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By Matt Kelly

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A member registered Dec 11, 2022 · View creator page →

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This. Is. Outstanding. Absolutely engaging "story", design and vibe. The travel rules regarding light and dark hexes really punctuate the element of despair. I'm not a VoV player but I'll convert this. 🤘

Thanks! All the artifacts are based on an actually story or "magic item" from Greek mythology. *That* was some fun research to do!

Thanks! 🙌 About the font... you are correct: it was the best size I could achieve and still fit in all the content I needed. There are a bunch of ideas that didn't make the cut because of space and size.

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Thanks! I have a whole bunch of ideas to spin off or expand from this. 🙌 One person commented on the game page that I should name this "Into the Oddessey". Brilliant!

If Joe Lewis was the warden, yes we did. 🤘

Thank you! This was incredibly fun to create. I have a whole bunch of ideas spinning off of this adventure.

Drop whatever you're doing and run this.

I just ran through this adventure as a player -- and it is fantastic! Lots of fun problems to solve, things to experiment with, and weird little dudes to talk to. The module itself is laid out really nicely and the map is top notch. 👌

I just ran through this adventure as a player -- and it is fantastic! Lots of fun problems to solve, things to experiment with, and weird little dudes to talk to. The module itself is laid out really nicely and the map is top notch. 👌

How did I miss that? 🤦‍♂️

The discovery that can be made about "what's really going on" is dark and impactful (no spoilers). Would be very interesting to be a player in this adventure.

The pages are in the correct order in the PDF. The PDF is not intended to be printed like a booklet.

Thanks! I was trying something a little different with the art.

Thank you!

Wow. Love the "story". Love the art. Love the choices. Top notch.

Very fun, very creepy. Love the ideas here.

I like it.🤘 There's some really cool stuff happening here. (No spoilers.)

Really excellent work -- content, art and design. More please. 🙌

🙌 Let me know how it works for your table. To answer your question: The goal with quantity available by suit is to introduce some texture to the fiction and some uncertainty to the adventure. "Well you didn't get everything you want. What do you do now?" It's another way to make sure the players have real choices to make.

Players need to be more specific than "a lot" when buying. What is "a lot"? Do you want to fill your ship? Do you want as much grain as 1000 coins will buy (because that's all the money the characters have)? Those are general quantities that a percentage can still affect. "There's only enough grain from this seller to fill half your ship." Plus there's always a chance that a single deal or multiple deals cobbled together in one location will get them 100%.

As far as players trying to game the system... These aren't mechanics to just blindly follow. It's up to the warden to call bullshit. Also, the warden should always feel free to use this system a la carte to benefit the fiction and the fun.

If a warden wants 100% of goods to always be available to characters who are buying, go for it. 👍

👍 Thanks for sharing!

Already working on it. 👌 Glad you like the supplements, thanks!

👍 I'll check out Gazer Press. Always looking for cool historical RPG settings.

Thanks 🙌

This is fantastic work. The story and NPCs are engaging. The relationships between the different pieces are tight and believable. Love the causal escalation of doom and the fates/encounters tables. Artwork is well done and information is well organized.👌

This is a great supplement to plug into a campaign. 🙌 The world elements you've created grabbed my interest from the start. Nice work.

Thanks!

🙌 I'll have to add Empire of the East series to my reading list.

🙌 Glad it worked like I hoped it would.

Thanks! 🙌 And yes, I made this to be a point of interest in a larger landscape.

🙌 I'll let others come up with the stylized sheets. My style is "Write the numbers 1 to 20 somewhere on your player sheet".

Thanks. 🙌 And I agree about "far future with broken technology that seems like magic" fitting nicely into Appendix N. Canticle for Leibowitz would be considered Appendix N worthy, yes?

🙌 I'm excited for Monolith 2.0.

Thanks! 🙌

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Thanks for the feedback, greatly appreciated.

Card mechanics: You can roll dice twice or draw cards once for same result. :-) Also, the encounter deck introduces uncertainty in its own way: by only drawing 20 cards into the deck at setup means some events simply won't be part of the adventure. GM can also choose to load the deck at setup in different ways (eg draw more spades than hearts, or select specific cards). And cards are just an awesome mechanic that is under utilized (under appreciated?) in RPGs.

Locks: Borrowed from Errant and inspired by Prismatic Wasteland blog post, I specifically wanted to make an adventure that used the locks. This jam was my excuse. :-)

Also, the Cairn approach is to create the world and just put the players in it. Not about "balance" or guaranteeing success. Up to them to be creative and problem solve. Up to GM to make rulings. However, there are avenues to help the players in this adventure: library can answer questions, there's a lock manual the players might find, and the Queen can answer questions too. I had a fourth way the players could use to get help with the locks, but cut it because of space limits.*

Also, it's possible for the same lock type to show up multiple times. PCs can learn from and apply previous experience.

* I cut several things because of space, might release as supplements.

I like this premise: the dragon has become the mountain itself and its innards have become the caverns being explored. 👍 So if the pin is pulled and the PCs are still inside after 30 minutes... ?

This is a great supplement to plug into a campaign. 🙌 The world elements you've created grabbed my interest from the start. Nice work.

There are a bunch of things I left out because of space limitation. Might make them available as supplements.

I have never played Fallout. 🤫 Thanks!

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This is fantastic work. The story and NPCs are engaging. The relationships between the different pieces are tight and believable. Love the causal escalation of doom and the fates/encounters tables. Artwork is well done and information is well organized.👌

Love the torn-page cover! The fiction and setting are tight and playable. The relationships to uncover between the NPCs are 👌. Nice work!