Douglas Edwards wrote: So one question I have on this scenario is with the travel time. It says it takes a "few" days to get from the Xorn encounter to the camp - is this still under the effects of Heavy gravity? If so what's a fair number of travel checks to require? A single check is required for the Towards the Border Region section and it only affects the Destroyed Caravan encounter, which is also the end point for the heavy gravity. Also, a single check is required for the Crystalmaw Pass section and it only affects the Camp Outskirts encounter. The PCs have a chance to take a rest and use their spells etc. to deal with any adverse effects shortly after those encounters, after leaving the heavy gravity area and after getting into the more temperate camp.
I'm glad many of you have enjoyed the scenario and thank you for all the comments, positive or negative. I'll take them into consideration for any future scenario I might write. I'm happy to hear that the puzzle has been well received for the most part, I tried to strike a balance of it not being too difficult or time consuming but still interesting.
Hi, the author here! It's been enlightening to read about your experiences playing the scenario and I'm glad that many of you enjoyed playing it or at least parts of it. I've taken note of the issues raised and I'll keep them in mind for any future endeavors. Ultimately I'm pretty happy how the scenario turned out, as it is the first I've ever done. In hindsight I'd probably cut something from the previous sections to make room for more options and guidance for the ending. Thank you everyone for your discussions and feedback.
Vadims Hesins wrote:
Public vote, judges give comments and recommendations on who people should vote for. I suppose they can vote as well but their vote counts just as much as anyone else's. I don't think they notify you if you get DQ'ed. You'll find out during the reveal. Exception is if you get DQ'ed due to your actions during the competition, expanding on your entry etc. Then everyone is notified, not sure if they send an email to the person in question as well.
Thank you for the new comments. Curaigh wrote: That image does not fit to me with the 'everyone in 30' feet attack. I would have preferred that every target it hit became threaded to the next instead. It's a 30-foot line, so basically it does that? At least that's what intended to convey. Quote: I am not sure it would be entirely breakable, but you could bind an ally barbarian to a enemy spellcaster for a Will or bind an ally spellcaster with your ally rogue against dragons etc. instead of just hoping to nerf enemies. In the current mechanics, each creature uses their own modifiers and only the lowest die result among them is shared. So I suppose it could be flipped, so they would use the highest die result among them. That might be too powerful, since it's easier have your friends line up. Though maybe the dragon will just wait and breath fire the next round. :p
Here are the written interviews. :)
I've never done PBP and only a bit of PBeM long ago. For me, the latter just didn't have the same pull as playing face to face. Playing on a virtual tabletop, like roll20, might be interesting to try out. I've only used a virtual tabletop to replace physical maps and miniatures. If I ever have trouble finding face to face games, I'd probably opt for these instead of PBP. I can see PBP/PBeM has its strengths but as long as there are real time alternatives available, I probably wouldn't opt to join one.
Jeff Heikkinen wrote:
I think I'd prefer top 8 to trying to tempt fate and achieve consecutive four-peat. :)
Thanks, Lady Firedove. :) My thinking was that the outside should be full-page map and the interiors would be on other page(s). Since there's the tower, caves, and the mountain stronghold, which probably should have been renamed to a fortress, so the different elements combine into a stronghold. Also, I didn't want clutter up the map but I can understand wanting to see what's in there. In hindsight I would have added some more details (barricades, braziers, objects to the guard post / barracks) as well as added the cyclops heads & mountain tops to the key. My starting point was to imagine what the adventurers would see when they climb up the side of the mountain ascending above cloud cover and seeing the archways, waterfalls, then the tower and sphere looming above them and so forth. Then I wanted to add some natural hazards like the ice and snow shelf (avalanche). At those heights the thin air and winds would provide their own challenges as well. Overall I'm really happy with what I managed to put together in the time allotted and how the map was received.
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