Also, I never posted the excellent Between Two Cairns episode featuring The Isle!
Jared Sinclair
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There are a few errors that slipped into the first printing. They'll be fixed with the second printing, but they should be pretty straightforward to divine. Room 12 key should have East instead of West, Room 15 is referring to the upper and lower exits both to the West (this one from a last-minute map change that didn't get reflected in the text), Floor 2 Room 22 should be deleted, Floor 3 Room 12 should read West instead of East, and the Sea Thing Growth map should have a connection between 8 and 12. Also the exits from Room 6 of the Sea Thing Growth are a little unclear: North and East are referring to the connections to 11 and 12 respectively.
Generally when a character with a few too many injuries (say... four?) gets attacked, I'll say something like "The enemy comes at you with a fearsome attack! With your injuries, it could prove deadly. What do you do?"
If someone takes a "deadly blow" like that, I'll generally say something like "You're down for the count! This could be the end of the line for you," then after the encounter is over, I just ask them if they want to play their death scene or come back with a fun new permanent injury or something.
All of which is to say: don't be afraid to make things deadly, and also don't be afraid to let your players decide what that means for their injured character. They might surprise you! Just follow your nose, and listen to your friends. 😊
It's actually a reference/commentary on "Sporting Life," by Jack Spicer. But I'll check out the Bukowski!
There's a channel in the Melsonia discord! Here's an invite link: https://discord.gg/63xsHC8