Nice spot, I'll correct that 😁
townxelliot
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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.
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.
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!
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.
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.
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.
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.
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.
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.





