Thank you! I’m glad you liked it.
Totally fair criticism. In the expanded version of this adventure (which I’m currently working on), every exit/tunnel will be mentioned in the descriptions as well.
Super cool and quirky adventure! Absolutely love the illustrations and map! The colors are wonderful. Strong fairytale vibes, especially with the mischievous gnomes hiding in the hedges.
If I have to nitpick something, it’s that the typography is quite small for an A5 format. I wouldn’t enjoy reading this if printed as an A5. On a screen it really doesn’t matter.
Wonderfully quirky adventure. Great stuff!
Great little adventure of boarding a ghostly pirate ship! I would have loved a little more details in some rooms. Eg: I’m a little confused about how the rotten plank in area 4 works. I would have loved some stats for the denizens – so I knew the power level between them all.
Great cover – love the overall colors! The map is simple, yet super useable. The layout is wonderful. Great stuff!
Very nice layout! I love that the text has been kept at a readable size, rather than cramming too much in. Also very nice that all denizen stats are collected on one page. Really fun and unique concept, and very easy-to-use premise. Lots of loops and secret paths to find while ascending the mountain. Really clear and easy-to-use map. Great job!
Love the layout! Beautiful borders, beautiful use of typography.
I have two small gripes about the adventure: The layout of the dungeon itself is a little confusing to me; I would have liked a map of everything to make it easier to understand. And the fact the hermit-chase seems to be played-as-scripted, meaning there’s no way of rescuing the victim, or stopping the hermit before they reach the seer. I’m a little conflicted, cause I don’t necessarily dislike scripted events, but taking away the PCs ability to save the victim seems harsh to me. (I could of course be interpreting the hermit-chase all wrong).
Besides that: Really cool and interesting adventure! Quite unique that it’s an add-on to other modules – fun!
The map and illustrations are super fun! The adventure as is, might require a bit of prep to run, as it reads like a novel rather than dungeon keys. But the story within is a really fun “infiltrate the Cult” adventure. Loved “save vs puke”, and I can see a lot of fun chaotic mishaps to be made with the mined “salt”. Great stuff!
I’m right here on Bluesky as well: https://bsky.app/profile/undelved.bsky.social
Thanks for making this!
Very nice little hexflower-crawl. Very DCC! Both in writing and in layout. I love the cover: the colors are absolutely beautiful.
The module is really well written, although it does suffer from the same density as DCC is known for; with an area written out in one wordy paragraph, making it a little hard to parse quickly at the table. But that doesn’t change the fact that it was fun to read.
I do miss NPC motivations and personality traits. Eg; I think Affreca the Swan-Maiden sounds like a really cool character; but I know nothing more than the fact she is haunting the abbey. Does she seek help? Is she a bloodthirsty monster? Does she have important knowledge to be gained? I would also love to know how the NPCs are interconnected, if at all? Does McCusker know of the Lizardfolk? Do they know of McCusker? As the GM I can of course make the call and make my own narrative around that, but I would have loved some pointers in the module.
The encounters sounds fun; I can imagine the absolute chaos of climbing the Witchstone Hill, crawling through the bushes while fending off the living plants, only to be met by the sight of Lizardfolk oddly dancing around the Witchstone. Good old chaotic fun!
All in all a really well written and competent little adventure, which would fit right into any DCC campaign.
Classic old school dungeon crawl! Lots of traps, treasure to loot, magic items and spells to obtain (or be killed by). Secret doors and paths creates shortcuts and leads to secret areas. All in all a really good, and well designed classic dungeon crawl! The feel of the adventure is very Appendix N; with the necromantic wizard summoning a djinn, and the not-so-2025 naked princess in distress.
The text does however seem incredibly small. It makes no difference on screen, but I don’t think my eyes would enjoy running this adventure if I printed it out as an A5.
Hey Rafa, thank you so much!
This module is currently also available on my Patreon; so if you head on over there, you can get this module for only $10.
https://www.patreon.com/undelved
Thank you so much! You are way way too kind!
I completely agree with you regarding the qualifying words – if I were to ever do a version 2.0, I'd definitely do another pass on the entire text.
But I'm really happy that my adventure inspires you – that's just about the best outcome I could have hoped for!
Thank you so much! Let me know how it goes once you run it!
Those are two of my favourite concepts as well! I love the idea of a PC not being able to find an important item, in the midst of a stressful situation – and then having to spend a turn rummaging through weird rat–pockets to finally find all the lost stuff. Love the image of that.
Very fun, or should I say scary, adventure! Love the choice of Random Encounters and Delve Shifts – they are all very true to the atmosphere of this toy–horror adventure. Very nice touch with the Toymancer's Study being able to change floors; is it an elevator? or is it an otherworldly mean of teleportation? Who really knows? Lovely adventure!
Thank you for the very kind words! I'm really glad you like the art!
I totally get the wish for a more unified theme – but the lack of this was very much on purpose: the idea was to create the feeling of a wizard's basement that's run amok in differently weird directions. Very much up to you if that concept came through, and whether or not it was succesful – but I'm glad you still liked my dungeon–room ideas.
Very very cool concept! The art and layout is also extremely well done, very enticing. Some of the explainer–text on p.2 is a little hard to parse – leaving me a little confused as how to actually use this. But I've also never used tarot cards before, so there's that. Overall really cool – would love to see how this would grow as a project beyond the tight 8–page limit of the Game Jam.