
andreww |
1 person marked this as a favorite. |
I am prepping this at the moment and am liking it a lot. There is a mass of content here with a wide range of stuff for all sorts of different playstyles. I will leave a full review once I am done.
There are some editing errors in stat blocks here and there which are fairly minor but there does appear either to be a section missing or something was taken out but not fully.
At the start of Part 3 it talks about there being 3 events during the section, starting with when they enter the area These are then never mentioned again. Is something missing or were they taken out and this little segment didn't get cut (Page 51, para 4).

![]() |
5 people marked this as a favorite. |

Sorry for the confusion there about events. During development, I incorporated all of the events into encounter locations so that they could be supported by maps, but also to give a bit more heft to the specific encounter areas. We should have cut mention of events on page 49, and left that paragraph simply saying:

andreww |
1 person marked this as a favorite. |
OK, I have now finished prepping this and have a few questions/comments.
The defence points system seems to be fairly underdeveloped. It requires quite a bit of tracking with a binary result, you either have none and get a debuff or you dont and you are fine. I would really have liked to see these set the scale of the final encounter, which is also entirely binary. You get to battle round 8 or you finish sooner. A more varied impact would have, I think, created a more interesting set up.
On the defence points, it is not wholly clear how many you lose. Do the increased defence point reductions from not resolving events 1 or 2 stack? I think they do give the wording.
Several of the new cards have effects which rely on the users Class DC. A number of them are in the hands of enemies and at least one has tactics which specifically say they should use it. What do we use for an NPCs class DC? Is it just a level appropriate one, their spell DC (if they have one), some other number with a rarity adjustment?
Looking at the stat blocks I have a few questions:
The damage on Fate's Prophet hand crossbow seems very low. This may be because she is using a poison but its a very low level one and unlikely to bother level 14 PCs much.
The Shadow Prince lacks a spell attack modifier despite knowing Telekinetic Projectile. This is a fairly common error for various monsters across the Bestiaries.
Tremia's hand attack has paralysing touch but his stat block doesnt list it. Its a standard lich ability so it looks like it might just have been missed off the stat block.
Vehanezhad lacks a spell attack modifier. She is using level 9 illusory creature so really needs one. Again, this is a carry over from the Bestiary which fails to give blue dragons a spell attack mod for their innate spells.
TickTock lacks a spell attack modifier which he needs for his Chilling Darkness as does the Ephialtes.
Finally, one issue with the maps.
The scenario says that the Dens walls are colour coded to show height and whether or not they are difficult terrain. The maps in the module and in the map pack are not colour coded.
That seems to be most of the issues that cropped up as I prepped this. They are largely fairly minor and dont detract overall from how good this adventure looks.

![]() |
9 people marked this as a favorite. |

just realized something: Does one of new demons in bestiary lack the demon unique weakness?
It does; that's an error we all missed from creation to development to edit, alas... but also that stat block is already really tight on the page. If/when we transition that demon over to a hardcover and remaster it we'll get it a proper weakness, but in the meantime, feel free to use something like this (Note this is just off the top of my head and not cross checked with other demon weaknesses or any development/edit pass to the text, so don't take this as official errata... just a suggestion):