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Classic arena vibes. I'd like to know more about Magister Agmor: what's his deal? The implied arc is, the PCs overcome all of their rival gladiators and then challenger Agmor in the spire. That could make for a part 2.
Super clean layout helps a lot here as it's jam-packed with stuff but doesn't feel overwhelming. My favourite section is the opposing teams table, some great stuff in there
nice location full of flavour, but quite nedding on the side of content and structure
nice location full of flavour, but quite nedding on the side of content and structure
Very clean layout, and a nice twist on some familiar tropes. I loved the opposing teams each having a gimmick/theme, and the roll table with arena obstacles was very well-done. Great work!
Such a simple and straightforward premise delivered masterfully! I felt like I could run this already from page 1, but every subsequent chapter got me even more interested. Layout is super simple, but highly accessible. Definitely saving to add to a sandbox in the future!
Thank you for checking out the adventure and leaving a comment! I hope you can find some good use for it in your game ππ
Nice clean well-thought-through module. I like how much potential there is in the downtime and general setting for the players to cause chaos, even though they may never find those elements if they just focus on getting through the combat and resting in between. I don't think I understand the effort checks - as the fights (for example) just say to use your normal system, I think it'd be more natural to say the same for the kinds of tasks mentioned here. Otherwise seems very playable though!
Thanks so much for taking a look! Yeah - my intent was that it would be a fairly flexible scaffolding where you could have more of an arena fight - if that's what the players chose, or scheme and plot to escape / subvert the arena. Appreciate the feedback also, something to keep in mind as I edit the final version πΊπ
great adventure in this floating coliseum island! Love the downtime section good job!
Glad you liked the floating arena and the downtime - thanks for checking out the adventure and leaving a comment!
Your welcome. I love seeing making these wonderful pieces of work that feels like a pulp fantasy that you are in.
I was worried it was just a slog through multiple combat challenges, but as soon as I saw the downtime section, I got excited! Seems that I'm not the only one, either!
A few favorite things:
The opponents actually turn out to be completing too. Nice work!
Thank you so much for taking the time to leave a comment and look through the module! Glad you liked the downtime, it was one of the major elements that excited me to build out the module. ππ
This seems super fun to run. It naturally has a great mix of action and intrigue. Great job!
Thank you so much for checking the adventure out and the kind words!
This feels very flexible, and can be highly adaptable to any campaign so that's great! I love the accessibility that the player have despite being imprisoned. The downtime, the arena, and the locations are well made I could see myself running this without adjusting much. Looking forward to your next creations!
Thank you very much, really appreciate the comment! π
I like this one! A βsmartβ party could get into all kinds of shennenigans and one that just wants to fight will get their fix.
It will need quite some preparations due to varying party sizes and ACL, but thatβS what weβre here for :-D
Always for the shenanigans! I wanted to try and support different ways to play through this. Thanks for checking out the Adventure and leaving a comment! π
I rarely like arena combat premise, but you make in interesting by the downtime system. Emphasizing that the activities outside the arena is also important. Now I'm intrigued to run this and hoping that my players trying to overtake the colosseum hahaha.
Thanks for taking a look through! Taking control of the colosseum would be such a fun outcome, I can see the table I run through games trying this! π
I usually don't like combat arenas but I liked how you enriched the premise, like the downtime actions.
Thanks! I really wanted to allow players to focus on what was fun for them, leaning into the combat arena, trying to escape, or even taking control of the location. Appreciate you leaving a comment and taking a look through! π
Very tight visually! I like that you've designed somewhat of a framework for what players cna do in between battles. I also like that there's an easy hook for how anyone ended up here.
I do like trying to incorporate an hook that motivates the adventure, makes it easier to keep everything flowing from the start I find! Thank you for checking out the module and leaving a comment!
as a concept this is right up the appendix N alley. feels like i saw an episode of Dexter's Lab about this once. i really like the idea of a tournament full of freaks where you're stymied at every turn by magical nonsense - weapons turning hot after the battle ends is a GREAT "fuck you" for the party to make them seethe. ostensibly system neutral, but the way everything's written feels more aligned with 5e / battlemap combat than typical systemless fare. there are a few bits of odd phrasing (like in rooms 1 and 9) but overall the presentation is crisp and accessible.
high: the downtime procedures are a great idea and the thing that sells the tournament vibe the best. little vignettes between each fight to flesh out the world and socially maneuver is exactly the setup i want. nice touch on how people treat you better as your fame rises. i would've loved to see a list of patrons to pull from - a table full of rich weirdos would've added some great flavor i think!
low: so......... this is just personal preference, but the inclusion of a keyed dungeon was a miss for me!! i think you had a lot more room to turn the screws here. it's not bad, but it doesn't click for a few reasons
- the downtime procedures already give you something interesting to do between fights. a whole ass dungeon on the side pulls this module in a very different direction mechanically and leaves both halves not feeling fully realized, IMO
- if i'm running an appendix N inspired module about a tournament of glory and gore, the two most important qualities to me are Glory and Gore. i'm looking for big characters, big energy, and big violence. i'm not looking to skulk around avoiding guard patrols for an hour lol. i think if you'd spent this space adding more excitement to the actual tournament, you could have ramped up the energy and really left this thing feeling electric.
- i think there's also a world where you marry the map to the downtime procedures rather than using it as an exploration site. my head goes to, like, a note on the Security Wing that says "Scheme once for a new downtime action: steal one player's gear out per night". abstracting exploration out to the mechanics you already made might've given this a more cohesive feel
in-between: i'm curious how you numbered the map. it looked random at first. i think i almost see the vision - is it roughly the order that areas become accessible? the cells take you directly from 1 to 3, so you pass through 7 but can't immediately get there? am i overthinking this??
nice work overall, i hope to see more from you!
Firstly thank you so much for taking the time to leave such awesome feedback!
You have caught me in my first attempt in a more system agnostic module - 5e and 5e like systems (for fantasy games) is my usual affair. So it was fun going back and trying to pick out where that had continued to seep in. As for the dungeon, I appreciate the breakdown of some of the issues you found in it. Its certainly an area of the module I'd like to give another pass. The numbers run out from general accessibility from the Champion pit. I do think clearer connectivity shown of the rooms and some tweaks to the numbers would make it clearer.
Thank you for giving it a read! π₯
Very clean layout and an exciting premise. Well done!
Thank you for checking the module out! π
Very cool and evocative cover. The layout is very easy to read. It's clean, looks professional and the font choices are excellent. Force arena battles are a classic setup for a reason and this one is a great example of the genre. I especially like that the downtime activities include scheming, which one may expect any players-turned-prisoners to be doing all the time!
The downtime was a fun mechanic to work through - with the arena battles applying a bit of pressure for that escape attempt. Thank you for checking out the adventure and leaving a comment!
The cover is fire, great work. The concept is very cool and I like the downtime mechanic. I wonder if the anti-magic bracelets wouldn't really kick some groups in the face, but I'd be willing to play to find out.
The downtime mechanic was fun to work through and the anti-magic bracelets I tried to create a foil for an easy magic escape with possibilities to over come it, though they are deactivated in the arena during combat - certainly a side of it I'd like to test out more. Thank you very much for giving the adventure a read and writing feedback! ππ
Amazing entry. Great module to slap into any current adventure, easy to tie in, and great locations and map.
Thank you so much for checking it out and leaving a comment! π₯