Thank you so much!
The Stillfleet Studio
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Really appreciate the clock. I agree with the general consensus that this concept simply needs more space to breathe. Please tell me more about the windmill, lighthouses, and zeppelins on the map. (All cool ideas for features on a dinosaur island.) I dig saurians (pun-intended), so looking forward to the 2.0 version!
The giant pool of liquid mercury is really a striking, dreamlike image. I also like the light narrative touches for the PCs to discover: the lines of Old Hoolian text, the commoners' urns (including belovèd Zalphia's). It feels as though this situation exists within a larger, richly detailed fantasy world, which is always a nice effect to achieve when writing a short adventure.
An impressive display of game design in 4 pages. As others have noted, an expanded version could spice up and clarify the dungeon crawl, perhaps proceduralizing how choices made during the journey shape the ending. That said, the evocative, loose descriptions of the moments and spaces here really work to evoke old-school sci-fi.
I enjoy the play with genre here. As others have pointed out, more proceduralization of the central narrative could help clarify and heighten the stakes. The PCs could contest each other in their struggle to understand the cosmic balance of Law and Chaos. Perhaps a dreamlike PVP meta-duel could be a fun way to both encourage combat of a sort but resolve the situation with a Moorcockian flair. The PCs realize, whatever their philosophies, that they aren't the protagonists in this dimensions and just need to survive/get away. That feels quite Old of School. Points for the runic rifle.
The crowd here is spot-on: the cover is excellent. The use of blood feels moody and dreamlike, a fun way to mechanicalize a fight–dance arena as a messy place of horror that is felt by each individual body, with each individual wound. The sketchily evoked encounters are interesting, but the sheer volume of them is perhaps a tad much for a four-page adventure. That said, if the intent is a combat-focused arena, then the more monsters, the merrier.
As a lover of food and drink, this one grabs my attention right away. I like that the game mechanics call for a grander-scale arc of play than a typical one-off "OSR" adventure. That said, I actually wouldn't mind more specifics about how the faction-level struggle is actually worked out by players at the table over time. Perhaps this is the kernel of a standalone zine/game.
Please let us know if you run it! And yes, I would play with the encounter mechanics. If we had more space, I would have suggested more details for turning a carrion crawler into a velvet worm (at least one unique attack, shooting out sticky slime), but we thought to keep the mechanics as light as possible for this version.













































