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(+1)

The idea behind this module is G O O D. The everchanging mansion slowly locked in is such an interesting idea.

But the zine needs a lot to live up to the setup.

First of all: spell-checking. It’s 2026, no need to have glaringly wrong spelling in a published text.

On the gameplay side:

The players go into the mansion not even knowing there’s something wrong (till they go through a doof the second time) and not getting a hint on how to repair ist, not that reparing everything is the winning condition.

The armors “chase” the party, but may not be attacked, lest all armors turn hostile. But there are neither stat blocks, nor chase-mechanics. Are these parts of the system? Maybe I just don’t know about it.

I may be reading this wrong, but shouldn’t the Arkhams be in the mansion? The background seems to indicate this. There isn’t a NPC or at least a field note in the house explaining anything, even though presumably many went in before (There is something about a captain in the last sentence, but part of the sentence seems to be missing?)

This comment may seem harsh but I think the setup is a great one and you should go back to it and re-do some aspects, to turn the whole module towards that greatness :)

Thanks for this feedback. Yeah, I know spelling should be better even after using Grammarly...  :S Anyhoo, I believe all your gameplay issues were in the module, but maybe I didn't make it as clear as it should have been by using the random tables to handle that.  I was going off a MUD-style explanation, trusting the GM to use the description to lead players to understand that something was missing in the room, but again, I see your point.

Stat blocks are the NPC cards. As for the chase mechanic, it's the travel roll mechanic.  I thought it was clear; I'll review it too. Thanks.

The Arkhams are in the mansion and are found by using the travel mechanic. 

Harsh is fine. Its helpful to know how I can improve, and I appreciate you taking the time to review my module. So thank you. :D