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MirkeTheMeek

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A member registered Dec 29, 2021 · View creator page →

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Hmm. Jandalf sounds familiar. I can’t quite put my finger on where though, lol. I like what you’ve done. It’s unique, and I’ll echo what everyone else has already said.

Astounding ability to alliterate, done with fun puns!

I love the explicit references to Lovecraft. My favorite location is the cathedral with the starfish history up on the walls. Great vibes overall.

Gotta love random tables. My favorite entry is "Every person with blue eyes refuses to touch it, saying it smells like sulfur." I also like the knights random table. It's like a custom reaction roll.

I'm a sucker for random tables. It would be cool to have where the museum is and why the players go inform parts of the adventure. I too like the "cameras".

I like how each benefit is counterbalanced with a repercussion. I bet it was fun to come up with the different items.

Don't tempt me, lol!

Did you run a group through this puzzle? I like the design and presentation, but I think I would struggle to describe this to a party. I know it is difficult to describe a puzzle in such a way to give all the necessary details without also giving away the answer, so I appreciate what you have done.

I love rolling on many tables at once and piecing together the results into something coherent. One nitpick would be that one table has a result where spells always succeed and another table where spells always fail. I suppose they might cancel each other out, or spells both are enhanced and cause a mishap at the same time.

I too like that you just did a faction. It stands out in a sea of adventures, and yet there's enough here to make it an adventure.

Ha! Well, as it stands right now, there are no stakes to force the players to figure it out then and there. They could always leave and revisit another day.

A breath of fresh air, pun intended. I like that there are the various pieces to put together as the warden needs them. Here’s another pun: it feels grounded. Okay, now I leaf you with a good job.

I very much agree. I'll have to keep that in mind for myself.

That is a fair criticism. Gotta balance the stakes with the time needed to figure out the puzzles as well. The main reward is being able to make your own golems, but I could have made that more explicit as well as added in treasure.

I like the hidden cart. It gives a way to transport the skull more readily, but you've got to figure out what to do about the broken wheel, so it isn't quite free and easy.

I like how the fights have at least one other element involved to give them more flavor and tactics.

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Rather interesting. After the jam, when you no longer have a space requirement, I suggest starting off the document with a Mad Lib style list of all the prompts for the GM to fill out without knowing yet what it is for. Then they can plug them in as they read on from there. Actually, the Mad Lib idea would be fun to do for a group of friends or your players even. Then you would have 4-6 or so dragons to drop into a campaign (or make the focal point of a campaign).

I like the opportunities to use the fusion lanterns in various ways. It's a good bit of interactivity. I'll echo what others have said about the layout and the back cover. The first thing I read was the hooks on the back, and I was already getting a sense of what the adventure was going to be, so kudos to you.

Interesting. This feels less like a supplement and more like the main driver behind a campaign. My instinct is that the players would want to investigate if their plans keep getting undercut or expectations get subverted constantly by some mysterious force. And I think the Warden needs to be defined and slowly revealed as the PCs look into what is going on. Some caveats but still an interesting idea worth trying sometime.

Others have already highlighted the great artwork, layout and organization. I'll just highlight something small: The first random event - "Spraying water. From waves and pressure. Torches and spells fizzle." I like that combination of torches and spells.

Thanks. I will add to it sometime after the jam when I don't have to worry about the page limit.

This is great. I won't repeat what others have already said. If there wasn't the hard page limit, I'd suggest adding multiple drop off points so that everything could be random and replayable. This isn't meant as a critique. I want more drop offs to be able to keep running it!

Everyone else has mentioned the organization and presentation, so I'll highlight this: I like the ecosystem that can be sustained by the poison eating mites. A follow up adventure could easily be to move the wounding stone to somewhere safe while managing poison-counteracting infestation.

I don't have much else to add that other people haven't already said, but I will highlight the "Asks, Knows, Hides" structure that really makes this feel easy to run. You know how to steer a conversation with each NPC because of those bullet points.

I mean, but did you sacrifice, though? There’s a lot of words on them there pages, lol. Fruitful voids is a good term, by the way.

Wow. Lots going on. Good descriptions and details. Plenty of interactivity and ambiguity, which gives space to fill in the blanks for your table.

It’s hard not be utilitarian when you have to cram so much into a hard page limit.

The random tables are cool. I especially like these entries: 

Sigils and You: A Beginners Guide (Ward)

Cryptids of the Realm A-Z Coloring Book

Fun and eclectic.

The module-in-a-module idea is interesting. It can give the party a B-plot to help pace the A-plot.

I like the hooks that can give the PCs different angles of “attack” and allows a certain level or replayability for the warden.

I also started out going the tool kit route because I struggled with the limited page space. I don’t think it was a bad instinct, but it would’ve been cool if the D6 tables were flavored more for this spidery, creepy swamp. Regardless, a solid attempt for someone who mostly just writes for themself.

I like how you have the “opposite” of adventure hooks: what could the players do next. You guide the referee towards answering things for their table, potentially turning a one-shot into a campaign.

It seems like it was fun to write. It certainly seems like it would be fun to run!

I'll also highlight the use of a clock. Very atmospheric. I think if Ordainer Pellen could find a way to turn off the death metal looping in his mind, he'd be okay. : )

I like the various spirits highlighting different aspects of human emotions.

If I was running this for my group, I would turn that 1 in 6 chance of complete stone to just 1 hand or foot turns to stone: A stone hand is a penalty in combat and makes two-handed manipulations impossible. A stone leg makes movement and dex checks/saves difficult.

Future 1-in-6 failures would spread from the foot/hand up into the arm/leg and incur a greater penalty. That way the character can continue playing with the sense of urgency you are trying to cultivate. But maybe I'm just too soft-hearted, lol.

Just a suggestion: instead of forcing the players to stay and solve the puzzle, allow them to leave, but every time they sleep , they dream that they are back at the tower and are unable to dream of anything else until the curse is lifted. That keeps player agency while fitting with the dream/sleep theme. Otherwise I like the theme and feel.

A stellar introduction giving the general information to make sense of the adventure but also OSR-style play.

You were able to pack in a lot of stuff and Appendix N vibes in such a small page count. It feels like a hidden corner in the Scarlet Citadel.