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(+1)

Really enjoyed the three different gods, their descriptions and weird influences. Great use of the theme!

Maybe it’s me, but I felt like a reorganization of some information could make it easier to parse the adventure and figure out how to run a bit more easily. One part that could be made more explicit, for example, is that 6 really is connected to A. 5 and G already have a connection that is called out. The exit between B and G (described only in B) doesn’t help reading the map, and I feel like it could be erased and the dungeon would be easier to read without removing much from gameplay (there’s already an alternate entrance/exit anyways)

Maybe another thing to think about is about the role of the travelling merchant there. It gets mentioned twice quite early in the module, then never again. Feels like the merchant should either play a bigger role in the adventure, or maybe get removed. I could see my players learning about it and hyper-fixating on it as a possible solution to some of the issues.

(+1)

Thank you for the clear and specific feedback! I agree the mine-to-town connections could be more explicit in the drawing, keying, or both. The dungeon does have a lot of loops doesn't it?

Rightly or wrongly, I intentionally put in a bunch of stuff for the GM to use that I don't have answers to. The Esoteric Order of Sanctified Knights, more idols represented on the box, worm tunnel fork and blocked mine exits. The traveling merchant was one of these things, intended to allow a Warden/GM to graft onto him whatever they needed him to be. As a character, I saw him as a kind of cross between The Dark Tower's Man in Black and Majora's Mask Happy Mask Salesman. But as always, no plan survives contact with the players and I could definitely see a party chasing his trail while bad things are left to happen in town. I wonder if Spawn can fly to the big city...

I'll revisit these things after the jam. Thanks again!