Love the tea town npc tables, very fluid and fun. The map is great. Though I thought it was a hex crawl, but it is more of a straight forward point crawl! The type is very brief but communicates all you really need to know to expand upon, which is great. This would be a very fun 1-3 session adeventure, but specifically would be great for new players or GM to shadowdark. The way its layed out is very usable. Great work!
QuestForQuests
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Thank you so much for taking a look! I would love to expand it and if I did I'd give more focus on the sorceress and her dragon. The sorceress and mountain king are inspired by faxanadu, with a king sealing a blade in himself to prevent the bbeg from getting it, but in the process becoming their thrall.
This is such a genius way to instill those tough inspirations you got! You've got so great levity and humor in here, and the glitch system is a great twist. Super unique way to take your project, very impressive! I'm glad you included the example of play, since this is very different it helped me understand the concept. You basically made an entire new game based off Shadowdark!
I really like the introduction, that could be straight up Dark Souls 4 which I love! The gritty tone in the art is cool, I just wish there was a bit of 8-bit influence throughout to dial in on the retro vibes. With a bit of formatting for the room descriptions this could be an absolutely amazing supplement. Great work this is awesome!
Wow you crushed the retro aesthetic here! I wish the inspiration page was at the front so I could read it knowing the influences ahead of time though. I adore the npc portait and statblocks, so good. Layout is a bit too busy but the flow of the adventure is easy to get so that helps. The summit map designed to look like the level if it were a NES game is a stellar idea. Overall this is fantastic work!
This is seriously my favorite based on visuals! Absolutely crushed the vibes, so good! I just wish the rest of the content matched it. There's a bit of content missing to make this runnable, but the bones are there for something fantastic. Some map labels, pc level suggestions, and formatting would make this great. I'm left wondering what your other 2 inspiration pulls were, because you nailed the megaman vibes.
Love how detailed Mudsbury is the special carousing table make it feel very lived in! With how densely placed the map locations are for the moon base, having some map cutouts throughout would be helpful, but with the page restriction that would have been tough. I really like the back cover, if this was in print at a shop and I read that it would pull me in 100%! You are also braver than I for going with the citrus colors, I also noticed that while researching retro magazines but couldn't bring myself to use them! The vibes are strong!
I love the portal/nexus style gauntlet of trials! My only comment is that since this is designed for a one-shot, there enemies straight up immune to non-magical weapon attacks, but there are no magic weapons that can be found in the trials or a way to enchant any with all the magic devices around. Love the indiana jones hook, great adventure!
Thank you so much for such a thoughtful review and breakdown! I similarly had a concern early on if there would be too much reptition in the results. Between the heyed locations and if the players are focused on racing up to climb, they wont be exploring every single hex which lowers the probability of generating too many repeats...ideally! Though that does play into your point concerning encountering the mountain king... Perhaps I could expand the tables in the future to ensure that though. I really appreciate the insight! I will have to think on that and what ways to fix that. Thanks again!
I'm floored with how much you designed in the time limit, that dungeon is huge! And the locations are all unique and have something of interest to interact with. My only real nitpicks are the title fonts are a little tough to read, and I wish there were map references throughout the location pages but given the page limit restriction I get why they're not there!
All the statblocks are solid, I especially like the npcs as fun callbacks to the inspo. This would be so fun to explore as a player, great work!!
The layout and keyed locations are all very well designed. I really like the handdrawn maps! I wish you included a section in the pdf with more detail on how the inspiration was used, I can see some hints but a lot is unclear how they influenced the product. The dungeon is really solid though, and for such a large one at that you did good with adding variety and interest throughout in such a time crunch! Thats a huge accomplishment!
The intro is solid and really takes the game inspiration to heart! The layout could use a little refinement to make the flow of the adventure a bit clearer, like how many enemies are in each zone, including pagenumbers for the zombie and skeletons from the core book. I love the duck hunt with the indie whips intro, super evocative! The glyph drawing is my favorite, super mysterious. Great work!
I really like the procedural nature of generating each level, making it truely feel like a replayable gauntlet. It is a little overtuned, but all the ideas are there and solid. Just reads a bit complicated in the small amount of space, but a lot of that can be attributed to the restrictions of the jam. The art absolutely rules, you did such a great job! I love the cowboy mini boss with the 6 shooter "fan the hammer" attack! The vibes are immaculate.
