Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Greymarch2000

17
Posts
1
Topics
12
Followers
A member registered Jun 12, 2020 · View creator page →

Creator of

Recent community posts

I have no idea how this rated so low on vibes, I thought it conveyed snakes and oozing darkness the whole way through. The title for Room 9 seemed to disappear, but otherwise I love the font and the way you laid things out, though perhaps indented bullets might have made the subjects of each room stick out more?

I worry that having to make a Viperian Countdown check every 3 rounds in addition to normal encounter rolls might be a bit too much busywork for the GM.

But overall a nice classic adventure that I felt was laid out well and fit the intended themes. Good job!

I have to agree with others a map, no matter how basic, would have extremely helped. This is a cool and evocative setting but at the moment I'm kind of at a loss for what brings the PCs to the island and why they would even do this at night? Perhaps a shipwreck or something. Really it doesn't matter, the GM can determine that but the adventure/setting seemed to lack a bit of direction.

Love the "Best me ever munched!" line for the troll. The adventure is filled with character and memorable NPCs. The whole 'skeletons can't blow into a flute' thing is genius.

I kind of assumed that the party would have to find an NPC spellcaster then, but the earlier descriptions about basically everyone being a vampire made me second guess it.

The lighting indicators and hyperlinks were well appreciated and the maps look great! There's a fair number of spelling mistakes that were a bit distracting and I think areas B8 and B9 are mislabeled on the map.

Overall though I really liked this and the image of a great green walls standing against the tide is very evocative. Being able to possibly communicate with the Children of the Sea and not just hack and slash through is also a big plus.

Really liked the custom Loot Table and having the key map levels repeated in the text, made it very easy to read. Overall very thematic.

At some point having to say "The GM will have to figure it out" instead of putting guidelines for like every encounter in there lol

I really like the concept of an alien ship being a dungeon, reminds me of some other fantasy novels I've read. The Voyager relentlessly pursuing the party seems like a nice horror theme monster. Not sure what level this is for, some of the DCs are pretty high and the treasure is also pretty high (if they get any). Loved the Word of Penance.

It's 9 pages but that last page is just repeats of images from earlier pages so I'm considering it 8 pages. :)

Very evocative, I love the style and layout. The usefulness of the AI generated caves map is questionable, the town ones are a bit more for vibes so less an issue but the caves just seemed to be a bunch of random encounters until you fight the boss.

Correct me if I'm wrong, but are you basically unable to succeed if you don't have a wizard in the party?

Would like to see this setting expanded upon in the future without the space limitations.

Great dungeon! Only problem I faced was that the dungeon map doesn't have the room keys so it's a bit difficult to tell what room description is where. The treasure seems a little light, but I suppose all the monsters should have rolled treasure as well so it's probably fine.

I liked the concept of the nu-men and the dungeon very well fit the inspiration of the jam!

Nothing like floating yellow particles in the air to put some worry into the crawlers! I liked pretty much everything about this from the cover, to the map to the detailed descriptions of each room. I felt the disturbing remains of the cult fit very well with the cover image chosen.

(1 edit)

It took me a while to figure out how that cover was the inspiration for the town map but when it clicked I was like "ahhhh". It does look like there was meant to be a title or name in the blank banner however. I also noticed a column on page 5 that looks like it got cut off so we missed a line of text.

I felt a lot of the references to the Weird Tales submissions were nice and cheeky but not sure how core they really were to the overall product. This is a nice base of operations for a hex crawl game with all the starting amenities you would like. I personally would have liked some more possible overland encounters detailed but I understand the horrors of page count.

Incredibly cool concept and I was really eager to see what kind of extradimensional alien hijinks we would see, but aside from a few of the minor mischief encounters a lot of it seemed to just be standard randomish encounters that could happen anywhere (I notice that 'Carl being tossed in the well' was listed twice - was that on purpose?).

Cover and layout are nice and I like the icons at the beginning of each encounter.

I really liked the look of the map but it was kind of hard to read unless really zoomed in. Not sure why there was a page dedicated to a Merchant class, would have preferred more dungeon info personally. Overall really enjoyed the vibes of this adventure.

I'm not seeing an actual file for the adventure?

There's multiple Serpent Queens too!

Trying to not give spoilers but the first page talks about something doing a specific type of ability damage and then what happens if a different ability is reduced to 0. Is that right?

Very Pulpy looking!