Oo nice, I'll check it out!
It was funny, we got to those prompts after the session and just rolled to see what we'd get. But it changed how I saw the story in my head after rolling them
We wrapped our 3 session run of this last night! It was excellent, we all had a riot running around the Siq.
Ended with the ship drifting in the void without life support, two androids on board sealed up in the cryo bay (containing a comatose Tovo and Chase in cryo) with the plant creature roaming the vents. A marine drifting nearby in the lifepod
Top stuff!
Picked up a copy of this from Peregrine Press here in Leeds, UK and had an absolute blast running this at the weekend.
This is really well put together and I think the art is excellent throughout.
We wrote our chronicle out on a scroll of drawing paper and it created a really cool artefact of the game for us to keep as a souvenir after the game!
I did a handbrake turn on my rpg night plans when the pdf was released yesterday and me and my group got through the first half or so of the scenario. It's really great!
I love the map file which i just shared with my players and they loved having a deck plan to go off. Excited to finish it off soon
Great town with a problem module this, really like the kraken egg calling out to the townsfolk and the potential for merfolk to get the blame here. The merfolk scout posing as a mute elf is superb.
With more space, would have been great to have Holly's Hollow fleshed out and turned into a little dungeon but understand that probably not feasible to fit in alongside the town.
Also great torn cover idea! Love that
LOVE the cover and moon blight piece here. The latter gives me Erol Otus vibes, bravo. Like other comments below, I was really after a map to help me visualise the library but I understand space is tight.
The tidal flooding room was cool and I liked the clues pointing towards where the blight can be found.
Good luck in the jam!
Thanks you! It's definitely implied they're the Fingers in the glasshouse yeah.
I had a longer description of the Green Hand (detailing the different Fingers, Knuckles, Nails etc in the gang) and this included their plot to be reincarnated in the garden should something happen to them, but it all ended up getting cut for space and left more ambiguous (hopefully not too cryptic in the end!)
banging cover, I was hoping for a bit more in the room descriptions and some of it left a bit too much the gm to fill in I think. Adding a random encounter table and pinning down some of the rooms would be better i think.
Rather than leaving it as 'perhaps a bobcat or small bear', making it a specific creature that has this specific reason for being there and fits the theme. Similarly the Jotunn sounds amazing, but I was left wondering what their name is and why they're there.
Cool well of secrets concept though for sure, I could see this being a useful location to have hinted at on a rumours table.
this one is bonkers, and really out there stylistically compared to the other entries I've read.
I love the trials and the badass who'll come to your aid in 1d4+1 turns (his npc portrait radiates cool). The sense of creeping dread I was getting as you progressed through the trials was great.
It's really dense though and I think the layout for me strayed into being too busy with more handholding needed on where to start with each section.
Overall. Really cool and deserves to do well. Super impressive if this is your first effort as some of the comments suggest, excited to see what you do next!
Great little village with a problem module here. I really liked that the players may find themselves sympathising with Mira and begin to suspect the villagers are not so innocent after all.
Also I think I recognise the map from my very first adventure over on dmsguild, is it Dyson Logos? Cool to see it again here if so!
Man this is really great, there is so much here and it's all very actionable stuff with lots of crunchy bits for the players to chew through.
The art slaps too and really complements the worldbuilding here. The leshy is brilliant and really harks back to some of those early D&D modules.
I just wish the layout was less crammed in, you're bursting at the seams here and I think this one would have really benefitted from using all 4 pages allowed in the jam and giving the excellent stuff here some breathing room so it's a bit easier on the eye.
Layout aside, this is top stuff and I really hope it does well in the jam. Those squirrel Knights are so noble and deserve all the recognition they can muster!
chasing after a thieves guild and finding them ripped to shreds or ghouls is pretty terrifying.
I found the random table smart and evocative, especially suggesting the results go higher on a reroll if they're deeper in the dungeon.
I wished there was a bit more in some places, the hooks for example, but space is tight and there's a lot packed in here so imagine it was tough to squeeze it all in!
Anyways, great stuff here and hope you do well in the jam!
enjoyed this one a lot, up there for best cover in the jam for me!
Some of the encounters I could see being pretty spooky, especially if folks start getting pulled into mirrors. I liked the guards with their grim smile leading the pcs towards the entrance too, great framing device. Anyhow good luck in the jam!
Great art and map, I thought the cameras upticking the random encounters chance was a cool idea. Fun thinking through how an adventuring crew would cause chaos here.
I was getting strong Highland Paranormal Society vibes while reading it, don't know if Nate Treme is an influence? Anyhow, great stuff, good luck in the jam!