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EveVsEvil

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A member registered Sep 07, 2024 · View creator page →

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thanks Coda!!

I can see how it might be confusing. No there is just one travel check between each location. If you succeed you go to the next location. So after location 0–1 you go to location 2–3 and so on. If you fail your travel check, you would go to whichever location matches the bit from your failed roll. The fog takes you to a random location. 

I gotta see how I can find tune the language. Thank you!

Gracias! ... I've been on such a Human Clay tip lately haha. Thank you. Yes the trek so far is exactly that I wanted to try to show that the trek has had some impact on you so far. I intend this as a straight up one shot so i thought it could be fun. And i really like above the table convo at the beginning and end of sessions. Thanks for the feedback on that though I do feel the description needs some tweaking. I tried to do what I could with the single sentence of space i had. 

The locations go in number order as you ascend the mountain. I tried to be a little cute with how i laid them out so that it kind of looks like they are moving up hill but it didn't really work out. When you travel if you don't roll to see which one comes up next, because they go in order, but if you fail the navigation skill check (see fog's grasp) then you refer to the Bit and you end up in that location. 

thanks for the kind words and feedback. Hope to clear it up a Bit after i run it. 

I enjoyed reading this. I love how you have the fig rhyme and the creatures along side it. Super cool and inspiring. The intro paragraph is really cool, but it did confuse me and was wondering if that’s supposed to be the player characters falling off the cliff because it says “you”. But I understand now it’s someone else possibly being tested on for this flesh golem stuff. 

I really like a lot. I just was having a hard time how I would run this and what part in the story the my party would play. It’s pretty spelled out how the story moves along between the acts and feels complete.

For act two I wasn’t sure why they would be venturing out along the paths outside the village in the first place. Just had a hard time placing the party in the story since it felt so complete as written.  

Art and look and feel of the whole pamphlet is great. I really like the the cover and I would definitely be a player in this and have it in my collection for inspo! 

totally get you about the space. I feel like I don’t have room for a single extra word in mine. Lol

nice one Haven!! I feel like if I was on this journey I’d eventually bust into that crate to see what the hell im going through all this for lol  

I see others have already mentioned the Trick thing  

Also in the Black Hounds star block you have it spelled “Hount”, perhaps you’ve already fixed that. 

Generally really cool and feels like I can run it right now if I had to. 

this was fun to read.  I do feel that the intro paragraph left me a bit confused as to what was happening. You say the fire on the peak was reclaimed bringing tragedy to the villagers, but I feel like one more sentence making it clear that this fire on the peaks was helping the villagers or something and now it’s been taken from them would have helped me understand what’s going on. But I ultimately got it.  

My fave part is the villager mechanics.  That’s pretty fun and well thought out. a little mini game perhaps. All the little mechanical bits throughout the pamphlet make good sense! 

The animal spirits are cool and I like the little puzzles with each. I just feel like each location along the journey doesn’t give much beyond what animal we find there. I would have liked a bit more to work with. 

I love the look of it and it was generally easy to read  the little animal portraits and art is fun!! 

thank you thank you.  I can see how the Yara decision and where el Diablo might show up could be more mechanized. 

i love the map I kind of enjoyed trying to figure out what was what in the map.  I saw you posted an updated map version. I actually prefer the original :) but it is helpful. I had some comments before about the lottery and the chosen but you explained. I like it a lot. The only thing I’m left wondering is more about this queen. But that’s probably good. 

That’s cool. When I run it I’m going to keep this in mind. 

Thank you for the typos! 
I know I love that haha when I saw yours I was like wow we had the same idea with the black rising section. 

You know with the hunter I felt like it’s not so hard to just assign brooch/cloak on your own. But I do love when it’s included, so perhaps I can cram it in.

For Yara, I’m just trying to provide some shorthand for the guide to choose what to do with her. Some options of how she can mess with them. Roll for it or just choose what serves the story. But could tweak how I deliver that.

Good point about the party never figuring out what to do. I want them to figure it out.  I think by asking other NPCs or El Diablo himself the Guide can decide how much more info to give them. 

The void question. Yeah. I left it real vague. Kind of intentional. I wanted it to feel unanswered in the end and have it be a conversation to end the session. 

thank you. All the feedback helped me smooth it out. 

Great art and overall look on this one!
I really like the encounters section with the different actions and vibe you might encounter. The way you’ve written it definitely sparks some interesting ideas and leaves a lot of room for the GM to answer some questions that I was left with once I had read it. Like are the missing kids these hogshead? Who is Eda? What’s up with Honus and Horus and are they doing anything to help whatever’s going on in the area? — it plants ideas and starting points for the GM and the table to run with. 

I’m seeing this cool flow between all the different sections. I feel like if I were to run it I’d sit down with it and kind of sketch out some ideas of how these different pieces could become together to fill in the gaps.  

One more comment. For Honus and Horus. I think you may have forgotten to put a weapon? As written and how the art and description depicts them I’d just assume they are completely savage and just attack you unarmed for 40+ a bit— which is crazy and cool as hell too if that’s what you implied by not putting a weapon. 

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nice job. This is another one that I felt like I was playing and wondering what was coming next as I was reading it.  

I enjoyed the pacing of it with a substantial village scene and character questions in the beginning. Then the travel section. And then the final encounter. 

What I really liked also was that after the first page I felt like I could come up with something even if I didn’t have the reverse side. 

With the Holme character I really enjoyed that if the party seems to violent they won’t bother letting them know about the side effects of eating both roses. So good doubling down on his character  

Awesome stuff with Ebba too. Really fun to have her reanimate if they harm the worm. And the way you painted her story in general was great. 
good stuff. 

Woo! Thanks pal. 

I like the traveling Foghouse and this idea of packing up and moving your rooms. Fun concept to visualize and engage with. 

The way you did the “hp” of all the different things, rooms and creatures was a bit confusing since it goes against what Fatherfog does: 1 Heart = 10 hp. You have different amount of hp per hearts for the different things, did I interpret that correctly? I’d prefer to keep it all uniform. 

A little something funky with the coming and going’s table for the Busy day. Looks like an unfinished sentence “and only.” I love this table btw! So fun to see how the place changes. And pairing this with rolling for the travelers. The rule for the DUP. Lots of fun to be had there. 

The Travellers a superr fun. I love how they all have a little something to them. I can imagine players latching on to certain ones and engaging with others when they need it. Gery might be my fave. For Ruda and Swalda you mention gold pieces and gp. You should change it to coin, since that what Fatherfog uses. There’s another mention to gp I think when you talk about the Proprietors*.  

One thing that could  be fun is to work in some more adventure hooks or mystery with some of the landmarks to give it a bit more juice (there’s some stuff there but a bit more could help inspire some ideas). Kind of how the other entry titled A Coast Threaded by Fire by Spieroz did for the Coastal Encounters table.  

I think this is a really cool fun and creative pamphlet with lots of fun to be had from the tons of NPC and interesting rooms and concept! 

this is an awesome submission! A lot of inspiration can be drawn from those coastal encounters, the coastal adventures, even that weird whale creature. I really enjoyed the coastal travel table as well and how they were each paired with routine, dangerous or difficult travel. I could see pairing this with one of the other entries, The Brine of Becoming by Olen. 
I can see how I can use some of the stuff in the pamphlet to support some of those coastal adventure hooks, perhaps a bit more direct connections would have been cool to have as jumping off points. Really it’s a lot of fun and The Old Ways section tied it all together. 

Gotcha! That makes sense.

this one comes together so nicely as you read it.  As I read I felt like I was playing. It feels like you captured the style and the structure of Into the Fog and made something that feels like it would be in the same adventure pack with it.  Killed it absolutely.  I felt like I could run it after a single read through. 

I love the look. Great distressed art and symbols and layout. Before I read the Rising Tide section I was hoping for something to apply some more tension to the situation. So that works well for me, some kind of clock. I can envision playing the villagers with eerie deceptive personas.  And I can see the players eventually figuring out the truth of ay least that these people aren’t who they appear to be. 

You say that most of the original villagers are dead. And I guess the ones that aren’t are swimming in the sea as fish or maybe flopping around in the island somewhere. Perhaps the Guide can play with this to give the players something to actually save? Because as I read it seems like there’s no one to save, although in happily ever after it says much hinges on the Angler reversing the transformation. So I was left a little confused by what we transformation we need to get the angler to reverse. Dead villagers into human again? Or the fish in the sea back to humans I guess? Or the new villagers into fish again?  

There was also a line “ghost city” that confused me for a moment since you didn’t refer to the village as that at any other moment. Probably just me getting tripped up. 

That said I think it’s totally useable and would inspire some really a really fun session! Great job 

Gracias! I appreciate you rating it. 

Thank you! Yeah realizing a bit of an oversight there. I think I can add a few words that will clear it up.  

Thank you!! Haven, the artist, made it all come together with the layout. Definitely give Mythic Bastionland a go. The format of the myths are really fun to run and experience as players. Sometimes an omen is just something to observe and other times it’s more direct. 

really enjoyed this the structure made it easy to read and the way the locations were described was really unique at least to me. I felt you gave just enough to get the mind going but there’s plenty of support.  Awesome!!! The cover is great.  And I loved the wide shot questions - like Paint the Scene question from the Gauntlet Games. I love collaborative questions like that to immerse the players. 

Thank you! The random encounters serve as something for the GM to use if they need it when the company encounters the 5th omen. The one where they are in the Cold Caldera. I figure since it affects the entire hex, having some themed encounters as they travel through could be useful. 

thank you. I loved your submission! 

awesome!! Thanks. Let me know if you end up using it. 

thank you! Definitely! I wanted the last one to feel impactful either way it goes. 

this looks so fun. Simple. And I can imagine running this. The events table is super helpful. Easy to read :) 

 Great theme and the character creation and the manse creation are so fun.  I love naming your vulnerabilities and the icons. Great job! And visually looks great. 

I really enjoyed how you wrote the characters and great art! A special treat. 

great art, diagrams and tables. Saving this one! 

The first meeting with Dave will be loads of fun. Love the map. Cheers. 

wonderful! I really love the visual design and art you did really jumps out and has such an identity to it. The map of the islands is so fun. Just looks pure fun. Nice work. 

thank you! Had fun jamming with those ideas. Haven made it happen with the layout and art  

Haven killed it with the art and layout! 

I ran a recursive transit one shot this weekend for two of my long time players. Took about 3.5 hours after character creation. 

It was one of my favorite GM experiences, along side The Forest Queen incursion from Trophy Dark. 

The loop is so much fun. I was worried about the 20 minute timer being too short, I did stretch it a few times, but wow it was so perfect. Seeing the players react to being looped back was so satisfying. They got progressively frustrated and started arguing with each other. 

The document is easy to follow and gives the GM so much to work with. I think it’s great. I’m running it again this week.