Ooh, good question. I vote that we let chaos reign, but with GM override.
And excellent! The idea just came to me out of nowhere... a tapir quietly eating vegetation, but he looks like a middle-aged guy.
Thank you!
Extremely dense and everything is compelling and useful. I love the story this module tells, and the way it's open to exploration. Even the landing, effectively an empty room, adds atmosphere. I particularly like the caterpillar/butterfly and its (their?) differences. Great use of the theme. Despite the size it doesn't feel as though anything is missing. This thing is great.
Lovely details here. Ending the adventure with a story composed of what the group found is a really nice touch, as is the specific means of relating specific details. The vignettes/descriptions are quite good, and do a lot of work with a few words:
In the center of a small clearing the desiccated corpse of a knight is pinned to an oaken stump by a jagged shard of antler.
It's economical but evocative.
Having Brek along is a great choice... there's an antithesis who doesn't have to be a nemesis.
This piece manages to tell a story without railroading the PCs into the story.Great details here: the velvet lumens, the red dust. The characters and equipment are McDowallian. Any reason not to have them just be the things they're disguised as? The image of the headless flame is excellent.
I very much like that the violet flame has other uses, and that those uses can harm the user or ruin the device.
The alien geometry is a nice touch, and I like that most of the encounters aren't combat-oriented... it adds to the atmosphere.
I'm impressed with the handwritten design -- not being able to tinker with it while it's being designed makes things more difficult.
The foreshadowing is a great touch. It's the sort of detail that might really help capture new players.
More consistency in the highlighting and maybe another method of emphasis (underscoring?) would help, but I know this was done under a deadline. Similarly, I think generating the treasure in advance would help, but with a note on the types you used.
I love the maps. The aesthetic is perfect and the crab is :3
There's a lot here. I love the color theming, with the death moves picked out in carmine. The one-sentence characterizations are very well crafted -- I can tell so much about the NPCs just from these small descriptions.
The descriptions of the tech are among the best I've seen in this kind of sci-fi crossover thing. I especially like the "mirrors." But then also the fact that the nobles alone can operate the magic devices of the tower tells more backstory than telling it would do.
The design of the tower firmly places this into a certain kind of pulp territory. Great choice there.
Really good stuff here. It's somehow gonzo without being gonzo.
There's a lot here. I love the color theming, with the death moves picked out in carmine. The one-sentence characterizations are very well crafted -- I can tell so much about the NPCs just from these small descriptions.
The descriptions of the tech are among the best I've seen in this kind of sci-fi crossover thing. I especially like the "mirrors." But then also the fact that the nobles alone can operate the magic devices of the tower tells more backstory than telling it would do.
The design of the tower firmly places this into a certain kind of pulp territory. Great choice there.
Really good stuff here. It's somehow gonzo without being gonzo.
Extremely evocative and also playable. The visual design is tight and so is the language. I like the Old-English poetry rhythm in spots:
An unmarked but well-walked path across shifting silver sand. Coarse grains chafe, and chill winds blow.
A mound of sparkling mineral deposits about a bubbling pool. A gossamer canopy of filaments collects water into stone vases.
But it's not just evocative -- it's also utterly clear what's going on in game terms.
The path map is utterly simple but helps immensely, and the set-off tables push the story in a variety of ways.
I love the clocks and the idea of a drama crawl. I'm going to run this as soon as I'm playing regularly again.
Fantastic work.
Extremely evocative and also playable. The visual design is tight and so is the language. I like the Old-English poetry rhythm in spots:
An unmarked but well-walked path across shifting silver sand. Coarse grains chafe, and chill winds blow.
A mound of sparkling mineral deposits about a bubbling pool. A gossamer canopy of filaments collects water into stone vases.
But it's not just evocative -- it's also utterly clear what's going on in game terms.
The path map is utterly simple but helps immensely, and the set-off tables push the story in a variety of ways.
I love the clocks and the idea of a drama crawl. I'm going to run this as soon as I'm playing regularly again.
Fantastic work.