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A jam submission

The Tome of LiesView project page

A level 4-6 depth crawl for Shadowdark created for Appx. N Jam 2026.
Submitted by GrumpyDungeonMasterDan — 2 days, 2 hours before the deadline
Rated by 24 people so far
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Comments

Submitted

Big fan of the pursuers & rooms/encounters in this one. Each one had ways to avoid combat, clever NPC interactions, and reasonably easy to solve puzzles. Fantastic work!

Submitted

A good crawl is largely made by wnadering monsters, and this nails it

Submitted

Super evocative cover art. Very thematic.

Submitted

The depth-crawl procedure is quite interesting! One thing that got me confused: If I rolled 4 on the d6 for layer 0, then I’m rolling d6+1 for the layer 1, right? Or should I be rolling 1d6+4? Initially I understood as the second, making it so that I can never roll into a room that I’m in, but as I re-read it, it seems like I could roll a 3 and end up in the same room I was at, which makes sense with the labyrinthine paths, but not sure if it was intended. Either way, the mechanics are quite cool and something I might steal for future one-shots!

Completely agree with the others about the size of font and amount of text! Especially the random encounters and the Demon Wurm require a bit of zooming to be readable.

Some other things that I was not sure about: Seems like this module should be run at any level, but is it correct that the danger level should be higher for lower character levels? Or should it be higher for higher layers of the descent? It makes sense to me that there’s less pursuers in higher dungeon levels, but it wasn’t clear to me if that was the intent.

Submitted(+1)

Rather than a dungeon crawl to claim something, a dungeon crawl to hide or destroy something! I love it.

A few favorite things:

  • Kick-ass cover art brought me in
  • Dynamic and action-filled pursuers/inhabitants along with vivid, colorful rooms (Warren of the Black Rat)
  • The crawling procedure and journey-down method of rolling connections between rooms and layers without a map is novel to me and, frankly, brilliant. I am going to have to remember this idea! I did have a similar question to @Zeugenberg about backtracking since it wasn't specifically elaborated.

I can see how some comments took issue with the cramped and wordy details, but I love everything in here. Honestly, this might be my favorite submission so far. Awesome work!

Developer(+1)

Thanks so much, definitely understand the commentary on the wordy descriptions but definitely feel it was necessary to maintain that Appendix N tone. Appreciate the comments! Haven’t started work on the expanded version yet as I’m still reading through everyone else’s entries for the Jam, but hoping to get to it soon!

Submitted (2 edits) (+1)

This is a very elaborate crawl. The crawl mechanics seem easy enough not to overburden. If backtracking, could the players find another way down from a layer they already explored?

I like the random encounters:

\6. Some little scaly fellas ask for directions

Aaaaaand

\7. An effing Archmage and their Golem teleport right next to you.

Submitted(+1)

Starting in media res is a clever idea, as is the mapless dungeoncrawl. The module nails down the theme and is surely fun to play. The layout could need more polishing, especially in presentation of key information. 

Submitted(+1)

Space is at a premium in this jam, but the font size used in this is small enough that I think it'd be hard to use at the table when printed out. Similarly, having to parse long paragraphs makes it harder to use live. I would consider turning most of this into bullet points, if possible.

I don't love that the adventure prescribes what the players are doing with this artifact, when most players I know would want to get into a whole lot of mischief with it first. It's a minor thing, though, to tweak and it and say "this is where prophecy says it can be disposed of." Let the players get here, eventually, after discovering this artifact needs to be locked away on their own, rather than telling them from the jump that they can't play with this fabulous toy. (And it's a great toy.)

Depthcrawls are always fun and I like what a wide spread of random folks can be generated to show up -- the adventure will go much differently depending on whether characters run into kobolds or the archmage and their entourage. 

A lot of these rooms are fun, but I'm not sure that they really fit together. Are the inhabitants prisoners? Folks who just found this a nice place to live? Is this a viperian complex? I would try to unify them a bit more with a theme, perhaps one related back to the Tome of Lies or the demon wurm's corrupting presence.

This is very playable -- which isn't always the case -- but I feel like it would shine with a bit more polishing.

Submitted(+1)

Great stuff, The concept is pulpy and high-enough stakes to offer some interesting complications narratively. The mapless crawling mechanic is really tightly written, a clever way to implement a mapless dungeon.

The layout itself is pretty clear, I think the room keys could have been slightly less verbose and that would have helped give you a bit more breathing room/space to make it feel less cramped, but overall I think this is really well done!

Submitted(+2)

A lot packed in! The no-map solution is pretty elegant and well gamed.

Submitted(+2)

That's a lot in a little package! Good design and concepts. I love that cover art. It sounds like you're already considering expanding it, which I think is a great idea to give what's here more room to breathe. 

Submitted(+3)

The cover art is supremely intriguing, enough for that 'oh?' impulse to pick it up and check it out!

All of the writing here is evocative and does a great job to paint a picture. A depth crawl and a chunky amount of stuff to happen to players as they delve is all well at home in Shadowdark. 

Layout and visual design suffers a little bit from the amount of text and where it's laid. If nothing could be cut then there wouldn't be many options for this which I can empathize with. As it is the blocks of text are a hard sell for a wandering mind (although I am happy to accept that is simply this reader's feeling of them). This harms useability in one specific way:

I would expect to have to read this in full, parse it in my mind, and probably take some notes in order to best present it at the table. 

The content itself is great!

Developer

Appreciate the commentary, we felt that keeping the tone of the text for the entry was most important to the competition Appendix N theme but obviously with only 4 A5 pages, space is tight.  We're hoping to do an expanded version after the judging is complete and I'll definitely take into account the presentation for easier use at the game table with larger text (and more rooms!) - a lot of the text could be read verbatim at the game table, which lends to the dark, forgotten civilizations being crawled through to achieve the goal.

Submitted(+3)

Love the art you've used here.  The cover's great, and the steel ring guys are fun. I like the Ring of Steel encounter; more Depthcrawls should have these kind of puzzle-y encounters.

Submitted(+3)

Awesome apocalyptic vibe!

Submitted(+3)

Awesome cover art! Whoah!