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KabuMontasaurios

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A member registered Nov 26, 2024 · View creator page →

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(5 edits)

For my virtual game, I recreated every enemy of the book (except the doppleganger) using only emojis. I had so much fun!




Spoilers Below



I edited a player-facing version of the Seaweed Shrine dungeon. 2 variants, with and without the secret room. 

I figured out the problem. It only looks corrupted on the Readera app, when I open a preview in my browser it looks normal.


This is what it looks like in Readera.

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Hi, it seems like the text in the first PDF is unreadable. The trifold also has an unreadable page, but at least it's readable in the photo gallery.

(2 edits)

I edited a blank version of the map usable for VTTs. 

Also here's how I decorated it for my game in Owlbear Rodeo (I interpreted each tile as measuring 4 inches/10cm and giving mice 6 tiles of movement per round).

Also I edited the Curator image to have the face separated, so it can actually be rotated in a VTT or as a phisical prop.


(1 edit)

I played this with a group and it went great! The session length was 4 hours and it was a bit rushed, so I reccomend playing this trought two 3 hour sessions.

I think this module is structured in an interesting way: the intended course of action is somewhat linnear but it's not directly stated, it's pieced trought clues in room descriptions so it takes a bit of careful study from the GM to understand how the adventure is meant to be played; for example, it's intended that the party only learns about the ori magi's shadows by reading the book in Capiphrel's Study. 

The rooms are filled with clues like that, so while the party can freely move trough the dungeon, it's up to them to investigate and gather clues to learn the right course of action. In this sense, this adventure is similar to an escape room.

In any moment the party can fight the NPCs or even the final bad guy, but they regenerate after 10 minutes, so that gives them an extra layer of discovery and experimentation.

Still, for my game I made the paper flower Ori Magi to be able to speak and info dump to the party some of the details, and later I spelled out the info they had gathered, wich made things a bit faster (it's always ok to spell out previous information, it's an OSR principle).

I think this adventure can be played in a more methodical way trought many sessions, letting the party gather the clues and fight the enemies many times until they learn how to defeat Capriphel.

Overall, I think this module is cleverly and densely designed and can be a lot of fun to be play. It's some of the best Mausritter content I've played and it has extremely original ideas I've never seen before in an adventure.

Hi, I just found out that in the free version there are item cards with mechanics that aren't present in this version:

-Elfhiem's Chisel: 3 usage dots. Heavy melee weapon, d10+1 damage.

-Magic Feed Corn: 3 usage dots. Eat, mark usage, take flying action.

-Flying (item card): Fly for up to d6 turns.

Cool game, I'll give it a try and I'll let you know how it goes :)

(2 edits)

I edited the Trixis image to create this big devouring creature to serve as their leader. 

 Everyone feel free to use it!

(3 edits)

Uh, I think this module is severly underbaked, and a lot of information is missing.

How did the cult enslave the drowned god? Is there any way to free it? How do they recruit people? 

Also, worst of all, there's no mention about where the Drowned God is and how it can be encountered. Despite having a stat block it is not stated to be in the Drowned Temple or any other location, and it's not in the encounters table.