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Mitchell Daily

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A member registered Oct 13, 2019 · View creator page →

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This is absolutely one of my favorite rpgs. I've played it several times and had a very different experience each time. In just 200 words, this game delivers a great vibe with moments begging to be expanded on and explored at the table. The relatively few pieces provided in the text are evocative enough to inspire so much creativity around them. I cannot recommend this game enough.

I also find it very fun to hack.

I'm really happy to see it available again.

The layout of this looks great and the writing is super compelling and (when it needs to be) chilling, full of gripping details like "A character hears their own voice whisper a terrible secret." I think the escalation with the clock is a useful device. The ultimate goal of the adventure and the subversion of the "boss" encounter is really effective. There's something really haunting about this one.

There's a real old-school feel to this adventure. All of the tables are solid, rumors and mutations alike. The terrible mutations strike me as genuinely terrible. The sheep pen encounter strikes me as particularly disturbing which will really set the tone for the adventure.

These magic treasures are wild! The recharge condition for the Fate Ringer's Bell? Brutal! The absolutely gargantuan tree from the Elysian Spear? Potentially absolutely devastating for some town or city or small cottage that just happens to be in the vicinity when this thing goes off! It feels like there must be some good story as to how Pluto got his hands on these things.

I like all the cover story options and each has some solid opportunity for hijinks The assassin one jumps out at me as absolutely chaotic; this dude called a hit out on someone at his own party? Wild!

This feels like a quite interesting and manageable heist module overall.

The active siege backdrop of this setting is really interesting. The point-crawl map is very clear and it feels like it would be quite easy to run each encounter. The magic items are really inspired here; I think my favorite is the magic coin with its luck-based recharge mechanic.

This feels very on-theme. The dungeon plays really well with the idea of symmetry. The gravity stairs are a really interesting concept that would be fun to sell to players as they attempted to cllimb them.

I really like the reverse-heist framework for this adventure! The tables hold so many gems; the wizard battle stood out to me among the challenges. The set pieces in the hideout feel exciting and interesting.

This place is horrible. Great work! The ladder "shivering like some weakened animal trying to shrug off an attacker" is a really masterful detail.

There's very solid ice-themed horror throughout this and lots of interesting encounters to pull on. One detail I really liked was this being set in the summer with relentless, blinding daylight.

The text here is very evocative and sets the imagination wheeling. The true nature of the final spirit is really interesting and has some cool implications for future adventures.

The presentation here is really solid. This is a compelling crawl through interesting rooms that culminates in what seems to be a pretty satisfying boss fight! The one living NPC you can come across was a really interesting encounter to me. Lots of this captures an ominous, claustrophobic vibe well.

I like how you've put your inspirations front and center. There's really tasty lore seeded in this that would be really fun to discover. Each of the four main points of interest feels really compelling and holds some clear risks. 

The Vagrant Color is a really scary monster that feels very much out of the fiction that inspired this, particularly in the fact that it is so lethal, seemingly insurmountable, but once the secret to defeating it has been discovered, it doesn't take more than one or two blows to do so.

I also really like the motivation of the Dark Hunter.

This feels very on-theme and has some really great, psychedelic puzzles within. The look of it really compliments the contents. The encounters are all very thematic, and I really like the kind of overall nature of the Moon and how that threatens the library. Enemies are described with enough detail that I think statting it out for any system would be quite do-able.

Solid heist module with a good variety of approaches. The menagerie animals really stand out and the random encounters feel like they could really mix things up (particularly the mountain lion and the thief).

Nothing says "Appendix N" quite like dropping it in Nehwon and name-dropping Fafhrd and the Gray Mouser!

I really like the encounters found here! There's some good variety mixed in that still feels like it makes sense with the goals of different characters. The mechanic of the tide pulling back to reveal stuff in the intertidal zone is very fun and plays with the title of the adventure really well.

This is a strong, ominous adventure that gets quite chilling in its conclusion. The fish theme is strong. Nice work!

There are some really interesting ideas and encounters in here. The Soviet/nuclear/fallout theme with fantasy adventures makes for a really unique mix. I like the way you provide descriptions of familiar objects that would be alien and arcane to adventurers. I really like the mutation table.

There are some really strong social dynamics for PCs to play off of here. I could see this going lots of different directions depending on how PCs approach, what they're hoping to get out of the situation, and how things go sideways. The detail of what happens to Qexill if he tries to hop into the titan is grody in just the right way. I also really like little details like the fake Boetzu worship and the "Lizard Coast." Very evocative and very Appendix N.

This has a very original and compelling premise. Having the tables add the extra layers to the dungeon really brings it to life. All five encounter tracks are excellent, and it would be very fun to see them overlap. Very clean map design. Overall, this would be a great one to bring to the table and would stand out among whatever dungeon crawls or heists PCs have gone on.

Very cool, well-themed dungeon. Why would someone need a salt seal? Alien slug monsters of course! The encounters all seem really great. Yes, you can pet the cat! There's also some real horror that could be leaned into here, particularly in the depths.

I might give PCs a hook that encourages them to use the seal with a misled understanding of what it does. There are some really interesting implications in the potential outcomes of this one.

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There's some really good stickiness in here! I could see players getting really invested in these characters and the mystery. Even if they uncover the cause of the pox, there is still quite the question left hanging in the air of what (if anything) they're going to do about the big, weird egg-thing (coming back to edit to make it clear that I like this ambiguity).

There are a lot of clever and cute things to be found in here! Very lighthearted, I think this would make for a fun diversion for tables.

Excellent ideas in here! I really like the backstory; there's a lot of meat and intrigue to this naval war between fae and orb weavers that this adventure could potentially launch in to. I really like the odd behaviors. If I get the chance to run this, I might hold back the other hooks (which are also very good) to give the PCs plenty of time to investigate the town. The ocean in the sickbay and medic on the island is such a great image.

The cover and map art are both very effective. The layout is very clear. I really like how the "best" outcome for this adventure is kind of quiet, almost underwhelming. Pretty much any ending could leave the players on a strange, unsettled note rather than a triumphant one, which feels very appropriate for a classic sci-fi/science fantasy story. Very good entry, easily among the top.

Joff is an excellent inclusion. It's always great to have a weird little guy to interact with.

Very good compact adventure that excellently captures the jam's them! The initial foreboding of the camp descending into weirdness as they uncover the Wyvern's secret feels very fitting. Characters being enthralled (and still worshiping the statue when the time comes), yet wanting to leave feels like a fun roleplaying challenge to tackle. I feel like a lot can be teased out from the prophet's backstory just in the few sentences describing his chamber; there's a sense of pathetic tragedy there that's really potent. 

I also like the wyvern depiction being this big, weird bug. I love a twist on a classic monster.

Thank you! I'm glad the early posting was helpful!

Thanks! I really wanted it to feel like that dude could come crashing into the room at any moment.

Thank you! I’m so glad people like the cover, because I am very proud of it. I was inspired to have that constant threat by Scampers from Brad Kerr’s Hideous Daylight! And also horror monsters like the Xenomorph, Nemesis from Resident Evil, and a bunch of major monsters from Mothership modules.

Thank you so much! I definitely hope to expand on this story and the world at some point!

Thanks for taking a look at it! Good question! In the adventure background on that first page it mentions Gan breaking free and smashing one of the shrouds. When PCs get to his cell, the only thing in chains is his severed arm.

Haha, there is a lot of wealth in this monastery! I wrote it to work easily with OSE where treasure is needed to level up (and a LOT of treasure as PCs get to higher levels). I definitely felt like I was stuffing treasure in every crevice I could to meet the expectations of that system, but I think it led to some interesting bits like the golden coffin.

Thank you! I’ve never done a cover like that, so I’m quite happy with how it turned out!

I’m hoping the dungeon has just enough head-scratching, backtracking, and tense Gan encounters to help it feel a little bigger in play than it is on the page, so if you end up running it someday, definitely let me know how it goes!

Thank you so much! I had been reading a bunch of Jack Vance and Fritz Leiber and actually working on some fantasy  intended as a nod to the genre set on Jupiter’s moon Callisto before the jam, which helped lean into the feel.

I really like Gan’s severed arm too! While writing, I think I knew he was one-armed before I knew the arm was still in the dungeon, so that was a fun detail to tease out.

Really great use of public domain art here.

There's a lot of really cool lore baked into this. The floral theme is used in some really cool ways here and is consistent enough in the adventure to not be forgotten about. The Glasshouse is a really interesting space with its desert and tundra.

I really like the way the armor and the poison work. Sir Dent De Lion and the Snapdragon are both excellent inclusions. If the PCs aren't already seeking them out or running into them, I might fudge those encounter dice a bit to make sure they make an appearance.

The hook where the PCs are working with or are Merchants of Ash is really compelling, especially since I have a feeling a lot of players will gravitate towards sympathizing with The Green Hand.

Very visually and thematically striking! The way floors come together yields some very compelling combinations. I really like a floor morphing into another possibility.

Up top, this is one of the best looking entries, and it does it without a flashy cover or big, complicated art. The color choices make it feel stormy and slippery. The choices for small spot art are just enough to sell the presentation and orient the reader. The layout feels familiar after reading a bunch of stuff written for OSE. The map is super usable.

I really like how the players' expectations are subverted pretty early into the dungeon. Things are not what they assumed but are also straightforward enough for them to grasp pretty quickly after getting there. I imagine most NPCs are not going to be shy about providing (at least certain kinds) information. I also just love the trope of wizards "solving" problems in ill-advised ways.

Overall, great entry. One of my favorites.

Would you like the A5 pdf version I made so you can upload it? Not sure about the timing for the main judging, but you could pick up more community jam ratings that way. I think it lost just a tiny bit of fidelity in the conversion, so it’s definitely workable.

Yeah! I think that was a really good suggestion within the text.

Lots of interesting encounters found across the very distinct locales. It feels very dangerous, like it would make a good funnel. The concept of the Atlas being this cosmic, divine artifact of creation that just slipped off of the god's bed is both funny and really interesting. Priestly prophecies based on tracking its movements through space is a really clever idea. I like the idea of astronomers being considered prophets because they can predict cosmic phenomena.

The Chained Colossus makes for a really great set-piece looming over this temple and camp. There appear quite a few options for approaching this with some faction play within. The random tables have quite a few great ideas in them.

I think this is the highest rating I've given something so far. The town feels really alive and just seething with secrets waiting to be uncovered. I could see the web of connections getting a little overwhelming for some GMs, but you provide a lot of strong details and characterization that makes it lock pretty well into place (and it's likely that PCs won't follow every single thread in its entirety). 

The torn front cover is really clever. The town map is really readable and clean. The town events make great hooks (or clues for a party feeling lost). 

The way the kraken interacts feels original and compelling (so much more than a big, monstrous squid). 

The layout is clean both overall and within paragraphs/sections. Having the cave offset with the black background is pretty great. 

The spaces to add stuff (like a cave-crawl or psychic kraken influence mechanics) feel present without feeling essential.

For a pretty short adventure, I honestly could go on and on about the good things in here. I really hope I get a chance to run it before too long.