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bread wizard

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A member registered Apr 29, 2020 · View creator page →

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It's a real shame that generative AI was used for the art here-- there is so much public domain art out there that could easily fit the tone of a 1920s setting.

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Hell Night by Gavriel Quiroga - 80s demon bikers riding out to hunt down dukes of Hell who have escaped to earth.

Black Sword Hack by Kobayashi - one of my favorite interpretations of Moorcockian sword and sorcery into a TTRPG

Glowburn & Radscars by Me - Pulpy post-apocalyptic adventure, built on the Cairn framework and inspired by games like Gamma World

Appx. N Jam community · Created a new topic My "submission"

Hi folks! I discovered in the process of writing my adventure that as much as I tried to trim and edit and format, there was no realistic way that I could keep it within the page limit. I could cut the already terse room descriptions down even further, and remove details that would help convey the mood that I wanted to, but even then that got me to exactly 4 A5 pages and I would still need to include the map itself; I felt that cutting it down that much would be a disservice to the adventure and make it less usable at the table.

That said, the jam was a great source for inspiration, and it was definitely fruitful in that it helped me write a neat little adventure in just over a week! I wanted to share my finished product here even though I won't be able to submit it officially for judging. I present The Soul Jar https://bread-wiz.itch.io/the-soul-jar

Good luck to all of you with your submissions!

To be honest that doesn't sound pulpy to me-- more like the exaggerated "vaporwave" aesthetic that goes a lot further than the actual 80s aesthetic that it's trying to evoke. It doesn't even sound like a real English phrase, just a string of nouns.

It's also a bit weird that when you start a new game after dying, your "fresh" weapons carry over the remaining uses. I just died and when I started, my dagger only has 11 uses.

This is an excellent adventure that is tailor made for a one-shot-- the modular nature of it makes it very easy to control the length of the session, so it's ideal for convention games where you need to be precise with your timing. There's a great variety of encounters too, from combat to puzzles to social interaction, and my players had a great time bargaining with the Witches of Grome for their own souls as well as others!

I enjoyed this quite a bit! One minor bit of feedback: it's "poisoned" not "poisonned"

Ahh I see them now-- it wasn't clear because they're all in the same file, so I would need to first split the pages out and then flip them

This looks cool, but it would also be nice to have a pages/spreads PDF format so that it's usable on a screen too.

Got it, that does help clear things up a bit. I'll roll up some test dungeons soon to see how it works! 

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I might be missing something, but the Corridor portion of the dungeon generator seems to be a bit confusing as written. 

I roll 3d6 to get a corridor length, rolling a "14" (3, 6, and 5). The text looks like it's intending each of those d6s to indicate a stretch of corridor, and I'm guessing that each section should then get a roll on the "Section" table, because otherwise a section that is 1-3 squares in length would always have nothing, and so on. 

However, how would you get "doubles on the section dice" if you're only rolling a d6?

Hello! These are great tables and adventure sparks. I wanted to let you know about a couple of typos I found in the file:

- pg. 5, in the instructional paragraph above the tables, "curse" is misspelled as "course"

- pg. 6, in the instructional paragraph above the first table and in the first table as well, "adjective" is misspelled as "adjetive"