lol, thanks. I can definitely see the action sequence. I like to run my pirate borg games with high energy, over the top action and slice in horrific and comedic elements for a pulpy action flick vibe. Thought about adding a countdown clock to this, for each room, but didn't want to add more complication for the HM's to deal with.
Jason D'Alberti
Creator of
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Wow, the amount of detail and information you were able to provide in this tri-fold is impressive and inspiring. The concept is very on brand, the hour glass flip is an especially nice fit for Shadowdark. As a GM running this, I would feel comfortable with improving with the chaos my players would undoubtedly create because of the writing and flow of the adventure.
Thanks, I struggled with trying to convey everything in limited space. I'm learning to "kill my darlings" with this being a successful attempt. I'm excited that most people enjoyed the maze - as that was done at like 4am the day of submission after fighting with the ugly "wall of text". The round table didn't quiet work as well but I think I know how I could improve it for next time.
Awesome, the labyrinth was a decision make at like 4am the night before submission, lol. I took inspiration from a solo game i enjoy called 2d6 dungeon. Indiana jones is also another inspiration, i run a lot of Pirate Borg with that vibe and tone, just usually a bit darker. So i was hoping to portray my style of running games into the writing. Glad you enjoyed it.
Thank you. My goal is to release a few more of these so that the GM can pick and choose where to go next. I had so much fun with these settings that ive got plenty left over. Really wanted to lean into the "echo" through time of different moments of upheaval. Not sure if that came through but I did enjoy making each "room" unique to the setting.
Thanks. Yeah that is one thing I've learned about myself when running some of the first season of PB West Marches, I give out crazy toys to play with. I personally always add a caveat about eldritch relics that isn't always know to the players - every time you use one, a clock gets ticked. What happens or how long that clock has depends on my players but overusing it always brings complications. lol
Thanks for catching those - I've noticed a few mistakes myself and was going to upload a newer version, just didn't know if that would be allowed - though honestly after seeing a lot of these submission, I'm not concerned with the competitive angle anymore. Glad you liked it, I plan on releasing a series of these so that the GM could swap rooms out for other rooms and mix and match as they please.
Whoa, this is awesome. Amazing art and fantastic concept. I saw the title and had to check it out not only because of how insane it looked but I had the same title last year....unfortunately never finished mine but after seeing this, I'm glad you were able to produce something of this caliber - its such an epic title and now it has an epic adventure to go with it
I have a question in regards to combat with multiple enemies. I came across a situation where I was in a hallway, 1 square, and had multiple enemies rushing me. The goblin was first and now we are squared off, face to face in that one square wide hallway. There was a spider behind the goblin and a Shaman behind the spider, basically stacked up in line waiting to finish me off if the goblin failed.
Rules state that an enemy can travel through the same space as another enemy but not a player's space. Two creatures can't occupy the same space...so technically the choke point worked in my favor and I could enjoy slaughtering them one by one?
*Side note* I allowed the spider to attack me as it came from the ceiling since the goblin wasn't taking up the full height of the room. Once the first goblin went down the next one could take its place while the spider remained hanging from the ceiling.
I just saw the update, looking forward to divbing into it. I've been playing on the website and I enjoy the reference cards. I'm gonna start to play around with customizing the play mat. I have run out of space with exploring and having 3 entrances so I was gonna try and place the town in the center of a big play area. I like the ability the website gives you to play around with customization.
I have been getting stuck with no more monsters to draw, so losing quiet a bit lol. I think having a reference card for how to handle ending a session with a loss or win.
Good God there is a lot of repetitiveness to those files, Took me a second to wrap my head around, especially because I piece-mailed the downloads between the first two decks the first time. - thanks for giving so many options. I started a game with my nephew before I fly back home and wanted to know if you had cheat sheet rulebook for playingcards.io? There are two black bars on either side of the mat that seem perfect for a few rule cards to hang out in for quick reference during gameplay.
If not, would you happen to have a template I could use to create that option.(I know that's not a small ask - 3rd party licensing, legal, etc so I appreciate the complexities]. I've done similiar things for COLOSTLE (rook card] and 2D6 DUNGEON[I created a Lair's expansion with Toby (the creator) templates
I like that, I'll give it a go - that also tells me that you do heal up before the dungeon (which makes sense, it's not like the hero is trying to speed run dungeons....or are they?)
Enjoy the games btw. It would be cool to see other's dungeons, maybe have heroes try to survive other people's dungeons from Void Halls
I'm surprised as well that this game hasn't gotten as much attention as it should. I ran a short campaign over a year ago but planning on starting a new campaign with a new group next year. I didn't realize there were rules and such missing. I thought the PDFs were pretty inclusive and really enjoyed the assets that were shared back during its release window. Either way, any additional elements added I'm always down for and will support. Thanks for a great game









