A downloadable game

Buy Now$3.00 USD or more

Delve into this light-hearted, door-based OSR dungeon crawl through the abandoned tower home of a rumored master thief! Made for the DD&D Door Jamb Jam (March 2024), compatible with Cairn or similar systems of your choosing!

For maximum quality, this PDF is best viewed in the "Even Spreads" visual option.

All monster & character art by Roque Romero, who retains all rights.

REVIEW:

"This module isn’t about exploration, it’s about interacting with weirdos. People as puzzles... It’s all quite gonzo... a charming little adventure... I love it when things are aggressively DIY."- Ramanan Sivaranjan (Save vs. Total Party Kill)


Updated 23 days ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorCreative Wronging
Tagscairn, door, Dungeon Crawler, into-the-odd, mark-of-the-odd, OSR, Tabletop role-playing game

Purchase

Buy Now$3.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

J’adore la Door v1.0.pdf 6.9 MB

Exclusive content

Support this game at or above a special price point to receive something exclusive.

Community Copy

Same as the paid version, in solidarity with those who are interested in the game, but unable to pay at this time. 

One Community Copy added per sale. Have fun!

Comments

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hi there

Just wondering if any more community copies will be available?

Kind regards

I upload a new one for each copy sold, but I can put you at the front of the list and send you a code as soon as the next sale occurs!

(+1)

thank you so much, I really appreciate it

Still interested in that community copy?

yes please 

Get it quick!

This is a very fun little dungeon crawl. I love that it puts non-combat resolutions as a focus because I think that narratively you'd come out with a really unique story of your party's adventure through the dungeon. It does have full stats for all encounters however, so if Plan A fails you can always hoist an axe and see if Plan B succeeds.

The mechanics underpinning the adventure's design ensure that you should get at least two unique playthroughs (if you somehow manage to get entirely new sets of doors on your second run), but realistically, I could see three or four runs still providing new doors for your characters to walk through. 

If you're a Cairn GM who runs quick sessions for several groups, you could put this to each group individually and walk away with unique resolutions from every single game... and there are enough loose narrative threads around that you could very easily tug on to springboard yourself into new adventures if you chose to explore them. 

I really like the way this reads, and I intend to at least try a solo run of this, and possibly run it for a group if I can get them to give Cairn a go! I'll update/edit my review as I do so.

5/5 for an initial read-through.

Thank you kindly for such a thoughtful & thorough review!