Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Zeugenberg

235
Posts
20
Followers
46
Following
A member registered Oct 16, 2020 · View creator page →

Creator of

Recent community posts

This entry would have benefitted of a layout giving it a bit of structure.

The universe this is set in comes out of the blue (perhaps it’S an established setting in the system this is written for?) and the amount of scifi-vocabulary and factions is a bit overwhelming.

I gather that the Hanged Men are the spirits of the dead, but this isn’t said on a very full first page, whereon the term is already used in an NPC.

OVerall this is an ambitious and well thought-out entry that needs love in the layout and structure departments :)

This is a dsrk and thematic setup. I like the Weeping Angel mechanic of the monster.

Perhaps I just don’t know the systems mechanics and this would already be in the rules, but I would’ve appreciated a column in the doom table what the citizens, officials and the sheriff do in reaction to the murders and such.

VERY atmospheric and very nicely illustrated/laid out.

Do I want to learn this system, teach my group and run an Astral Sea campaign just to make this happen? Yes, I do, thankyouverymuch.

Clearly explained, greatly illustrated, neat, diverse crew of rats. I love it.

So… it’s just starting, is it? Grab the dice and go? Okay. Will do.

I’ll just give everyone another hook/goal and play with my 150 Foot Devourer till everybody’S dead.

Takes a moment to grasp what one is looking at. After that, it’s great :-D

The story is great, although presented a bit garbled. The background unfolds building by building instead of giving the DM one solid text and the NCs referencing it. Easist would be to put the chapter “The Truth” before “Village of Godspring” plus any information to grasp that section.

I have nothing to add to this :)

Thanks for your reply!

Page 3 is a bit hard to read with the partly erased bits, but my praise shall not be diminished!

Especially the more geometric maps are wonderful to gaze upon. The adventure is straight forward.

A bit sad the idea of the player generated elements is “forgotten about” after the first overworld map. I thought this would lead to “more”.

(1 edit)

That’s one fine interpretation of the title! Love the story! This will catch players ramming their sword into demon on the wrong foot without a TPK, which is lovely.

I like the sticker over your own logo :-D

How did you do the thing with the map and the cover illustration? Lucky punch in an architecture book?

(1 edit)

Okay. Without reading the comments I’m sure you received Preise for the layout and the clearness you explained the somewhat complex scenario.

I will love to put my players i to this, wandering a simple sheep farm and BAM multidimensional space hopping.

I love how much of a fu***r the cat might be :-D

Cannot think of any complications there.

Uh, what a delicious twist.

One is wondering how to play this mass battle (as question not answered), when something other appears and turns the thing quite on it’s head.

It’s a solid framework that needs a lot of filling.

That first page is some Lovecraftian deliciousness!

The game itself is deep and introspective. I do not know what mood one has to be in to play it, but perhaps it’s suitable to explore a character concept before or while playing in a campaign, to get a clearer vision of it.

Whoa. This one needs an interlinked wiki to get through. A very dense and -I assume- logical net of relationships past and present. I don’t know exactly what is going on, but I’m about 80% sure it’s all in there. I like the comparison with an episode of the X-Files below, couldn’t have said it better.

It’s a bold entry!

The voyage is a quick opener. The dungeon with its puzzle and idol-trap is great. Would’ve put the mural at the beginning.

I like a in medias res scenario except normally this is for the players, not the GM :-D

Unfortunately this submission suffers from a lack of editing. Repeating sentences and missing words make it hard to read a somr places. Guess this is connected to the submission time ;)

This one needs a player group really into delving deep into their characters. I think it would work in a long campaign or a fee weeks after a big campaign as a re-visit of the characters, when everyone knows enough about the PCs.

It’s an intriguing idea, I’ll peel my eyes for a Situation to run it.

The layout is a bit crowded and dense, I’ll print it on A4 to suit my elderly eyes ;)

Great dungeon with a great puzzle and story.

Love the touch that it’s 7 dwarves :-D

Ja- klar. Mhm.

Tha hand of the princess daughter, of course :-D

Quick note while reading:

"... and name your reward. It will be yours." -I so know what my players will name.

Wow, it took me so long to recognize a version of the Mediterranian. And there’s a boot right there.

Love the mix of mythology and the story. This could be months of play.

So, quick adventure, 20 minutes, in and out, what could go wrong, right?

This does everything asked for in this jam!

This reads like LOADS of fun!

I’m preparing five battlemaster-champion pre-gens right now :-D

As is said already: Page 1 is bigger than the adventure. The map itself needs a few rooms more, some hallways, perhaps a tower with something in it.

I think this could’ve worked with a twist: The players are not the thieves, but any number of hook-employees run against the players who are the disguised guards, trying not to blow their cover. A big table of events happening on every corner of the big map during the night (fixed and random) till the duke appears in the morning to celebrate the hymn.

Quick notes while reading:

11 - Disturbingly, canopic jars do n o t contain grave dust.
13A - And that's where they got seperated. Muhahaha.

I love this dungeon. It looks simple in its design but I guess there will be quite a bit up and down during the session. We’ll need a bigger, unnumbered version of the map, of course :-D

The layout is a bit all over the place. It seems logical structure of the room texts was sacrificed to the strict three row design of the inner pages. The big graphical borders (e.g. between 5 and 6) implicate the changing of a floor. This happens again and again. As the maps fit onto a column and there are many freely placeable illustrations strewn about, I thnk this could have been done a bit less confusing.

It’s a great story and dungeon, when I have to resort to nitpicking the column-breaks ;)

Much is already said. I adore the little historic animal illustrations. They give massive “We are explorers”-vibes for the adventure.

This is the second time in this jam I hear about Arwe. Seems to be quite important :-D

One note outside of the game but inside your submission: Would be great to get some starters for the research you’re suggesting. Perhaps some initial wiki-links on the project page or perhaps there is some kind of work describing the not-so-well-doings of fiction of the past?

This is a lovely sandbox with a single goal (if this makes sense). First thing I’ll do is create a kind of conspiracy board to have the connections of the Blades at hand. And perhaps some easy-access NPC cards. I like the vagueness of the surrounding setting paired with the high detail within the garden.

Thanks for this submission :)

(1 edit)

Seeing the cover I thought: “Oh! Fairytale spaceship adventure.” But nooooo. It’s a deadly gauntlet making the crew work hard and fast for the rescue of their world.

The module tells you everything you need to know before playing: talk to your players about not everyone making it out of there. Then go in there.

The map, though beautiful, does in its geometry not match the organic description of the planet’s intestines. Some hand drawn, curvy illustration might have done better.

Seems like a fun, quick in-and-out adventure for those who dare :)

This is a fast, crunchy adventure one could play in a short session. There are short timers everywhere and if the players are up to it, as the Doctor says: “Run!”

The puzzles are straight foreward (good for the time given) and as soon as Hermann can explain some things the goal should be clear and it turns from “find a way to launch the ship” to “rescue the universe.” You know: the usual.

Tiny nitpicks: I love the escalation of random encounters by the players’ actions! But why are there good and bad things in that list? shouldn’t it be all bad thing, perhaps escalating by depth crawl mechanics as the players disobey more and more?

Secondly: the first time you mention the Village (04) in text you add the area number. That’s not done after that with any of the areas, making it a bit hard to orient oneself on the unlabeled map. That part isn’t superimportant in this adventure anyway, but a bit of consistency would be appreciated :)

That’s a hard title, as it more or less commands to come up with a list of 12 somethings that in turn take a lot of room on the pages. The setup is great and I would argue one should just play the torments in the order as written. In a list so big not everything can be a banger, but there’s more good stuff than meh-stuff. I would have preferred if the torments were all set on the station, as it is said that the players unbeknowingly work towards the completion of Mother.

This is a really great microsetting! Doesn’t concern itself with distances and too much travel advise, just provides the weird forest full of somewhat connected stuff.

Really, really lovely.

A tiny trigger warning on the cover might be in order. The theme and magic of the witches is clearly stated, but the face of Death table might be getting a bit too deep for some players.

This is clear and easily read! The rooms itself are described in a manner that don’t need a flashy map, so the diagram is a great way to reduce complexity!

It somehow took me till room 6 and the word cocoon to connect all the butterfly-hints. Seems I’m a bit slow:-D

Two questions:

  • why is the monarch on the random encounter table. This doesn’t seem logical ingame as she is ritualizing and preemptively shows the big bad?!

  • where’s the story connection between a butterfly-chrysalis-themed lich and the vanishing of a village? I would’ve assumed a huge cave with hundreds of cocoons or such…

Big points for layout and descriptions!

This is a G R E A T entry! The theme is interpreted perfectly, the creatures are fitting and well-done. The whole scene is masterfully painted.

A few questions:

  • How do I reach 6?

  • why isn’t page 2 the back and the spires the spread?!?!?!

  • how do I get Chaos Upgrades? I want Mimic to touch an Archive Golem to get Recursive :-D

(1 edit)

A very nice sandbox with great factions! I would love to see an expanded version with missions, events and such. This zine is the seed for a big campaign book following the interactions of the factions and the consequences of player actions.

(Pst, last page: Azure Syndicate, instead of Agate Syndicate)

Greatly written and illustrated!

The adventure and map look very runnable, with the small twist of the memory-loss which could befall the PCs. Let’s test their role-play-metal :-D

Very nicely done!

A cool spacy but not space adventure! Lovely written, illustrated and laid out!

I like that the big theme of a wizard trying to do a good thing leading to a bad thing is mirrored in a smaller way by the will-o-wisps! And perhaps this theme is spun even further by the endings, as the players themselves can only do things with good intentions, but questionable outcomes?

Please resolve one little confusion: at the very beginning there is the bridge and in that area description it is sad in a central area live 45 people. Is this meant to be a central settlement in A1, the shambles in A4 or are the NPCs dotted around over all areas?

I’ll put the module unto my todo-list :)

Perhaps we’re not talking about the same thing. I mean the literal open end in the north of the map. Just putting a wall, a sewer waterfall, rubble ob dubious matter there would do the trick.

Neat little dino-island!

I wonder what’s to be done, though. Sure, one could avoid the Pterodactyl to finish the ritual, but how will we get of that island?

I like the cast of cute beastfolk. Even the toads seem somewhat redeemable, I would put one “innocent” into the setting to show that not all toads are bandits. The map is more co fusing than helping as the description give much more detail. I’d say the module could have done without it, another nice art piece and additional text to connect the rooms or one, two NPCs.

I don’t quite get how the setup connects to the boss room… does the manatee birth the spiritual leader?

That would be great! :)

A delightful, toady setting with a lot to do! I don’t know if much could be achieved, but theres a lot to do :)

The information comes a bit disjointed, though. I think the “Peoples and others” section should’ve been a “Background”-section in which the NPCs and going-ons were introduced in a more sorted manner. We read about Stonerose (not bolded the first time), the panther, and Kappa, whoch are introduced much later (I’m not sure if Kappa are ever, those might be a species I’m not familiar with?)

All in alle very cure overwolrd and dungeon always staying on theme :)