Your hard work is evident in the results--and tying in the other entries helps ensure that every one of them has a chance of use at the table. Such a cool idea, and exemplary of what the CE community can achieve with a jam like this. Well done!
GhostwoodHotel
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An atmospheric point crawl suffused with forlorn mystery. The Fenfolk remind me of the bog people of northern Europe. Standouts in this adventure include the Monolith (an ancient factory, possibly sentient, definitely malfunctioning), the Dumond (an embittered Lordling transformed by the Fen and ruling over his pitiful fiefdom), and--last but not least--Vix, a carefree youngster with a rich interior life of magic and Slip-Slope sledding. I love that PCs can give sledding a try--and that there's a table which elaborates on their successes or failures on the slope. Vix is a refreshing counterbalance to an otherwise poignantly melancholy setting. Really beautiful.
This pamphlet provides an abundance of material especially useful to Wardens (like myself) who struggle to invent interesting encounters on the fly: five courier NPCs, along with tables that supply the condition they're in and the goods they're carrying (including "Trinkets" and "Strange Items" subtables). Some of the goods contain built-in hooks for the PCs to pursue. So many good ideas in this.
This ambitious module contains a treasure trove of usable material: a benevolent godlike creature that communicates with glyphs, a dangerous laboratory "dungeon," a handful of new trinkets and other items, and dozens(!) of interesting NPCs with associated encounters. Bonus points for incorporating hooks to the other entries in the Cloud Empress Winter Jam; that's a nice touch!
I appreciate a supplement that starts with a brief "What is this?" So helpful, especially when the supplement is as creative and "outside the box" as this is. I love that this cursed item is playing the long game with its victim. The problem with so many cursed items is that most PCs just want to figure out how to get rid of them. This one, because new things keep happening, gives the PC a reason to want to find out what happens next. Some very interesting possible resolutions to this powerful NPC intrusion.
Wow, this packs a tremendous amount of material into just two pages. It strikes the perfect balance between table-ready concision and "I never would have thought of that!" ingenuity. Humor, danger, and a thinly veiled Vonnegut reference? Count me in. It could be run with absolutely no prep and would clearly provide an enjoyable evening of gaming.
If I had to live in one of Upsilon City's districts for real I'd choose the Belly. Is that weird? I don't think so. I'd want one of those gliders so I could swoop around with the other windriders and drop Martlet leaflets among the Sulphur Queen's factory workers, proselytizing the freedom of the skies. The Belly provides lots of potential trouble for a party to get into. It's a great location from which to launch a CE campaign.
Two really strong winter-themed jobs. I'm not even sure which one I like better. Brood Prophet is cool (I dig a sacred class option) but I think Sporebinder might be the winner for me (becoming one with a colony of spores and feeling kinship with fellow fungal entities). They both provide some plentiful roleplay opportunities, though.
This reminds me of my favorite TSR regional supplements of old, which provided brief, captivating paragraphs about local geographical features (lakes, mountains, wetlands) for Wardens to build upon. Some provocative ideas here: sea monsters lurking in the depths, abandoned mineshafts, sentient tree groves, carnivorous fungi, and so on. It also contains a useful microclimate system with some unique weather options. A type of fog called pogonip--which causes frostbite but can also mesmerize hapless travelers with the eerie music it makes--is a particular favorite of mine.
This adventure effectively capitalizes on the "trapped in a remote location" concept. The villagers seem friendly enough but they're already harboring a few other "guests" with secrets of their own, and tensions will quickly rise (thanks to the Events & Complications table). The pregnant villager is due to give birth at any moment, which seems like a celebratory event--but what's up with the child? [I sense the author is working through some "new parent" anxieties here. ;-) ] Some solid NPCs and a nice map with underground areas round this one out.
TTRPG mysteries are difficult to pull off, but I think this one would work well at my table. The quantity and diversity of interconnected Clues (and no set "answer" toward which the Warden must steer their players) really supports the "play to find out what happens" maxim. I can see the Duel of Wits mechanic working for similar cases in Antaglos (though I might require a roll of 70 or higher for the opposing side to concede the case on a success). Speaking of which, the Lawblades is such a fun NPC class. And I love how this adventure reinforces the proletariat themes of the Antaglos district setting.
This adventure sets up several compelling NPCs and situation progressions for the PCs to interact with (or not), but with consequences either way. The intensifying Slip table contains some great options to keep things interesting (and increasingly disturbing for the PCs) as the village inhabitants start to lose it. The Wolberry/Darling storyline is a heartbreaker.
A creepy take on the Donner-Reed party. The two Cavern of Human Remains and Cavern of Wanderlings tables that echo each other's entries is a nice touch. The rattamber and its amberat drops are another fun element in this adventure, though I note that consuming amberat does not appear to give the individual gas. Perhaps that's a bit juvenile, but I might add it as a side effect anyway when I run this!
Well, this is terrifying. The location descriptions are evocative, the tables provide all kinds of horrible results, and the vibes remind me of Lynch's Dune (esp. your cover image). I've been a fan of prison modules since "In the Dungeons of the Slave Lords." Nicely done. How exactly do the "S" tunnels work; do they connect to one another (and perhaps to Shiv's secret kitchen tunnels) or is this left for the Warden to decide?