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a hobgoblin

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A member registered Aug 11, 2024 · View creator page →

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Squeezing everything into that 8-page limit took loads of time! Thanks for the feedback!

Simple is all I can pull off, so I'm glad it helps with the vibe!  Thanks for the feedback! 

Thank you! *dances*

It's very dense, but everything is quite evocative and imaginative. Everything seems exciting, from desert travel to climbing the mountain to navigating the trap-filled tomb.

Some things seem overly punishing, like unhealable damage from the climb and hindering any open-toed shoe-wearers. But those ideas are still cool.

Polymorph fun! Interesting swamp and Greek mythos mash-up!

Thanks for looking it over!

Very orderly presentation and easy to follow. I love the corpse orchid idea, though maybe intentionally introducing orchids earlier in the delve might make that thread more cohesive? The storage room seems like a treasure room! 

Dyson maps, FTW!

Alliteration: mandatory. Rations for cannibals: horrifying. Magic eye pattern: What IS it!? 

The layout and the crawl are very straightforward, which I appreciate! The map keys are a little weird, though.

Haha, the Winged Yeti is a bit of a wild card. Thanks for the feedback!

Great use of the Twilight Orb with the moon bullets! Everything is tidy, cohesive, and useful. Watch out for baggage and Dyson maps, FTW!

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This adventure has a lot of variety, and the Abbey may be my favorite aspect! The maze castle design is interesting, but it doesn't seem to be a puzzle the characters have any way to "figure out" because North is arbitrary. 
The layout and dressing elements are unique; they might benefit from cleaner spacing within and between sections. 

3d8 Indeed! The "rooms" in the fen are a neat idea and the allowance for shortcuts through the fog. There is a lot of variety in the encounters. I like the flavor of the rival threats, but I wonder how the players might interface with them beyond strictly random encounters.

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It's a very dark, compelling concept. The acts might be prescriptive in how they progress, but the storytelling is excellent. 

I might prefer to be directly pointed to a Shadowdark table or have the encounter tables be fully curated rather than a mix of the two. Fully custom ones could also ensure a medieval England vibe (which I love).

"Two minutes ago," haha, that really puts you into the action. The environment seems super dynamic; the deluge system and the surcoats present interesting choices for handling the chasm!

The villainous hand is both comical and horrific. Lots of detail to the town (lathe & plaster walls?!). The XP Boon idea is neat. I'll agree with the other commenters that the tracking table seems like it makes things more manageable. 

Also, I love the cover art.

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Happy to hear that about the Waltz! Thanks for taking the time to look it over!

Thank you for the kind words!

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Incredible artwork, incredible style. I love the helpful color coordination! Great concept! I might struggle to decide how the NPCs become involved, but a better GM than I could love that openness.

How did you make this so quick?!

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The hallucinations table is fun; your map fragments are helpful (great cross-hatching)! 

I wondered if a trap door encounter leads to the underground (area 6) or only the trap door in Room C. I'm sure I could run it in whatever way seemed fun!

Clean layout that manages to pack in a lot of very thematic material. I want to talk about Whywolves!

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Thank you for the feedback and the motivation!