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daseinphil

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A member registered May 03, 2021 · View creator page →

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Calling this an adventure for Knave almost feels like a disservice - it essentially builds a Player vs DM miniature area control game on top of Knave as an engine. Really, really creative; I look forward to seeing it on the table.

 A solid adventure, with solid advice about running horror games. To echo the comments of others, including both top-down and isometric maps is an excellent  idea, and something I'm going to emulate in the future.

This was a good submission! I’m glad to hear you’re already at work on version 2.0, it’s going to be even better!

As others have said, a really whimsical adventure with genuinely evocative factions. Has several little touches that make it a Knave adventure specifically, like the ability to fix the carriage with the coachman background.

One question - why would the bats need lit candles? Couldn't they echolocate?  

A fun haunted house exploration that would do Nobby Nobbs proud. Particularly in the context of a one-shot, I think the idea of rewarding players for using the quotes for their PC is really inspired. I did have a few questions:

1. On page 6, the provided PCs have negative stat values and weapons that deal more and less damage than they usually do in Knave. Is this to help them stand out from each other?

2. On page 10 - are the rabbit-men the same as the satyrs?

3. On page 15 - is there any way for the players to access the spell inscribed by the primordials?

Thank you so much! I regret not finding more time to draw stuff for this jam.

Extremely well laid-out, with (as others mention) a really cohesive and elegant visual style.

In the film version, Halfwatch really needs to be played by Matt Berry.

Aah, a fellow myconid enthusiast. Man of culture, I see.

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A wonderfully weird dungeon crawl, with great layout and a fantastic map.

Favorite thing: a mutation that alters your tongue, described as making it "hard to articulate words. Inmune to toxins." If that's a typo, it's a heck of a happy accident! You might consider taking it a little further, something like, "Inmuthe to thoxins."

Minor quibble: it would be handy if the rumors were marked for the DM with how true they are.

That's useful feedback! After the jam is over, I'll have to add some - and perhaps rules for Weylon as a patron.

A very creative adventure, and one that would be very easy to drop into an ongoing campaign. Very, very well laid out.

The latter - in example, on page 11 in the description of room S3, I'd move the "1", "2", and "3" to the beginning of the description, rather than after. I'd just find it easier to use at the table that way.

Really leans into the gonzo parts of fantasy in the best possible way. The layout is particularly fantastic.

I picture the Limburger Lich as Gary Oldman in 'Dracula", muttering to himself, "...the cheese... the cheese is the life...".

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Some really good ideas here - I'll never say no to a mention of Azathoth - but I would like to make some suggestions for improving the adventure:

1. The opening scene is evocative, but a lot for a DM to narrate to their players - is there a way to consolidate into a form easier for the DM to run more interactively?

2. Singling out one player isn't always fun: maybe the entire party has the mantis dream?

3. There's a few places where you describe something multiple times - willow-wisp the cat jumping into the PCs arms, the nature of ant arm-wrestling, etc. Maybe these could each be condensed into one place for each?

4. If the insects are just now overrunning the mine, when did they have time to build a full bar? Did they find it already intact for their use? 

5. Adding a random encounter table could go a long way here.

Thank you so much! In retrospect, I put more thought and effort into the NPCs than anything else. I'm not sure if that helps it or hurts it as a sandbox, but it is what it is.

To echo the other comments, the provided map is really fantastic - I can hear the ping of the motion sensor from 'Aliens' perusing it. 

Additionally, the sentence, "Once a cozy set of stables, the straw and dirt here are slick with the pulpy remains of three emulsified mules"? 10/10, no notes.

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A fun dungeon crawl blending sci-fi into fantasy, a la Expedition to the Barrier Peaks. I particularly liked the 'magic' item design - who can say no to something called a 'Lend-a-Tail'?  The art and cover is really evocative.

I really like how you re-presented the map inline with the room descriptions, but I feel like I'd still be flipping back to the complete map pretty frequently - perhaps it could be moved until after the descriptions of the inhabitants of the cave, so that it's right next to the room descriptions? I'd also consider moving the tags for room features to the beginning of the line, so they don't get lost in the text.

I *cannot wait* for Mythic Bastionland to come out.