I can take a critique and am happy with a 3. :) Don't be scared just because I expect to be catered to because this is my site and I can view what you vote on me and I will check and deduct XP from those that vote low. Really, no worries. Your losing XP won't bother me a bit. Go to Comment
Man, you are in the queue! We would get to you eventually. No need to stress around it. :)
You should really post more often. I can tell by the typos (particularly in the first part of the sub). The submission itself is basically okay with a few nice touches - the moral seems very appropriate. One should still wonder about the source of the cure, but in most settings that shouldn't be a problem.
I would still add a little twist of some kind, or at least the potential for it. No need to invent some overarching dark intent: let's say the cure works as expected, and the PCs miraculously save the whole region - and suddenly, they have become a challenge to local powers. That should provide sufficient fun for a few more games.
There, you get a 3. And if you polish it a bit more, who knows, the vote might be even updated. :) Go to Comment
I like the plague-child, nothing quite like a creepy-dead-girl or almost dead girl to freak out more sensible players. Her rhyme is nice as is the combination lock on the mound door. The rest is okay. Go to Comment
Nice quick little encounter. A great way to help players illustrate their character's personality. And as with all good "tests", it focuses on morality. (I like how it is an "evil" looking Dark Shadow, Giving Healing and teaching morals.) Go to Comment
I truly enjoyed every part of this. I thought it was atmospheric, moving, well contained, with an appropriate reward. It might have done with a bit of background but in this case I don't feel it was really nessecary unless this 'dungeon' was to be linked to a greater plague theme in the campaign. Players never understand that stuff anyways.
On the note of players not understanding things I could totally see my group instantly forgetting the poem or not even thinking to apply it to the entryway. I don't understand but something happens when you put the 'player' hat on that makes you completely oblivious to nuance and detail. Go to Comment
Mazetown stands right around the entrance to the Maze, and its whole economy depends on the people coming to visit the ever-changing and apparently sentient dungeon. They don't get all that many visitors, but the ones that do come tend to be rather generous in their spending; after all, if anything you take inside vanishes as soon as you go in, and everyone who manages to come out usually does so with fabulous treasures in tow, why not spend your coin on R&R before getting started?