Thank you Austin!
I’m really happy with the shortcut via the Trees of Flesh as well – how the PCs could just pass the Patron in wonderment but without much turmoil, and just wander over to the other roots to climb up; I find that kinda funny.
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Thank you so much! You are way way too kind!
I completely agree with you regarding the qualifying words – if I were to ever do a version 2.0, I'd definitely do another pass on the entire text.
But I'm really happy that my adventure inspires you – that's just about the best outcome I could have hoped for!
Thank you so much! Let me know how it goes once you run it!
Those are two of my favourite concepts as well! I love the idea of a PC not being able to find an important item, in the midst of a stressful situation – and then having to spend a turn rummaging through weird rat–pockets to finally find all the lost stuff. Love the image of that.
Very fun, or should I say scary, adventure! Love the choice of Random Encounters and Delve Shifts – they are all very true to the atmosphere of this toy–horror adventure. Very nice touch with the Toymancer's Study being able to change floors; is it an elevator? or is it an otherworldly mean of teleportation? Who really knows? Lovely adventure!
Thank you for the very kind words! I'm really glad you like the art!
I totally get the wish for a more unified theme – but the lack of this was very much on purpose: the idea was to create the feeling of a wizard's basement that's run amok in differently weird directions. Very much up to you if that concept came through, and whether or not it was succesful – but I'm glad you still liked my dungeon–room ideas.
Very very cool concept! The art and layout is also extremely well done, very enticing. Some of the explainer–text on p.2 is a little hard to parse – leaving me a little confused as how to actually use this. But I've also never used tarot cards before, so there's that. Overall really cool – would love to see how this would grow as a project beyond the tight 8–page limit of the Game Jam.
Thank you for the lovely words!
The magic items spread throughout the dungeon definitely rides a fine line between useful and cursed – which is very intentional. I love when players are a little paranoid about an item; that it feels like a gamble, and an important decision whether to try sipping that potion, or flicking that wand, or not at all. Most items has a boon and a curse at the same time: I find this adds layers to the player’s decision making, on whether to use it or not, as they gain a boon but also hamstrings themselves in a different aspect.
I love that you appreciate the more lived–in areas of the dungeon. I like to think the membrane entity has settled exactly in that room because of the endless stream of slugs to eat. And the creatures in the cloud room are trying to either tidy the place, or maybe even expand further into the dungeon – but hamstringed by their short life-spans, so their coordination and plans gets messed up during the day, as the creatures with the plan simply turn into goop; “soo.. what exactly were we doing?”.
And thank you for mentioning the wall of slugs – that’s absolutely one of my favourite aspects of this dungeon. So much treasure beyond, but if the party doesn’t even think in the lines of ‘diving in’ as a possibility, it’s simply too bad. (There’s of course other ways to get to the treasure, but the hall of slugs is the most obvious route).
Thank you so much for the lovely praise, and for the absolutely fair wishes!
Regarding your wishes: It mainly boils down to prioritising what content made it into the very tight (in my mind) 8 page limit. I was quite hard pressed for space, and had already cut it down into what I found to be the minimum scale of this dungeon. So between Areas, Art, and Delve Shifts or Hazards, the latter unfortunately had to go (in my mind).
When I GM I personally always tailor the adventures to fit what we’re playing, and what lvl the characters are – so in my head it’s quite natural to tinker a bit with pre-written adventures, maybe add a bit of direct damage here, a bigger damage die there etc.
I realise not everyone plays like that, but I find great joy in designing an adventure that can be played at any level – it’s just a matter of very minute tinkering from the GM. (That being said, baking some direct damage directly into the adventure definitely wouldn’t have hurt.)
The Sun/moon/fire symbols are meant to be visual indicators/reminders as to what kind of light is present in the room. Moon = darkness. Fire = glow/torchlight. Sun = bright light/daylight.
I’m really happy that you like the weird and wacky characters in the adventure – and I’m quite curious about how people will interact with the Failed Servants such as the human–mouthed–flute!