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A very god piece of work here. Art is on point, prose is clearly focused, adventure is evocative and well conceived. I dont feel the need for further backstory. Maybe it's a little too easy to escape major dangers, but in the end we can rely on player doing stupid shit so i guess it's ok. The king grab will be featuring in my next nightmare, thank you
thanks for the kind words. As for the crab king, your only hope is to stay a few miles inland.
The art is so cool, this jam rules. Fishing Rod +1 and crab king are for the freaks (complimentary). If I would want for anything in this module it'd just be something to fill in the GM on what's really going on here - the writing is really good, and implies a narrative, but it doesn't quite complete the picture for me.
This is a nicely done location with lots of opportunity for the players to get into trouble by not looking before walking. I like how they can get in trouble but by GM intervention could just be able to survive their stupid move and collect a bit more data before trying again. What’s missing is a bit of backstory, why there is a tower in the middle of the sea, containing four dead man and an assassin. And why it’s called Siren’s Watch ;)
Lovely little dungeon. Creepy monsters, and nice environmental hurdles. Would also really fit Into the Odd.
One small nitpick: the connections between the rooms could have been marked on the (beautiful) map.
Love the art. I think this makes a really fun one-shot.
Thanks!
I was thinking perhaps even less than a one-shot
Maybe the tower is something encountered while sailing and it doesn't fill a full session
or something seen on the horizon and ignored.
I can practically smell the sea salt on this one! Just wanted to reiterate as well that the art is hand painted. Super cool!
Nice job on the artwork, I absolutely love the watercolor look! The descriptions are really nice. I love the birdsong and hook as adventure randomization elements.
Nice, hand-made art and really dreamy writing--this one leaves an impression!
Really pretty art! Love the conciseness and density of the layout. Rolling on a hook table is a bit unintuitive to me, but I like the options. I'd probably just pick the most natural one for the party. I like that the tide can rise and push the party up the tower. Cool thematic ticking clock!
Thank you! Appreciate the feedback, I agree the Hook table may not be needed. Maybe more useful if run as a one-shot funnel.
I'd like to work more on a rising tide / water dungeon mechanic in a larger piece of work sometime.
I've got a version of that going in a Cursed Scrolls 3 Shadowdark campaign, where an angry god is causing earthquakes and slowly sinking the isles. It's cool and put pressure on the players to do something about it, but I wish I'd thought through the repercussions more before using it tbh. It's maybe a bit _too_ cataclysmic haha.