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Mac Cumhaill's Knot Appx N's itch.io pageRate this Adventure
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i nice take on a very odd prompt, a little more structure would have made this truly unforgettable
Really cool adventure with evocative and clear writing that I could definitely see on the list of weird fantasy Appendix N is known for. Room for some minor improvements with layout, but otherwise would recommend this adventure. Readily adaptable to a range of systems. Suggested adjustments:
Again, really happy with the writing. I think you could really make things pop though with just a bit more fine tuning.
Thanks, you have some really good feedback.
Honestly, a lot of these needed adjustments are tied to me learning affinity as I went. I did consider color, but I was trying to lean into the style of some older D&D books where it is mostly black-and-white/line art.
A nice take on the theme, my only complaint is that the system it was written for can only be inferred from the copyright notice or the second page of the text. I like how you developed the idea of the knot and how you worked a very strong mythical feeling (it feels a lot inspired by the Fisher King), while the module remained fully original.
A good use of the title for a Last Unicorn style mythopoetic point crawl. The theming makes it easy for the user to embellish with additional detail that fits the prompt. The beastmen wear little girdles of rope tied by the mage, the tower is trapped with snares and cords, the elevator is actuated by an animated knot, etc.
My only real beef is that the text is flattened and can't be searched or copied. This would be a hassle if the user wanted to copy the player information into a text chat or the handouts page of a VTT. Let me know if it works for other people and it's just a problem with my PDF reader.
I’m having the same issue.
thanks for the feedback, this was my first time using affinity, so I haven’t quite mastered the settings I need to make it for exporting.
The concept of a barony losing all potential is very strong. It's a subtle type of magic that has very unsubtle consequences. Great writing and very clean and clear layout with good use of margins and well-delineated structure. I wonder if there's more to Mac Cumhaill than meets the eye? With an orrery of the planes, perhaps he has more potential to die if his knot is cut...
The writing is definitely strong. I feel like this is pretty playable without many changes, though I'm not super familiar with the system it's written for. I do think some of the stuff before arriving at the tower could have been slimmed down in favor of devoting more to the encounter with Mac Cumhaill and untying the knot, which feels like it ends abruptly.
I would also consider rewriting the final bullet point in the "What the players know" section to state, "The PCs do not have enough food and water to cross the wastes and will have to find food and water as they go" to encourage players to make detours and pit stops along the way.
Those are fairly minor points though. All in all, I think this is a strong submission.
What I like about this adventure is that the writing is awesome. I appreciate the visual you scattered throughout the adventure itself. Great encounters table, I just wish this adventure could be weirder and explore the knot concept further. Other than that, I had a good time reading this. Cheers!
Great evocative writing.