The Final Day


It's the final day. Reivdene-Upon-The-Moss is complete.

Today I give you The Room Below, an additional 3 track EP of music inspired by The Room Below, and a 91 page PDF containing every entry from this project in something approaching a coherent order.

Thank you so much for your support over the past 3 weeks. This project has been a lot of fun and I'm considering it a massive success.

My plan is to eventually pull this together into a nice book with proper layout, art, etc. and produce a print version. Everyone who has bought it will get the PDF for free and I'll be offering discount codes to get the print version much cheaper than at retail. That's a long way off, though.

In the mean time I'd like to hear from you. Due to the nature of this project there's a lot of gaps in the book. What connective tissue do you think is missing that would make this project really sing? What would you like to see in an expanded (and cleaned up) print edition?

Thanks again for your support and your attention this past month. Merry Christmas.

-Chris

Files

Reivdene - The Room Below.rar 24 MB
Dec 23, 2021
LTR-Reivdene-TheRoomBelow.pdf 58 kB
Dec 24, 2021
LTR-Reivdene-TheRoomBelow.epub 13 kB
Dec 24, 2021
LTR-ReivdeneUponTheMoss.epub 29 MB
Dec 24, 2021
LTR-ReivdeneUponTheMoss.pdf 26 MB
Dec 24, 2021

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Comments

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This project is so exciting! I love the lore and atmosphere.

I think I could use a little more information about the endgame of the story: after the diamond is destroyed, what do they need to do (if anything) to The One Who Waits? Does it have a stat block? Does Mother Maddex? If the ritual succeeds, what form does The One Who Waits take? 

Thanks for this experiment and I'm glad it was such a success! I loved it every step of the way!

For feedback: I wonder if there's some way to incentivise players into the forest beyond their own machinations? Obviously the adventure's a powder keg ready to pop and there's a thousand unthought of ways they could end up in there, but it might be neglected by many players when it feels like such an important place to the mystery, as well as being full of fresh opportunities for them to sink their teeth into it. Maybe some more direct objective to lead them in there so they have a thread to pull on if they're feel a bit directionless? Something something a bear has been coming down from the forest trying to scratch into the meadery's hives & it could mean work for any idle hands willing to help stand a few knocked fences back up (and a surprisingly freshly painted "visitors: keep out of the forest!" sign) at the forest edge or even hunt down the bear itself: good thing there are plenty of idle hands about town. Some sort of hook to pull them in there maybe?

The only other thing that might be worth adding is a two-column table of evocative prompts for the labyrinth move, to give players something to go off when coming up with a room? Maybe single words or phrases that can provide the foundations for an idea.

That's all to say fantastic job, I gasped when I read the daily entry about the other visitors in town and everything clicked together for me. Thanks Chris, I'm glad I got in on day one, it's been a great way to read an adventure and a great adventure at that!