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A merry nice adventure with an everchanging mansion (something i did some years ago in a grimer tone) with lovely fun art. It needs a good finish to be perfect, and that's quite ashame because with a good finish work this could really be one of the best adventure in the jam
The idea behind this module is G O O D. The everchanging mansion slowly locked in is such an interesting idea.
But the zine needs a lot to live up to the setup.
First of all: spell-checking. It’s 2026, no need to have glaringly wrong spelling in a published text.
On the gameplay side:
The players go into the mansion not even knowing there’s something wrong (till they go through a doof the second time) and not getting a hint on how to repair ist, not that reparing everything is the winning condition.
The armors “chase” the party, but may not be attacked, lest all armors turn hostile. But there are neither stat blocks, nor chase-mechanics. Are these parts of the system? Maybe I just don’t know about it.
I may be reading this wrong, but shouldn’t the Arkhams be in the mansion? The background seems to indicate this. There isn’t a NPC or at least a field note in the house explaining anything, even though presumably many went in before (There is something about a captain in the last sentence, but part of the sentence seems to be missing?)
This comment may seem harsh but I think the setup is a great one and you should go back to it and re-do some aspects, to turn the whole module towards that greatness :)
Thanks for this feedback. Yeah, I know spelling should be better even after using Grammarly... :S Anyhoo, I believe all your gameplay issues were in the module, but maybe I didn't make it as clear as it should have been by using the random tables to handle that. I was going off a MUD-style explanation, trusting the GM to use the description to lead players to understand that something was missing in the room, but again, I see your point.
Stat blocks are the NPC cards. As for the chase mechanic, it's the travel roll mechanic. I thought it was clear; I'll review it too. Thanks.
The Arkhams are in the mansion and are found by using the travel mechanic.
Harsh is fine. Its helpful to know how I can improve, and I appreciate you taking the time to review my module. So thank you. :D
This adventure seems like a straight up good time! Every room has something strange about it and once players figure out the pattern, going room to room becomes its own little minigame. The chances of finding Holly increase as the adventure progresses, which is nice. Solid hooks, multiple conclusions. Puts the fun in funhouse dungeon.
One typo that may (or may not) have an effect: The Office (Room 12) lists the quail as its anchor. Based on context, I think you meant quill. A quail is a small bird, a quill is a feather you would use to write. HOWEVER, I think it is wayyy funnier if players need to find a quail who can dip its beak in the inkwell and transcribe your words. After the jam, I'm not really sure whether you should fix it or not...
Oops, My bad. Thanks for the catch... :P I love the idea of the bird and beak. It fits the world too... and Thanks for taking the time to review my module. I appreciate you.
What a fun entry. The concept behind this really allowed you to unleash some wildly entertaining scenarios in a small package.
Gonzo! Has the feel of a 'funhouse' dungeon. I like the concept of having rooms that are static or unstable and having to anchor them. Nice job!
I love the randomization and the goal to visit all rooms to find all anchors.
This adventure is actually pretty solid, the structure is very good. I love how simple and accessible the whole adventure, but most importantly, it feels very endearing. I would definitely run these if I want to introduce a bit if Appendix N to my younger cousins. Great job!
Thanks for the kind words. I am glad someone found it cool. 😊❤️