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WizardWatson

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A member registered Jan 17, 2024 · View creator page →

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Very nice. It starts off with a sort of generic fantasy aesthetic, but it has some unexpected creative flourishes. I like how the leader of the necromancers is a Frankenstein's-monster-like entity. And I don't think I've seen roach people before. I love the illustrations, too.

This is an interesting idea. The scenario is tracked on a large hex grid, with a procedure for advancing the threat of the bog beast/overgrowth in an almost board-game like fashion. I haven't seen anything quite like it in the challenge so far. This would be fun to run, but if there's one thing it's missing is evocative descriptions. The descriptions of many monsters are a bit too vague.

Thank you for your kind words. I'm glad you liked it.

Very nice. The layout and art direction are top notch. And of course, the concept of giant mutant bees is inherently terrifying. The only hitch I could see in the concept that as far as dungeons go, a giant beehive is hard to stock with treasure.

Thank you. I credit Dungeon Age Adventures/Joseph R. Lewis for inspiring the bullet pointed area description format. Overall, I think layout is probably the weakest area of my skills at present. I definitely need to work on that.

I don't run many mysteries, but I could see how this could make for an interesting change of pace between dungeon crawls. I love the art style, as well. I noticed, however, that you have two entries for the NPC Callis Corvum. I think the second one is supposed to be Chirac.

I like the setup of trying to steal some relics out from under two warring religious factions, and I like the map, but the text could use some work. I'm not clear on what relics the players are supposed to be retrieving. The only other mention of relics are the instruments, but that doesn't strike me as an "ultimate quest objective," so to speak.

I think I first saw the idea in the TTRPG book "Into the Wyrd and Wild," which has tables for generating a "dungeon" of trails and encounters within a hex of forest. I also saw a blog post somewhere that pointed out that a 6 mile hex is a lot bigger than people think. You could fit most of the real life Okefenokee Swamp in one.

Well, it has very nice art and successfully evokes the "degenerate fishing hamlet" vibe. But it needs work to be usable at the table. Stats would be a good start. I'm also not clear on what the Brinesister actually needs from the PCs. It says something about how they need to being "UGLY BLOOD" to the church, but I'm not sure what that means.

TTRPG adventures need more dragons. That's what Ben says, anyway. Thank you for your review.

Kinda feels like a Zelda dungeon, what with all the "key items" floating around. That wraith's wail seems like it could either make an interesting challenge or very frustrating. If the players stumble into the healing spring the first time and happen to use it, they could be stuck in a loop of using the spring and frantically trying to solve the rest of the dungeon in 5 round intervals. Still, interesting idea and nice cover art.

Thank you. Admittedly, I was unable to provide clear guidelines for traversal given the space constraints. My idea for how players would learn about these locations would be either through background knowledge or by speaking with Bryar Layton. Layton is, one, descended from priests of Pyresia, two, a local, and three, very talkative. The text alludes to him "having some inkling" about the Great Beacon being able to temporarily banish the ghosts.

It's an interesting scenario, but it doesn't seem finished. The ashrot and warplight tables are incomplete. That, and there doesn't seem to be a clear objective or conclusion. How are the players supposed to banish the demons and stop this disaster? You would be hard pressed to run this if the players are dropped into this scenario without some idea of what to do to resolve it.

Nice adventure. Pretty messed up scenario, though. If it were me playing it, I'd wonder if maybe King Hemley deserved to be overthrown, if this is his idea of justice. I also really liked your idea for the mechanic of having items become waterlogged. That's a great way to drive home the feeling of being out in a downpour all day.

I see someone else has done a swamp point crawl adventure. Well done. I really liked the simple traversal mechanic you had for crossing the landscape with or without a boat. And I like the idea of having a patron who is an ascendant godling. That seems like a fun roleplaying opportunity.

A classic dungeon crawl. My favorite part is the room with the skeletons chained to the wall with a 10' chain around their necks. That's a fun mental image.

Very creepy. A perfect example of translating the "normal people transformed into toys" horror subgenre into a TTRPG adventure. The only thing I feel is missing is a physical description of the Toymancer.

You know what they say: "Always tell your joke with a straight face." I am pleasantly surprised to find that the overt social commentary is delivered in the form of a perfectly serviceable dungeon crawl. I am sympathetic to your point of view on "arcane invaders," but even if I wasn't, this would still be usable. The premise of mindless automatons going through the motions of being adventurers is an intriguing one, regardless.

Wow, this is probably the most original idea I've read so far. It manages to be both whimsical and dark without being ridiculous or outright horrifying. I'd love to know what your inspirations for this are. My first thought is Charlie and the Chocolate Factory, of course, but there's so much here that I don't recognize at all.

Well, I don't think I've seen a sorcerer/perfumer before. That's kind of a neat twist on the "loot a dead wizard's mansion" subgenre. I also loved the Jack Vance references.

What a clever idea. This a great dungeon and scenario. You managed to make a big, music-themed dungeon that is whimsical without being ridiculous. Lots of great ideas in this one. Well done.

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Oh, that's quite silly. I don't think I would run something like this, but at least I can say I was amused while reading it.

Thank you. The biggest thing I like about OSR style adventures versus those published by a certain large corporation is how concise they tend to be. Brevity and at-table usability were my first priorities, and I am glad to know I succeeded.

Well, it's creative, has some interesting ideas, and isn't too hard to read or use, but I feel like I'm missing some crucial context. I would have liked another page or so to describe what this place is, who made it, and give the PCs some reason to be here. Jumping right in with an elaborate description of the present scene is disorienting without context.

Very creative, but waaay too much text. I love the idea of exploring a weird, philosophical-themed demiplane, but I would have trimmed down the description of each hex to half the length, or less. And maybe just eliminate some, too. I only say this because I see a great deal of passion and creativity here, but I don't think it works in this format.

Very creative! It is both delightfully irreverent and grotesque and horrifying. Nice artwork, too.

Yes, I see what you mean by the lack of contrast. I noticed that too, and might have fixed it if I had more time. I'm glad you like the art and the encounter table, though. Thanks for taking the time to read it

This is great. You don't often see a rainforest setting. And the cult constructing an automaton body for their god is an intriguing premise. I also love the art. Great work all around.

Not bad. I always enjoy space stuff in D&D-type games, and this is a well crafted example. It's got everything you need for several adventures. It's impressive you managed to fit such a massive dungeon in here, given the space constraints. Nice art, too.

A well-done pirate/tropical island adventure. Lots of good content here that could probably fill a couple of sessions, but I did think the descriptions were a bit too verbose, at times.

Thank you! I was trying to emulate the stylized isometric style of Kyle Latino/Map Crow. I do like how the map came out.

This is great. The setup of feuding academics taking advantage of a disaster to engage in looting while the townsfolk watch is quite funny. This would be a perfect adventure to run in a "Magical Industrial Revolution" themed campaign.

Always a fun time to have a giant, convoluted mysterious machine for the players to poke at. The adventure is well written and I think it would be pretty easy to run. I especially like the reveal that the wizard who made it exists in multiple different forms from multiple alternate realities.

As far as abandoned wizards towers go, this is a good one. I don't think I've ever seen one that's situated on a terraformed asteroid, before.

This is a good one. The idea of the alchemically sedated psychic insect is delightfully weird and opens up the door for all manner of shenanigans. I also love the inspiration list.

Procedurally generated dungeons are pretty neat. I haven't seen another one of those in this adventure yet. Plenty of content and very usable. Well done.

Thanks, I'm glad you like it. I think the map turned out pretty good. If I had more time, I might have iterated on the design somewhat or sought out more feedback.

This is great. Very creative, and I love the art. My favorite part was the mutated Nisaba impersonating a goddess. A hideous, mutated sorceress trying to trick people into becoming mutated like her is a unique and unexpected behavior for a monster.