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(+2)

The coolest feature of this is adventure is that as a GM I could run this multiple times and no two sessions would feel the same. Lots of rooms packed with options, interesting traps, and a handful of awesome factions to align with or oppose! Excellent layout too! This would be a blast to run!

(1 edit) (+1)

Thanks! I've got two groups playtesting it now (schedules never permitted it to happen before the jam deadline) and they have gone in totally separate directions. One group immediately sided with the thieves, went in through the sewers and got into multiple combats. They destroyed the wraith, but haven't gotten even close to finding the lantern yet. The other group has decided to play the New Nobles against the Necromancers and con them both. They chose to go in through the great hall and have mostly been sneaky sneaky. They got hit hard with a trap, but survived, fed some curious fey cats, and are actually close to the lantern, but turning away from it to try another direction (they want to bring the following cats to the room with the rat swarms they avoided earlier). I'm very pleased with how this dungeon turned out.