I really like the vision! I have two thoughts which haven't really been articulated in previous comments that I think can help, take these in no way as me disliking this, I think it balls out and I'd certainly invite this adventure the family barbeque.
First thought:
A little bit of texture in your black and white panels can help hide where your art ends and your text begins. Changing the intensity of these textures from the adventures "start" to where it climaxes can help tie design to content.
Second thought:
The story seems to have a natural dead end when a PC party doesn't cut the hand off a body to bring into the next room. Read blind, this forces a group to go back and forth between the Throne and the Generator triggering the crumbling table unnecessarily and sucking some wind out of the rising action of that part of the adventure. I'd recommend either adding something just before or after which would hint to Wardens and PCs that the King's Hand is something they want to go through the effort of bringing or suggest a possible ending using Reliquary Loot.
Overall, awesome work! I hope to see this one grow!
Viewing post in Borne Upon Our Shoulders jam comments
Hey, thanks for the feedback! Yes, the texture thing is something I was debating and ultimately didn't have time to integrate. The photograph of the moon on the cover has a lovely texture to it that is ultimately what I'd probably apply to the rest.
That is an excellent point regarding the final puzzle that I'd not really considered! My writing this time was definitely focused on vibes rather than traditional adventure design, so now that's something I can go back in and tighten up.