A very solid little sequence with strong cursed Caribbean vibes that fit great for pirate borg! It was a little unclear at first that you just go through each sequence one by one, so might want to clarify it, though I think it might add to the dreamlike vibe if the middle sections were randomized if you are not going to have a map. The last page is also a bit hard to read to between the weathering over the text and the bright red background.
I do really like the cover too, if you could bring in some of those visuals into the later pages it would definitely help set the scene for the other dreamscapes!
Scott_Santoro
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Thanks for the detailed review! I do know the formatting got pretty funky on the map page, especially in regards to paragraph spacing, which I sacrificed to allow the text to remain legibly sized, but it's definitely something I intend to redo in the expanded edition I am planning later.
You do bring up a great point in terms of map color! I think making the numbers green or something would help them stand out so I'll definitely do that. Most of my art experience is in black and white so I often forget that color can be a useful tool for clarity.
This is a very solid example of what it is trying to be, and I do really like player options as presented (especially Mind Trick and shapeshift). I do think the ability pages need a bit more oomph, even just an alternate background color would help, but there are a lot of details that you could pull from cartoons to really sell the vibe.
I do think that what this supplement has is pretty off base from what the contest asked of us though. This isn't a TTRPG Module, and it is pretty tangential thematically to the pulp sci-fi and fantasy stories reference in the overview.
As is often the case with system neutral resources, this would need a lot of work from a GM to turn into something playable, but that just comes with the territory. This module does make up for that with some very well done weird fantasy and body horror vibes in the writing and solid supporting visuals! (As someone who also drew thier own visuals, I'm supper impressed that you did that and still got it in so early.). This is definitely an excellent seed for a dungeon, and I'm already thinking of how I could draw from it for a similar location in one of my campaigns!
I'm not usually a fan of hexcrawls, but with the defined time limit and required movement to attain immortality, I think this module really justifies being one, and looks quite fun to run! The text is clean and straight forward, making it very easy to reference what you need to know in each zone.
The graphic design though is clearly the standout feature. It's halfway between Monty Python and and orange juice ad and somehow that works very well, especially for an entry with a goofier tone!
It seems like you made this dungeon for D&D 5e, given the monsters and DCs, in which case you should probably make that clear so your audience knows how to run it. I also like to put page references to where creatures can found in the core books so it is easier to GM. I also question inculding the philanges room (RT4) given that you yourself call it boring. It might be more interesting if someone/something was trapped inside so they would have a motivation to try and get them out.
I do like how fleashy all the description are, very fitting for the dungeon crawl inside of a monster!
I really enjoyed the writing in this module! I always like stories about conflicts between gods and thier purported followers, and you set up this one very well! There's lots of clues if the players are looking for them, but they do need to think a bit.
I do think the formatting for the stat blocks could use a bit of work. Impact is a very rough contrast with the curvier serif fonts you are using for everything else, and white and teal against dark purple is pretty rough on the eyes. But I was surprised by how much I liked most of the other graphic design choices, like the orange subheadings and white text on dark green. You make a lot of very bold design choices but I think most of them paid off!
Very legible and polished graphic design! I'm definitely stealing the simple hex map idea next time I make a HMtW dungeon for this sort of thing. Questing for details to compose a story is also a very novel, though I do wish there was a bit more clarity on what physical remains count towards the things known. The graveyard Stag is a fantastic boss, and I love how the horror of it's immortality is woven into all it's decriptions.
Noticed a few typos, the most important of which are probably on the first page, Hook 1"wishes to have a grand lay {play?} composed in his honour." Faction: Ser Berk "Brek is charming but amiral {amoral?}" but there are more scattered throughout. I wouldn't normally even point that out for a game jam, but considering how early you got it in might be worth it to proofread more next time.
A very solid mini-dungeon! Everything is very well connected and feels important to the story. I particularly like the cold forge, which feels like exactly the sort of BS that shows up in pulp fantasy! The cover was also very impressive, Daniela did a great job with it!
My one nitpick is that the random encounter table feels a bit unmotivated, since only the eyebats are really interacting with the story, and even they don't tell you much.
I struggled a bit with this one, because I really liked all of the sections separately (The exploration mechanic in particular is a very fun way to tie the party's adventuring to time table!), but I've had a lot to trouble fitting the pieces together. I feel like the relic guardians should be near the Exploring the Downpour section (since that's where they come up), and having description of the downpour below all its effects was very unintuitive, though once I understood it I loved the concept of the city becoming part of the dungeon as the crisis worsens.
In the current format you don't get what is happen really, what you can do about it, or why any of the information above matters until the very end, which is a shame because once you do its really cool! Let me know if you do end up expanding this, because I am very curious to see where you take it.
Really like how you introduced each of the characters with a quote, it captures thier vibe, which will be important for stating them out for whatever system is chosen! I do think some more clarity on possible routes to containing or curing the fungus would be a good addition, as well as some possible complications in case the GM needs to shake things up.
Well fleshed out cast, and I like the mystery of trying to find out who is associated with the cult! I do wish there was a section up front that listed what was really going on. That is vital information for the GM to know before they can start describing the town and playing characters, and it would be rough to have to dive back through all of the character details to remind yourself mid session.
The writing is so clear and snappy, which I guess you need to clearly describe a 8 room dungeon in 2 pages! Hadn't heard of DURF before this, but this seems like kind of perfect module for the system, since it is also whittled down to a the core of what you need for a great TTRPG experience. Very impressive!
