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I like how clean the layout is here and the amount of detail put into the locations, making them easy to pick up and run.
The layout of the jungle is a little linear though, and I also found myself wanting more weird elements.
Nice way to integrate the name! The chameleonic effect is quite interesting, and the giant frogs is a neat way to telegraph what is happening ahead.
I really like how clean and easy to parse your entry is. This is going to be very easy to run at the table, which is what matters most to me about adventures, whatever their other merits might be.
I also like that each encounter has something to interact with.
Nice clean map as well.
I'm not sure about the title font you use throughout. It suggests either a computer glitching out or sand being blown by wind, neither of which really match what's happening in this adventure.
There are also a few typos it'd be worth stomping when the judging period is over.
For next year -- and I hope you enter again next year! -- I would lean more into the weirdness of Appendix N, which isn't really present here.
But overall, this a nice little gameable adventure that would fit in nicely in a River of Night campaign.
Hey thanks for the nice words and encouragement. I totally want to keep doing this and want to make it more weird and experimental next time.
A very creative effort at making a simple location feel game-able and interesting. It feels like It would be fun at the table for sure! I am glad you tied it into the Western Reaches as well.
Great variety of challenges. Irritating vines for one example. Of course the chameleon flowers are awesome. I found the story and writing engaging and it’s the perfect scope for 3 pages. Love that you used von Zzyzx illustration! Will run this for sure. Well done.
Thanks! Would love to hear how it plays for you. I was honored that Von Zzyzx was very cool and chill when I asked his permission.
It's a compact, linear pointcrawl with a good setting choice. Every location is well defined and easy to use.
I have a doubt about a phrase: in Area 2, it says if you distrub the pollen you Lose 1d4 INT and 1/hour for one day DC12 CON or slip into a beatific stupor. I am not sure how to read it you mean you lose 1d4 int now and 1 point per hour if you fail the save? That's a lot... perhaps it's missing something and you lose hp instead? Not sure, would appreciate an explanation.
Ah yeah, that one maybe a bit poorly worded or just straight overstuffed.
You lose 1d4 INT once. Additionally, once per hour can fall into a stupor, including immediately. I could imagine dropping either.
I really love all the environmental details and the creative ways they can both be hindrances and helpful
The jungle giveth and the jungle taketh away hehe. Thanks!
Eye catching cover, I like that the module is very clearly formatted and set out - making this easy to print and run at the table. Also great that each main area has something interesting happening on top of your random encounters list! Great jungle crawl! 🌹
Glad you liked it, especially the cover. My first attempt at something like that in _ages_ and it was quite a rewarding process.
People have already pointed out what I enjoyed the most. Can just say I think it would be blast to playthrough with my buddies.
Thanks for the kind words!
What a delightful dungeon crawl! Pretty straight foreward/linear, too, for the party that just wants to smash some heads without giving a thought about any effects the plants could have :-D
Yes! Definitely a "pizza and beer" session type of scenario. The goal was simple and easy to run and play. Mainly because that means it was straightforward for me to finally clean up something and get it out there.
This is great, boss, amazing! I appreciate the low-ink design and the bold words of choice, so my attention span is checked.
Glad you like it! Kelsey Dionne does this on her mini-adventures, and I think it's brilliant. Often when I'm running pre-made adventures I'm just searching for key words and phrases to remind myself of what's meant to be going on in a particular room/area.
Others have already described this module’s strengths and I agree with them: it has a strong concept it embraces fully, it has some nice decision points and is definitely very usable out of the box. What I don’t like is the map: it’s far too linear for my taste and, while it absolutely conveys the claustrophobia of a dense jungle, it doesn’t give much changes to get lost or prepare an ambush, two other things I’d expect from both the setting and the idea.
Hey, thanks for the feedback! I feel like I totally get what you're saying wrt a jungle being the perfect place to get lost/confused and feel totally untethered in. Unfortunately, I didn't feel prepared to take on something like that here, but I kinda wish I'd built a little hexcrawl with that sort of approach in mind. It could be a fun followup to slot this in on a hex in a River of Night hex with some more support for wandering off in the wrong direction entirely.
This is the sort of module I pick up when I have a specific theme in mind. If you need more Jungle, more Viperians, more CS4 (specifically for Shadowdark) this is going to be a pick up.
I enjoyed the Flowers of the Chameleon in particular!
Aw, thanks! Potion and magical items are particularly fun for me to think up. Glad you like it.
I love the cover art and the vibes, it really feels like a dangerous jungle where you're better off not touching anything. Simple hook and very useable without additional prep, and nice encounter table!
Thanks! I definitely wanted the jungle to feel unwelcoming.
Well-designed. The longer I sit with it, the more I appreciate it. For a relatively linear space, you've included some interesting decision points. I like too that you've done a more flora-forward jungle adventure than most I've seen; trusting the random table to provide the monsters is a smart move in a space like this.
This is already one of the most usable out-of-the-box modules I've read here, but if you do another pass, I'd suggest adding an indication of encounter frequency (unsafe/risky/deadly). That's my only note!
Thanks, I appreciate the kind words. Will definitely add a danger indicator next
A usable, concise adventure. I do wish the map weren't so linear; I'd add a few loops to give players a chance to make some choices. Though I realize that, with just 7 rooms, you can't go too nuts with that. Nonetheless, I'm a fan of this. And it has a great cover!
Hey thanks! Totally understand the desire for more non-linearity, but I didn't want it to feel forced, and it just felt natural to me that the path would be straightforward. If I were to expand this in the future (and I might), I'd probably add a path from room 3 or 4 towards a Reptilian village or some sort of outpost.
That makes sense. Esp. considering the page constraints! But I look forward to a potential expansion in the future...