Thank you for the kind words!
I very much intended this to be a Pointcrawl adventure, albeit an open-ended one. So I would be interested to hear more on what you mean by not an adventure?
Anything you’d like to see more of in the expanded edition?
This is probably the densest work I’ve read thus far and I love it. One on hand, it could really benefit from more room to breathe. For some reason though, I kinda like it feeling a little cramped?
But I do have concerns from a visual design standpoint for information flow. At times I really struggled to figure out whether I should read down the column or across a row, particularly because it changes from page to page. Sometimes things also weren’t where you might expect them to be (e.g. the sword hiding in the bestiary instead of by 12H.)
The maps are on point, and the orange+black is a really perfect color palette for this. Any reason you switch from black to blue for the Shrine map?
Incredible use of space! Using negative space for the land in the map blew my mind. Beyond impressed you fit an entire long form campaign in here. Because I liked it so much, most of my critical feedback is a bit nitpicking.
There were some minor copy edit issues, such as inconsistency between D vs d for dice notation, some awkward spacing due to using justified alignment. Idk who shared the tip, but those lines are a perfect opportunity to add a small, evocative word or to consider whether the next word can be expressed in a more succinct way.
Rather than saying XdY encountered for each one, you could state in the encounters section that “The number encountered is noted in parens, such as Centaurs (2d4). Would give some room to flesh out the bandit/pirate groups or the harpy motivations.
A final suggestion, particularly for if you do an expanded version. What does the journey back to Tyros look like? Maybe an additional set of artifact hunters, agents of divine, or political rivals who seek to stop you?
Conceptually I really like what you’ve got here. The map is really cool too! Love seeing other hand-drawn entries. Could use a second pass for editing and some visual design improvements, but I dig it nonetheless.
One thing that bothered me is that you don’t actually explain why the King wants the saddlebags in particular nor clues to what’s therein. Were the demands in writing therein? Does it contain divine gifts? Since that is the name of the module, feels like you could develop that a bit more.
Just keep coming back to this one. Everything from the little dice icons to the seige map and cover are thoughtfully and beautifully designed. The premise is immediately gripping and leans in well to the title and general appendix n vibes.
Really interested to hear what you come up with for the other named, but not described wards. Likewise, I’d be interested in some bespoke stat blocks for characters like the Confessor.
As someone who scarcely remember a family gathering where some iteration wasn’t played, this is a really smart adaptation. Captures the uncertainty and vibes well with clear writing.
My principle qualm is the Seer section, though this might be a me thing or just overly cautious. If all the players are in on the bit and the expectations for playing this model are transparent, it works fine. In any other situation, I can see implementing that guidance feeling a bit frustration and unfun for some players. Perhaps consider should be rewriting it with the introduction in a player-forward, rather than GM-centric manner?
This was the first module I read for the jam, and I just keep coming back to it. Loved it so much I felt compelled to explicitly reference it in my own entry.
At first I thought it was just connecting because I was raised catholic and just clicked instantly. But I think it’s the clear writing and vibes that feel absolutely like the religious-inspired items I’d expect from a pulpy work.
This module is begging for just a single page more to even out the breaks between sections and to reorganize a few sections. In particular, moving omens and other procedures near the mechanics section then giving the outer and inner cities their own pages. You might also consider creating a separate environments/flux table?
If I ever get the opportunity to actually run Mythic Bastionland, this is for sure on my list. Engaging myth that feels equally at home with appendix n and the core myths.
I saw you clarified the use of Encounters in the comments below, but I’d recommend either moving it after the omens or if you had the room explaining how to use the encounters. Especially because, from my understanding, the only “random” encounters as written in MB are Omens, a Hex’s landmark, and Knights (though there isn’t a specific trigger for the latter outside their omen.)
A weird delight to read that evokes some of the lovecraftian dreaming world and science fantasy we see on Appendux N. I really loved the sharp aesthetic shift from spacefaring to dungeon delving.
I think if you had more pages to work with I’d love some more IT support for this vessel computer. Perhaps more details or tables for representing time passing, advice for running a more cerebral module like this, or tips for shifting tone when you move from vessel to dungeon.
Astounding art vibes with probably the clearest way to map a location with a beautiful Mobius-esque (or dare I say Electrum Archive inspired?) spread. Loved the clear information design and easy to track writing.
I really appreciated how you described the Gilded Abomination as an optional challenge. Yes, fiction first is great but sometimes you do need to have a lever on hand to attenuate content, whether for time or player skill. Would love to see that more like that in Shadowdark content.
One bit of critique would be make it weirder. You did a great job, but when I hear about a gilded cult being warped by a mind they can’t comprehend, I’d want to read (or see) something more. Even Deathtouch as Midas would help. If you had another page since you explicitly numbered 35 cultists, maybe add a table of names, traits, desires for them?
Outstanding work! Match the blend of Ocarina. ItO, and creepy mystery perfectly. As others have noted, the map is brilliant and makes me want to give that a go. A few other minor points:
Super gripping module with some snappy visual design.
Other than maybe using some cover art depicting the Widows or some specks of ash for texture, I actually would be strangely happy without additional art in this. Everything was right where you’d want it to be. The use of the page headers/footers to quickly indicate what is below was brilliant, though would probably be better leveraged for a much longer work.
Genuinely struggling to find anything h to significant to critique. Top marks all around.
Really cool adventure with evocative and clear writing that I could definitely see on the list of weird fantasy Appendix N is known for. Room for some minor improvements with layout, but otherwise would recommend this adventure. Readily adaptable to a range of systems. Suggested adjustments:
Again, really happy with the writing. I think you could really make things pop though with just a bit more fine tuning.
Fun premise that feels like something I’d read in an early module or inspiration. The “body count” is equal parts hilarious and a helpful tracker.
The portal racetrack is also pretty neat, but I wonder whether you might need to further adjust the encounter checks there? It should only take the Ogres about 5-6 turns/minutes to run the loop, and maybe an extra 1-2 as they debate who won. So it’d be pretty tough for a 12” speed PC to NOT see it. Maybe reverse the odds to 5-in-6, then lower one step each time you do encounter one?
Dripping with great vibes. Might be contentious, but I think leaning in with the blue dye into more of the visual designs (e.g. font shifts from black to deep blue by the final page?) might be beneficial.
I assume you meant to say “the whale knight,” but it Looks like the last sentence of point 6 is missing something.
Ran this module as a one-shot (4.5 hours) with Cairn 2E playtest, though easily could have stretched it to two sessions as we rushed it a bit at the end. Almost all the players were new to the system and this provided an engrossing environment and looping dungeon to explore. Between trying to brain through the nature of the automatons to disgust (in a good way) at the half-wasps, we had a blast playing this. I was a bit generous with Satur no wake, but otherwise the characters were skirting death and “failure” at every corner. Plenty of space for a Referee to improvise if desired or just run this module strictly as written.
My only (minor) gripe was it could use a little more of why the adventurers would care. In a region of a thousand temples, what’s the consequence of one tiny temple dying? Treasure? Sure, but might need to raise the stakes or explicitly tie them to an NPC/mystery. I ultimately got lucky with my players rolling items and omens I could twist to drive them toward the adventure.
Again super minor critique. Overall this was a great time and I intend to use this again to introduce new players to OSR/NSR style gaming. Probably the best short-form adventure I’ve read/run in years. Can’t wait to see more from you!
DO judge this book by its cover, which immediately transport you to the Universal Century. Susanah Grace’s CHVLR builds on the tragic tales of youths at war popularized by the Mobile Suit Gundam franchises, but also Chris Bissette’s delightful tumbling block resolution system that leads your Pilot to their inevitable end. They blend perfectly into this zine-length solo-RPG, giving you just enough structure to explore the challenges of a mecha pilot drafted into another forever war. Between the content warnings and your character sheet, the destination is clear. Your pilot will die in action. But what they face, what they give up for “victory” is yours to find out.
Literary review language aside: this will rock your socks off if you are a Robotech or Gunpla fan. Even if you are not though, there is plenty of inspiration and flavor to CHVLR to get you in the right headspace. Loved the game and am constantly pushing it on my friends.
Loving the updates! I was digging into the Statuses this time and honed in on STUNNED. Knowing how debilitating and fun-sucking stunned/paralyzed is in other d20 systems (e.g. 5e) has me a little concerned there’s no way for GM or another player to prevent this, even stronger effect.
In the long-term, do you plan for anything else to cause this status beside Crushing Stone on a hit or Crits for Staffs? Alternatively, will support classes have any counters? The only one I see on first glance is a successful Parry, since everything else just prevents damage, not turn the hit/crit into a miss.
Not sure if intentional but I think getting Stunned technically lets you still use your reaction during the round.
Since you have fast and slow turns you can choose from, I wonder what it would be like if Stunned (or another status) instead forced you to take your next turn as a Slow Turn. Some fun support class shenanigans could be had controlling what type of turn a target you hit takes next.
Related to reactions, might need to tweak Parry a bit, compared to Counter Attack and Withdraw. The play example indicates you can choose to Parry after you know what the attacker rolled (and whether they hit)–just like Counter Attack and Withdraw. But I could use it against a hit or miss.
I think if you made the PC use the reaction when the attack is declared (before knowing hit or miss) or only usable when you are hit, it might mitigate some. But probability wise Parry is a much better deal. Especially because it can also mitigate damage from an attack against you.
I absolutely can’t wait to run this! Art? Stunning. Characters and factions? So flipping flavorful. Additional rules and procedures? Probably being slotted into near all my games moving forward. Can’t wait for my physical copy to come in.
Any chance you can add the Maps zip to the download package from the Prismatic Wasteland website? It wasn’t included in the download link for the physical+pdf bundle I was gifted.