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jppatton

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A member registered Jan 24, 2026 · View creator page →

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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!

Great subversion of the title. I love the atmosphere here -- playful but still deadly. The traps are the best I've seen in the entries. Thank you!

Really great details from the jump. The definition of the murrain is really helpful. I love that it starts in media res, and the horned A is  a nice touch. The other art is perfect. The playful quality is great. Prose has appropriately Bastion details and tone. Really nice work here. 

Extremely eerie and great visual design. It's impressive that the addition of the clipping doesn't feel as though it's taking space that could go to something more pressing, for example. I especially like the prose in room C.

Fantastic concept, especially for a funnel. I'd love to see it expanded without the page restriction.

Fantastic concept, especially for a funnel. I'd love to see it expanded without the page restriction.

I like the white-on-black design and the specific problem. Maybe another editing pass to differentiate details and cut excess prose? Solid work.

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.

Thank you! My original thought was that the Word becomes part of the characters true name (if they absorb it) but I think I cut that for being too esoteric.... :D

Thank you! Quick felt like something RE Howard would use in that sense, so I rolled with it. 

Thank you! That's sharp, yeah... I ran out of time. I would have cut more from the island and added more to the library. Something evocative is better than a slugfest.

As it stands, I'm planning on expanding it. Or I'm planning on planning on expanding it...

Thank you!

Thank you! I've been reading a lot of Howard and I didn't even get a chance to work in "thews." I always appreciate a chance to get purple with things.

And apt... the library is still underbaked. I ran out of time and had to edit what I had to fit but I'm planning on expanding things. 

Thanks again!

My new least favorite Chunt!

Great design and artwork here

I love this kind of list and the iteration and play is fantastic. I loled when I hit


Tanning 

Tanning

Extremely evocative and I love the art. (I came here to post this without realizing it was essentially identical to the previous post. :)

Great design. I love the numbers circling the sheet. Also the shades of meaning in the stats. :D

This thing is fantastic. The tone is perfect, and that's a really hard thing to hit. I love the game details... they make the other details that don't exist really clear, in a way.

I love the design here... it makes me want to play the game. Always nice to see a thorn, as well.

A sudden increase in OED hits coming from Quantico!

Nope, entirely clear!

"The creator gave us 2-5 eyes and one grim consciousness, that we might be unable to see as much as we psychically murmur," as the proverb goes.

The character sheets look good and I like the little worldbuilding details (including things like the two sets of gamer handwriting...).

Solid Jack of the -escent system.

Finally, a truly universal system. I can't wait to not play it.

Excellent. Before I realized that the text is legible I could tell exactly what the concept was from the title and art. A nongame for an extremely dark shelf.

Thank you! Good heavens.

I really like the art here.

I really like this. It's like a small poem.