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Man, this is so cool. Exactly my shit. Well done.
The hook is really interesting. It’s cool to see an adventure designed with bards in mind.
Some random thoughts.
I’m not sure what’s gained by making it a hex. It seems perfectly serviceable to call it a point crawl.
I’m not sure how the hermit encounter would go with my table. I think if she just gave two “things known” then stopped that my players would be confused and keep asking questions. I guess she could be willfully dodgy with info or get interrupted?
Why can’t they get the reward if they don’t blow the horn? That’s not part of the deal with the dowager?
The horn represents the core choice in the adventure - to end the curse or not. I wanted to encourage groups to go the story route and limit attempts to have their cake and eat it too.
- It being one hex would make this very fun to slot into other hexcrawls (I know this is written for Shadowdark, but it feels like it could also be used in Mythic Bastionland).
- Very readable layout!
- Compact but still very evocative and interesting locations. Would be very fun to get this to the table.
Lovely details here. Ending the adventure with a story composed of what the group found is a really nice touch, as is the specific means of relating specific details. The vignettes/descriptions are quite good, and do a lot of work with a few words:
In the center of a small clearing the desiccated corpse of a knight is pinned to an oaken stump by a jagged shard of antler.
It's economical but evocative.
Having Brek along is a great choice... there's an antithesis who doesn't have to be a nemesis.
This piece manages to tell a story without railroading the PCs into the story.Love the concept, especially the story-craft element to gain a superior reward. Love the map with the different trails and "deep woods" locations. The layout of some of the text boxes was a little confusing. The writing was super evocative and I found myself drawn in to Koschel's story, eager to learn more!
It's intense, it's well written, exquisite style, make me want to play it. Nothing to add, really.
This is beautiful. The writing and the art.
I also like how the map on a hex works.
I love it when an entry has me opening an English dictionary and learn new words 🤣 The writing here is great, super evocative and well thought. I love the mechanic of collecting pieces of the story to be able to recount it later, that’s a really interesting take. The layout is super clean and very easy to follow. Can’t wait for the expanded edition! 😁
The things known system really adds a different dynamic to the module. I'd be interested to see how it plays out at a table. Great work!
I can see everything in my mind; the forest, the ghostly gallant knights, and the mist - i can almost feel the mist on my skin. Some imagery reminds me of Aronofsky's the Fountain. Beautiful.
Really great. Somehow stradles the line of being dense but concise and marries a more modern layout and idea presentation with an evocative tone.
Really great. Somehow stradles the line of being dense but concise and marries a more modern layout and idea presentation with an evocative tone.
If anyone gets my adventure to the table in the next while I'd love to hear how it goes. I'm working this up into a full release and I'll take all the anecdotes and playtest data I can get my hands on. Thanks to everyone for reading, ranking, and commenting.
A fantastic adventure - it feels very Arthurian. I feel like this would be great in the late summer or for a Halloween one-shot night. It also has an addictive quality where it would feel great to read it again and run it again. Can't wait to run this with my table.
Great high fantasy fairy tale like setting. Would work well as a part of Dolmenwood. Wonderful job!
Funny you should say that, a friend of mine said the same thing so he's working on a DW conversion for it that I'm hoping to include in the full release.
Another one added to my "run" pile. I was all about the vibes of this piece - felt like Mythic Bastionland and Shadowdark had a brooding, dreamy baby.
That brooding, dreamy baby sired by those parents was precisely my inent. Who doesn't like brooding baby?
A rather dark module, and indeed with an innovative angle: a kind of investigation into what happened, with rewards based on the findings. I appreciate it when modules are designed to challenge conventional approaches while remaining strong on the fundamentals.
I love the visual design of this module; especially the map! The referee has an easy time to find all vital information to run this excellent module.
strong writing backed up by excellent layout and design choices. More art would be my only request if you revisit to do an expanded edition after the jam! I wanna see a ghost knight staggering through a forest please :)
First-rate layout, including the use of color to convey specific types of information. I also like the Arthurian feel to the language you use throughout.
This is impressively dense with information, while still remaining readable -- a combination not everyone can manage.
I love that you've included NPCs names, so that the GM doesn't have to come up with them on the fly. I would extend that beyond just the ghosts, maybe by making a single master list, since everyone seems to be from the same culture here.
You appear to have misspelled "amoral" in the faction listing. Also a typo in "reset he tracker" under the Approaching Doom section.