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a hobgoblin

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A member registered Aug 11, 2024 · View creator page →

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I really appreciate the feedback! If you ever run it, let me know how it went!

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Zappino has been on top of my to-read list for far too long. I will be plunging into his catalog as surely as Freya ought to practice with her prop knife before plunging it into her unwitting victim.  

Much like Urd-fruit, this is all quite delectable!

That's a lot of chimera! Very imaginative confluence of ideas in this skeletal mining operation. I love the corporate flavor of the mining co. and the dire predicaments everyone has fallen into. I must know the story of Buckley Gibbs! Great work. 

Tidy little bandit hideout! I love the semi-procedural nature of the module. It gives enough structure and detail to be a consistent and sensible locale and cast while incorporating indeterminate, interesting elements for replayability or looseness at the table. 

I like the three-x-ago setup, but it took me a moment to realize that the brigands, bandits, and mauraders were the same bunch. The vocabulary used throughout is very enjoyable! Great work!

Fun examples for your BOOMs and BUSTs. I am a little unsure how the Warden should best be used at the table, but if I sense things have become a bit stale, that might be the time to pull this in! Fun idea and good work!

And I just noticed the pawns in the cover art. So good!

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Splendid art and layout (w/ nicely featured Dyson Map). Awesome vibes from the enthralled and Mind Masters. The challenge presented to the players provides room for investigation, conversation, and problem-solving in the village before things get cooking (enthralled villagers or otherwise). The repercussions of a completed ritual are so intriguing, I almost hope the players fail to stop it! Awesome work!

Interesting purgatory-state for a dreamy village. The atmosphere is heavy and the details sparse, but the flow and task are communicated well. Once the players understand that finding and destroying the statues is their aim, a final obstacle for the players to confront might be a good addition. Fun idea and good work! "The sheep dream true!" Spooky!

This looks like a lot of crafty work! Excellent comic-style introduction, great map drawings, and mechanism details. I think using the tide clock helps push the players forward sensibly. Awesome work!

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Cool mechanism to summon up a menagerie of strange locales, my submission has a similar idea! I like the cover art you've put together. It might be easier to find outcomes if the second-order circle were a header row and the intersection of column/row pointed straight to the outcome. But that might squish your descriptions a bit. 

"It reads: Live. Laugh. Love. if deciphered." That's hilarious. I must use that at some point. Good work!

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Jam-packed with whacky horticultural horrors. I love the faded magazine/scrapbook vibe here—quite the botanical bonanza where a sneaky Potion of Plant Control would be a big deal. Nice work!

I love the three-part act structure and layout of your adventure. Clever usage of props, traps, and treasures to enhance the theme and field of each part! That and the different ways of encountering Karkinos or Amphipteres all create a vibe and enrich each set piece. The presentation includes numerous neat ideas for providing the GM with tools that show the players what a space is about. Great work!

Thank you for the high praise, and keep me posted!

Thank you for the kind words!

Great aesthetic choices throughout the module, and intriguing set pieces in the rooms. The Moonchild leaves a big question mark! There is a lot left undefined in the adventure, which could be daunting or appreciated depending on the GM. Good work!

Great cover and comprehensive roll tables. It's uncommon to have an adventure primarily aimed at survival, so this could be fun! I wonder if locating the void ship and uncovering a way to heal the steppe could be incorporated up front with the survival aspect. Also, I like the concentric circle navigation. Nice work!

This could be turned into a fantastic short story! It has a very meta concept and a tense situation for the characters to enter into. It does feel highly challenging to pull off at the table, but a keeper with the chops and invested players could make it memorable!

O.O Please do!!

I'm delighted you like it! Thanks for taking the time to look it over and leave your thoughts. They are highly appreciated. 

Nice cover work and setup for Emberveil. You fit a lot of bits in: NPCs, events, a town, a valley, and a cave complex. I might suggest including a little less so you can do more with what remains, but it still looks quite usable and approachable for a GM to run! Good work! 

Also, I'm glad it came across as a relatively approachable "drop-in" adventure, much like your submission! That was a key aim!

Shadowdark-style dressing is very clean! And, fortunately, quite achievable for an amateur like myself. Thank you for the comment!

Fitting a thematic puzzle within such tight constraints was a fun challenge! Thanks for taking a look!

Thank you for taking a look! I need to update the Wordle reference to be Mastermind instead! I don't know what I was thinking, but I'm glad it is recognizable!

Thanks for the kind words. I'm hoping to put it in front of my players soon!

Intriguing ideas with the opportunity to unleash the East Wind! Fun concepts and thematic inclusion of a lot of air-relevant creatures here. I love the usage of the riddles, though perhaps the results of correct and incorrect answers could be employed differently? It's unclear what results from a strengthened portal, and the sudden AC drop at the end of the dungeon might feel arbitrary. I'd also avoid forcing surprise, no saves, or other effects on the players. 

Great themes, setup, and varied dungeon design. Thanks for sharing!

I like the setup here, and this then incorporates an interesting combination of sandbox-y objectives with the main progressing timeline. The situation reads like it will become hectic and deadly by hour six! This could make for a very intense session of play. Nice work!

A unique and quirky concept and a fun way to add spice to the kitchen (with or without actual spice). I like the idea of using 3x5 note cards for rules (especially no. 666 :)), though the lines get busy with the font in certain places. I also enjoy how the demon "eats through your body." Spooky, haha. An entertaining take on the jam. Thanks for sharing!

Fun and fae. The cast of characters becomes progressively more unsettling (Elves -> Granny Rose -> the Glutton), and the Hodag is quite a visual for a creature. I love the Holy Willow Arrows and lots of other little details. Great work!

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A compact and complete mini adventure full of wacky and wild creatures and environments. Those Red Sisters give me the heebie-jeebies! The point crawl is very usable, and the atlas concept is a fun treasure with world-shaking stakes! Nice job!

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I'll have to continue tweaking the explanation a bit post-jam. As for the note, Azov may have laid it out as a deadly challenge. I also considered having a rival party trapped in one of the planes that may have jotted it down. But I left it ambiguous. Thanks for taking a look!

Awesome cover. Imaginative and vivid ideas throughout! "Nothing is flat," in terms of the details: colorful featured cast, action-packed rooms, wild Atlantean spells. I am a big fan of the map diagram and basically everything.

Yikes! This is a good kind of ick for a rescue mission, and there is just enough detail in all of the characters and rooms for someone like me to pick it up and run without poring over lore. Salvage rights to Paleastra, you say? We will have to figure out what to do with all this skin! Great work on the maps and all!

This cover has a vibe that carries throughout! "...still wrapped in the blackened, frostbitten fingers of the ship's cook." Oof! I love the Saltburn Lantern and the map of the Argatha. Nice work.

Wiggling out of a contract with a devil is a classic conundrum. I love the flavorful presentation of information throughout. The ticking clock can raise the stakes without throwing combat at the players everywhere. Great work

Lots of interwoven character motivations at play for players to unravel. I love the possibility of a skeleton army being raised by the bone harp. Also, that's real?? Yikes! Great work!

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What I appreciate most about this concept is that the adventure can glom onto whatever mortal realm your party calls home. There are no locations or settings, just the introduction of some artifact that draws in the rest of these elements from beyond! The stat block designs look great and complementary. I particularly like that disrupting a Void Cutter can end an incursion by the Pale Court. The strange and valuable items supplement the goings-on well. And fantastic cover art to boot!

Gritty Realism is the way! It's cool to see a high-level adventure for 5e in the mix, and this is quite apocalyptic. The noisy cover strikes that tone, too. The Demolisher makes for a great legendary monster. Thanks for sharing!

Interesting clash of classic sci-fi and fantasy, and a clash of character motivations! Sprucing up Room 3 with ship logs or intriguing remains could be fun and provide opportunities to communicate lore to the players. Nice concept and good work!

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I positively love the isometric map! The layout is excellent. The pathing is excellent. Lore is excellent, with many opportunities to deliver it (murals, books, journals, Joff). The Knight's predicament is excellent. It seems there's no method of "beating" the adventure, but we're talking about cosmic horror! Excellent!