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The art and concept are both really interesting! A little town with a dark secret.

I think these kind of loosely scripted event-based adventures can be tricky to run because they often rely on PCs taking a specific action. In this case, I'm not sure what motivation the PCs would have to check out the vineyard house basement. From what I gather, the PCs are hired as caravan guards to protect the shipment on the road and not to raid the vineyard. After the first attack, I think a GM would need to add some clues/hooks that encourage the players to investigate the vineyard. It might be easier instead if the characters arrive in town in the immediate aftermath of the first attack, and a desperate victim/witness can provide some direction to the source for the players.

I also wonder if it would be a more interesting development to have a targeted revenge curse. What if specific NPCs were called out as members of the angry mob responsible, and only they were the targets of the vengeful mannequins? Some families could be broken instead of completely wiped out. Damaged characters being more compelling than dead characters and all that.

Thanks for engaging with the adventure! I appreciate the insight.

 It's true no explicit hooks direct players to the Kugo basement.  It's just as likely that PCs decide to try to run for it, try to fortify the village, or try to escort villagers out of the area. No advice in the module exists for any of those scenarios, which perhaps lead to this module missing the top 8 in the jam.

I also considered their revenge being more targeted! I was originally inspired by "The Fog" where misty ghosts come back to punish the leaders of a town.  My tastes veer towards over-the-top, so I opted to push it a bit farther.  Restraint might have made for a more interesting story, in this case.

(+1)

I'm sorry it missed out on being a finalist, it was in my personal top 8. Great writing and art!

Nice to know about your inspiration, I can definitely appreciate the more extreme consequences.