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As I assume there are already comments praising the innovation of this, I’ll get into other things.
First: Story wise I gather the box was made in a time the Lichqueen didn’t want the Trickster to find the phylactery, but also was in love with him. I guess this is shown in the Safe Room, that contains the Trickster’s statue. I think there should be more rooms hitting on some kind of duality in her thoughts: “I love him, but I hate him.”
Second: some of the rooms don’t play ball. 15 will break entrances, worse is room 10 that will have important coffins missing when rotated and have broken connections. I guess this is… intended?
Third: This zine needs a YouTube link to a tutorial to solve a cube after the adventure.
Thanks for the input. Space ends up being the excuse for everything sometimes I fear. Logical, but still frustrating. I tried to make sure to convey point 1 through small elements, so glad it at least did come through. If I expand this module, I will likely add more similar things throughout. Regarding point 2, some breakage was intentional, requiring more consideration on how to handle things when rooms are split up from rotation. I did some testing to find if they could be accessed if someone was rotating things, but the combination of possibilities was beyond the scope of time to playtest. I was considering altering elements if I did an expansion. 10 especially given how important that area is. I considered making it so the core 6 coffins hold the phylactery and the two end ones hold a set encounter and reward between them. On 3, solving the cube will depend a lot on which order they rotated everything in. A single video may not be enough. However, I was deeply considering adding a link to a site for 'solve the rubiks' automation to help a GM resolve setting it back to standard start. In the end, space didn't allow for it and it seemed like someone could look it up easily on the internet. Still, one element I considered was to have grabbing the Phylactery yank them all out of the puzzle immediately to at least resolve the need to find their way back out.
Honestly, this is brilliant! It’s easily the most inventive adventure concept I’ve seen in recent memory. I’m so glad I got to read through it, though it definitely makes me feel humbled by my own lack of creativity. Hats off to you.
A couple of sparse feedbacks if you ever expand this (and I really hope you do, it deserves a expanded edition!): It’s Rubik, not Rubix (minor typo). The blue squares feel a shortcut: given the page constraints, that makes sense, but having a bit more mechanical guidance on how to run them during play would be a huge help.
Thanks for the thoughts. You are correct about blue. It was a solution on how to make a problem into a feature. Early on, I realized I could save both space on the map for vital information to go as well as create an unsettling mechanic if I didn't turn those into map sections, but doorways into the extradimensional space where the box is actually hidden. With more space, I would have created some custom elements to that space. As to Rubik, I don't have a good excuse for that one. As many passes to look for typos as I did, I should have caught it.
Solid solid entry. The map made me instantly want to try it and run it, which is a fantastic sign of gameability. Progressive dice on the clock is always a dope mechanic. The cover ended up a little cluttered
Thank you. I understand the sentiment about the cover. I wanted to fit certain non-play elements in and that real estate was the best choice. Putting the item up there was a last minute decision that may or may not have paid off depending on who you ask.
I love the back story you came up with. Also, this looks awesome and gets the vibes across perfectly.
Thank you. It was pretty tough to fit in there given how much space the map elements ate. I'm pleased to know it came through properly
This is awesome, and the whole Rubik’s cube idea is just incredible.
Everybody else is talking about that (deservedly so), but I also love the Danger Clock! That’s a great mechanic, and a clever way of ratcheting up the tension. It’s almost something I’d want to give the players, so they can see that new scary things have been unlocked, but that’d spoil the surprise. I do think it might be worth scaling up the dice more quickly so there’s less overlap between the possible encounters for different phases, but that’s tough to squeeze in given the space constraints.
Other than that, this is a very fun adventure and a really cool idea. Any table of players would really like the cube mechanic, and I’d probably just give them the cube and let them play around with it (maybe with removable “fog of war” tiles for unexplored squares?).
You should be proud of this, it’s awesome.
Thank you. Glad you liked it
Wow! Now this is how you do a non-Euclidean dungeon!
Well done. You've taken something very complicated and made it very understandable, even for an absent mind like mine. Making the blue faces wild Outer Planes is a great idea, and ties really well into the Danger Clock mechanic (itself a great mechanic, btw). It is a bit hard to judge -- I can't really hold in my head the way the dungeon would unfold. I feel like I need to print it out and play around with it to really appreciate the full scope of what you've done here.
Still, I don't need to playtest it or print it to know this is a first-class entry. The Visual Design is awesome, not just evocative, but usable and helpful to running the game. I really like the effect you've done with the highlights on the room headers, each one looks hand-drawn. I wouldn't have guessed you'd used Public Domain art; all three illustrations seem perfectly bespoke.
The writing is also excellent, enjoyable to read but clear enough to run. Thematically, I also think you've done a great job. This was a tricky prompt, and a lesser designer would have crumbled under it; you've grown some wonderful flowers on a hard patch of dirt.
I also like that this is a Capstone adventure. I'm a broken record at times, saying there should be more high-level content out there. As far the jam goes, however, I think it works against your Gameability a bit. Elements like the unmarked rooms or the Gallery of Vile Art would need quite a bit of prep work from a GM to really shine. Once the Jam is done, and these modules exist in their own contexts, I think those areas will add a lot of value, but it does weigh a bit against the pick-up-and-play element. All of this is, of course, balanced by the wonderful job you've done with the non-traditional map. Many GM's have tried to deliver on this idea, but I've rarely seen anyone execute on it in such a clear way. Other than the time cutting and pasting, even a beginner GM could navigate the complexity here basically without prep. Incredible.
All in all, this is a really fantastic adventure, definitely Winner's Circle material. Beyond that, I think it has a real chance to become a classic Shadowdark adventure. I can't wait to run it myself. Well done!
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Anyways, that's my top level/voting reaction. I know you're a fan of longer, more detailed reviews, with an eye to thorough constructive criticism, so I'll try to offer you some of that here. These are mostly matters of preference and minor quibbles; feel free to skip them if you're not in the mood.
- Some of the encounter balance seemed a little odd to me, perhaps partially because there's a big spread between the levels and numbers of PCs recommended. The party that can face 8 Stone Golems and live might not get a kick out of defeating 3d4 Rot Flowers.
- Along a similar line, there were a few places (5d6 zombies, 6d4 rat swarms, 6d6 spider swarms) where it seemed like fewer monsters of higher level might be more flavourful/impactful for the players and easier to run for the GM.
- Because Shadowdark is a treasure-as-xp game, a little more loot for the level 8 and 9 Crawlers might punch it up. Obviously, space is tight, but I think the copper coins in Room 11 (Treasure Pile) could be gold or maybe even reference one of the core book's treasure tables.
- In Room 4 (Horror Chamber), the tentacles could use an AC. Obviously space is at a premium, but I might be tempted to trade 'Grasping' for some more formatting (i.e. ATK +8 2d10 (near), that kind of thing).
- In Room 6 (Pool of Viscus Fluids), I think perhaps you meant to say 'Viscous Fluids'? Viscus (singular of viscera) does work, given the general flesh-wall-theme in this area, but I think you meant a thick fluid. Also in Room 6, you use a lowercase d in your dice notation (2d4, 1d3), while elsewhere you've used an uppercase D.
- This is user error, but by the time I got to Room 8 (Statue-lined Hall) I'd totally forgotten what Ohe Hano Ihu was. A (see cover) would've been good.
- It's a quibble, but in Room 13 (Gallery of Vile Art), I'd swap DM for GM. I think DM is proprietary? In any case, Shadowdark uses GM.
- In Room 14 (Library), I'd be tempted to remove the 1-in-6 chance of finding Haumea and Kaulu's history and just let Searchers find it. It adds so much to the adventure; why let 5-in-6 parties potentially miss it?
Anyways, I apologize if I've been overly particular here. I could make a much longer list of all the little victories in this module, but you strike me as the sort to prefer constructive criticism to flattery.
If I might venture one further critique: I was confused by your itchio username! I didn't realize you were DX Logan until I'd downloaded the module. My friend and I played Styx and Stones together a while back; I would have jumped to review this much earlier if I'd realized it was you.
Congratulations on your achievement here. I'm excited to see what you do next.
Thank you for the high praise and the insights. Don't get me wrong, I like having my ego stroked as much as anyone with positive gushing. That said, I have gained huge growth from hearing even the minor nitpicks of a work. I can't always adjust everything and don't always choose to make changes if it was a conscious choice, but knowing where things caught people is incredibly useful.
The public domain art was heavily photoshopped to make it my own and suit the adventure. I had to make some hard choices due to space limitations and I think they do show to those with a keen eye. You point them out yourself actually. Optional rooms that were harder to access tended to have the harder monsters which led to the wide spread of levels. Confident higher levels would tend to explore more actively in my experience. There's ways to move the puzzle or handle it that could potentially resolve it very quickly as well. I had to dedicate space to resources and a safe location for those who get utterly lost in there for multiple sessions too.
With more space (and playtesting) I would probably have worked on custom monsters and more balanced encounters. Good catch on some formatting/spelling errors that made it past multiple sets of eyes as well! The library element was a hold-over from an earlier edit where you had a chance of finding useful books or gibberish books. I cut it down for space and clarity, moving it to being a specific book related to the adventure over time. I'd had a larger backstory aspect to find out things that had gotten cut down as well. By then, I was so focused on the mechanic I didn't even consider making it automatic. Interesting choice.
As to my Itch name, it is a hold over from before I was doing my own modules. I write my novels under D.X.Logan and decided to use it there as well since my website references both my fiction and my TTRPGs. I've considered altering my Itch name to match, but didn't want to do it mid-jam and keep forgetting after jams are over. So glad you enjoyed Styx and Stones as well! I'd love to hear more about your experience with it if you wanted to message me directly.
I was thrilled when you said this was your adventure as I had it open to print already and is one of the ones I am most excited about reading. The Cube is one of my favorite horror films and this reminds me a of that a lot.
I love the interactive map and it's very clear how to assemble and operate it from a gameplay perspective. Any group would be thrilled for their GM to bust out a Rubix cube with this on it at the start of a session.
I love that you included drawings of Haumea and Kaulu, I think they add a lot.
Maybe bold phylactery in room 10 just to make it a bit clearer.
I like the Ohe Hano Ihu, the placement of it's details on the cover is a little odd, but I understand you have to make things fit where there is space. I wish it was integrated into the story a little bit more, maybe as part of the timeline it could included like, "Used her Ohe Hano Ihu to secretly casts a spell to grant Kaulu eternal youth."?
On a similar note, it might be fun to have the tortured remains of Kaulu's killer in one of the rooms.
This is minor, but I feel like you might want to rethink the font choice, formatting and background on pages 3 and 4. I'm not knowledgeable enough to make suggestions, but it doesn't feel like it all works together. For example, I thought the Mutants of Catfish Hollow and The Piteous Priests did a great job on their text heavy, white background pages of creating a cohesive and visually interesting vibe.
Excellent use of the theme, brilliant job with the map. This is a great dungeon crawl, very Appx. N. appropriate, supported by a really clever story device. Great job!
P.S. I just printed this out and ordered a Rubix cube, haha.
Thank you for the detailed comments.
CUBE!
A cool map idea, which I think really leans into the puzzle box theme of the title. An added layer of rotating rooms is a really nice touch and I can see that being very fun at the table the first time the players do that. I also really enjoy the backstory to the adventure, very creative and one of my favourite elements. Makes the whole adventure have a bit of weight and interesting context to it. Text is clear and I like the cover includes the puzzle cube similar to the map. An awesome module! 🧩
Thank you. Glad you liked it.
This is such a cool idea. I'm glad to see out in the wild.
Thank you.
Incredibly creative and interactive.
Thank you.
well done! You delivered.
Thanks.
Very funny idea. Congrats.
Thank you.
ooh that is a creative idea with the craftable cube! Super fun.
Thank you.