OK.
Working on it :)
Quick question as a non-native speaker:
A bestiary with 4 original monsters, 1 of which is unique (only one of them exists in the world)
Does this mean there needs to be a 1d4 table so exactly one of the four is spawned per game? Or that I build four monsters, one of which only befitting for this flower? (Which would mean nobody has an imagination big enough to fit my creation into their own game?!)
As this is the first time I pit something online for Cairn: are there trusted texts to include?
I guess there’s some pseudo license text including links to the system.
And a sentence like: “Hobs are a creation of…” might be in order.
And is there a fixed way we establish the jam?
So many questions just to be on the safe site :-D
Okay! It took me a few moments to figure out what this was and what it wanted to give me. (Apparently, I’m not able to read the literal first thing on the back.) Really cool landscape! I can see myself putting my players into this for two sessions before coming up with a little plot for the pilgrim they decided upon. :-D
This entry would have benefitted of a layout giving it a bit of structure.
The universe this is set in comes out of the blue (perhaps it’S an established setting in the system this is written for?) and the amount of scifi-vocabulary and factions is a bit overwhelming.
I gather that the Hanged Men are the spirits of the dead, but this isn’t said on a very full first page, whereon the term is already used in an NPC.
OVerall this is an ambitious and well thought-out entry that needs love in the layout and structure departments :)
This is a dsrk and thematic setup. I like the Weeping Angel mechanic of the monster.
Perhaps I just don’t know the systems mechanics and this would already be in the rules, but I would’ve appreciated a column in the doom table what the citizens, officials and the sheriff do in reaction to the murders and such.
VERY atmospheric and very nicely illustrated/laid out.
Page 3 is a bit hard to read with the partly erased bits, but my praise shall not be diminished!
Especially the more geometric maps are wonderful to gaze upon. The adventure is straight forward.
A bit sad the idea of the player generated elements is “forgotten about” after the first overworld map. I thought this would lead to “more”.
That’s one fine interpretation of the title! Love the story! This will catch players ramming their sword into demon on the wrong foot without a TPK, which is lovely.
I like the sticker over your own logo :-D
How did you do the thing with the map and the cover illustration? Lucky punch in an architecture book?
Okay. Without reading the comments I’m sure you received Preise for the layout and the clearness you explained the somewhat complex scenario.
I will love to put my players i to this, wandering a simple sheep farm and BAM multidimensional space hopping.
I love how much of a fu***r the cat might be :-D
Whoa. This one needs an interlinked wiki to get through. A very dense and -I assume- logical net of relationships past and present. I don’t know exactly what is going on, but I’m about 80% sure it’s all in there. I like the comparison with an episode of the X-Files below, couldn’t have said it better.
It’s a bold entry!
The voyage is a quick opener. The dungeon with its puzzle and idol-trap is great. Would’ve put the mural at the beginning.
I like a in medias res scenario except normally this is for the players, not the GM :-D
Unfortunately this submission suffers from a lack of editing. Repeating sentences and missing words make it hard to read a somr places. Guess this is connected to the submission time ;)
This one needs a player group really into delving deep into their characters. I think it would work in a long campaign or a fee weeks after a big campaign as a re-visit of the characters, when everyone knows enough about the PCs.
It’s an intriguing idea, I’ll peel my eyes for a Situation to run it.
The layout is a bit crowded and dense, I’ll print it on A4 to suit my elderly eyes ;)
As is said already: Page 1 is bigger than the adventure. The map itself needs a few rooms more, some hallways, perhaps a tower with something in it.
I think this could’ve worked with a twist: The players are not the thieves, but any number of hook-employees run against the players who are the disguised guards, trying not to blow their cover. A big table of events happening on every corner of the big map during the night (fixed and random) till the duke appears in the morning to celebrate the hymn.
Quick notes while reading:
11 - Disturbingly, canopic jars do n o t contain grave dust.
13A - And that's where they got seperated. Muhahaha.
I love this dungeon. It looks simple in its design but I guess there will be quite a bit up and down during the session. We’ll need a bigger, unnumbered version of the map, of course :-D
The layout is a bit all over the place. It seems logical structure of the room texts was sacrificed to the strict three row design of the inner pages. The big graphical borders (e.g. between 5 and 6) implicate the changing of a floor. This happens again and again. As the maps fit onto a column and there are many freely placeable illustrations strewn about, I thnk this could have been done a bit less confusing.
It’s a great story and dungeon, when I have to resort to nitpicking the column-breaks ;)
Much is already said. I adore the little historic animal illustrations. They give massive “We are explorers”-vibes for the adventure.
This is the second time in this jam I hear about Arwe. Seems to be quite important :-D
One note outside of the game but inside your submission: Would be great to get some starters for the research you’re suggesting. Perhaps some initial wiki-links on the project page or perhaps there is some kind of work describing the not-so-well-doings of fiction of the past?
This is a lovely sandbox with a single goal (if this makes sense). First thing I’ll do is create a kind of conspiracy board to have the connections of the Blades at hand. And perhaps some easy-access NPC cards. I like the vagueness of the surrounding setting paired with the high detail within the garden.
Thanks for this submission :)
Seeing the cover I thought: “Oh! Fairytale spaceship adventure.” But nooooo. It’s a deadly gauntlet making the crew work hard and fast for the rescue of their world.
The module tells you everything you need to know before playing: talk to your players about not everyone making it out of there. Then go in there.
The map, though beautiful, does in its geometry not match the organic description of the planet’s intestines. Some hand drawn, curvy illustration might have done better.
Seems like a fun, quick in-and-out adventure for those who dare :)
This is a fast, crunchy adventure one could play in a short session. There are short timers everywhere and if the players are up to it, as the Doctor says: “Run!”
The puzzles are straight foreward (good for the time given) and as soon as Hermann can explain some things the goal should be clear and it turns from “find a way to launch the ship” to “rescue the universe.” You know: the usual.
Tiny nitpicks: I love the escalation of random encounters by the players’ actions! But why are there good and bad things in that list? shouldn’t it be all bad thing, perhaps escalating by depth crawl mechanics as the players disobey more and more?
Secondly: the first time you mention the Village (04) in text you add the area number. That’s not done after that with any of the areas, making it a bit hard to orient oneself on the unlabeled map. That part isn’t superimportant in this adventure anyway, but a bit of consistency would be appreciated :)
That’s a hard title, as it more or less commands to come up with a list of 12 somethings that in turn take a lot of room on the pages. The setup is great and I would argue one should just play the torments in the order as written. In a list so big not everything can be a banger, but there’s more good stuff than meh-stuff. I would have preferred if the torments were all set on the station, as it is said that the players unbeknowingly work towards the completion of Mother.
This is a really great microsetting! Doesn’t concern itself with distances and too much travel advise, just provides the weird forest full of somewhat connected stuff.
Really, really lovely.
A tiny trigger warning on the cover might be in order. The theme and magic of the witches is clearly stated, but the face of Death table might be getting a bit too deep for some players.
This is clear and easily read! The rooms itself are described in a manner that don’t need a flashy map, so the diagram is a great way to reduce complexity!
It somehow took me till room 6 and the word cocoon to connect all the butterfly-hints. Seems I’m a bit slow:-D
Two questions:
why is the monarch on the random encounter table. This doesn’t seem logical ingame as she is ritualizing and preemptively shows the big bad?!
where’s the story connection between a butterfly-chrysalis-themed lich and the vanishing of a village? I would’ve assumed a huge cave with hundreds of cocoons or such…
Big points for layout and descriptions!
This is a G R E A T entry! The theme is interpreted perfectly, the creatures are fitting and well-done. The whole scene is masterfully painted.
A few questions:
How do I reach 6?
why isn’t page 2 the back and the spires the spread?!?!?!
how do I get Chaos Upgrades? I want Mimic to touch an Archive Golem to get Recursive :-D