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Beautifully designed!
nice crawl system, but need more content to be actualy played imho
A very solid 4-page mountain crawl. Great graphic design. I can see this being expanded with a part 2 set in The Shack. Love a simple mountaineering expedition that ends with a "Titan Biolith!"
The minimalist writing really blended well with the public domain art chosen, and helped sell the desolate vibe. This really could be official ItO layout! I do like how the summit’s prize, The Shack, is a valuable Greater Arcana, but I do wish it were at least hinted at as to what it does/could do. However, I don’t think that is in anyway a bad thing for GMs who want more authorial freedom. Great job!
Cover: impactful cover with stark, arresting white background and effective use of fonts and public domain art.
Interior layout: continues with the stark minimalist theme. Everything is clear and immediately makes sense. The interior artwork with table “The ascent” underneath tells you at a glance what this adventure is about and immediately sets the mood. The layout of hexes on the back page is very attractive (though it was less easy to see how the hex illustrations relate to the text).
Adventure setup: OK, so they have to climb a mountain. The why is left to the GM. Might be nice to have some lore about the mountain or suggested adventure hooks to give the motivation.
Climb mechanic: 1d4 days for a lateral climb, 2d4 days for a vertical climb. So in the end, it’s the same either way, except a vertical climb has less encounters. I think I’d like to see a different benefit/risk profile for the two approaches (vertical climb takes less time but more chance of injury or whatever).
Scavenging: do all the equipment items have some mechanical effect? Rations is obvious, it’s the main resource that needs to be managed. But does finding warm and dry clothing or tents help the party in some way?
Otherworldly phenomena: When do you roll on this table? What are the mechanical effects (e.g. of low gravity)? “Walk on ceiling”: it doesn’t seem there is a ceiling to walk on?
Random encounters: are these creatures listed in the rulebook (Sorry I have not played Into The Odd)? Otherwise a few words of description would be helpful (What is a Biolith for example?)
Encounter hexes: You succeed in capturing the atmosphere and mood of each hex in one sentence.
The summit: The shack is a Greater Arcana? I didn’t understand that, but again I may be missing some info that is explained in the rulebook.
So there is a final combat and… a ghost town? It seems like a strange thing to find on top of a mountain. If there is a town then it would be reachable by road? Or … airship? I feel the presence of the town needs some explanation.
Overall: The premise of an ascent on a mountain is interesting and you do a good job of creating interesting and atmospheric encounters on the way up. Layout is beautiful. Having a hexcrawl mountain ascent is a great idea.
It does seem to me (without having played it) like success or failure is a bit random. You get 30 days rations and you have to subtract 14d4 days rations (minimum) to reach the summit = 35 rations on average. The chance of finding more rations is 1 in 10 every 2 hexes = 17% chance of finding rations if you take the direct route, 47% if you take the lateral route. So the chance of making it to the top without running short of rations is a little less than even, and it doesn’t look like there is much the party can do to improve those odds. Chances are they will all die on the mountainside like their predecessors.
Congratulations on the cover and the professional-looking layout—it gives your game a really polished feel. I like Into the Odd (I own it, although I haven’t had a chance to play it yet), and I’m intrigued by the idea of trying your adventure.
Couldn't love this more.
I'm probably biased towards mountaineering, but yay, more mountaineering! This seems very fun! Also, great cover/art!
I like stories about mounteneering and climbing. Can’t imagine how people did it a 100 years ago. This seems to be a pretty horrible depiction of this - in the sense that it must be horrible to do it and you represent it well.
But to make sure: The end is, dass enough people already reached the summit to form a settlement, and the party is blasted of the mountain by laserguns?!
the writing is really good and doesn’t feel bloated just straight to the point, layout work is good. A interesting take to use a hexcrawl map as a mountain along tracking it. I like this one!
Not just an adventure, but a whole mountain ascension minigame to use in your campaign using some basic hexcrawling rules and supplemental tables.
A possible error I found in the scavenging table: pythons which I think might refer to pitons.
I also love the layout on the last page.
Thanks so much for reviewing, i'll fix that mistake as soon as the jam is over.
the writing in this isn't too verbose as to bloat the page or too sparse as to leave the players/GM in the dark. in the words of Goldilocks, "it's juuuuust right." excellent work!!
This hits both the Appendix N and Into the Odd vibes perfectly. Great stuff!
Love the art.
Clean, concise, tightly written and with very attractive visuals. I've never seen Into the Odd before but I can imagine that using this when I am familiar with it would be a breeze. Great work!
Love the art and the concept! The concept of scaling up a mountain is so fun and exciting. I like the thumbnails on each places too! and oof, that Titan sure packs a punch, Gotta be smart when facing it.
Really attractive layout, great collage art, and really tight writing. Love it.
A vertical hex crawl — so slick.
The layout on this is CLEAN dawg, I'm jealous. Really enjoying the things people are doing with hexcrawls this jam, and using it as a mountain climbing framework in the way you did was both elegant, and inspiring.
Honestly, most of it was my lack of experience with InDesign. Felt like it could come across as too simple. Very happy that you liked it.
I n c r e d i b l e.
Feels like something straight out of the book.