This was such a fun simple entry 😭 I love it!!!
Roseline
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What I like the most is that this is a very good Improv exercise that is very much accessible to everyone. Hell, you don't even need a book cover specifically, say you're in a board game cafe and you wanted to make a story out of board game covers, this system is so flexible it can do just that. Love this entry!
Alright. This is such an AMAZING reply. I'm going to pay my respect by answering some of the decisions I made.
I appreciate the Appendix N taste! It was a gamble because prior to this I have literally never known or read any Appendix N literature, and there were a lot of angles to take. Eventually, I decided to just mash every idea that I had onto a giant concept and work it out from there.
I'm glad you noticed the detail for the king :> I wanted to bring it way more examples that essentially the king and the people don't quite look the same but due to constraints, the fingers were a few examples that I managed to fit in.
- This was one of the problems that I faced when designing this adventure. To make a heist adventure, the most important part is the tension represented by the timer itself. I initially wanted to tie the heat rising mechanic onto something like a suspicion level (like in any heist games, if you get to a certain clock/point, you're busted and you failed), but the problem is that due to the small nature of the map, and the fact that the security room is on the first floor and very much accessible, makes it hard to use the heat rising as a security tracker. Regarding the random encounters, I actually did include a lot of environmental encounters, but throughout my personal playtesting, It was hard to justify the length that the words would've taken to write it down and the fun factor. True, random encounters are a random variable, but in my design prototyping, heist adventures need to not that much of a randomness so players can plan. The dimensional shifting was enough trouble they had to face, if i gave them more danger it would be too much, at least that's what I would think. And also, my initial table was a d4->d6->d8 yes...but I had to reduce them due to the size...I will make this table even crazier in the expanded version, you can trust me on that.
- it's true that I didn't include any real connections on what or why the tesseract space even exist in the first place (I wanted to put a sample mini lore that the tesseract space was their defense against another species actually that was four dimensional so they couldn't enter two dimensional), but I figured I had two reasons why I didn't put an information. First, I didn't think it was nessecary. In the spirit of Appendix N, you have all this weird magic and science especially when you visit an out of this world civilization. Especially when you're in a hurry, you're not gonna have enough time to piece out everything. In the adventure lore wise, you're not there for a field trip or to understand the martians - you're there to destroy the flame and that's it. I guess an explanation wasn't the biggest urgency here. And second reason, there. isn't. enough. space. Which means that I'll probably add some lore for the expanded version to justify this.
- This Into the Odd comment was actually accurate (LMAO). I chose it because it looked simple enough, I've played it like..5 times? I definitely should've researched more on how the system usually works and implement that to my entry. That part about swapping sounds so cool and I'm going to respectfully take note of that idea for the expanded version.
Splendid feedback. I'll definitely note all of them for future improvements. Thank you once again for the gorgeous insights!
Hiya! First of all, thank you very much for the kind praises. To answer your question, I guess at the end of the day, I want the characters to still be the pathetic little humans they are. They're hopelessly fighting a war they could never win, and to make that sense of dread amplified, why not keep the characters the weak humans? At least that was my vision anyways. Practically? It's so that there's a baseline so that other stuff can be weird in comparison, I suppose?
I feel the same way about the lantern too! I wanted give more descriptions to the violet flame, but flat out describing it might be boring, so I opted to make it an item with some risks to be taken. I hope it can add more stakes to the game itself!
Hiya! First of all, thank you very much! Second of all, that is excellent feedback. I contemplated on color coding the 3d maps first, but I feared it would destroy the martian vibes itself. But eventually the vibes are useless if the maps itself can't be read itself, the functionality of the map is...gone. I'll be noting this for my expanded version. Thank you very much for checking my entry!
Oh my, thank you very much for the kind words. I don't think it's your fault for not being able to understand the maps! I think my delivery of said maps could be improved. Rest assured I will make the maps more readable, both 2d and 3d ones at the expanded version. Thank you once again for checking my entry!
What an awesome entry. Cave diving sounds fun, and I think the module does a good job of that. There are some parts that doesn't sit with me just right:
- Judging from the screenshot, I assumed you intended for the whole layout to be much bigger, but in the pdf, it's much more small, evidence from the massive margins, leaving alot of white spaces. Alot of typos as well and I can't really select the text on the pdfs, but this is minor stuff that I'm sure can be revised quickly.
- I would've more ways to deal with the river spirit other than just combat. I think the immiscate spell is a nice stuff, but we can go further than that. In the random encounters, there's a section that explains one of the sections falls apart. Seeing this is the mine too, I would love to see explosive solutions to this (miners in Area 4 has mines but has no fuse, PCs can use these mines to explode the blockage.
- I think Wilford can be a more helpful npc instead of just letting him sit there, trading his knowledge. I mean, what relevance is his knowledge for gold is for the PCs, or to destroy the river spirit? Maybe if the river spirit is weak to gold, then Wilford servers a purpose. I just don't see his usefulness, or what is the reward for the PC to venture to his place.
Overall, I can still feel the idea from the theme, and I say it was well done executed. Amazing effort nevertheless. Good work!
I think this adventure was awesome, trying to be alive inside a giant creature? That aside, there are some things that I have to question:
- I think generally, your job is to make the rooms interesting (or at least help the GM with that), so that players are rewarded for adventuring. Because if not, can't they just go up from the way they come before? I think the lines of "Don't linger on this room, it's boring", or "Nothing is keeping the adventures in this room, they can move at any time" feels reductive.
- The mechanic for RT1 is interesting, but personally this would've been better if it was gimmick for the whole belly. There's a recurring theme and players can be vigilant on which checks they should do throughout their descend.
- I do appreciate you encouraging the GM to create facts about the zetafish, but without not many information to begin with, I feel like it's just...hard for the GMs to do that. A rumour table or an information table could be nice to help GMs answer the questions about zetafish itself.
A little random encounters could help making the adventure more spicier, the only way I can see myself running this adventure would be to deliberately speedrun it. If that's your angle for minimal prep, then that's good. Anyhow, it's still a worthwhile entry, good job!
This was fun and easy to read! I have some few nitpicks from me though:
- I think the papryus font is a nice touch, but making it the main font itself is a bit tiring to read. I'd suggest making papyrus the first/main font, and for the descriptions, you can use a second, cleaner font for the body font.
- If you can make the brightness on the table just a bit brighter, that would've been awesome!
I do think the strongest point of this entry is Yerglae itself, and I think you nailed it. Going so far to give choices if we either side or wound him. I would love to see an expanded version of this entry, this has strong potential. Greatwork!
Gosh I love reading this entry, it looks so pulpy. Everything looks solid here! The trifold really works! However, as much as I love reading this entry, I can't help but feel like the adventure is rather "safe" side. I think if you pump the weirdness even further, this would've been an even awesomer adventure. However, it's fantastic regardless! I had a good time reading this. Bravo!
I think this was nice! My nitpicks are the blue borders are so strong and the myths' texts are small, and some of the formatting are consistent but some aren't (I would appreciate more bold so the readability of the paragraphs are better). I love the greek theming here, but I think there's potential to crank up the weirdness! Fantastic job regardless!
First impression, it's easy to read! I do like the mechanics (two random encounters??? wow!) to make the adventure not stale, the descriptions of the map feel less...strong? I feel like in a short descriptions, you either have to deliberate on focusing on describing the location (the visuals, vibe) or the people (how they feel) in it. Some paragraphs end the sentences early, you can use that remaining space to put more details! Overall, this was a good entry, the themes are felt! Awesome stuff!
Hiya! Thanks for the lovely words! I sorta actually intended the lever to be the spatial control device, but that means the crew can't really fold dimensions other than the one with that room intact. That's why I changed it to a remote control, so that you can change dimensions whenever and wherever :D
Such kind words, thank you very much. I've always wanted to make a non-euclidean/dimensional shifting adventure, but most adventure are either too complicated or too fast. I hope my entry can sit in the middle of difficulty. I appreciate the tension and lantern comments, I hoped that these additional mechanics can give the adventure a bit more flavor. I'm very to hear that's the case. Thank you once again!
The absolute genius to manage the tight, effective layout while managing to craft evocative prose is what ultimately made my experience so pleasant reading this. This adventure is solid, every tool to help the GM run the adventure smoothly while still keeping some areas open for interpretation. The hexmap is deceptively brilliant, and each room is uniquely written. My highest praise goes to you. Bravo!
If I had to describe this adventure, it would be innovative and solid. Innovative, as in all the mechanics are all tied up together to create a completely new, unique, fluid experience for both GM and Players. Solid, as in this adventure has all the checklist of great adventure. You have your brilliant despair tracker for tension, bestiary, hooks, encounters, and that wonderful movement mechanic. Descriptions of each places are evocative and high quality. To top it off, all of this revolves on the excellent hexcrawl design, and the beautiful art and aesthetics. Truly amazing work!
I think that the descriptions and writings are cool. As much as I want to like this adventure, it feels a bit flat for me. The repertoire of bestiary makes the adventure populated with more combat rather than exploration. I do think that this adventure has a potential if it were to be expanded. Good work.

