The adventure its self is well written with no investigative dead ends or stumbling blocks. Additionally the adventure is well paced with a good mixture of investigation and combat. The combat is scales to larger and larger fights as the adventure nears it's climax.
Louis Agresta created two Adventure layout innovations that I feel compelled to share:
- A NPC template that assists the referee in the characterization and dissemination of NPC knowledge.
- Trigger Tracker - A tool for tracking the attitude and response of interested NPC's and Groups.
NPC Template
Name, Age, Profession/Role
Stat Block
Volunteered:
In character Statements, facts, warnings and threats given freely during the encounter.
Friendly
If the PC's act in a friendly manner they may receive the answers to:
Question 1: Response
Question 2: Response
...
Skill checks (psychology, Fast Talk, or idea rolls) that must be passed to coerce the individual into answer:
Question 1: Response
Question 2: Response
...
Physical:
Skill checks or amount of damage that must be done before the individual is compliant enough to answer:
Question 1: Response
Question 2: Response
...
Consequences
A discription of how the actions of the pc's change the values in the trigger tracker table. Examples would include
If the PCs made contact add a mark to group 1
If the PCs were mean to remove a mark from group 2
Trigger Tracker
Personality | Marks | Threshold | Event or Action |
Npc/Group 1 | 2 4 6 | Name of Event 1 Name of Event 2 Name of Event 3 | |
Npc/Group 2 | 4 | Name of Event 4 Special: The event only applies on after other events or at a specific time. | |
... |
These two innovations would be very useful to mystery/investigation games; and would have utility in non-linear open plot (Sandbox) style campaigns.