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No nonsense good old crawl-the-mine adventure with a eco twist. Pretty good, with a good finish effort it could have been very good. The map is my favourite feature
Solid mine crawl with dangerous, avoidable, and funny encounters. I like the ecological theme. I wish I knew more about the town since the river spirit feels more like a victim to me and I'd want the town to get some comeuppance, but I'm not sure you have the space for it. Nice map drawing, though I wish it wasn't so far from the keying since I had to do lots of scrolling. The basilisk, earth elemental, and molemen make me wonder how this town was able to mine at all! Good work.
Once judging is done, take a look at your affinity file, you might be able to resize it to A5 so you don't have all that white space.
Mine diving is a fun premise and the module stays true to this theme. The layout is odd, though, with too much white space. The content would profit from expanding (i.e. a random encounter table) and an additional editing pass. Overall lots of good ideas and probably fun for a referee willing to put a bit of work into it.
This adventure has a great premise, but its mechanics present some balancing issues, at least from my read. The room collapse mechanic on a random d10 roll is overly punishing, it can cause an unpreventable TPK or completely block off the main central corridor if hit room5, breaking the whole dungeon navigation. Furthermore, placing a key spell in Room 9 under deep water makes it excessively difficult to retrieve without specific preparations, that may not be available. My personal feedback is that it's full of fun ideas, but needs some smoother balance tweaks.
What an awesome entry. Cave diving sounds fun, and I think the module does a good job of that. There are some parts that doesn't sit with me just right:
Overall, I can still feel the idea from the theme, and I say it was well done executed. Amazing effort nevertheless. Good work!
This is a really solid adventure. I think you do a great job of very concisely setting the premise up and putting obstacles in the players' way in the form of encounters and potential enemies.
I think if I were to run this as a GM, I might try to build in some hints about other ways to tackle the problem. If I were a player, I would definitely want to find a way to purify the elemental, restoring balance and all that good stuff. To that end, as a GM, I might also have notes spelling out:
I'd also probably prepare for a less virtuous playthrough by thinking about what would happen if they just decide to kill the spirit and leave it at that. Maybe their village lies downstream and they'll have to live with the consequences of the pollution.
I say all that because I think that even though space is limited, a brief nod to it on your cover page may go a long way in helping the GM to plot out what that might look like.
Great job!
Nice adventure!
Nice clean layout. A sticky situation. Dynamite and powerful spells. Fun!