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A jam submission

Caverns of the Sacred FireView project page

An OSR style dungeon compatible with Knave 2e.
Submitted by Francisco Lemos (@lemos) — 1 day, 15 hours before the deadline
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Caverns of the Sacred Fire's itch.io page

Results

CriteriaRankScore*Raw Score
Fun: Is the adventure fun to play in an OSR playstyle?#14.5144.514
Overall#24.4054.405
Usability: Is the adventure easy to use on the fly?#64.2704.270
Writing: Is the adventure original and fun to read?#64.4324.432

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+1)

The Layout, the map, the ingredients, all done spectacularly. It is also very GM friendly and the monsters are fun!

Submitted(+1)

Masterfully done from top to bottom. Would love to play or run this sometime!

Submitted (1 edit) (+1)

A wonderful achievement! My favorite thing is the long list of ingredients and the premise. It especially fits Knave, the idea that you need to delve deep to collect rare ingredients, but you only have so many inventory slots, so you can't just hoard everything. I love the idea of having an alchemy driven campaign, and this dungeon nearby! So much fun!

The art is just perfect *Chef's Kiss* And your map is perfect for this! I'm amazed that you fit so much detail in without it feeling too busy. The cutouts on each page are really nice.

My only, and this is a very minor "nit to pick",  wish is that there was a bit more space between bullets. My eyes fatigue quickly trying to separate each point of information. But that's not really possible with the 16 page limit hah. It's such a minor thing in a 10/10 adventure! Great job!

Submitted(+1)

I like the book table.  Great art.  Great job. 

Submitted(+1)

What can I say that hasn't already been said? Amazing work! (Your mushroom folk gave me joy, haha)

Submitted(+1)

Some of the cleanest layout in the Jam, very professional work. Well done!

Submitted(+1)

I would have to lie to tell I'm not wow'ed. The art is amazing, the idea for ingredients is really great - there's more stuff to find than just the things party is sent to look for, I'm sure any player who wants to dabble in alchemy themselves will have a lot of fun. 

The module is really open ended, and highly modular, by which I mean - it's easy to drop into an ongoing campaign. A quality I highly appreciate! 

Layout is good, I really like that the background and all information necessary to introduce this module to your game is clearly presented at the beginning, without any attempts of mystery. That's good. Mystery is for the players. 

One criticism I have is that I wish the dungeon itself had more ways to enter or to approach it. 

Submitted(+1)

I'm floored, this is great work. This is professional-grade, thoughtfully imagined and realized adventure goodness on every level! Giving space for map highlights on each page, giving just the right amount of information to build the space in readers minds, giving GMs the ability to moderate difficulty or even do multiple delves over time ... you nailed this style of adventure design! One of my faves from this whole jam.

Developer

Many thanks! I really appreciate your words. I'm happy that you like it. You know, originaly I didn't think of the possibility of multiple delves over time but why not? the PCs coul do that retrieveng the ingredients one by one, or having more requests. Good observation.

Submitted (1 edit) (+1)

A wonderfully weird dungeon crawl, with great layout and a fantastic map.

Favorite thing: a mutation that alters your tongue, described as making it "hard to articulate words. Inmune to toxins." If that's a typo, it's a heck of a happy accident! You might consider taking it a little further, something like, "Inmuthe to thoxins."

Minor quibble: it would be handy if the rumors were marked for the DM with how true they are.

Developer

Hahaha it is in fact a typo!  XD, because in spanish it spells like that.
About the rumors, for one-shots, I believe that the playing time is too short for redherrings, so I prefer keep rumors all true, just as another way to introduce the PCs to the scenario. But if I had more space to make their falsity somehow significant as a twist I would do it.
Thanks for your feedback! I really appreciate it

Submitted(+1)

The map alone had me.  The layout is clean and laid out with precision.  Love all the resources and detailed information that is delivered without feeling like an info dump.  Great work

Developer(+1)

Thanks! Yes, I also see the map as the centerpiece of this adventure, I'm glad you like it.

Submitted(+1)

This is a masterclass in game art, layout, and design.

Developer

Thanks for your kind words! :-)

Submitted (1 edit) (+1)

How the hell did you squeeze out all of this art in such a short time? I wish I had thought of the "ingredients " section at the beginning! So short, precise and helpful.

Developer

Thanks! It was a real challenge to finish all the art on time. Ideally, I would like to add a bit of color to the internal pieces and the map, but wasn't possible in this timeframe, maybe I do it in a second version. For the cover I simply used light and shadows to avoid coloring every surface, which  saved me a lot of time

Submitted(+1)

Wonderful and weird vertical dungeon with a brilliant difficulty calibration based on items to collect. Well presented with simply marvellous illustrations that are very in the spirit of OSR

Developer

Thanks! Verticality was the starting point of the project, I crafted everything around the main vertical tunnel. I'm glad you noticed that aspect of the dungeon.

Submitted(+1)

I love everything about this adventure! The map really draws me into the adventure possibilities. It's also very GM-friendly. As long as someone had a copy of the map at hand, they could run this with only a few minutes prep. 5 stars all around!

Developer

Thanks for you kind words! I'm happy you like it!

Submitted(+1)

The art style, layout and map design are really evocative! Love the idea of delving for alchemical ingredients. Good to follow instructions. It really is in the spirit of Knave with a lot of weird fantasy mixed into it. Great job!

Developer

Thanks, I'm glad you liked it! :-)

Submitted(+1)

Lemos understands what it takes to make a complex dungeon feel alive and like a REAL location, not just some fantasy schlock. The craft  on display here shows in every asset, phrase, and statblock. 

Developer(+1)

Thanks for your kind words :-)

Submitted(+1)

Great, practical layout clearly revolving around the centerpiece of the adventure (the map!). I also find the overview map a bit hard to parse, but it is an astonishing piece of art. I very much like the idea of being able to choose a "difficulty" by picking different ingredients.

Developer

Thanks! For now the difficulty was set... intuitively; so the things you just find by exploring are easy, the ingredients that require some encounter, combat or more effort are medium, and the ones really hidden or hold by a creature are hard. Hope it makes sense, I guess that after more playstesting it can be adjusted.

Yes, the details on the map are quite small, also I think that the isometric maps are by nature harder to parse, since they have a 3rd dimention and verticality there is no clear path for the eye to follow. I tried to divide it by sectors to make it less overwhelming.

Submitted(+1)

The architecture is very cool. Lots of ways to get around. Would love to see more done with the transformation theme. Certain areas that require mutations to navigate maybe. Scavenger hunt hook is a good one and will get players excited exploring with they realize they've found what they are looking for. Good stuff.

Developer(+1)

Thanks. The use of mutations to reach some parts is a great idea for this!
In fact, I'm working on something similar for Mothership: the ability to switch between 3 sizes, so you can access different parts of a space station.

Submitted (1 edit) (+1)

Great work!  Cool art, the layout is good and has a fun concept. Monsters are fun and weird which suits the theme of the adventure. The map is cool but I find it a bit hard to parse/use out of the box. The numbered 'tables' should probably be in a table format, it is a bit tricky to separate the entries at a glance in just prose columns. The font might be borderline too small on some devices or for some people, but Aside from that  I'm looking forward to running it!

Developer(+1)

Thanks for the feedback! I'm sure there's room for improvement. About the font size and font family, I actually I wasn't sure about the right size, so I just made it like Knave 2e rulebook. I recognize the isometrics maps are harder to parse, having a 3rd dimension there's no clear path to follow visually, but is the only way I find to add verticality. I also never know when to stop adding little details XD

Submitted(+1)

A beautifully illustrated dungeon. I particularly like the central mission, which asks the players to collect specific items. I think this helps create a different mindset in the players, making them observe their surroundings more carefully. The section describing the books is great. I love a good, strange library!

I feel that the faction descriptions would serve a better role if placed before the map description, though. Nisaba's illustration is specially horrifying (I loved it).

Developer(+1)

Thanks! It's a good observation; the factions first, so you know what you're going to find when reading the locations.

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