This is a really great dungeon crawl, guys. I'm looking through it and I'm loving it so far. The only beefs I have with it so far are few and rather easily fixed.
1: The party of Loo, Mikal, the Half Orc Warriors, et. al. They fight to the death and that just doesn't seem reasonable to me. Wouldn't one of them ask for quarter or say something like "Bring it on! We won't let you kidnap us for torture!" Then what? What is the party supposed to do? Let them sit there in the open to starve or be killed by a random encounter? I'm thinking about replacing these guys with a witch's brew of templated Human Zombies and Skeletons to represent Cresh's vile experimentation.
2: The Revenant template is overly strong, I think. I'm just going to say that the demons thought he'd be a worthy and useful implement to bring about their return to Earth so the brought him back to life in exchange for his soul and the gate. If he screwed the gate scheme up he'd be dragged back to hell and tortured by his employers. I'm just going to give him 4 or 5 more levels
3: Too many friggin' children ghosts. They aren't that much of a challenge and it is really played out. The first few times it'd be cool but there are about 6 instances of them plus they are a random encounter. I'm going to spice it up with more zombies, skeletons, assorted undead and demons and ghosts with class levels.
Other than that I think this was a really solid adventure
Edit:I'd use it as is if it weren't for the fact that I'm trying to sex it up to the 11th-12th level to use Iron Crypts as a lead-in to a module like Citadel of the Demon Prince or The Blackguard's Revenge(think that Revenge might be too much undead after using Shadows, though.)
Thoughts on Shadows
A forum for discussing the many DCC modules published under third edition rules, EXCEPT for Castle Whiterock, which has its own forum.
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Hunter Morrow
- Ill-Fated Peasant
- Posts: 3
- Joined: Fri Jul 28, 2006 6:31 pm
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