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Odinson Games

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A member registered Mar 23, 2021 · View creator page →

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Excellent layout and art! The pixel portraits are an especially nice touch.

Glad you liked it! Golf was a real curveball. I ended up liking it, though, the more I messed with the adventure.

And yes, Oiram is Mario backwards — exceedingly clever 😜

Thanks for the feedback! It was fun to make. It might be difficult to survive and slog through with some bad rolls. I'm thinking on how to balance that without blowing up the core inspiration games.

Thanks for the feedback! There are two compasses kicking around. I might tweak it so that it augments the roll.

I can add that later, but it's stated plainly in the RAW under "Navigation" on page 90 based on terrain familiarity which would vary. And, like all checks, "the GM chooses...a number called a difficulty class (DC) (p.9). I was careful to change only the roll; nothing else.

Thanks!

I like that! The orcs are intended to be a rival party of sorts. I think they'd work really well as a chaser too.
Find a sign...and now they're hunting you.

Thanks! I wondered how long it would take to pour through.

Could be in 2 hexes, could mutliple sessions.

If it starts to turn into a slog, I'd just throw some signs at the players to speed it along

Thanks so much! The Navigation twist is odd, but I figure one could use it confined just to the Mire itself.

There's 2 compasses in there — they could easily be used to swap the mechanic back to RAW if one wanted.

Thanks — glad you like it!

There's no static Navigation DC as that would vary by environment and conditions (rain, dark, fatigue, rapids, etc.)

Just like the power meter, there's a risk of hitting the ball too hard — a high STR doesn't make you good golfer.

A high INT could be overthinking, analysis paralysis, overconfidence, etc.

That's it so far

Thanks so much - glad you enjoyed it!

Issues 1 + 2 are my deep dives into the Wenderweald but deliberately left open-ended in places, so that anyone who picks it up can make it their own. 

They're both lore-heavy, but just enough to set you up and inspire your own game. There's intros to factions, new spells, and some custom monsters.

KotCT is teased in issue 2 along with some peripheral events and details. There's also rules for solo-play if you want to start Cairn without players.

They both PWYW, so feel free to explore whenever you're ready...the Weald is. Always. 

Thanks!

Glad you're enjoying it!

As you note, I left them ambiguous on purpose so that everyone can make the Wenderweald their own. How you've interpreted it is very cool and highly encouraged.

I'm happy to share my interpretation of them. These aren't meant to be canon; just how it went for me.

In my game, Thurn was the champion of the first and only successful crusade in the Wenderweald. He built his citadel 60 years ago to consolidate his hold on the region. With no heir, though, his hold on the barony collapsed after his death.  The citadel itself is located 12 miles north of Gideon's Reach to watch the pass between the swamplands and reaches. 

Knight of the Corpse Trials took place exactly where you put yours: just south of Crescentcroft. The Leshi there wandered south after consuming all of the loggers.

Thanks so much - I'm glad it's working for your table!

Thanks so much - glad you like it!

By the Basilisks, this is glorious. Excellent layout, brutal art, dope rules.


Well done!

Thank you for your support — that means a lot coming from you. Love your work!

Thanks so much - glad you like it!

lol - you know, I almost kept it.

Thanks! They’ll be more. The Wenderweald never sleeps.

Thanks for your continued support, RobinPlays - I hope it's just brutal for you -- lol

Man — thank you so much, mwschmeer! That's high praise and much appreciated.

I hope it serves your table well!