I must say I began reathis train trying to find a reason to not vote a perfect score but I honestly can not find one. While I am not overly keen on you wake up in an unknown place with unknown people, this actually works. It's a tad odd but it works. The map did wonders for me as well. All in all I didn't find the plot uberly unique but with all the little extras it just works. KudosGo to Comment
This sub all but screams "convention material, run me at the next RPG Con!" A straight forward adventure with a clear end goal, and a unique way of brining the party of adventerurs togther at the begnining and encouraging team work. It can be run as a one shot not only at cons, but to intro new players to rping, or to showcase a new rule system for veteran group.
It also makes for a great one shot horror game to run on game night when you are missing a couple players but want to game anyway.
I share Silveressa's opinion, it's great for new players and seasoned veterans alike.
Instead of being the starting point for the PC's venture, it could be introduced pretty much anywhere throughout the course of a campaign.
Brilliantly written, excellent presentation.
5/5 for you sir!
Notes from running the dungeon with my group:
Exploit 1: The Cure was intended to be a way to force the party into a confrontation with the Beast on its terms. Instead, the party decided to grab a random selection of every plant out there that looked as if it could be ready to bloom, and plant them in pots within the Servant's Quarters, in the hopes of foiling the "flower that only blooms at night" ploy.
Exploit 2: Spell components. Because it was a wizard's tower, the party alchemist was able to find ingredients for almost anything, including sleeping potion (which could be used on the gryphons and even the Cat).
Things I wish I had done differently:
Wish I had included more opportunities for combat. The adventure was intended to provide a way around almost all combat, and that's fine, but it would be good to include a list of optional combat encounters that the GM could throw at his/her players if things start to lag.
Here are some ideas:
I could also have included a few more non-combat disasters. What things could go wrong or out of control without the wizard's direct oversight? Automated tower responses are a rich area that I didn't get a chance to explore.
I needed a better mechanism for deciding when the clock would chime. Probably rolling a die every 10 minutes?
Finally, more thought should be given to the werewolf's behaviour during the day. I think it would generally refuse to go outside, but what if the alarm goes off in the Wizard's Quarters? What if the party flees outside into the daylight? Who knows how a werewolf would react in those situations?Go to Comment
I love this. I read "Sea of Snot" and braced for sillliness, but this isn't silly at all, it makes perfect sense from the legend on down. The little creature details are great as well, giving the place a weird brand of "natural feel" and verisimilitude. Nice addition to the Great Woses!
Plot Hook: The Snot Sea is drying out! What gives? The ogre shaman starts panicking. Is Gluumraag angry? Now the foul ogres have no choice but to seek outside assistance. "We need to kidnap a drooo-id (PC) asap!" Will the PCs help? Is the snot drying out an environmental problem worth investigating? Or is it good riddance!?
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P.S. What is an Organi? Link not worky
Very well done, and quite evocative; especially the extra details of its denziens.
As an added bonus I can see this working equally well in space faring sci-fi campaigns as either an isolated phenomena on a planets surface, or an entire ocean of thick goop, (With the orcs replaced by equally exotic alien tribe posessing lost relics of a far advanced civilization long since extinct or devolved into proplasmic goo.)
Great stuff! (Likely the first and last time I will ever say such about anything to do with snot.)