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Ibir Publishing

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A member registered Feb 08, 2015 · View creator page →

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Thank you for the comment 🙏

The titular monster plus the black ichor make this very memorable and seems like it would be a blast to run! I love the use of the different bullet points to highlight the different kinds of features in each room. Definitely adding this to my list of adventures to run in the future!

Mrepytun only wants to get free and get a little snack :D Thanks for the comment!

Thank you for the kind review 🙏

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?

It’s impressive how simple and effective the layout is to set up the mood for the module! Really interesting to play on Europa being both the moon and the mythical entity!

One thing I was not sure if I understood: In the node map, is the dashed lines meant to be difficult terrain?

Really interesting take on the Law vs Chaos conflict and definitely nails the weird fiction aesthetics! Quite a collection of interesting ideas in both towers.

How do you get a chaos upgrade though? Is it meant to be given when you don’t follow the orders in the Order encounter?

Really cool location. It definitely gets the Alien vibe with the Miracle of St Habren and the ticks plopping down (and I enjoy the fact that the nymphs are actually ticks!)

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.

Thanks 🙏

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.

The blood mechanic is really cool! The font is so tiny, but I guess there’s no other way to fit so many different stat blocks.

There’s so much worldbuilding packed into this, and the ending with the destruction of the diamond sounds like it could be really cool to run!

The cover is seriously badass. As others have mention, the apartment’s floor plan brings an interesting level of uncannyness and so many questions. I can already hear my players asking why the bathroom floats between the kitchen and the dining room :D

This feels like a great micro campaign setting. The factions are quite evocative and I really enjoy the fickle nature of law enforcement here.

This hits all notes of weird sci-fantasy! Great use of the cover, with such an amazing art.

Nice little dungeon delve that feels quite unique with the salamander folk. I really enjoy the look of Lady Geb! Weird in a whimsical way.

I love that this module feels very serious and very silly at the same time. The NPCs are zany and memorable and contrast well with the face-off with the king. The sheep farm is definitely my favorite location.

Nice solid mystery with interesting characters, a good setup, with plenty of clues to guide players towards a conclusion. I like that the endings outlined really help to easily understand the possibilities during gameplay.

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 nice cover and interesting NPCs. Also, nice use of the title both as a regional hazard during travel, and for what seems like some good amount of research for inspiring the themes of the adventure.

Very evocative writing with a cool use of real-time mechanics, interesting roleplay opportunities, and super interesting endings (including the ending if the PCs fail!)

Maybe it’s the starfolk’s tv-shaped heads triggering this, but now I can’t stop imagining teletubbies getting shot at by the bandits :D

Nice way to integrate the name! The chameleonic effect is quite interesting, and the giant frogs is a neat way to telegraph what is happening ahead.

Some really interesting ideas that could lead to great roleplaying moments! The bog body is such a simple but evocative NPC encounter. I don’t know what strange things would happen if it gets the glasses, though 👀

I think this is the nicest map I’ve seen in this jam so far! The encounter table is delightfully weird, just like the fae and their creations. Bread doppelgangers my favorite thing now.

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?

Delightful little hexcrawl, with quite a nice bit of worldbuilding here that manages to be simple but very evocative. The furlin settlement and the heretic worshippers of the orca are my favorite bit.

I love the idea of traveling through multiple reflected universes through the mirrors, and really well done with using the color codes to better distinguish each universe!

Delightfully whimsical adventure! The art is absolutely phenomenal, and I particularly love the spaceship map. I don’t think I understand the puzzle, though. I’m in my third read, and not sure if I get exactly what the challenge is or how the complications described affect it.

Wait…did the goblin eat that bead of force? 👀🤣

Strong setup and really cool that the PCs could possibly end up becoming the king of the castle!

The knightly intrigue seems like it could be fun to run, but I wish there was a bit more about each guild, what they do, and what distinguishes them besides their leader and banner.

Very inspired and evocative writing! I do enjoy the potential for players participating in anti-colonial revolution.

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.

Lovely choice of colors, great art, and I could see players have quite deep philosophical discussions when they start to figure out what’s really happening!

It’s keyed in the same direction as the gravity in that room 🙃 I wanted to use the key to reinforce the non-euclidian weirdness of the tower that you climb down towards the rooftop. I’m glad so many folks have been picking up on it!

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.

Thanks for the comment 🙏

I had at least one other sketch for an encounter that would attack the dancers directly, but I ended up not enjoying it much, ended up cutting it, and made possession the go-to way of attacking the shamans.