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townxelliot

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A member registered Dec 21, 2017 · View creator page →

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Nice spot, I'll correct that 😁

Thanks for the comment, much appreciated.

I'm not 100% sure where the sword is, but I'm a fan of anything with crystals. Always nice to see a hand drawn map. This looks like it would be easy to run.

The only entry I've read with a flying saucer in it! Cool how you tied this to the brandy production. The NPCs are delineated well and there's lots of scope for interesting roleplaying interactions. Nice job.

Very metal, very Mork Borg. Tons of atmosphere. The three kings and their artefacts are well constructed. I prefer adventures which are less linear, but I think this tells a good story and would work well as a one shot.

A charming little adventure. I think the text could be organised a little better, and the font and grid background made it hard to read. I was a bit confused as to why the warlock would make candidates complete trials: surely they want the host to access the ark easily? But overall there are some nice ideas in here, like the iron guardian's weakness. I especially liked the drawing of the first corpse.

Excellent adventure which could easily be inserted into any fantasy campaign. Such a great hook! The map is a thing of beauty, and the adventure itself, with the three part solution, encourages players to visit several parts of the map. Really good entry.

Dripping with atmosphere, nice coherent arachnid theme, interesting antagonist. A very cool adventure.

A cool setup, with evocative descriptions of the locations. While bare bones in this form, it feels easy to expand. The included system looks interesting too. The artwork complements the theme, and it fits the Appendix N aesthetic nicely.

This has really good NPCs, clearly structured hooks, and an economically delivered atmosphere. The plot is unusual and it's nice to read a mystery. The art nicely complements the text, though if the background image was lighter it might improve readability.

There's a lot going on in here, and it reads more like a story than an adventure. The descriptions are decent and quite traumatising, which reflect the horrors involved. But I would probably break this up into numbered or headed paragraphs to make it easier to use at the table. There is some vivid horror imagery in here which kept me reading.

Great concept. It reminds me of a cross between Yuggoth, Jack Vance, and Clark Ashton Smith, so it's very on brand for Appendix N. It would make a good palate cleanser between more traditional adventures. The attribute drain seems very punishing, so I would probably make it all non-permanent. Good job.

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Fantastically imaginative with impeccable art. This has so many vivid details and unusual features that would make it a pleasure to run, along with a rare consistency of theme and tone. Excellent all round.

A classic cultist temple crawl. I like the high stakes involved (gods duking it out!). Well structured and easy to follow. I did wonder why the cultists had not found one of the rooms; and it would add a nice wrinkle if there were levers/switches to disable the traps, as the cultists would presumably need these. I would probably also leave out the satyrs and put in some sort of lizard/dragon beasts to strengthen the dragon theme. Nice work!

Fantastic cover and a great map. Very reminiscent of Jack Vance, so ties nicely into the Appendix N theme. Looks like it would be fun to run. Nice job.

A well structured mystery with many layers. The NPC knowledge, desires etc. give great roleplaying hooks for the GM. The set up is novel and interesting. Good work!

Shame about the text not fitting the jam requirements. I also found the introduction a little confusing as it threw in aliens, cultists, a mine, and some kind of shrivelling effect. Explanation of the context would have helped here. I liked the notes on the NPCs describing their voices and wants, as I find this useful as a GM.

The enemies are varied and interesting. I especially like the skeletons who randomly cause spell effects when they die. My suggestion would be to put a bit more detail in the room descriptions and flesh out the NPCs, so there's more scope for roleplaying and building atmosphere. Good job.

This is great. Very imaginative creatures, excellent names, faction interactions, plus a ton of new monsters. Love the map. I was left wondering who the Chrome Messiah is (maybe the creature in #20?) but maybe that was intentional, or left for a sequel?

Thanks for the feedback. I was originally writing it for Mutants of Ixx, based on Into the Odd, which is why I statted it like this. But it does have more of a Vaarn or Troika feel, you're right.

Thanks, glad you liked them!

Absolutely beautiful work. Imaginative and dreamlike. Economically outlines a couple of dramatic struggles between NPCs, giving lots of scope for roleplaying and exploration. Lovely stuff.

Lots of great Appendix N ideas and inspiration in here. I feel like it might be tricky to run if all the PCs went in different directions; and it could be demanding to come up with details on the fly (my problem, not your module's, though). But top marks for doing something unusual with a cool mix of encounters to probe a party's strengths and weaknesses.

My main quibble is that you don't use the smuggling theme. This seems like an easy to run adventure, if a little short and straightforward. I'd probably put the keys somewhere else rather than a dog's mouth; and I'd make the pirates a bit harder to persuade. Some more colourful characters among the pirates would also brighten this up. A solid entry.

This is intriguing in its simplicity. The imagery is straightforward and creepy. I like the ambiguity, though a little more context wouldn't hurt (e.g. some ideas about the Moonchild's reason for being there). I understand this is deliberate, but it seems important enough for there to at least be suggestions. Good job overall.

This has a great deal of playable detail, with varied adversaries and hazards. The timeline, ingredients minigame, and avoiding interruptions add a strategic layer. The theme and artwork are also on point. Nice work!

I like the range of approaches opened up by the map. The random backgrounds and treasures are fun, but there are obvious best options I would just pick (Diplomats, to get my players doing dodgy accents; and the Fateringer's Bell, because it would cause absolute havoc!) Looks good and would be smooth to run.

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A nice low violence adventure, with some well-made NPCs and a novel plot. The only thing which jarred a bit with me was the inclusion of velociraptors and panthers, which felt like unusual choices for a fairly pastoral adventure. I would perhaps also make it clearer that the kobolds are meant to be there, as they make the silk (perhaps "kobold quarters" or "weavers' quarters" instead of "den"?) I also agree that the text is a bit dense.

But a solid entry which would be fun to run.

Absolutely lovely. Artwork is great, really nice map, interesting range of opponents and hazards. Nice work.

Great ideas! Thanks, that's really useful feedback. I'm working on expanding this for my own group, and this gives me some good directions to go in.

I think you'll love it. This sort of heist scenario is a big part of it, and the mechanics cleverly support a set up where everyone is a rogue.

This is a really fun idea. I like the rating system, simple and easy to implement. Borrowing the flashback from Blades on the Dark is a nice inclusion. And the guild itself suggests various other Robin Hood style adventures. Nice.

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Thanks for the lovely review. I'm a big fan of Vaults of Vaarn, so I take that as a big compliment. Glad you liked it.

Thanks for the feedback, much appreciated!

A nice set up, lots of mystery, and a plausible story which ties in well with the title. Good job.

It took me a little while to figure out how this would work, but I was impressed once I did. The timer gives players a cool choice between waiting it out and chancing a trip to another plane, which I also liked. My only question is why Azov would give clues to someone which would help them get to his vault; maybe he likes to reward ingenuity? Anyway, it's a nifty idea, and a good puzzle.

Packed with ideas, encounters, locations, and items. I enjoyed the Sting parody. I feel like I'd need to take notes first to be able to run this, due to the number of interactions. Very nicely done.

Some of the other comments each my own thoughts: what do the cultists get out of worshipping the Dandan? Are they trying to convert the people fed to it? What happens to the people who survived? etc. Some more clarity about their motives and interactions with their god would be helpful as a GM. Despite that, the map is very well done, the hints of humour are welcome, and the level of detail is pitched just right.

Colourful NPCs, succinct room descriptions, and tons of atmosphere. Looks like a fun scenario.

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I have run Troika a few times, and I like the font it uses, so I stuck with it for this scenario.