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Illuminated Snail Press

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A member registered Oct 26, 2017 · View creator page →

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I sent you the PDF!

Also, as far as advice. There are three parts that make this adventure tick:

1. The Procedures. Most of the action happens emergently by following the procedures in the adventure, the travel rules, and making rolls on the hazard die. 

2. The NPCs. Each of the main NPCs has a little description and a want. Play each of them as truthfully as you can and they will help create interest and intrigue.

3. The players. Let the players drive the action. To that end, make sure each player has a rumor (front inside cover) and each player character has a motivation for hunting the owl bear, even if it's just to get a big payday.

As a bonus tip, don't be afraid to tell the players what their characters would know. Err on the side of providing too much information.

Like:

"That appears to be a ghost. You've heard they can only be harmed by magical or silvered weapons."

Or:

"That's no ordinary goat—it's three times as big and looks to be made of stone and cloud. It definitely looks like it would be a very, very tough fight."

And don't forget:

"Running is always an option!"

Have fun!

I'm so excited to hear that—please let me know how it goes!

A clever and lucky party of first-level characters could "complete" this adventure, but third-level characters would be a little more comfortable.

What system are you going to be using? The current version of the adventure is written for B/X D&D (or Old-School Essentials), but I still have the Knave version if you prefer. It's also pretty easy to run in 5E, if that's more your jam (just increase HP by 1/4 to 2x, use the number of HD as a bonus to rolls, and 10 + HD for most ability scores).

Shoot me an email (hello@cobb.land) if you need anything!

Just added a few! Hope you enjoy the advenure.

This is so cool!

Thank you!

Thank you! (I loved your slimy adventure, by the way!)

Thank you so much for your considered feedback! I agree with you about the jarring-ness of that section. Another editing pass probably would have seen the "Colonialists" bit softened and brought more in line with what I was trying to accomplish. Alas, I managed to submit five minutes before the deadline. Version 1.1 will do better!

Thanks for the feedback! Yeah, I definitely plan to do something about those pink pages in an updated version coming after the jam.

You managed to pack so much into so few pages—very impressive. Good stuff!

What can I say that hasn't already been said? Amazing work! (Your mushroom folk gave me joy, haha)

Fun to see something so Mork Borg-y for Knave. Really enjoyed the custom mechanics. Good stuff!

Super clean layout, love the supplemental hex crawling info, love the whole vibe. Good stuff!

Haha, yes absolutely—there are some important trade routes between Doi Gaew and the Cave of Coagulation!

Thank you! And thanks for the feedback about the colored pages—definitely plan on doing something about that in the inevitable version 1.1, haha.

Love the faerie vibe of your adventure! Interesting choice to use combat rounds throughout—am curious to see how that plays out at the table. Good stuff!

Mm, the writing is so good and evocative. It's got me interested into digging more into your West Midlands setting.

Your art, maps, and information presentation are all top notch! (I love the thief's hand drawn map)

Great stuff! I died at Walter & Granite. I hope your next adventure goes to the moon—I hear it is made of cheese.

Yes—love this island adventure! You've packed so much good stuff into so few pages. Definitely jamming this one in my home game's archipelago.

I loved the snipped of dialogue included with each NPC entry—so evocative! 

A river crawl—what a great idea! Also love the lore you've developed here. Good stuff!

Love the rest of it too, obviously—haha!

This feels so steeped in authentic folklore and I love it. Haven't seen anything quite like it before.

Love your art and the vibe of this whole thing! (And impressed you managed to fit both a hex and dungeon crawl in so few pages—I had to cut my dungeon, haha)

I felt like I was actually in that cave as I read. Great stuff!

Love the cover!

Pardon my caps, but THIS IS SO COOL

Hey—so cool to see another Thailand-inspired adventure! I love your custom mechanics. I'm going to try to run yours within mine's hex crawl.

Love the faction play potential here. (lol at "trickle down economics")

I've never seen an adventure quite like this one before. So curious to see how it plays!

Thanks for the feedback—I'll touch those colors up in the inevitable version 1.1 (where I also fix all of my typos, haha)

Love a wizard's tower. Using the telescope to open the basement door gave me big Myst vibes!

Hey, thank you!

Thank you! I think I mostly got it from Tales of the Valiant.