Very cool! You can really tell how well this module is thought out for the table. Love the super creative and tight time-based mechanics, the cover doubling as a map, and the very clean layout. The writing is great too, of course! Great job.
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He Who Walks with Shadows's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme: how well would the module have fit into the Appendix N? | #31 | 4.467 | 4.467 |
| Writing: how clear and/or interesting is the writing? | #33 | 4.233 | 4.233 |
| Layout: how easy is it to find all the presented information? | #44 | 4.267 | 4.267 |
| Overall | #46 | 4.157 | 4.157 |
| Art: how well does the art support the other content? | #68 | 4.150 | 4.150 |
| Playability: how easy would it be to run this module? | #83 | 3.667 | 3.667 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Great prose! It builds a strong atmosphere for the reader. It's good you have included a variety of shadow kin types to keep them interesting. Well done!
Thank you for the kind words; your feedback means a lot.
My main goal with the prose was to invoke the specific feeling of reading the classic Appendix N authors, so I am thrilled that the atmosphere and writing resonated with you. I am also glad you enjoyed the variety of shadow-kin; my aim was to make each one feel like a unique and unsettling threat.
Heavy with fragmented lore and moody naming conventions that just resonate. If Dark Souls were in Appendix N, this would be it.
Thank you for the incredibly kind and perceptive feedback. The comparison to Dark Souls is a huge compliment.
My goal was to use fragmented lore and moody naming conventions to create a specific, resonant atmosphere. I am happy that this approach was effective and that the adventure's tone resonated with you
The story and atmosphere here are great. I really like the Geometric Wraith and all the Minor Finds. Leaves me wanting to know more about how Pellen got into this situation!
Thank you for the excellent feedback; I am thrilled the adventure's atmosphere resonated with you.
You have asked the perfect question about Pellen. The specific reasons why and where he first made his pact are deliberately left unwritten, intended as a hook for the GM to weave into their own world. The journal fragments, however, focus on the present: his growing torment and the tragic consequences of that unwritten choice.
The layout of this looks great and the writing is super compelling and (when it needs to be) chilling, full of gripping details like "A character hears their own voice whisper a terrible secret." I think the escalation with the clock is a useful device. The ultimate goal of the adventure and the subversion of the "boss" encounter is really effective. There's something really haunting about this one.
Thank you; I am happy that you found the writing compelling and the adventure's haunting quality effective.
The subversion of the boss encounter was a central design goal. I wanted to replace the traditional evil archlord with a tragic anti-hero, much in the vein of Michael Moorcock's Elric of Melniboné. Like Elric, Pellen is a character bound to a dark power, and his inescapable fate is a necessary ritualistic death. It is great to know that this approach landed well.
First of all, the writing is excellent. Very pulpy and feels right at home in the Appendix N. Art and design are really good, love the map on the cover page; clever way to save space! The twist is nice, and the puzzles are good. I like the monsters (especially the Geometric Wraith, which I will likely steal for my Vaults of Vaarn game as it fits right in haha). Finally, I like the clock. It's nice to have it built into the adventure so that the game master can just use that tool to drive the action forward. Great job, I would run this for sure!
Thank you for the incredibly kind feedback; it is wonderful to read!
I am thrilled you enjoyed the writing and the overall Appendix N feel. Please feel free to steal the Geometric Wraith for your Vaults of Vaarn game. I would be honoured to see it stalking amongst the shadows.
I included the clock mechanic to create a pressure pot of tension that builds directly from the players' actions within the Ossuary. I am glad you found it a useful tool for driving the action forward. Thank you again for your thoughtful comment!
A classic religious-based adventure. I love the layout and design! One of my favorite parts is what's marked clearly as GM-facing versus player-facing with the journal entries provided. That makes it super easy to run, but the background on it makes it just a tad difficult to read. The Shadow Manifestation table is great, and I love how it looks like its own scrap of paper. I also appreciate that straight violence is not the solution to fixing the problem. Great job!
Thank you for the kind and detailed feedback.
I am thrilled you enjoyed the GM-facing journal entries and the focus on a non-violent solution; creating a clear separation between player and GM information to make the adventure easy to run was a key design goal. I also appreciate the feedback on the background's readability and will experiment with some adjustments after the jam.
Thank you again for the thoughtful comment!
An atmospheric climb to an inevitable doom for our agents of the inquisition. I love the focus on light in the room descriptions and the weaknesses of each of the creatures.
Very well written! The prose is so well done, the characterization leaps off the page, and the dour mood seeps out of every crevice. This is either the 2nd or 3rd time I’ve seen the cover pull double-duty as the map, and it’s no less impressive each time I see it. Great work here!
I really like the flavor handout-like journal entries. You have a very evocative style of writing. It really breathes life into the piece in an excellent way.
Love the tone, there’s a very clear vibe to the whole thing that I think is really intriguing. Plus, using the cover as a pseudo-map is clever! Awesome job!
For sure moody & gloomy. I'm trying to think who in Appendix N is comparably bleak - maybe Lovecraft meets Moorcock? Or some August Derleth/Lin Carter occult pastiche? (For some reason it brings to mind Gene Wolfe who didn't make it into the original Appendix N). Anyway, full of nice gamified stuff amid doom laden writing under a cool yet practical cover.
Thank you for such thoughtful comments!
Your comparison of Lovecraft and Moorcock is such a compliment. Lovecraft was a direct influence, and you are perceptive to mention Moorcock; the saga of Elric and Stormbringer was a key inspiration. I included a small reference to this in the journal entry that mentions forging a blade of black iron to drink the abyss from a soul. The mention of Gene Wolfe is also a huge honour!
My main goal was to balance the doom-laden writing with practical, gamified elements, so I am thrilled that aspect resonated with you.
A group of inquisitors tasked with killing an infidel who is about to bring "a darkness that drinks the light" out of this world, only then to find a dead man that walks still, by his determinant ambition and, most importantly, by his guilt, having to assist him into taking his own life, to bear the fruits of his mistakes.
A graceful and elegant subversion of the 'kill the evil summoning wizard' adventure trope, with a cascading flow of exposition and exploration of the information and the plot of the module, which is slightly rigid, but does guarantee a more controlled impact on the players.
Very well done on the whole aesthetic and feel with the writing and the theme of the adventure. Good work!
Thank you for such a thoughtful and insightful summary! I am thrilled you picked up on the subversion of the standard kill the evil wizard trope, as that was exactly what I was aiming for.
You are also correct about the linear structure; I hoped that a more rigid path would guarantee a controlled and impactful reveal of the central dilemma for the players. I truly appreciate you taking the time to write such a detailed analysis.
Very atmospheric, I could hear the ocean waves crashing and the howling wind as I was reading this. Loving the Geometric Wraith as a monster too!
Oh man, vibes for days. I dig this a lot — I love the use of a clock to slowly increase the pressure on the party. My only quibble, though this might not matter in play, is the linearity of the adventure. But that’s really it.
Thank you for the kind words. I'm glad the atmosphere and the pressure from the clock mechanic landed well.
You are right about the linearity; it was a deliberate design choice. Ordainer Pellen is not static; he actively moves through the Ossuary to gather components for his ritual. I tied his movement directly to the clock to create the feeling of a chase, making him an active antagonist with his own goal rather than a stationary boss waiting in a final room.
The atmosphere in this is fantastic. The adventure hook is clear and direct. I liked this a lot. Strong and fun purple prose that fits the assignment quite well. Good job.
The poetic use of language for the various titles in the module is what really stuck with me! Very appendix N, or even "Dark Soulsesque" if you dig it. Really flavourful.
The language is very appendix N – but I did have to double-read a couple of sentences to fully grasp what was going on, because of the very colourful language. The map is simple yet very usable. Great cover– very evocative! The timer is a great little mechanic.
Well, I have nothing to add, the other comments cover my toughts: i like the art, the layout, the legibility, and the clock make everything dynamic.
This is a great-looking and well-written adventure! I really like the inclusion of a clock mechanic.
Thank you! The design intends to create spiralling consequences from player actions by tying them to the main antagonist's movements. This integration ensures each playthrough is different, as players will encounter Pellen in various rooms and under different circumstances depending on the timer's progress.





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