No problem, I already did the work to export it as a PDF myself a couple weeks ago.
imsobadatnicknames
Creator of
Recent community posts
My idea when I came up with the name is that the main entrance of the dungeon only opens during a new moon (but there are plenty of other alternate entrances that were created as the new denizens of the dungeon expanded it) but I wouldn't be opposed to adding in additional interpretations. I also lean towards the last option in your list, there probably are rferences to it and maybe it was worshipped by the original builders of the dungeon, but maybe no one currently living there knows exactly what it was.
Thank you for the most in-depth critique I've gotten so far, very much appreciated. I definitely will consider the possibility of adding more illustrations in future updates. We had planned to include art of the leaders of each faction at the very least, but ran out of time.
About the table of contents thing... I actually don't remember generating a table of contents for this. The file is made out of four individual PDFs so my guess is that the program I used to stitch them together and export them as a single file probably automatically generated a table of contents for it.
The .rar file only includes the map PNGs as exported from Dungeon Scrawl, for use with VTTs and stuff like that. The module itself with the room key comes bundled at the end of the of the full game's PDF (just like the starter dungeon from Mörk Borg does, I was trying to mimic that 😅)
Now that you mention it, I should probably edit the images to include the map legend too.
Really enjoyed this, it definitely made me rethink some of my thoughts about the genre.
I think perhaps the "Controversies" section in the Dwarf Fortress entry should mention the fact that, despite featuring both a randomly generated world and permadeath, the world is persistent between runs instead of being randomly generated each time you play. I think world persistence might be an important deciding factor for some people.
No problem! You're using female personal pronouns but male possessive pronouns for the ghost. "She" indicates the ghost is female, however, whenever you mention the ghost's brother, you say "his brother", the "his" there seems to indicate that the ghost is male. If the ghost is female, it should be "her brother".
AMAZING DEMO! I was lucky enough to grab the last free copy but I might go back and pay for it because I just love it so much.
I'm a sucker for games that use a low poly aesthetic + 2D sprites for characters and this one uses it to great effect, the graphics have lots of personality.
I came across a couple bugs while playing it, but that's to be expected of a game so early in development so no biggie:
Touching a ladder while carrying a heavy object (even if the ladder is just laying on the ground) causes your hands to show up while you're still holding the object. I also had an issue with the big ladder clipping through the ground and disappearing when I tried to jump from it. And once I clipped through the floor of the house when jumping down from a window. I have had no luck replicating these last two issues, but the first one happens relatively regularly.
In this type of OSR game, combat is a failure state. If your group finds themselves facing an enemy in straightforward combat where all they're doing is pitting their numbers against the enemy's numbers, they've already messed up. The lack of an attack roll is not an oversight, it's a thought-out design decision to emphasize this principle.
If you rush into combat you WILL get hit every time you get attacked. That's a fact players have to deal with by finding ways to manipulate the situation to their advantage to gain the upper hand. There is no miraculous dice roll that's coming to save a player who's about to die, so it's up to the player to create these miracles themselves by engaging with their situation inside the fiction.



























