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Baiyo42

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A member registered Sep 27, 2023 · View creator page →

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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.

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!

Parody is a form of protected speech- at least in the US. And this work obviously qualifies as a parody. Your character names only need to be one letter different to avoid copyright infringement here.

What a great setting choice for a hexcrawl! Plus the possible interactions with the god, the shrines, and the relic instruments make the whole thing a potentially very fun playground for a session or two.

I guess having a solid structure and making the best version of an adventure you can make is more important than the particular contest you enter it in.

Hope to see expanded version sometime then.

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.

Nice and grimdark feeling! I also like the layout. The countdown timer mechanic is simple, but should be really useful for moving the adventure along and helping to convey the sense of creeping dread.

Pretty neat idea for a reverse dungeoncrawl, with lots of clever, fun NPC interactions. Shame you resorted to AI art though.

I like how the possible interactions with the Fungal Folk and the Fungal Fun table can really change the nature of the adventure. The whole thing seems like it's only half of the dungeoncrawl though. Any plans to expand the scenario to include the crawler caves, and the mentioned medusa?

All the points dude! The writing is clear, evocative, and full of details while still being concise and snappy. The art is excellent at setting the tone. I want to run this!

Do you think you'll put out a print-friendly version?

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This one is fun and original! The way the information is laid out should make it easy to run too.

Wow! I am a bit amazed at how literally and how far you took the concept of a psychedelic adventure and still managed to pull it off. I love how clean and readable your layout is, and how well the art on each page helps to sell the mood. Nicely done!

All the points for usability on the fly for sure! I first made the mistake of reading this one in single page format, and I didn't understand the choice to order things the way you did. But it all made sense when I Iooked at the trifold version.

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.

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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.

A pretty solid horror adventure that still leaves room for heroism. Well done! The paper doll at the end is a nice touch too.

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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 enjoyed reading this, though it might be a little wordy for running on the fly. Though I don't think you should change that. I think this one is a better adventure for giving a GM fun details to remember. The Ink Wraith's special ability made me laugh out loud.

Very nice, easy-to-read format. It looks like most of the adventure is likely to be procedurally generated encounters with groups of other treasure hunters ("interlopers"). Could be a great way to kickoff a city campaign.

Looks like a neat piratical hexcrawl for my players' characters to wash up on. The location descriptions are a little wordy for running on the fly, but they're well-written and interesting to read.

This looks like a really fun way to base an adventure around mutation effects. Nice!

Nice set-up with the NPC rivals, and that's a cool list of mutations!

Nice set-up with the NPC rivals, and that's a cool list of mutations!

I do love adventures with a well-thought out gimmick, and this one hits a sweet spot for me. The zombie giant otter made me smile, and the ghost complaining about "scabs" genuinely made me laugh.

A high-level adventure submission for Knave feels like a bold move, but I think you pulled it off. Love the flavorful descriptions of your two big bads. Those Telepathic Taunts are the best part!

Very well done, and looks relatively easy to run. I get the feeling that this adventure was just a little bit inspired by one of the Dying Earth short stories, no? Good choice of cover art too- really helps set the tone!

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.

I can't help but love the idea behind this one. I could see myself using this to run a kids game of Knave or Tiny Dungeon.

Love the vibes and the style of this one. But I'm not quite sure I know how to run this as an adventure after a first read-through. (Aside from having my group play it lounging on pillows on the floor.)