Argh it is! Thanks for pointing that out. I'm hoping to put a 3.0 out sometimes - that'll def be a fix there.
Comprehensible
Creator of
Recent community posts
Here's my route! I tested it, and on the second refresh, I got 95% again. :)

For some reason, the first time I tried to re-enter it, it showed the "the self-destruct button is pressed" scene twice, playing instead the hallway shields event. This meant my bots got creamed. Hitting refresh and entering the sequence again fixed the problem.
The first time I played this, I was getting 66%, swapped "follow bot route" for take "planned route," did worse, swapped "follow bot route" back in, and then got the 95%.
The through line seems to be my first attempts fail, and then doing something different then trying again fixes it. I'm on Chrome if it helps at all - I actually had different results playing on my phone, but it explicitly said phone was not supported so that's my fault. 😅
Hey Rene! I dove into Port Road's Isle and had a great time! I really love the city exploration mixed with fun tactical combat, and the maritime vibes of Port Road's Isle are wonderful.
I ran into a lot of questions while playing, and it'd be really nice to have some clarity before I pick it back up. The thing I got stuck on was that the Port Road's Isle discovery clock is 8 segments long, but there only seem to be 6 things that fill it up (SPOILERS):
- The dockyard fight
- deciphering the siren’s song
- analysis 2+
- defeating the Ctenophora
- the Ctenophora fight (if the fight also counts)
- the brine elemental fight
The game also says that "freeing the tidebrood" ticks up the discovery clock, but there's no mention of a tidebrood past that. Have I missed something obvious?
hi noxnightly!
Generally, a spell “fails” if it produces an unintended effect. When players aren’t under pressure, they’re probably not going to fail spells - experimenting and problem solving together is intended gameplay. When a player has to draw under time pressure or with their eyes closed, it’s more difficult. A piece of a spell could be drawn too big, or outside of the circle, or in the wrong shape. It’s up to the GM to interpret the mistake, which can lead to meaningful narrative consequences.
Making magic doesn’t require a dice roll to succeed, but sometimes the actions around making magic require a roll. For example, making an arrow out of water doesn’t require a roll, but hitting a paper fluttering in the breeze with that arrow probably would require a roll. Mixed successes/failed rolls around magic can also lead to interesting consequences.
I’ll also note that even correct spells can lead to interesting complications. Once, to get across a canyon, my playtesters put a flying spell on a log and flew it across - but they didn’t think about how to stop it. So they were rocketing through the air at high speeds and had to figure out how to get down safely. It was a fun challenge!
Hope this helps! :)













