Really well written and presented. Wish there was a bit more meat to "solving" the puzzle of what's going on presented in the adventure, but there's a lot of room for a motivated GM to build some interesting interactions regardless. Maybe a small number of pre-written NPCs or cultists with knowledge and weaknesses to exploit?
strifey
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This art absolutely rips, and it manages not to sacrifice legibility to do it. At least not in the realm of contrast/organization, which is where something this stylized usually gets carried away.
The rules are fun and interesting too. Really think you did something special with your title prompt.
EDIT: If I have one tiny nitpick, it's that it felt kind of redundant to mention everything's a living candle in the D12 room table. But it almost feels like that was the joke?
Hey, thanks for the feedback! I feel like I totally get what you're saying wrt a jungle being the perfect place to get lost/confused and feel totally untethered in. Unfortunately, I didn't feel prepared to take on something like that here, but I kinda wish I'd built a little hexcrawl with that sort of approach in mind. It could be a fun followup to slot this in on a hex in a River of Night hex with some more support for wandering off in the wrong direction entirely.
Hey thanks! Totally understand the desire for more non-linearity, but I didn't want it to feel forced, and it just felt natural to me that the path would be straightforward. If I were to expand this in the future (and I might), I'd probably add a path from room 3 or 4 towards a Reptilian village or some sort of outpost.
I've got a version of that going in a Cursed Scrolls 3 Shadowdark campaign, where an angry god is causing earthquakes and slowly sinking the isles. It's cool and put pressure on the players to do something about it, but I wish I'd thought through the repercussions more before using it tbh. It's maybe a bit _too_ cataclysmic haha.

