Yeah an edited version is in the pipeline but wanted to wait until the voting period is over. Anything specific you'd like to see from the Alfs?
1pagedungeons
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Something else entirely, wow! I enjoyed the vibe you've set with this courtroom drama crossed witha soap-like relationship tree. Very happy you included a map, because that brings the focus to the courtroom as location.
I agree with other comments that I'd want some parts more fleshed out, but that's mostly a space constraint thing. I'm interested to see where this goes once you discard the shackles of the 4 A5 page limit.
It's an amazing concept that perfectly fits your given title. The amount of content created by the layout of rooms, doors and keys is masterful. Given more space, I could see this dungeon support a full campaign. This is the project I most want to see as a full-fletched zine, and I dont even have a Rubik's cube.
The risk I foresee is: You've mentioned that you opted for more small encounters because you'd assume players could get stuck here. If you're correct, you may want to skew the other way; fewer (monster) encounters with more impact. The current setup has the danger of encounters becoming tedious, without much player agency to mitigate them. The fun thing about the monster rooms like the Rat's Nest is that you can avoid them. Random encounters don't have that luxury.
I'm not very familiar with Shadowdark's encounter rules so maybe take this with a grain of salt :)
Crazy good art, must be said even though it's been said many times over.
I like how this is practically a layer to drape over another dungeon / adventure. I love that, and makes it very easy to insert in an ongoing campaign. I think one awesome way to use this module is by implementing it on a location players visited before (and that's dear to their heart), but has been waxified.
I have to keep this one in mind for that scenario :)
Did you seriously manage to put a system, character creation and a adventure in only 4 (or 3 really) pages? That's amazing. The most astounishing part is that the text doesn't feel cramped at all. Your writing as a really nice flow, yet manages to convey a lot of information. Interesting resolution mechanic too!
You created a solid scenario based mostly on the people, instead of the locations. I think that was a really good move to create the depth in the right places. Although most of the adventure consists of blocks of text, your visual ques and keys made it very clear anyway.
I chuckled at the city generation part. Honestly I think you could've provided a simple city in about the same space, but I love that you took the generator route. More adventures should have those :)
A small rural adventure of a kind I've never really seen before. Love the atmosphere this brings. It's a real slow-burn of an adventure, which is different than I'm used to, but I can see the village coming to life with the right GM. Your excellent writing really sets them up for success.
I love that you use Into-the-Odd mechanics because that means it's easier for me to drop this in somewhere :)
This is an experience! It really feels like a story I participated in through reading the... Adventure? The switch to the dungeon on page 4 is sharp, but it felt like a second act of sorts, similar to the way some of the best indie video games do. I like how you tie it back to the prison at the end :)
Many others have praised the fun mechanics of the adventure, but I want to highlight the way you write as well. You manage to do a tremendous amount of worldbuilding in only a few sentences. "A gravitational studies library from the age of titans" is such a dense (hah!) sentence, and tells the reader a lot about the world :)
If it wasn't clear: I don't think the diversity in play is a bad thing! Once you take down one simulacrum though, I assume the player will be inclined to seek combat to take down the others as well. At least some of the NPCs will be inclined to help them overthrow the status quo either way.
What's the intended power level of a simulacrum?
I loved the cover (front and back), it sets a really strong vibe from the get-go. I had a hard time parsing the instructions. It probably mainly needs a few additional pages to flesh it out. I would honestly love if you wrote out the instructions more as you did the introducing paragraph. I think they're simple enough to afford that.
I adore the "things known" mechanic, I'm sure you can write a heap of adventures (or an entire system) surrounding it. It neatly ties together the history of this place with its current situation. And you've managed to have that current situation be dynamic as well!
And that's not even mentioning the layout, which is very effective and easy to process / reference. Would love to see more work like this :)
A lot of content was pumped into just a few pages, which is done very well! Like others said, I think the map is the highlight of this adventure. The main nitpick I have is that the text is sometimes hard to read (especially the map's legend), but that's nothing more than a small fix. Really good job :)






















