Already working on it. 👌 Glad you like the supplements, thanks!
By Matt Kelly
Creator of
Recent community posts
Thanks for the feedback, greatly appreciated.
Card mechanics: You can roll dice twice or draw cards once for same result. :-) Also, the encounter deck introduces uncertainty in its own way: by only drawing 20 cards into the deck at setup means some events simply won't be part of the adventure. GM can also choose to load the deck at setup in different ways (eg draw more spades than hearts, or select specific cards). And cards are just an awesome mechanic that is under utilized (under appreciated?) in RPGs.
Locks: Borrowed from Errant and inspired by Prismatic Wasteland blog post, I specifically wanted to make an adventure that used the locks. This jam was my excuse. :-)
Also, the Cairn approach is to create the world and just put the players in it. Not about "balance" or guaranteeing success. Up to them to be creative and problem solve. Up to GM to make rulings. However, there are avenues to help the players in this adventure: library can answer questions, there's a lock manual the players might find, and the Queen can answer questions too. I had a fourth way the players could use to get help with the locks, but cut it because of space limits.*
Also, it's possible for the same lock type to show up multiple times. PCs can learn from and apply previous experience.
* I cut several things because of space, might release as supplements.
Hi Diego. This is an ambitious project. Nice work. I'm excited to follow along. I noticed two things about your ItO/Cairn stats:
* CHA is an Electric Bastionland stat, not ItO/Cairn. [edited]
* Mythic Bastionland uses 2dX or other multi dice rolls for damage. ItO/Cairn do not. [edited]
Don't know if this changes how you want to label your work.
Highly recommend! Recently finished a play-by-post game, converted to Cairn 2e system.
As a GM, I found it a really interesting small dungeon setting with several equally interesting hooks – lots of flexibility to fit into our campaign and space for GM creativity
There's good texture to the dungeon: not every room poses a threat so players can rest and tension can build. It can be as deadly or as mysterious as you want to make it. Multiple pathways to explore the entire dungeon. The monsters are interesting and deadly. There are a few weird little NPCs for players to interact with. There are a few small riddle/puzzles (which the players solved way faster than I expected).
The artwork and zine design are top notch!
This adventure is very cool. I don't own or play His Majesty the Worm (yet) but should be easy enough to convert to another system. I really enjoy the vibe and aesthetics. The artwork is top notch. Some clever ideas in here. Very cool how the adventure is designed to slot into an existing campaign. Great work! Any plans for a print version?












