Hi-hi, thank you so much for this comprehensive feedback. I appreciate that you give your pros and cons on almost every aspects of the adventure. Yes indeed, the lack of available space is our biggest challenge. Especially during map creation, it is a bit weird to have a 1 story mansion without 2nd floor.
Also, yeah I've heard some people couldn't see the room numbering and experienced it myself, opening the pdf in a different pdf viewer helps, but for your problem, this is the first time I've heard it, maybe it's a pdf viewer issue as well. But noted on that.
A lot of thing that you mentioned on your feedback is really insightful and we are already discussing which one should be on the expanded edition. Thank you once again for your comprehensive and insightful feedback, I believe your feedback can improve Wolf, Wizard, and Knight.
reitzarnault
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An adventure that focuses on a faction conflict. The theme of this adventure is very unique and really give me the Godfather vibes. Also what I love the most from this adventure is the "A very important note" section. the "Nobody wants a killing at their dinner table" is giving me a chill.
Also, there is a little bit of typo, and on "The City" section number 1 is overlapped by the map hexes.
I absolutely love the art as it gives an eerie feeling by only looking at it. Also I love the way that the carrion crawler is wandering around the vicinity with random encounter. Also the villagers mistaking it as a dragon is also a nice addition, it gives the aspect of realism that they don't perceive things clearly when they were panic or in an environment that makes it hard to see.
Woah, there is a lot of factions in this adventure, and it can create a lot of interesting interactions. I think the most stand out aspect of this adventure is how you manage to pack up a lot of things with only 4 pages. Lastly, the concept of singing crystal is interesting and can be developed even more, for example what kind of tone/emotion the singing crystal made. Overall it's a great adventure
First of all, the most stand out point of this adventure is the map. I love the exterior and interior map come as a package and every point of them has interesting event or environment. Also I love how you point out that certain things are in different place, it makes it makes running the adventure much more easy. ANd I love the part where the room suddenly turned upside down on the last area. Love it.
Love the art and layout, I don't know whether it's intended or not, but the trees on the map sometimes looks like a person and it shivers my bone.
Also love the death table, and the Face of Death table makes it much more interesting. Maybe the Seance part could be more emphasized into the setting. But overall, solid layout and art. Love it.
Despite the large file size, I love this adventure, I think it has the vibe to be a deep water horror similar to Subnautica. It reminds me of leviathan-class lifeforms in that game.
I also like the Temujin's state mechanic, where in different state, each Temujin's body parts have its own different mechanic. Love it.
A wonderful concept of using floodwater. I also love the premise and the writing, the hanging city map using spheres is also unique and wonderful.
I also love that to get the relic, PCs can satisfy the guardian by doing what they want. I'm thinking of giving something dilemmatic as the guardian "want" that clashes against PCs value to make it more interesting.
Hi, thanks for your comment. Love the feedback, yes due to space constraint, we can't elaborate more about it. For now it comes back to GM interpretation, but we are planning an extended edition that will consist the second floor. Also that is a wonderful idea that if the book, tree, and crystal destroyed, it will reduce the power of the curse. Thanks for the review and feedback.
Wonderful art and layout. What really stands out is the map that looks like a needle. I love how every area have something interesting that players can interact with, I also love the time shift mechanic, and the most interesting aspect of this adventure is the Paradox when PCs reach area 10.
I can't imagine how players react when they see their character's future selves arrive in front of them.
Solid adventure!
the adventure seems like a sci-fi version of the forest. I think Mothership is the ideal system to use for this adventure. Also love the color code for the writing and I like how PCs woke up separated from each other but not too far that they still can help each other. For a horror system, it would be fun if the session started with injured PCs.
Love the adventure, as an Indonesian myself, I like how you put some Indonesian aspect into the adventure. Also the map looks clean and efficient. What I like the most about this adventure is the concept of decree and how you write it in the background of the adventure and the narrative power of the decree itself.
What did I just read... It's amazing, I love the theme and the story behind the adventure. The toxic positivity is weird and disturbing (in a good way) that makes me goosebumps.
Beside the wonderful premise, I also love how clean and smooth the layout is, also it's clever to put 6 sons and Alair himself on the cover. Love it.
I love the character design, especially I absolutely love the design of Clara McGee because of a certain reason. Beside the character, I also love the premise and how this adventure feels so Noir.
It seems like this adventure will have a lot of role-playing between PCs and NPCs, and I can see that VtM is suitable for this adventure. Love it.
This is a unique concept, at first I was like "hmm horror? maybe I can run this with CoC." Then after I read the whole adventure I was like "Wow... we become the spirits who wanders around the town instead." Maybe one system that I can think of is a hack of "The Skeleton", instead of become a skeleton that guarding a tomb, players become a spectre that guards the town instead.
I love this module, the spaceship part is the gold in this module. It can be applied in system that use space travel such as Mothership. I love the journey event number 8, it is simple repeating phrase, but it is heavy.
Also love the design, especially the sheet of torn document on page 1, it's a good writing as well that really hook me into the adventure.
I can also feel the weirdness (in a good way) when suddenly it's dungeon delving. It would be fun as well if I run this adventure with two different system, I'm thinking of Mothership in the spaceship part, and then suddenly shifts to mork borg for the dungeon delving part.
Hi, first of all, I love the design of the monster. I love how you include the three pillars, but maybe it can be expanded more with mini-game in each pillars that is related to the labors. Also, Instead of making the pillars look the same, maybe give some unique description of each pillar based on the labors that PCs needs to do. Lastly, I like the cover color combination and font!
Hello, thank you so much for the comprehensive review. I'm really happy that the adventure makes you want to run it.
Yes, absolutely agree that the cryopod can be substituted with other thing, it can be a regular tomb as well just like you said, and I absolutely love that starting point that you are about to do. The mimic that reveals itself when saying "Hastur" is also wonderful. During the playtest, we playtest it using Daggerheart and using "Demon of Hubris" as an adversary when the saying the "Hastur" part.
Regarding turn against Hastur, we will take note on that as we might create the expanded edition of this adventure.
Once again, thank you so much for the comprehensive review!


