Play dungeon adventure
The Moonblade Pact's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Layout: how easy is it to find all the presented information? | #26 | 4.347 | 4.500 |
| Theme: how well would the module have fit into the Appendix N? | #69 | 4.209 | 4.357 |
| Writing: how clear and/or interesting is the writing? | #78 | 3.933 | 4.071 |
| Overall | #83 | 3.906 | 4.043 |
| Playability: how easy would it be to run this module? | #114 | 3.450 | 3.571 |
| Art: how well does the art support the other content? | #125 | 3.588 | 3.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Crisp and simple, but not lacking in options, you can tell this is written by someone who is really familiar with how a dungeon crawl works. Great job!
Does not wane. This Moonblade is sharp - no dull results here. I like the "wax eloquent" line. Elegant mechanics. Old pulp magazine ambience in a clean delivery system. Sweet little leaflet.
I love this approach to generating the dungeon. It’s depth-crawl-y but also compact and easy to use at the table. This might be my favorite entry so far.
The tables to roll on are really fun and have great descriptions. The layout, with the tri-fold, is perfect for this adventure. One of my favorites I've seen so far. I find this adventure to be so functional and offer just the right amount of detail to encourage creative improvisation. Looks very fun to run or play. Well done.
Minimalist & clean, I appreciate that the system-neutral nature of the module makes the difficulty more adjustable on the GM’s end- even if it does create a lil extra prep work.
That elegant map though- brilliant! I have gotta do something like that in the future myself!
Well-organized, easy to follow. I like the roll twice and combine, and 1d6 + floor mechanics.
Missed Opportunity(?): Since it's a ziggurat, reducing the checkboxes as you go up in levels (6, 5, 4, 3, 2), but that probably throws off the intended encounter/hazard/arcana math.
Not so much the encounter *math* as that a smooth gradient gives too many chances for encounters to get samey; having a short floor between long ones reduces that risk!
Looks like fun, will try it with my group.
I'd be very interested in hearing how it goes!