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4 years ago ::
Aug 27, 2008 - 6:54PM
#1
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Date Joined:
Aug 24, 2005
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Depths of Avariceby Tim Hitchcock [INDENT]An inheritance should be something you enjoy, but not for Valmour Tessount. His father’s mine stopped producing long ago, and only an unexpected discovery in his father’s papers has the estranged son eager to explore his new acquisition. But then miners went missing, and Valmour is doing anything he can to salvage the situation. But more importantly, what lurks in the depths of Tessount’s Folly, were it to get loose, could cause problems for more than the mine’s owner.[/INDENT] This adventure is designed for PCs of level 13.
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4 years ago ::
Aug 27, 2008 - 9:09PM
#2
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Date Joined:
Aug 27, 2003
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Good background and a good story, I think. Why can't this kind of attention to detail go into Scales of War? I'll finish reading through the encounters of the adventure. But, so far I like the idea and theme of the story.
-------- Don (Greyson) -------- Non-smoker, White, Non-golfer, U.S. American
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4 years ago ::
Aug 28, 2008 - 3:45AM
#3
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Given the level of the adventure the DC levels for most of the perception checks seem extremely low. Level 13 characters vs. DC 10? Or worse yet... DC 5? There are a lot of these. Why even have the check?
The Errata has DC levels as follows: 13th–15th Easy: 11 Moderate: 18 Hard: 23
A DC of 5 is funny, given the mechanic. Who fails these? Started with an 8 and haven't adjusted it toons? They're looking at a positive value in their skill +X by level 13 due to the +6 from leveling.
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4 years ago ::
Aug 28, 2008 - 10:20AM
#4
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Date Joined:
Apr 20, 2004
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Mediocre at best.
Almost feels like the whole thing was built around the idea of an Indiana Jones-esque mine cart chase.
IMO one of the weakest offerings so far in the 4th Edition online Dungeon magazines.
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4 years ago ::
Aug 28, 2008 - 12:08PM
#5
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Date Joined:
Feb 14, 2008
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/completely disagrees with the above poster. One of the best offerings from the new Dungeon. I just love the twist in the story- the PC's aren't stopping the villain, they're fixing his mistake.
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4 years ago ::
Aug 28, 2008 - 12:09PM
#6
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Date Joined:
Jun 13, 2007
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I liked it a lot. How many adventures are about putting the stolen loot back in the dungeon?
—fo diggity Twitter: www.twitter.com/fodigg Comic Books You Should Have Read: http://tinyurl.com/ycxe9l7
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4 years ago ::
Aug 28, 2008 - 8:18PM
#7
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Date Joined:
Jun 21, 2003
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Thats Weird Not available from the Table of Content
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4 years ago ::
Aug 28, 2008 - 11:10PM
#8
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Date Joined:
Aug 16, 2007
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Something about this module just says that it started off as a low level adventure, and then the encounters got beefed up to 13th level. That might also explain the low DCs.
Still, I think busting up cultists in a mine is a little low-level for 13th level paragons. Whatever happened to the fate of nations?
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4 years ago ::
Aug 29, 2008 - 6:16AM
#9
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Date Joined:
Aug 24, 2005
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Almost feels like the whole thing was built around the idea of an Indiana Jones-esque mine cart chase. That is exactly the impression I got when I was looking at it. I think I'll pull that aspect out and add it to a custom game at some point.
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4 years ago ::
Aug 29, 2008 - 7:25AM
#10
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Date Joined:
Jul 24, 2001
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First, yeah, theme-wise this is a heroic, not paragon, adventure.
I like the concept, and I disagree that it's all about the minecarts, but this one could've used another shot with the old editor pen. Here's what I noticed:
As noted, the check DCs are often out of whack for the level.
The sidebar showing the disease effects of Twisted Domination has the flavor text from Cackle Fever.
The Ossuary encounter claims that the map shows where the 5 foot and 10 foot pits are, but it doesn't.
The Ossuary treasure list includes a +3 Pact Blade Falchion. That's not possible, because a Pact Blade can only be a light blade, and falchions are heavy blades.
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