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gastrop0d

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A member registered Jun 11, 2020 · View creator page →

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Yes! It's great because any flaw or questionable deed players have done in other sessions becomes fuel for the GM to put back in front of them and make them literally face themselves!

Thank you! I try to be as sci-fi with my fantasy as possible, wringing out as much concept from a magic ability as I can. This also helps with following the design principle of, "Can I reuse something already here instead of adding something new?"

Really glad to hear you like the map style! What I really wanted to do was a hand-drawn isometric cutaway with exaggerated feature details, but there simply wasn't enough time with my schedule, so I fell back to a digital map in a simplified style. It was an experiment for me, but I agree it evokes early 2000s Dungeon magazine and the like. I think it is a good combination of illustrative detail and readability.

I would have found the covers you were assigned hard to work with. You did great job in turning those into an intriguing and thematic adventure!

Nocturne is a deliciously manipulative villain, and the various moonlight gimmicks make for a good puzzle for players to understand and master.

Overall a great adventure! I would run this.

Love the flooding mechanic and the basilisk rampage finale.

However, I think the Explorer's Prepared mechanic is game-breaking. Being able to summon effectively infinite torches, rope and oil is far too powerful. Maybe a per-day use could balance it, with an entry on the traits table to increase the number of uses per day (rather than being able to add non-basic items, since I worry players would choose Potion of Healing).

I think you did a really good job of incorporating your prompts. Good job on focusing on the needs of the ghost, and setting up the house a series of clues for how to put it to rest. I do worry that some parties still won't put it together, but that's what the magic longbow is for, right?

One point of feedback: the usability of your adventure suffers from the overly-cramped lines for the room keys. This is the material the GM needs to be able to parse effortlessly at the table, which means space for the eye to scan and find information. Next time I recommend you prioritise sufficient line height, bolding of key information and splitting information into player-given and gm-known for your key.

Tip-top layout. Great villain. I love the mysterious levers and the dungeon state resetting with the torches. That's sure to pull the rug out from the party!

I like that the encounter table isn't just bone-dry combat encounters, but I think they don't allow for many meaningful choices for the party, or changes to their plans.

Overall a great little dungeon, well done.

Thank you so much. Battling with the page count was a great exercise in brevity. I felt like I was trying to close the zipper on an over-packed suitcase. 

I haven't encountered The Adventure Zone vs Dracula, but I am obsessed with Dracula, so maybe I should check it out!

I'm very interested to know which details you think would have been helpful for the factions.

Thanks! When I saw that cover, I knew I had to go for some Army of Darkness evil clone shenanigans.

Thank you! The layout was a big challenge and the factions were my favourite thing to write, so I'm glad you like it.

Thank you! There's plenty of room in between the lines (no pun intended) to tie Elmir's work and Siriso's tampering into a broader campaign based around plane-shifting. If you do run it, I would love to hear how it turns out!

Yes! I'm a big fan of escape out of prison failure states for players, and bending bars feels very pulpy.

I felt it was important to include a prison in this adventure because of the fairies' poison ability. Potentially fighting multiple fairies, each of their attacks having a chance to put players to sleep for hours meant the game could just end with the entire party being put to sleep.