This adventure just seems to ooze fun and whimsy as I read it. All the little evocative details added to the various NPCs should be really useful to any GM running it. I definitely had to smile at "aristo-bats". One thing I don't think I saw in there, that might be fun to add, is some means for the PCs to (accidentally) shrink one or more of themselves down to rat size, or a way to increase a few of the rodents to man-size. Just for additional mayhem.
Baiyo42
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Excellent art and maps! Thank you for making the art available as separate files. This is an all-around fantastic example of what an OSR adventure should be like! My only note: The font size is should be larger to make it easier to read at 100% zoom. When the jam is over, and you're not subjected to the page limit, I hope you'll consider enlarging the text and making the necessary layout changes to give your excellent writing more room to breathe.
I'm another voice that wants to compliment you on that awesome mapping style! And the helpful mini-maps too! I know that we're all limited by page count for the jam, but it would be really helpful to have more detailed descriptions for what sorts of spells the wizards can throw around. Or whether the dwarves have any magic on their side they can use to help in a fight.
A dungeoncrawl with a mission and variable timer. Looks like good old-school fun to me. I do think there's a good chance that the magma might rise to level 3 too quickly, which I presume kills the prisoners? I'm also worried that the map might be a little too linear to allow PCs to sneak their way around the cultists if they choose. The original beasties, the urn-ghouls, and the soot-lurker are pretty cool. There's a lot to like here!
Nice writing! The scene-based structure of this adventure feels wrong for Knave, and probably for most OSR rulesets. But I love this adventure anyway for it's wonderfully evocative writing, the very original adventure idea, and the dark historical setting. I could totally see myself running this using Savage Worlds. Maybe Deathbringer, if I was set on using an OSR game.
This is a fun little adventure that seems built around story beats. The writing style doesn't lend itself to being run on the fly (my own entry has a similar problem), but it should be easy to run with a few quickly scribbled GM notes. The descriptions, especially of the village, do an excellent job setting the scene.
Thanks for the feedback! The Wraith loop you mentioned is actually the point. The players should hopefully figure out pretty quickly that the only way out of the loop is to push their luck seeing how far they can explore each time before having to head back to the Spring, which can become a central hub of sorts. I'm not certain if the 10 round timer is the ideal number of turns for this, but from the furthest point on the map away from the Spring (the Archive), a character can possibly make it back there in 4 rounds.
Is this meant to be a pointcrawl megadungeon? Because that's what it looks like we have here, and it's pretty cool. The search for the Blood seems like it could very quickly turn into "It's a Mad, Mad, Mad, Mad World", and that's a good thing. The awesome artwork isthe best part. Nice work. Hope you will come back to expand on what you have in these 1 pages after the jam is over.
Interesting pointcrawl that sets up a lot of potentially interesting situations and interactions with NPCs. One thing I'm not clear on though is how the PCs are meant to learn about each of these locations, especially the Beacon. Are these locations in the swamp meant to be visible from the next nearest locations? I didn't see where in the text it mentioned that, if it was in there.
I think it's more the number of interactions than between the spirits and the locations on the islands, plus the boons. The game jam's criteria for "easy to use on the fly" is probably a little unfair to an adventure like yours that's got so much going on with it, but that judgement was how I felt after giving it a first read-through. (Which is how I'm trying to consistently judge everyone's entry.) My own entry probably doesn't do any better on that point. I would certainly be interested in seeing your commercial release of Seven Sealed Spirits when its ready.
Thanks for the feedback, and the compliments! Layout, formatting, and keeping to the page count restriction was something I struggled with, and using columns didn't seem to be helping. For personal reasons I needed to submit my adventure well before the deadline, so I hit a point where I just had to decide I was done messing with it for the time being. After the jam, I will definitely take all the advice I get to heart and make some improvements, starting with moving the map.
Really like the ideas behind this one. Unfortunately, it seems to me that all the interactions between the spirits would be really hard to keep track of without having to re-write those sections in my own notes. But since I can't give 3.5 stars for usability, I decided to go with 4.
Totally separate form the game jam, I think it would be really handy for a GM running this to have png files of the maps that have the labels on them. Just a suggestion, not related to my rating.