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Pretty straightforward thematic dungeon crawl! The module’s layout is simple but functional, although a bit hard to read in A5 size. Interesting use of XP veering away from Shadowdark’s XP-for-Treasure.
One question, though: Was it supposed to tell me how many villagers are there in total? I get it that you get XP for all or any, so the number might not matter, but I’m curious if there was an intended number to put a cap to how many rests players would get before not getting any XP. Also, I guess players should be told that one villager dies each day, right?
I really like the premise and it’s really nice you added the themes and cultural touchstones to give an immediate idea of the vibe the adventure is going for.
The characters and locations are interesting, and I can understand what happened by reading through them, though one thing that I missed was a short “what happened until now”. Whenever I’m running a mystery, it has been great to have these handy to easily make sure that I am not giving wrong clues to my players.
I enjoy the knockoff Jurassic Park: Lost World vibe of the intro :D The locations are interesting and evocative, though I did ended up with a few questions about what was intended for the overall structure of the module:
- What happens if the ritual happens? Does it just happen where the Saurian King is? What exactly is the Saurian King?
- Is it correct that the king corrupting fossils advances the clock, or should it say it sets it back? If it should be set back, given that there are 10 clock segments and 8 locations, and the Saurian King acts is parallel to the party, would it ever be possible to get to 10 segments? It seems like the best strategy would be to find the king and face it head-on.
Really interesting concept, and I adore the collage map. It took me a while to grasp how I’d use the characters to create challenges to get to the wishing rose, but I think I’m starting to understand the network of relations between them, how each of them has something the other might want, and how the items found in the gardens could help out with that. There are so many little connections once you start understanding the characters!
Really interesting concept, really beautifully executed, but I have to say that the economy of words got me lost a few times and double-taking if I understood the intention of the adventure:
- Is the weird always the water at the fountain and always fight whoever tries to drink it?
- What exactly means for the weird to be sated?
- Is it up to the players to return the weird to the fountain, or does it fighting the drinker sates it?
- Should the players be made aware of the weird in the fountain? What happens if the players decide themselves to drink from the fountain? Is it just Woe?
Very unique mechanic with the swapping brains! One suggestion I’d have is, instead of asking for rerolls in a table, you could simplify this by writing all names in index cards and sorting them, or just having numbers in folded papers in a bag for players to pull from.
It seems like this adventure would be quite challenging to run, but super fun and unique. I think it would be a blast to see the PCs mostly swap their minds between themselves, and suddenly one of them starts acting like a black pudding while their mind is transported to an ooze in a jacuzzi.
Great idea for a level-0 funnel! Just combining ancestries together is quite a simple and effective way to communicate the amalgamation! I’d probably tell my players to reroll if they got the same ancestry twice just to make sure they are getting the most fun of being a-live!
Something about the map that I’m not sure I understand is what exactly is the black blob and how it connects to other rooms. From the bridge, I thought it was some kind of underground rift, but it also connects to the kobold room where he observes from above, so I’m not really sure my interpretation is correct. Maybe a couple more words there could clear the confusion.
Lots of really smart decisions with the visual design! The room borders describing light level is quite nice, and the color coding of glyphs, stones, and brands makes it much easier to parse the content.
I think it is a bold choice to direct the text to you/Ur/the GM (if I understood correctly), though the effect on my was mostly confusion and trying to figure out if the players are Ur, or what was going on.
One thing that I have to mention is that, while I enjoy how much you could fit in this module, at times I felt that there’s so much stuff that I had to keep going back and forth to confirm that I really understood what was going on.
Thanks a lot for the lovely comment! 🙏 I had a couple of iterations on F to try to keep it as simple while leaving enough info to come up with a ruling. I’m glad it is being enjoyed!
The intent with dancing after awaking is to return where you were before, so you could technically have a battle that happens in parallel in both realms (like the last encounter in case the possession hits). I could see a case for showing up with the party as well if they move forward, though probably I’d rule against if the party just wants to skip challenges using that interpretation. I could also see a case to rule for players to return to the start, for instance in the case the party traps themselves somewhere somehow (maybe inside a random building) and need to try a different route. So ultimately, I think any of these cases could have their place as a ruling, though probably the module would’ve been a bit better with making the intent more explicit.



