traps, catching heroes one at a time, etc. This can be done without a firm requirement. The idea is the space # and # are linked such that Alekai expends one movement point to go this way. Sometimes the heroes can follow, sometimes they cannot.
whitebeard wrote:Goblin-King wrote:maybe simplify it by just allowing him to teleport into any of the rooms or something like that?
Well, then you lose the portal trap. And any comical spinning of the fireplace / bookcase when a hero/Alekai is standing on the opposite side. The locking door is cool. These oddities and his nimble use of them hopefully lead to a sense of preparedness on the part of Alekai.


Goblin-King wrote:(Also I'm not just trying to rip this apart. I think it's very good, that's why I take my time to comment)





Anderas wrote:He is pretty hard to kill. I have no doubt that he will be able to show off his escape methods more than once.
Anderas wrote:For the traps, how could you possibly make sure that the players understand how these traps are placed?
Maybe add some traps that are not findable and add a line of fluff text when the heroes trigger it?
Anderas wrote:If you don't have an entire quest pack around the amulet, maybe you could speed up the effect so that it shows in a few turns? That way this quest gets longer and the entire story is contained in a single play evening. Especially for non regularly meeting groups this may be a good option. For this option you could add a twisted passage to rescue the victims of the portal.
Goblin-King wrote:My reasoning for thinking he would move out of turn is because of the incredible amount a bunch of 4 heroes is able to inflict after all.

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