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Visually quite simple but very interesting in terms of content. I wouldn't know how to define it, it doesn't seem like a complete adventure, nor does it seem like a setting; it seems like a kind of supplement to add to existing campaigns. Very interesting.
Thank you very much for your comment :-) Yes you are exactly right, it contains "mini-adventures" or "des péripéties" as we say in French, but it is first and foremost something you can add easily to (or "plug into") an existing campaign.
It took me some time to understand what I was reading. I’m still not sure how I’d describe this, because it’s not exactly an adventure, nor a location. It’s basically a setting-specific mechanic to drop into your setting. I like how it works and I like how it can be reused multiple times at different locations. What I don’t understand is how the scalp works from the PC’s point of view.
Yes, the format of this module is quite unusual. I didn't choose it intentionally. It's first and foremost a legend about a long-forgotten sorcerer who still influences the current world by "haunting" a famous path and giving quests to those who travel that path with a "mage's question" in mind.
Therefore, this module couldn't take the form of a "good old dungeon crawl," but rather a series of adventures offered to those seeking answers to thorny questions—a fairly common situation in any long-running campaign setting :-) Each adventure includes a description of a section of the famous Valegor path (sometimes containing its own risks and perils), the object that is discovered, and the quest given by Valegor to those who find it in exchange for an answer to their question.
Now, regarding the scalp, it's inspired by the myth of Samson in the Old Testament. Blows that strike a player character wearing this hair are therefore ineffective, unless the hair itself is struck, destroyed, or torn out. From my perspective, however, this would not make the player character invulnerable to attacks affecting the mind or to drowning, for example…
Oh boy, this might be one of my favourites. Such a captivating concept! It is so wyrd and rich in the best ways! the layout is clean and uncluttered. the artefacts are all really engaging and fun and the locations given along the path are all really compelling setpieces in their own right! There is just enough provided to make them interesting, but the vagueness of the complete path works in it's favour, as you could slot them into a defined setting pretty easily!
Thank you very much for your comment. It's very encouraging :)
Took me a while to recognize this isn’t a one-time dungeon but a delightful way to answer an important question midst an campaign via a multi-month scavanger hunt with a chance of loosing your character.
The locations are delightfully strange/absurd/surreal, the items pure bliss!
Thank you very much for your comment :-)
Very strong entry, in my opinion. The intro for the GM sets the tone immediately and what the PCs can/need to do. I love the art you've chosen for the cover. It's evocative and enthralling. Good usage of the space as well. It's not overly cluttered, and the text can breathe. Well done!
I'm glad you enjoyed this little module despite its rather unusual approach. I'm really keen to write a sequel now :-)
Very cool.
Thank you :-)
Very creative angle for a living path, very useable in any game. Creepy as hell choice for art!
Thank you :-) I was very lucky to find these demonic figures on the publicdomainreview.org website.
I like the philosophy references. The overall vibe is weird and awesome.
Thank you very much for your comment :-) Did you notice the biblical reference ?