as a concept this is right up the appendix N alley. feels like i saw an episode of Dexter's Lab about this once. i really like the idea of a tournament full of freaks where you're stymied at every turn by magical nonsense - weapons turning hot after the battle ends is a GREAT "fuck you" for the party to make them seethe. ostensibly system neutral, but the way everything's written feels more aligned with 5e / battlemap combat than typical systemless fare. there are a few bits of odd phrasing (like in rooms 1 and 9) but overall the presentation is crisp and accessible.
high: the downtime procedures are a great idea and the thing that sells the tournament vibe the best. little vignettes between each fight to flesh out the world and socially maneuver is exactly the setup i want. nice touch on how people treat you better as your fame rises. i would've loved to see a list of patrons to pull from - a table full of rich weirdos would've added some great flavor i think!
low: so......... this is just personal preference, but the inclusion of a keyed dungeon was a miss for me!! i think you had a lot more room to turn the screws here. it's not bad, but it doesn't click for a few reasons
- the downtime procedures already give you something interesting to do between fights. a whole ass dungeon on the side pulls this module in a very different direction mechanically and leaves both halves not feeling fully realized, IMO
- if i'm running an appendix N inspired module about a tournament of glory and gore, the two most important qualities to me are Glory and Gore. i'm looking for big characters, big energy, and big violence. i'm not looking to skulk around avoiding guard patrols for an hour lol. i think if you'd spent this space adding more excitement to the actual tournament, you could have ramped up the energy and really left this thing feeling electric.
- i think there's also a world where you marry the map to the downtime procedures rather than using it as an exploration site. my head goes to, like, a note on the Security Wing that says "Scheme once for a new downtime action: steal one player's gear out per night". abstracting exploration out to the mechanics you already made might've given this a more cohesive feel
in-between: i'm curious how you numbered the map. it looked random at first. i think i almost see the vision - is it roughly the order that areas become accessible? the cells take you directly from 1 to 3, so you pass through 7 but can't immediately get there? am i overthinking this??
nice work overall, i hope to see more from you!




















