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Re: Fire Mountain
Posted: Thu Aug 06, 2015 4:27 pm
by arcbolt21
I have to say, this is a real good adventure! Definitely something I could unleash on my players!
Re: Fire Mountain
Posted: Thu Aug 06, 2015 6:50 pm
by Dimirag
The adventure is ok, but it makes use of some mechanics outside the BF scope, I think they should be replaces with the ones from the corebook or left to the GM as much as possible.
Two examples:
Avoiding to create a landslide at the Ravine (Dex roll)
Smashing the lock at the Iron Gate.
Re: Fire Mountain
Posted: Fri Aug 07, 2015 1:21 pm
by shadowmane
Wow. I've never seen a "wagon" referred to as a "caravan".
Man, you can tell this was written by a Brit. Gaol instead of Jail. Some of the uses of speech. Its a nice twist.
Nice adventure. I've downloaded it. I might change the Lizard Men to Kobolds, but it might change the flavor of the whole adventure.
Re: Fire Mountain
Posted: Fri Aug 07, 2015 1:36 pm
by Dimirag
In some iterations Kobolds are of the dragon family so they can fit pretty well.
Re: Fire Mountain
Posted: Fri Aug 07, 2015 11:41 pm
by AlMan
This is looking like the beginning of a fun little adventure. Good job, Mr. Dutton!
Chii, since you seem to be the main editor I wanted to suggest taking the Introduction out of the box and putting it on a page by itself with a note telling players not to read any further. I would also end it with the party finding a sort of help wanted poster on the local message board or tree. This would give the GM and players a chance at role playing the negotiation of terms of service. I like doing that with new players so they can get a feel for their characters and start understanding the character's motives.
Of course these are just suggestions and you can ignore them if you want.
Re: Fire Mountain
Posted: Sat Aug 08, 2015 10:20 am
by Dimirag
I agree with AlMan, that intro robs one important step (that can be skip for those parties that don't like it): The previous negotiation, it assumes that everyone on the party will accept the quest. But I see lots of potential negotiations here.
What's the recommended level for this adventure?
Probably its just me, but the adventure should be "tone down" as it looks like its designed to kill or subdue the players, almost every room causes damage or a bad condition directly and the only way to escape the "inescapable red dragon's charm" is by fighting him.
Re: Fire Mountain
Posted: Mon Aug 10, 2015 6:33 pm
by dymondy2k
Dimirag wrote:The adventure is ok, but it makes use of some mechanics outside the BF scope, I think they should be replaces with the ones from the corebook or left to the GM as much as possible.
Two examples:
Avoiding to create a landslide at the Ravine (Dex roll)
Smashing the lock at the Iron Gate.
Actually he is just making use of his own version of the Ability Roll table under the Optional Rules in the DM Section. Roll Dice.. Add modifier.. beat number..
I personally don't think any DM is going to begrudge you giving them a mechanic to have some non combat fun in the adventure..
Re: Fire Mountain
Posted: Mon Aug 10, 2015 7:25 pm
by Dimirag
I just prefer to leave any optional and non core rule to the gm's mind
Re: Fire Mountain
Posted: Wed Aug 12, 2015 9:19 pm
by Solomoriah
Actually, Dimirag, I like it when different adventure authors provide different mechanics, as long as they aren't obviously broken. The GM can always do it his or her own way, after all.
Re: Fire Mountain
Posted: Fri Aug 14, 2015 1:09 pm
by chiisu81
Tweaked layout of intro. I agree with AlMan and Dimirag on the intro needing more revision, I'll need to think on it some more. If someone else has a better version of course post it here.