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RedFerrum

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A member registered Jun 06, 2020 · View creator page →

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This is sooo good. I am very happy to see something for We Deal In Lead! Titan as both planet and mythical Titan is just beautifully realized. Love the art. Layout is very good with a minor note for improvement: try to keep a section's bullets from going off into the next page. That cover is gorgeous.

Nice use of the journal/thoughts on the first page to set the mood, and then referencing two of the characters in the dungeon. The Horror's nature as a construct just trying to survive gave me Frankenstein's monster vibes. I really like the bullets that pull double duty. I might steal that.

This feels like the broad brush strokes of an incredibly memorable play session. The party enters a dreamlike place, called by a mysterious horn and traveling through a tunnel that dumps them in another realm (kind of like C.L. Moore's Black God's Kiss). Return is difficult, but possible. The sensory possibilities here could make for something really unique.

But the town feels like it needs a little more to engage with and see. Otherwise, I'm afraid a party will knock out a guard, grab the horn and orb, and head home without really connecting with the surreality of the Sunset Empire.

If they turn green, what happens? Is a member of the party originally from here and got called home? Do they resemble any villagers, missing children, or are they a descendant of the "wanton and impudent" girl? Is there more to explore if my players decide to stay? Maybe these are all Warden questions, but I want to learn a little more about the Sunset Empire.

What an ingenious take on Europa! The layout is very clever and evokes the feeling of a field notes/manual. Great job instilling an eeriness throughout the module, from the area descriptions to the margin notes.

I'm a little unclear on the Revenants and how players might see them or move the clock forward. Are they the White Bull, Talos (Blue), and Crying Europa (Purple)?

There's something really special about this adventure. A fairy tale dipped in eldritch horror with a melancholic filling. They cover and art is all-around excellent (thanks for that included art too!). Good layout as well.. The intro page could use a little tightening up, but it lays enough of a foundation to get things going for the GM. The different components in the mansion are all well-integrated and sensible. I wonder what happens if a party can get up to the second floor by bypassing the crystal. I like the nice little touches of personal items and history that is embedded throughout the different parts of the house. For a system-agnostic adventure, it shouldn't be too difficult to get this going for a GM.

The initial wolf-knight encounter is kind of glossed over. It almost seems like a recommendation instead of a critical beat to breakdown what's happening in the Wizard's mind.

Yep, BW works well. Thanks!

Absolutely pulptacular and thematically on point! Maybe it's part of Enigma, but I love the film terminology used to describe locations. Vignettes is also a clever way to succinctly describe the atmosphere and mood of the environment. I see mention of Voyager Golden Disc and I am a happy man. This is a cleverly designed adventure with just enough meat on the bones to make the investigation interesting for a stranded Cast. It makes me want to check out Enigma/Tenebra.

Thematically, this is a great setup and premise. The bereaved god seeking his maddened son far from his own domain. It's like an epic poem. The layout is fantastically clear. Making it system agnostic for any system with crit fail and success is kind of genius. Kudos there. The illustrations are so evocative.

I had trouble tracking why Uthel and Ada were at odds since it seems they both love Kepalo. I'd have to reread this and make it my own before running as it feels like it requires a lot of work on the GM's part. I like the "Evil Moves" though I think taking one when they arrive sends the wrong message about what makes it go away.

This is the equivalent of 4-page mega-dungeon given how much you crammed in here. Nice work. The priest misrepresenting the divine is a classic trope and used to great effect here. Dungeon crawling while folks are falling to their deaths from gruesome heights creates a heck of an image.

Consider changing the colors of the map labels against that green background. Colorblind folks (me) may have trouble reading them.

The premise is kind of great, with unique and succinctly-described NPCs. I like how you can run this 8 times and have different outcomes each time. The technology/bitcoin references were a little too close to reality for me. Some of the faction buzzwords gave me the heebeegeebees.

Thematic layout, great map. There's a lot of ambiguous talk of "objective" in the early sections. Is the GM/Warden supposed to come up with something besides heisting the Hand of Glory. I wonder if a Warden lets the party mingle with the other passengers before going into cryosleep so that they can get a sense of who's who before the whole thing goes off the rails.

I had to check out Proto-Martian Archives to get a sense of the system and things clicked way better after that. Thematically, this feels like the kind of world a planetary romance hero would stumble upon, so lots of points there. The factions only existing in the trial and manifesting as people from the player(s)'s past is a neat touch given the doomed nature of the Sap Kin. Given that it's a solo/duet system, I wonder if some guidance could be given on how to run something like this as a true solo. Seems like it'd be difficult to not spoil something in the caverns.

Great illustrations and good layout. I think the reading order is a little muddled as a spread, but workable.

There were some serious rockstar moves done here. Tight, clean, information-dense layout. Releasing it to the public domain. A well-populated hex AND a complete dungeon with sweet treasure. Old-school feels that make it seem like a pamphlet that fell out of a 1980s D&D book. The hex crawl is threatening, but yields helpful items for dealing with the very old-school dungeon. I liked that.

Nice work using typst (there are dozens of us!). Did you use an idraluna-archives template? Either way, you implemented it incredibly well. Love the use of footnotes.

What an incredibly thematic adventure that just oozes Sword & Sorcery. I love the framing as the retelling of an adventure that already happened. The enemy choices are cohesive and allow for a touch of faction play. Using basalt throughout a HEX map is *chef's kiss*. The implied lore tells its own story too. A hex and a dungeon in tight quarters and neither feels like it got short shrift. By Crom, this submission is the work of a sorcerer!

Take a look at the keying for dungeon room 5. I think there's text hiding behind the room description.

I think the art is really cool. The description of the goddess idol and Corlax the Smith creates some memorable imagery. The room descriptions create a really unsettling atmosphere of what could be going on here. It's eerie.

However, I think this arcology feels empty. Presumably, there's acolytes and 6-armed Spellforged walking about, but I did not get the sense when I read it. Reading this reminded me of the Conan story The Slithering Shadow. Conan wanders through a city where everyone is a passed out lotus-eater. This adventure feels like the heroes entered a long abandoned place and are moving about discovering its oddities. Mentioning what acolytes are doing, what transformations are actively taking place, how there's screams of agony from the dissection theater, or the intonations of meditative prayer would help make this place a little livelier.

The font choice hurts legibility. I think that font works best for headings or short blurbs. For the long writing, consider a font that has more balanced lines.

That cover is striking. I enjoyed the double(triple?)-twist on the princess and her crown. The 9 distinct, bizarre, and utterly unique creature are awesome. I'm stealing some of these. Layout is dense, but readable.

Thematically, I don't fully understand the obelisk's connection to the princess/crown and why it's setup as a multi-fight arena. A little more connective tissue would be helpful. As awesome as the different creatures are, I feel like I'm also missing some thematic connection between them. I've only played Draw Steel briefly as a player, so I can't intelligently comment on the statblocks or tactical layout. That said, it seems like there are a lot of individual enemies in each arena. I see the stats have mechanical effects and actions, but a note on how they might fight or react to PCs may be helpful since this is such a combat heavy module.

Thank you for the clear and specific feedback! I agree the mine-to-town connections could be more explicit in the drawing, keying, or both. The dungeon does have a lot of loops doesn't it?

Rightly or wrongly, I intentionally put in a bunch of stuff for the GM to use that I don't have answers to. The Esoteric Order of Sanctified Knights, more idols represented on the box, worm tunnel fork and blocked mine exits. The traveling merchant was one of these things, intended to allow a Warden/GM to graft onto him whatever they needed him to be. As a character, I saw him as a kind of cross between The Dark Tower's Man in Black and Majora's Mask Happy Mask Salesman. But as always, no plan survives contact with the players and I could definitely see a party chasing his trail while bad things are left to happen in town. I wonder if Spawn can fly to the big city...

I'll revisit these things after the jam. Thanks again!

Thank you. I was convinced it was over-stuffed and under-baked!

Thank you for the comments. Glad to hear the writing was direct! I tend to ramble.

Really liked the layout and how this seems to be ripped from the pages of an anthology magazine of yore. The color transition from bright red to wine red is also thematically appropriate. Excellent keying. The inspirations are well-implemented here as well. I think my one gripe is the black writing on the red background was hard to read for me.

This is a great take on the title. The way the city is presented and described is so eerie and melancholy. Our titular Salt Queen is not a villain or a hero but a broken person, frozen in time and space just like her city. The decision to add the salt mechanic was inspired. The tableaux and visions are a great little tension builder with some chances for heartfelt roleplay. Knowing what's a vision granting tableau versus an interesting scene/clue is tough for players and, depending on the party, can make them a little skittish to interact with things. This is great. I'll be thinking about this one for a long time.

I really dig this interstitial space. It's not the third earth, just a window to it. Filled with a colorful cast of weird characters and a dash of faction play. There's a lot of gameability here. Great work.

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The science-fantasy theme is off the charts with this one. I love how things go from calming to upsetting to deeply threatening for the people living in the colossus's shadow. Something's wrong, we have to climb our god. So good.

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This escape adventure has got a lot of flavor to it. Year-long masquerade, cursed animal hide masks, bodies falling from castles, golden automaton. I think it does a lot to give you a sense of what kinds of people these "nobles" are and it's kind of a grim place to live. Good layout choices, I like the full three column landscape. The intro is a little long, but it works for what you're trying to achieve. Maybe a little editing for conciseness might make it cleaner.

I like the idea of the puzzle and the palace theme. It would be pretty fun to keep trying to mess with the mirrors and waterfalls and the chimera/naga/wyvern/thing until the party figures it out. However I struggled to understand the mechanism so central to this dungeon. I think some other drawing would help, but it would necessitate some layout changes. Overall, fun possibility for those who have better mental mapping abilities than me.

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Very old-school sensibilities, sweet art, crisp layout. I like this quite a bit. Very BFRPG in its font choice and layout.

My only quibbles: If Zorax is about mechanical minions, where did the zombies/skeletons come from? How are the players supposed to figure out the lever puzzle solution? Besides these minor (and GM-surmountable) issues, this is a tight little crawl.

I am a fan. Multiple realities, mirrored dungeon, simple ye differentiated layout makes it trivial to understand and read, and the dungeons distinguish themselves from each other. I love the continuum of science-fiction - science-fantasy - fantasy here. The possibilities to move to different realities really spices it up. If I could offer one critique it would be to remove some of the labeling from the map as it adds clutter, The colors, drawing, and keys already did that work for you very clearly. Excellent work!

Ahh yes, that's good. Hadn't considered the implications for them if they didn't know about the other community. Thanks.

The jury's still out on IRL Florida, but I do like Fantasy Florid. This was a fun read with clever little bits of world building and chuckle-inducing NPC/monster descriptions. Lady Geb would be fun to ham up as a GM.

Clever adventure. Art is great, the Hermefaun is ominous but I kind of love it. Good work!

Two factions duking it out while players gotta figure out what's going on. Great setup. I really like the idea that in years' time the story told of this adventure would become the Fable of the Silver Lanterns.

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Such goofy, silly adventure that doesn't take itself too seriously but has serious stakes for the town and NPCs. I like the bartender description, the faux-ivory tower's veneer, and the complete failson of a villain. You've got these gems of description scattered throughout.

Aside from the real-world ickiness of it, what in-world reason is there to spare the kids the town's fate? Why is Tropia different? I wish I knew more about the routines of other townsfolk too. It's super eerie.

Overall, good work!

I like the premise and gameability of this, especially the flexibility it affords the GM. It's so striped down to its essentials, you can modify it for any setting and time period. Honestly, I thought the party were the thieves. Imagine my surprise when actual thieves show up. Great work.

This is a delightfully unexpected take on the title and it works so well. It's written like someone who's had their fair share of 3D printing woes. The workshop is cleverly designed with it's own internal history and logic. There's a body horror element that can be dialed from weird to terrifying depending on the group. The art, color, and layout all work so well together. Excellent work.

One point to consider: because this deals with a possible sensitive topic (miscarriage, neonatal death) consider a content warning on the itch page.

I just finished reading Poul Anderson's The Broken Sword and this setup and story could have been ripped from that book so this adventure about as Appendix N as it gets. I really like how the map is like an isometr version of the old-school blue maps. The comic book style art for the NPCs is amazing. However, the adventure paints things in very broad strokes. A GM would have to do some detailed home work before attempting to run this session. I love the world-building and art, though. Very good work.

Loved it. Adding a whole mechanic based on the title was clever. Despair and black hole go hand in hand for me. The Groundhog Day-esque loop gives the players a chance to learn a lot, while also allowing the Despair to become a ticking clock. Great work and beautiful presentation!

I feel like this adventure is scratching the surface of a truly compelling and engaging environment. A group of people isolated from society for generations. They engage in ritual for ritual's sake, but some seek a grander truth about their existence. Outsiders are getting in and mucking things up. The powder keg setup means the players are there to light the fuse. I just want to know a little more about almost every aspect. Who are the different faction NPCs? What do things look like? Who blocks the gates? How long have the Rivals been here?

This would benefit from an expansion into a multi-page zine to describe the setting, the people, and culture that developed here. This is good and I want so much more. 

The art and layout are great and really evoke that "cold" feeling throughout. The different factions are very interesting and could make for a lot of post-adventure interplay depending on character choices. I like how The Ship looks like an upside down castle of sorts. If it crashes, I wonder what exploring it would look like. I wish I understood more what would happen if Kieran got their way in Greenleaf.

Oh, so it's Time Bandits, but they're rats...so it's Time Bandits. But. They're. RATS! Fantastic setup, great idea to have the players manage their housekeeping crew. Love the low-lethality, high-hijinks of the adventure. The rat names and art is phenomenal. It's hard to read without smiling. Excellent work.

This is great. Love the way that the "Thaal" stat block was torn out of a monster manual, glued into our GM's notebook and notes added. Very fun.

Going with a monster was a great choice because it created this beautiful thing. Giant dragonfly with a giant flail that wants you to atone for sin? Fantastic. Such an unhinged idea that fits just right in the world of Mork Borg.