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.
MirkeTheMeek
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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.
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.
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.
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.







