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A member registered Nov 27, 2021 · View creator page →

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No worries, and I will!

I just found time to download it and love it, especially the hex map.

Any chance of adding fillable fields for some parts? If not I may go ahead and do that to my own personal copy... But in the meantime I will be printing and laminating these for use with dry erase markers!

I, too, love astro-zombies!

I tried to get a rating in before the deadline, sorry that I was late!
I like this module. It's a good dungeon, very on theme for Appendix N/Elves. It feels otherworldly in a fun way. I could see dropping this into a hex in a forest or putting it on a rumor table for sure. Treasures are excellent, some simple but nice and evocative while the urns in room 11 also present an issue of how to carry them back to safety. Oh and goes with out saying that the alliteration is great.
Great job!

Glad you like the cover! I am pleased with how it came out and it inspired me to start messing around with more in the photobashed style.

I agree with you on the format. I had a different style more like you said at first but just could not fit everything. I really really want to re-do this as a zine with a few extra pages so that I can make it easier to read at the table. If I ever do that I will let you know.

Thanks for the feedback!

First of all, the writing is excellent. Very pulpy and feels right at home in the Appendix N. Art and design are really good, love the map on the cover page; clever way to save space! The twist is nice, and the puzzles are good. I like the monsters (especially the Geometric Wraith, which I will likely steal for my Vaults of Vaarn game as it fits right in haha). Finally, I like the clock. It's nice to have it built into the adventure so that the game master can just use that tool to drive the action forward. Great job, I would run this for sure!

Thanks for your kind words! I personally disagree on the presentation but I guess I am my own harshest critic haha. I will likely run it soon for a good playtest and then may do some updates after the jam. Glad you like it, if you ever run it please let me know!

This would work nicely as something to put on a random table for a travel encounter. I like the creatures, magic items, and dungeon layout. I like the basic interactivity and it feels like a good dangerous location without being punishing (Something hard to do in D&D 5e IMO). Also, good job keeping it nice and brief in the right way for a 5e adventure. Appendix N wise, the theme of ancient uncaring evil fits, as does the insect and cave stuff. Good job!

I like the gothic horror feel; the situation is both sad and scary, and the addition of some factions and political intrigue is fun. I like the clue system with rumors as a nice easy way to world build. Overall, a good entry and a lot to play with. Personally I would make it clear that if Death is set free, the Unmortals are also freed to pass on (Thus if a player dies, they have an impactful choice to make). Great idea overall!

Very cool read. I love the monsters, magic items, and that some problems have no written solution; best for the players to figure it out. Time shenanigans are fun as well (even if they can be a little tricky to run) but I think Shadowdark would be a good system for this because you could just use the Torch Timer mechanic to make it work.

Some nice evocative ideas here (the water making you thirstier is great) and the cover is lots of fun. Great job!

Thanks very much! I wasn't thinking Mothership but since several people mentioned it I should try running it with that system! I think I am going to expand this idea into a bigger project for Vaarn; explore the space junk/abandoned ships and stations, etc floating in the atmosphere around Urth. Maybe I will look into making it compatible for both.

Thanks! For the cover everyone else was going classic pulp, but I was feeling 80's/90's Airport novel. Vaarn is fantastic, it's what I am running now so everything I am making is something I can put in my game. Def check it out, and the 2e book is on backerkit now.

Works for me!

The title matches the content really well. I could see this having been a real sci-fi book from the 70's that was actually some kind of self help book. Love the art and layout. It's easy to read. I think playability would depend on the group. Some players would LOVE this and others would bounce off. But you could also extrapolate it out into a very OSR style dungeon if you wanted that detail; very OSR in how you can tackle challenges which I like.

Would print for the art alone!

The title matches the content really well. I could see this having been a real sci-fi book from the 70's that was actually some kind of self help book. Love the art and layout. It's easy to read. I think playability would depend on the group. Some players would LOVE this and others would bounce off. But you could also extrapolate it out into a very OSR style dungeon if you wanted that detail; very OSR in how you can tackle challenges which I like.

Would print for the art alone!

The covers are great, especially the very clever use of the back cover. Wish I had thought of that! I like the adventure, the dungeon map is an excellent example of an abstract map, very usable at the table. I like the long dead civilization (Very Pulp/Appendix N) and the environmental challenges that feel logical to the space. A bit confused by the sniper seal haha. But if it felt out of place in the campaign its easy to leave it out.

Would print and keep in my adventure binder. Oh and the stairs in room 6 are brilliant, stealing that idea for home games!

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Love the cover (Space Skeletons! High five!). Like that the horn teleports adventurers from across time and space; you could throw this into an existing campaign as a palate cleanser or side quest. That helps it fit the Appendix N theme as well.
The dungeon is pretty basic but that's not a bad thing here (and it works logically with the story). Maybe a little more looping would be nice.
I like the monsters, and like that Gan has one of the magic items on him.
Overall, would print and keep in my binder of adventures!

Thanks very much! I should really try Mothership sometime.

Thank you so much for reading and rating!
My original idea was a little different but I am glad how this turned out. Honestly I am just writing things to use in my Vaults of Vaarn game haha. One thing I wanted to capture is that maybe the player characters don't know where they are (or don't realize that they are in space). Not quite sure I got that across but when I play test it I will emphasize that part.
I know several of us who entered this jam have said they want to do an expanded version of their entry; I could see this one benefiting from that and being a pretty slick adventure.

If you ever use it (no matter the game or system) please let me know!

Cool, will think on it!

Looking forward to getting my title! Question about the A5 format; how strict is that? Would a tri fold pamphlet work?

10 out of 10 Customer service haha. Thank you very much!

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I printed off a few copies of this today and its fantastic! A quick question; what do you think about a version that has the icons removed from the legend, and the names of the terrain types removed from the Terrain generator (Maybe just replaced by blank lines to fill in).

I am working on a hex crawl for Vaults of Vaarn and this would be a great tool to use, but those details would be different in that setting.

Loving your work! I might try and run Sea Kings sometime.

Hexcrawloween community · Created a new topic Hex map size

I am sure its not THAT strict but what are your thoughts on a slightly bigger hex map, with at least 20 keyed hexes? I recently did a jam where the hex map was pretty small so would like to make something a tiny bit bigger maybe.

Hell yeah, that sounds great! I just wrote this for fun so steal it verbatim if that works for you. I had a few ideas for how this might work but have been running Delta Green and rolling lots of d100's, that ended up feeling just right. Felt like the right way to replace GLOG Doom's as well since I wanted the rules to remain classless. The Cairn GLOG magic rules were a big inspiration as well.

If you end up using something like it, let me know!

That's almost exactly what I was thinking. Start out at Vela's Table, you have access to north or south for two different styles of adventure! If you ever use it (or use parts of it) please let me know. In the meantime I have decided to expand it into a small zine so watch for updates!

That's awesome! I am so glad you liked it and found it useful.

Thanks for the excellent product!

I love the layout, and plan to print my own! But I was wondering if there are instructions to do so. I think the "Booklet" print option in Adobe Reader will do it. Any tips?

Good catch. I guess the idea is that if there are no revealed cards and you hit a landmark, the landmark is wasted. I have another idea (A landmark prevents a setback from happening). I will update it with that instead.

Thanks again!

That actually is mentioned during the Navigating the Maze section, but I will clarify the language so the two sections match.

I also feel that forcing them not to collaborate is not the greatest feeling. In practice though I found that the game was far to easy when all the players could just work together and it undercut the spirit of the mini-game. Maybe I will add something that chalks this rule up to how hard it can be to describe directions to someone else in real life (That's always been my experience).

Thanks for the feedback!

Reading through it, really like the content, very creative!

This is real good! I will print it off and stick it in my GM binder for sure.

This was fun, it was great to work on something and actually share it! If you check it out let me know what you think.

The page is a bit bare bones right now, will be adding some sample mazes later today if I get time along with a nice banner or something.

Plugging away!

Shared it over on the Runehammer patreon discord. Some really creative folks there!

First entry! I am reading through it now. Some thoughts;

  • I love adventures that have some random tables to help decide what is going on. Your table for who or what is behind the demise of the colony makes the adventure fun to replay for the DM.
  • The dark secret for each PC is also a nice simple touch to set the mood!
  • For the alternative start, maybe the players could be sentenced to Transportation for their crimes (And the players could make up what their crime was). Since you have some historical inspiration that might work well here.
  • Good, simple ship combat system.

If you wanted to add more to the adventure, I would flesh out the search for what happened to the colony. Perhaps a few bullet points for what each of the four possible bad guys, and a small hex map or point crawl to explore.

I would run it!

Ludifex:
https://www.reddit.com/user/ludifex/

I have noticed him on there posting about Knave/Maze Rats/Questing Beast videos.

Hi Taylor, that's all I am worried about. I want to give the right attribution because the creators of the game deserve it. I will check with Questing Beast directly for my specific entry. Thanks!

Just wondering if anyone knows the best way to do this. My submission is going to be for Maze Rats so I think it will  be pretty easy (and I can reach out to Questing Beast on reddit) but are we required to add things like creative commons license, attribution to the authors, etc?