This adventure looks like a ton of fun. Great color palette and fantastic map!
Francisco Lemos
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Original concept, beautiful cover and clever visual layout and a pointcrawl-like diagram to ascend to the goal. As it was discussed in previous comments, probably adding something like "level 1", "level 2", etc, to the 3 stairs symbols would make it even clearer. But this is a really cool idea, putting the PCs in a very specific and uncommon role as guardians of the fountain. Great work!
Nice! A village trying to survive a typhoon in Japan. I really like the fact that there is no epic goal, but rather the fury of the elements provides enough of a challenge to drive the narrative. The village and its inhabitants reminded me of the novel "Village of Eight Gravestones" by Seishi Yokomizo.
The only tiny thing I would revise is the names (I might be nitpicking here): although they are references to the myth, I think it's unlikely that they would name their kids with Shinto gods' names, which seems too grandiose for Japanese culture and feels a bit odd. Also, the name of the temple Inari feels like a missed opportunity since there are no elements related to foxes.
Good, evocative module!
Great adventure, as always!
- It's the first time I've seen "2:6" for "2-in-6", really clever! I'll use it in mine too :-)
- I love the movement restriction rule! Although I'm not sure whether a darker hex means that has actually less light. Not sure how to interpret "All light shines only towards the Gravity Well"; does it mean that you only see outer hexes bright when seen from the inner (darker) hexes?
- A tiny usability idea: since the PCs always start in 3.3, that hex could be marked somehow. Or perhaps on every cycle they could restart in a random outer hex.
- The cyclical nature of the adventure is a really cool idea, reminds me a roguelike videogamemechanic, and the variety of scenes in the key hexes is fantastic 👏🏼👏🏼👏🏼














