Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

a hobgoblin

192
Posts
62
Followers
8
Following
A member registered Aug 11, 2024 · View creator page →

Creator of

Recent community posts

(2 edits)

Great scenario for a mothership module! Nicely packed and usable station!

A few favorite things:

  • Awesome highlighter sketches and excellent map
  • The room descriptive details really build the story for the players
  • The risk of crystals spreading to the crew’s ship

“…with an unsettling hiss that goes on far too long, the airlocks open…” Great tone and honestly a solid submission all around. 

A few favorite things:

  • Fun and useful magic items (argh, matey!)
  • Good variety in the swamp scenes
  • The wrinkles coming up on failed navigation tests. (Snail Trail!)

Definitely a fun and runnable little Trail through the fae swamp after pirate treasure! Great work!

I <3 U

(1 edit)

Wow, nice 5e presentation and an excellent 5-room-style dungeon! I imagine players will rush into the false tomb after passing the illusion, which means it's a successful diversion! A cue could help pull them back into the prior room, but the DM could easily improvise it.

A few favorite things:

  • The Introduction's boxed text! Perfect to just read out to the players!
  • The illusion sequence, really clever
  • Epic boss battle after the false tomb! With great treasure!

Honestly, this is one of the most usable little dungeons. With a little tinkering with the backstory, I really might drop this into a campaign.

(1 edit)

Very abrupt shift there threw me for a loop, but really cool concepts and good execution!

A few favorite things:

  • Steps for quick, compelling characters
  • Killer layout and font choices
  • Awesome message chain concept

“adhere to your programming…” very clever!

Ah, since it's reusable, that would definitely make sense! Great work!

(1 edit)

Great vibes and tight module!

A few favorite things:

  • Inclusion of SD mutations
  • An epic and intriguing titular monster
  • The idea of a lost civilization powered by ebony ichor

I was surprised that the Codex phrase only earns players 1 round of an incapacitated Horror, if any, but I suppose it is Level 12!


“A horrific abomination to most, an angel to some, in reality a nigh-sentient artifice of a bygone era.” Very cool!

A few favorite things:

  • Multiple usable maps!
  • The idea of divergent Martian groups
  • Oshara as an intriguing character

“The blade has already pierced the artery, and now all there is left to do is bleed.”  Siiick!

Thanks for the comment! 

(3 edits)

I was worried it was just a slog through multiple combat challenges, but as soon as I saw the downtime section, I got excited! Seems that I'm not the only one, either!

A few favorite things:

  • Tidy little effort checks system to suit whatever creativity the players can muster
  • The Colossal Arena rooms offer many different levers to pull or avenues of escape without getting complicated 
  • The arena features actually seem quite varied and fun!

The opponents actually turn out to be completing too. Nice work!

(1 edit)

Thanks for taking a detailed look and for the kind words! 

Fair criticisms!

In the Travelers event, I tried to do much with few words to fit the space! The intent was for the caravaners to approach without realizing that the party includes bellkeepers, and that it might reveal itself during the interaction. That could lead to revealing the bellkeeper “secret” to the players or reinforce the impending sense of doom. Or, fingers crossed, something wild like a kidnapping of a caravaner!

For the PCs, the main mechanism for influencing the story is the NPC clocks, and apart from the escort mission itself, I see how that might feel limited. Expanding the locations into a proper point crawl with more varied locales and further choices is something I would have loved to do with more space. I had a third Bellkeeper NPC at one point, but felt that Ash and Yalla would be hard enough to manage and needed the space!

(1 edit)

I enjoy the writing style and the labryth itself is quite runnable!

A few favorite things:

  • The iconographic maps
  • The creative relics
  • The hedges that can be used to make your own path!

Tidy, one page dungeon! Charming art and very easy to run! I like the idea of the Kaos Twists to handle fumbles!

Wow. That cover is incredible. I love the tape texture over the Appx. N Jam sticker. 
A few favorite things:

  • The Melody as the incomprehensible combination of all possible sounds, really cool concept
  • The suggested ways to resist the melody—all compelling with creative points of failure or drawbacks
  • Events for each segment and route! Lots of possible complications

Thanks for taking a look!

Returning to where the character had been before does seem like the implied ruling, but I do kinda like the unstated flexibility!  

Ah, that went right under my head!

Actually, I just realized the map is keyed with a "W" instead of an "M". Unplayable. ;)

(1 edit)

Wow, now this is something I could and would actually run! There's a lot of action and visual noise, but it all still works for me!

A few favorite things:

  • Amazing maps, useful for the point-crawl and cutesy (kitty-panthers! Also that balled-up Mrepytun)
  • The alert level and random building interior usage in F, really tidy!
  • A lucky mustache!

I love how you've made the Between Worlds aspect thematically cohesive and mechanically relevant. One question that the GM can easily rule, but I wonder how you intended it: apart from the initial entrance to the Realm of the Dead, where does a player's spirit project after dancing? Do they always follow the point-crawl from the start, return to where they were before waking, or (for convenience's sake) pop up with the rest of the party?

Really, really cool module!

Wow! I would love to hear if you run it. Thanks for the kind feedback!

(2 edits)

Quite the Jurassic event here! Great details and concept.

A few favorite things:

  • The core Stop the Clock conceit, good direction on clock advancement, and it sounds fun to run into a corrupted hex or blocked passage between hexes
  • Fun, bonified environment descriptions in a clean layout
  • Inclusion of interesting factions

The Burrow Fields, Tar Pits, and Shatter Flats have amazing and unique descriptions, but they mechanically all feature ground characters might fall into. I may only have noticed this because they were listed sequentially.

@chipsandsolstice mentioned this, but I'm not entirely sure what “secrets of fossil knowledge” means, though it seems to be important. I would probably rule that this means investigating a landmark; however, the Stop the Ritual Clock supposedly advances "when the party uncovers fossil knowledge and also when they uncover a secret of a landmark." I might have missed something, though!
Nice work! I imagine running this and nerding out over dinosaurs as prep.  

Thanks for the attention to detail and kind words! If you do run it, I'd love to know how it goes!

(1 edit)

This is such a complete package! Great map and detailed areas, magic items, and even a patron! Feels very Appendix N as well. Uses Shadowdark-isms very well!

A few favorite things:

  • OF COURSE, the shifted eras for each room.  I like that they're written as suggestions, cuing the GM to be creative!
  • Astral Gem's high risk and reward
  • Time's Needle itself being the pin between times and a very cool treasure

I ran into a couple immediate questions. Can Yasha-Gok be freed (and eaten :))? Is Time's Needle just plucked from the air? What happens, time-wise, when it's taken? But those could easily be ruled on the fly! Very fun submission!

Thanks for the great feedback! I find many system-agnostic entries require a small amount of work to run in any system, and I hoped this entry could run with little to no work at a Shadowdark table while similarly requiring minimal effort to leverage in another system. But I may have pushed so far on that lever that the Shadowdark-ness recedes too much into the background. 

(1 edit)

A nice ascent through various challenges to the pinnacle!

A few favorite things:

  • The Golem challenge
  • The escalating challenges for the Fighter and Thief
  • The question posed on Floor 1

The concept of the individual trials is neat, but having them all take place in isolation may not be the most fun for a table to play through. All the other players will be sidelined while an individual trial is unfolding. I think ensuring each trial is brief or allowing the party to participate even though the trial is directed at an individual could work. Thanks for sharing!

(2 edits)

A few favorite things:

  • Great vocab for the verisimilitude of the natural and mine environs
  • The tiered irritable and stunned effects of the flooded winze
  • The three opening rumors to get things going

I would echo much of @HogwartsHoe's feedback. But good work!

Wow, thanks for the high praise! I'd love to hear about it if you do. 

Thanks for taking a look!

That makes sense! The post-jam tweaks are inevitable! :)

Haha, I did set out planning a point-crawl, but it soon morphed into an unfolding situation along a prescribed route. And that sounded like a drama-crawl to me! Thanks for taking a look!

(1 edit)

Thanks, it was very fun to come up with the relic effects! They are inspired by the bells used in Sabriel. I'd love to hear how it goes if you run it!

I'm glad you enjoyed looking it over!

Who doesn't love a hunt?

A few favorite things:

  • Faction/character relationships! Tallus, Elders, Crone, Cheaters, neighboring towns, etc. Everyone has a compelling connection that isn't overcomplicated. 
  • The point crawl has enough locales to feel expansive, but again doesn't get to be overwhelming
  • The option of getting a replica of the Sanguine Bolt to complicate matters!

I might have missed it, but it doesn't look like the Skin Peddlers (horrifying) are found on the map or in a random encounter. Maybe they dwell at the Hidden Camp, rather than the Cheaters who dwell around the clearing? I'd also be curious to learn more about the Sanguine Storm itself! 

Very usable, great job!

Neat canyon and tomb adventure!

A few favorite things:

  • The caves in the canyon wall make for a nice exploration dimension
  • The temple areas are all brief but interesting, which is great
  • The painted art is charming, and the sketches have a nice character
I believe the locked well of Area 3 leads down to 6-8, but that isn't explicitly stated and the map doesn't immediately convey that. Might be helpful to clarify!

“Easily spotted […] doing his daily stretches in the nude.” Nice, haha. 

Fitting in something like what I suggested might not have been doable given the constraints, for sure. I definitely had to drop a couple of ideas that I just couldn’t find space for!

Thank you for taking a look!

Taking the Words literally turned out quite interesting! And, appropriately, this uses quite an impressive vocabulary, haha.

A few favorite things:

  • Null leaving a void that air never filled? Awesome.
  • Holthold as details and deed! Cool.
  • The ape factions that might tussle with the characters until their rivals arrive

There is a good variety of encounters with the fauna and environment of the island. A nice addition could be further encounters within the library (apart from the Shadow). But the Words and the Texts are all very interesting and neatly done!

"...striations of perfectly tesselated mildew" Lovely!

Neat, very runnable alien incursion module with charming art!

A few favorite things:

  • The mirror + mural and statue heads puzzles
  • The factional division between the Clergy and the Clerics
  • The As Time Passes... countdown that keeps the pressure on!

It looks like the Altar room's hidden door through the painting is a bottleneck before both the Moon Key and the Sun Key puzzles. Players would likely investigate the painting, but it could be frustrating if they overlook it and get stuck! But this is a very runnable and cohesive cathedral adventure! Thanks for sharing!

(4 edits)

Fun concept here with a very tight and usable little sewer area!

A few favorite things:

  • Fun voice and useful boxed text to introduce the rooms
  • The ratfolk demonstrating the potion (if undisturbed)
  • The Elixir of Destructive Egress is a very fun idea

A few specific thoughts. Kospharnos's seems to have conflicting motivations. His aim is either to send the party in to recover a stolen elixir/discover the results, or to have them unwittingly become new test subjects. It reads like he's trying to do both, which doesn't make sense to me.

The elixir's effects could be simpler. 1d4 + 2d4 rounds of delay is arbitrarily long and complicates the ratfolk demonstration. If the delay is part of the fun (which it is), keep 1d4. Likewise, 3d20 damage and another 3d20 damage if they aren't dead? Just say: they explode and...are therefore dead (similar to "...as is proven by the fact that he is now a corpse." :)).

"Until I perfect the coloring, I can't sell them." An excellent ruse!

Nice, playfully sad fairy land here! It strikes a consistent tone and has excellent fey trappings.

A few favorite things:

  • That the gold of the menhirs can be scraped at the cost of their latent magic
  • The sketchy style of the cover and map
  • Lyrical writing (e.g.,  "ragged shadow", "galloping curtains of smoke")

The bullets in Area 9 initially read as though the Horned Moth just wants the players to leave the Otherworld, but it made sense when I reached the stat block lore. 

"Eater gives birth to white foal in d6 months." Now that's a proper dark fairy tale resolution!