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.
WizardWatson
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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.
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.
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.
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, 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.