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Ibir Publishing

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A member registered Feb 08, 2015 · View creator page →

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I really like what I read. Going exclusively from the pages of the adventure, the tone of both segments is fantastic, and at first I had many questions about how to run it, if it ever makes sense to bring players over to try it out, but now that I have read through and broke the prison, I think I understand this artifact less as something to be played, and more as something to be experienced: as a meta-commentary on roleplaying, on messaging your friends to get together to play a game, and the finitude of life contrasted with the ever-shining light of imagination breaking all barriers of the mundane.

If my interpretation of this module is incorrect, please never correct me.

“It’s aliens.” I’m sold! 😎

Super simple encounter, with just enough to entice the reader’s imagination to fill the blanks.

The theming is on-point for the jam and the illustrations and map are fantastic, and like others, I enjoy how the writing really evokes the setting. Walking skins are definitely my favorite elements here! I think the idea of putting the PCs in robes that forces them to carry only 5 item slots is great, and the communion moment seems like it could be fun to run, and the magic item seems really powerful.

Some general feedback:

  • At the page size chosen, with such a thin font, I think it becomes really hard to read the text at the intended size. I’m zooming to 125% to be able to read comfortably.
  • While I love the idea of the pilgrimage as a setup to the adventure, I want to raise three points about it:
  1. I can see players choose to either always carry only 5 slots to not worry about the tests, making encounter 3 irrelevant; or, the one character with good DEX carries all of their inventory and barely worries about the test. If I’m running this in the future, I’d enforce the limit of 5 items and replace encounter 3 with losing one of those 5 items.
  2. At 33% chance of encounters in 6 opportunities, we are looking at an average of 3 encounters, each a simple setup and a single roll, and the possibility of repeating the same encounter more than once. If running this adventure, I think I’d skip rolling altogether and just place all of them in front of the players.
  3. While I love the quick encounter resolution, I don’t know how I could present some of the challenges in a way that describing it doesn’t give the solution to the challenge. Maybe I could present the Thirst encounter exactly as written, and make it a dilemma to the players, but if I do so, they know they have a choice between 100% becoming unworthy, or just over 50% chance of taking little damage. Maybe the tenets of the faith described in the first room should actually be at the start of the pilgrimage and it should be explicit that there’s no rest in these 3 days (so the damage actually means something during the trials)
  • The trials feel a bit one-dimensional and I don’t see them giving much leeway for players to be creative when passing them. Some might depend on players guessing what the room wants from the players. I could see players just asking the molted in 5 what they are meant to do, or just kneeling and praying in wait for judgment (as instructed over the gate, if they noted that down)

Overall, great use of the title, and so many fantastic ideas explored. Maybe it’s a matter of personal preference, but I feel like I’d want to redesign the trials if I were to run this adventure.

Thanks for the comment 🙏

Thanks for the comment 🙏

I hadn’t! Only the PDF itself. It’s nice that it invokes that even without a direct quote to confirm.

Nice and simple dungeon delve in a very neat package! Reminded me a bit of articles from Dungeon magazine, but your adventure predates it by quite a few decades :D

I really enjoy how simple and effective the time-travelling mechanic is! The magic items feel very powerful in a unique way, the rooms seem quite interesting, and the visuals are *chef’s kiss*!

Only thing I haven’t been able to decide if I like or not is that it is a time-travel adventure and there are no dinosaurs and robots 😃 Even/despite that, really amazing module, and I’m saving it here to possibly use in my own campaigns ♥

I enjoy how simple and captivating the text was to read. It immediately conjured in my mind the idea that this is probably the dude that came up with an owlbear and let it loose. Seems like it would be fun to roll some of the Demiurge’s creatures even without (or before) introducing the character!

I really enjoy the colorful lysergic/psychedelic vibes but I had a really tough time reading the text between the small font size and the textured background.

The dungeon seems fun, though I can foresee some players getting pissed if they keep getting teleported away from the boss fight, then having to make their way back alone.

The challenges and monsters are delightfully weird, the flow through the dungeon seems quite interesting, and some of the items and encounters actually made me chuckle.

If there’s one thing I’d nitpick is that it would’ve been nice to have more encounters that make it explicit that the throne is cursed before you get to the throne room. There are many interesting side-characters that could lead to fun interaction there, but I feel like I don’t know how I’d set that scene up in a way that the PCs wouldn’t resort to violence right away as they figure out what is happening. Maybe I would run it as if the party just barged into a dinner and got invited to it.

Thanks a lot for the comment 🙏 The theming is the part that I’ve always been the most insure about, but I’m glad it feels like it fits.

The cover is nice to set the mood, but I think you managed to do that without needing a cover. Everything points to a cohesive experience and its super easy to read and feels very actionable and ready to run. It’s definitely among my favorite submissions so far!

Thanks! I really wanted to have my cake and eat it too by having a cover plus a lot of info 😅

Thanks! 🙏

Thanks 🙏

Solid module completely on theme for the jam. There’s a few areas where the texture makes reading a bit difficult at first glance, but it’s not enough to hinder the amazing presentation. I’m impressed at how many cool ideas you managed to fit in such a compact and nice-looking package. Truly well done!

I really enjoy how novel are the alchemical concepts presented, and how mundane the hook of the adventure is(though if I recall correctly, previous versions were a bit more wordy and I felt more evocative). I can totally see myself adapting this to run within any campaign!

If I could point one thing that could be improved it would be having the full letter to Magnolia readable, so it could be used as a handout to the players at the start of the adventure.

The cover is stunning and the desert vibes are through the roof. I almost feel like I would want to give players a guide to elaborate on some of the lore that is touched upon on the adventure, like Tultum and the nailing of the specter. The “fallen star” is a nice dusting of sci-fi in there!

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I enjoy the idea that you’ve been to the eye of the hurricane before, have been affected by it, and now have a gift!

Thanks a lot! 🙏💪

Thank you! 🙏

It’s fun to see the many ways to get to the moon represented in each page. Feels fantastic and whimsical all-around!

It’s fun to see the many ways to get to the moon represented in each page. Feels fantastic and whimsical all-around!

I adore the goatmorph spell! The recharge looks fun to roleplay, and it seems like it would be a blast to go head-to-head (literally) vs the Hermefaun itself.

The art is gorgeous and I love the challenge of having to carry the giant hammer while freezing your ass off! 🥶🔨

I do enjoy that the fairy tale aspect of the adventure eventually gets retold as the players come back with more information to the dowager!

Fantastic combination of cosmic and body horror with weird fantasy! The denizens of the palace feel so unique, and having to go through the palace while dealing with characters being corrupted seems like an interesting challenge!

The art, colors and textures are fantastic! Really enjoy how the cover art feels like looking into room 10 from room 6. Very moody with a pinch of whimsy!

The art is absolutely stunning!

The cover for this is really cool! Well done!

Oooo, nice connection between the title and Gede! Fits right into Shadowdark’s setting!

Glad you like it! And thank you for reporting the typos 🙏

Sure! I made it with assets from https://2minutetabletop.com/ to use in an adventure that I’ve been wanting to publish later this year. I highly recommend their maps and assets! They do amazing stuff over there.

And the adventure itself also features in the picture. It’s the green booklet at the back of the picture :D