I've just published the next adventure in the "Dangers of Dumedalot" series, if anyone wants to give it a go and offer me their feedback.
This is a more involved (and more serious) quest compared to some of the brief, whimsical romps in Dumedalot. My desire was to create a classic dungeon experience that has the "look and feel" of the classic modules from the past 40 years of D&D. So, though you'll start off in the town, it won't take long until you're going deeper and deeper.
The storyline has that "ever deepening" approach as well, as you peel back several layers of the plot along the way.
Finally, the combat is a bit more challenging in places, though I've been able to successfully run through the adventure solo with a couple of different classes and levels. The final boss fight, in particular, can be lengthy depending on the player's approach (though, should a player fail at the first attempt, help is on the way).
As always, there are bound to be typos and such that I haven't caught. And I'm eager to hear players' perspectives of the battles, the maps, the unfolding of the plot... and especially whatever show-stoppers you might encounter.
Thanks!!!
Scooter
P.S. I've already begun plotting yet another adventure in the series. It involves a lot of snow. I think the bitter cold temperatures where I live are inspirational.
Comments
It was a great quest with a classic D&D feel and very detailed maps. The last fight was impossible for me. The set was lovely but very hard for me to target AoEs and I was always IN an AoE. I got one cleric down to half and that was about all I could do. So unfortunately I could not give you a starred review.
I am sure higher DPS classes will appreciate the challenge and I do know you gave the warning in the first dialogue.
Play through notes:
-when Corrigan is trying to warn me off the second instance of "plague" is missing its U
-quarantine has only one R. Blame the Italian language for that one.
-the guard battle music plays over the general background music, not sure if you intended this or not
-I think I almost missed it: I think explanations was typed "explainations" in the Mayor's conversation? I just noticed as I was answering
-right now is says the Mayor "beings to follow" I think you want beginning?
-Janet has "GUARD-Janet" as her name when she is an NPC, not sure if that is intended.
-the fire in the wererat camp is floating a little bit. I've found the ash and debris piles in the details list nice to put under those for that reason.
-I really like the rat camp area
-I think in the cells with just the beds you mean to have the battle debris visible on top? I just saw some bits on it on the edge. The ground skeleton might be better as I don't think the decal is going to work well with the bed.
-the bed from the one cell is clipping through the wall into the cell with the rocks
-for the objective text I think you might want to go with: "Speak with the Rats' leader" as this person leads all the rats?
-When the rats' leader (who is perfectly named, BTW) first speaks to me he says "Next" instead of "nest"
-the concubine's combat outfit is still the Drow Assassin.
-I don't know if I got unlucky with a patrol path or what but I think 12 dwarves aggroed on me when I went into the second area after the locked door. And I was only about 3-4 feet in.
-some of the miners were getting stuck in the wall and I couldn't hit them. I know you can't control this but I suppose if it happens a lot you might consider moving them around
-when talking to the foreman, in my optional response: Subterranean has an I instead of the E it needs.
-In the master's chambers in the conversation with the phantasm "fullness" needs an extra L
-for the objective after I make the potion I wonder if "Enter the Deepest Lair" would be better since I've already had an objective to travel deeper
-the cartful of brains is pretty spectacular
-I cannot get either of the clerics down below half so this fight it not possible for me to solo
(Un)Academic Field Work Foundry Campaign: NWS-DAPZB2CTZ