Thanks for the feedback!
For me, I feel like I want players to be able to find crazy stuff because that's part of the fun, everyone loves to talk about the time they got a powerful item, but I also think that If you have an opportunity to get a character-defining item that is probably pretty nuts, you need to work for it! Overcoming a challenge far beyond you is core to the OSR for me :)
Headless-Press
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Thanks for the feedback! There is a kind of silly story I'll share in a devlog about the colour choice, but I'm pretty keen on how it looks XD
Thanks! I wanted to provide a bit of context for why Ph'aarna is the way she is; I have a slightly different metaphysics for magical/spiritual beings within the implied setting of the adventure that I will probably expand on in future releases. I didn't want to bog down the adventure and it is already pretty stuffed to the page limit, so I'm glad that got the general idea across!
A Great Adventure, a really fun concept with plenty of stuff jammed in considering the page limit! The text is concise and readable, the images are in a nice style and communicate the information well and the colour choice pops without being distracting to read. Overall a great job, I feel like I could easily slot this one into any campaign!
Awesome Adventure. Love the Shin Godzilla vibe of Xephion and the scenario itself is super evocative! The Layout is clean and tidy. The font-size is a little bit small in my opinion but conveys the information well and is fairly concise on the dungeon key, I feel like the list of monsters should probably come at the end, but that's a very minor thing, all in all, this one is very cool, Excellent work!
Nice work! Nice and readable font-size. player-facing and keyed maps are both very useful. A fun and zany location with some nice factional conflict to exploit and some colourful characters. dungeon keys are fairly terse which is good, though I'd recommended separating treasure, room features and monsters into separate lines/sections so it is easier to parse at a glance, aside from that this looks like it will be a fun one to run!
Excellent work, clean layout and very thematic, Fun location and interesting NPCs to interact with, information is presented well, Map and artwork are great and all the extra additions are neat too. perhaps it feels a little cramped, and could be more concise on the dungeon keys, but overall, it is very well written! Belltower Gargoyle gives me Dark Souls 1 PTSD (mostly just the music).
Truly great, It's a great set of things to drop into a campaign setting or as the starting point for a game, with a clean layout, and plenty of usable content. good readability and evocative writing with a great tone! The only things that would enhance it are some links on the map and some breathing space between paragraphs ( based on the constraints of the Jam that's understandable though :) ). Aside from that minor stuff you've truly done a great job with this!
It varies, I would probably be able to slot this one in fairly easily, but If I see some factions or ideas that run parallel to something I already have in the setting I'll typically either adapt it by changing the names to match, or adding things mentioned in the adventure into other background elements. :)
Interesting Trifold Layout and fun premise! As a whole I really like the adventure location, each area is interesting and has some fun things to interact with. Very thematic and evocative, while immanently usable at the table. I feel like I'd struggle to drop this one in just anywhere: it's a surprisingly high-stakes adventure, but it also doesn't make clear why exactly the cultists want to destroy the sun. From a player standpoint, it feels like there is less room to go off-track (assuming the cultists succeed, that destroying the sun would be apocalyptic) or the party doesn't have a choice but to stop the cultists if they want to actually live their lives. There doesn't seem to be much incentive to join them. I feel I'd have to lampshade/foreshadow this adventure well in advance for it to mesh properly into a campaign. That is just a personal take though, I think if the adventure was longer there would be more space to flesh out the cult, or a second faction to add a bit more dynamism. the actual location itself is very cool and would definitely be fun to run in a one-shot!
Nice Layout and a very fun premise. NPCs are characterful and have a good amount of humour that is likely to keep players invested! font size is nice and readable and I like the use of colour to distinguish the adventures. I like the mix of mini-adventures included and a depth crawl is a good way to use the space limitations. There is more direction than I'd usually prefer from adventures, but that's just a personal preference thing, overall I enjoy the vibe of this a lot and I'm sure my players will have a fun time with this one!
Nice and clean layout, and good artwork that gets the vibe across well. Fun concept, which should easily slot into most campaigns with some fun monsters! The central concept with the soulspores and the hazard die is a really nice touch and the theme is solidly built and used in the adventure. The font is sized well, room keys are well sized, just the right balance of information and terseness. I think it's a bit hard to tell which items, monsters and features are linked based on looking, maybe highlight or bold them so they are a bit more obvious. Aside from that, it looks awesome!
Great work using the space to fit something of this scope in! Nice and evocative art, Layout is solid but can feel slightly cramped at times (which is understandable due to Jam constraints), cool concept and monsters. I feel like a handout for the GM to track the state of the island and the spirits would be handy from a usability standpoint. A bit tough to tell the scale of the areas on the island map, which makes it a bit hard to visualise. Aside from that, it looks very fun, looking forward to giving it a whirl!
Very cool little adventure! Some Great art and a good layout. Fun concept overall: monsters are cool, with the big ones being particularly characterful and weird. The village map has list of locations but no key, which makes it feel a bit redundant: beyond a few features it's hard to tell what building is where. Readability-wise the font size is a bit too small and the spacing between lines and letters also feels a bit squashed.
I'm not sure if the GodHead needs that much HP or if it should even be destroyable through regular combat, but either way, their abilities are very thematic. The dungeon map is vibrant and visually interesting while not losing too much of its utility. some areas are a bit unclear as to the dimensions but on the whole, it is good! Will definitely run this one!
Great work! Good art, a fun concept and a nice layout. The Timeline is always a good touch and the alternate dungeon turn/shift rolls for the creature are a good touch to keep players engaged in the central tension of the dungeon!
readability speaking the font is a bit small for an A5 page. The contrast between some of the colours used for box-outs and highlights might be a bit too similar to the background from an accessibility standpoint. The map is good, nice and clear. Stat blocks are nicely laid out, Some of the rooms are a bit information dense so the pages can be a bit overwhelming. Some images mixed in would probably counter the 'wall of text' feel a bit.
Looking forward to running this one! Very clean style. Good concept, and visually appealing. The font is a bit small. The change in density from page 9 onwards is slightly jarring, and pages 12+ feel cramped in comparison to the earlier ones (Jam page limit is probably the culprit though, so no worries). Fun little horror scenario, but It feels a bit weirdly placed for Knave, I could see myself using it for Into the Odd or a Panic Engine horror system. I feel like there is slightly more steering required by the DM compared to the usual OSR stuff: I don't think some of the resolution stuff needs to be spelled out, but that is probably just a preference thing! Looks great though excellent work!
Great work! Cool art, the layout is good and has a fun concept. Monsters are fun and weird which suits the theme of the adventure. The map is cool but I find it a bit hard to parse/use out of the box. The numbered 'tables' should probably be in a table format, it is a bit tricky to separate the entries at a glance in just prose columns. The font might be borderline too small on some devices or for some people, but Aside from that I'm looking forward to running it!
It's a fun-looking adventure! The factions are fun and definitely promote an OSR approach. font-size is good and the layout is neat and readable. Some of the room and feature descriptions feel a bit wordy making it a bit tricky to find relevant information quickly. The forthcoming interior art will probably help break up the text flow a bit too though.