Zempre ampos is a pulp of a name! Good use of the theme, very conanesque in a milius way, nice sexy snakey cover art, great use of the pilgrim pitch, boring dungeon layout.
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I love the snake theme and the art is beautiful. I also like that there are a lots of unique trials that players need to pass in the dungeon. Love it.
Excellent art and lore. Love the pilgrimage theme and how the PCs must restrain themselves throughout the journey.
A very cool adventure that fits perfectly with the themes of the appendix N (for example Clark Ashton Smith Hyperborea I guess ;-) I always love wizard's rivalries and jealousies, and the motive of the pilgrimage is interesting as it is by nature "linear" but at the same time can or must be "outwitted" by the PCs. It creates a nice tension !
The map is elegant and extremely thematic. Also, kudos to the artist for such evocative work! (luckily that character on the cover isn't there... I know my players...)
The 'Unworthy' condition is brilliant. At first, I thought it didn't do much, but the twist in Room 6 is going to be so much fun to run.
The Giant Snake is a fantastic threat, though I noticed it’s missing a stat block to run it effectively. Lastly, if I’m reading this correctly, the secret door slams shut once the artifact is stolen, making an easy escape impossible unless someone lands a brutal DC 18 STR check. I may think of reducing it, seems strange to have a passage they cannot use no matter what.
Thank you so much! Yes, I really wanted to make a scenario that screws the PCs no matter what they do, in an interesting way, of course!
Yes, the Giant Snake is bolded, which calls it out as a creature found in the Shadowdark core rulebook. I was going to append a page number, but I was in a tug o' war with economy of space, so I left it out.
The DC to open the door is high, but since the guards have been alerted, they will soon be coming through it to apprehend the PCs. Also, the open-air nature of the cloister begs them to escape by climbing out. A treacherous climax indeed! As Valeria said to Conan, “Do you want to live forever?!”
Really nice illustrations and design throughout. I love Zempra Ampos’ origins! Something psychic about these snakes… I wonder if they’re a hive-mind?
Great job giving a real creative background to the cult. It reads like a well thought out piece of fantasy fiction where any questions the players may have can be answered to a satisfying degree.
I was delighted with lots of little remarks and flavourful additions in the text that show the signs of an experienced designer. Reading the text gives me plenty for the players to interact with.
In closing I also want to remark the beautiful use of art to break up the text. Nothing ever felt long-winded or overly dense.
Thank you so much! I really appreciate your enjoyment of my work and kind words! I am definitely a big believer in delivering the promise and hook of flavor and tone, and setting the mood to inspire the DM and players. I think it comes from growing up fascinated with 2E campaign settings like Dark Sun and Planescape. Not to say I don’t believe in or use cleverness in design or layout of locations, but one must deliver the tone!
I like it as a linear puzzle dungeon. I like it for the lore and very thematic encounters on the way to and in the cloister. It’s so straight forward in its rules of engagement and quite punishing for those players not heeding to them, I’ll absolutely put it on my pile of zines to educate my little murderhobos at home.
It duped me in two way, though:
First, it isn’t what I call a heist. It’s a linear puzzle journey/dungeon with a quick grab and run at the end. But perhaps I’m totally wrong and player will come up with elaborate plans. I’d be happy to be surprised in that regard.
Second: There’s a lady in… shall we say old-school-y garments on the cover, who does not even have a guest appearance in the module. I would’ve thought she’d play a lot bigger role, than… none?
Thank you so much for your kind words! I liken it to a heist because stealing the spine is the goal ultimately; whether by sneaking in or posing as pilgrims is up to the PCs, and yes, it is intentionally simple, relying upon the PCs to muck it up! As for duping you with the cover art, well, maybe the cover art was intended to be more evocative of the sum of the adventure’s parts, like a James Bond intro, the woman representing the pilgrims and the molted ones. Again, thank you!
You absolutely nailed the theme. As soon as I saw “the research of ethereal vertices” thrown in there as if that was a common thing to say, I knew I was in for a treat.
This is a very cool adventure, has amazing art, and is well-formatted and easy to run. Great work!
Yes! From cover to writing, you nailed the Appendix N vibes.
Great jungle vibes. This looks like it would play smoothly at the table and there's lots of nice evocative bits to help set the table. The art is excellent and well used. I did find the body text hard on the eyes due to the thin line weight and contrast. Overall, very nicely done.
This is dripping with App N vibes. Cults, in practice, often tend to be kind of ho-hum in their sameness. But not here--you've developed something really special. The pilgrimage encounters perfectly set the stage for the PCs. Oh, and the artwork is gorgeous.
Excellent execution. Good art and cohesive, authentic retro aesthetic. The worthiness mechanic is a lot of fun.
Did you do all the art and all the writing here? Fantastic stuff! So much evocative art here, used well. It's a small thing, but I love the way you've done the branding here. I want to read the other Tales of Scelus!
You've nailed the theme as well, of course. I could 100% believe this was adapted directly from a Vance or Howard short story. Dubious silk-wrapped sorcerer patron? Sign me up.
Hey there, thank you for your comment. Yes, all the art is mine. I'm an illustrator and designer by trade, a lifelong RPG player, and about two years ago I decided to start making TTRPG content. Scelus is some world building I have been working on for a long time, and I do plan on releasing more adventures set in that world!
I have been reading and collecting sword and sorcery books, including old paperbacks, for a long time. R. E. Howard and C. A. Smith are my favorites, so when I saw the Jam was open, I jumped in. There is definitely some "Tower of the Elephant" and “The Garden of Adompha” in there.
I felt the same about your submission! Its really great, I would also love to see more of your star sorcery implied setting!
I'm happy you enjoyed my work, and thank you for giving it a review!
Great evocative art. Easy to use layout. Very fun. Very well done.
Very fitting to the title and jam. Beautifully executed! No further criticisms beyond what was already commented on. Good job.
The theming is great, the writing is evocative and inspiring. The pilgrimage has such cool ideas. Every entry on the encounter table is interesting.
The one struggle I would have when running it is how open to be about the trials. When entering a room do the PCs know what the trial is? Or do they need to intuit it?
For example, the hall of true names: assuming you’re not meant to tell the PCs what the trial is, I’m not sure I’d know what to do. I see tablets with names, a fresh tablet and stylus. I guess it’s obvious to write a name. The plaque at the entrance said “don’t speak your true name unless commanded”, though. Writing isn’t speaking but is it worth the risk? I feel like my players would spend 45 minutes hemming and hawing.
My gut would say to tell them what the surface level of the trial is. Then the interesting thing is them choosing whether to do it in good faith or try to bypass it. I’m just unclear on if that’s the intention.
Thanks for the thoughtful review!
The uncertainty is intentional, though I may not have made that clear enough in the text. The trials are not really meant to be clever puzzles. They are simple rites of faith and obedience meant for pilgrims who come in good faith. The PCs are thieves and impostors who only have the warning from the first chamber:
“Drink only when offered. Do not step over a serpent’s shadow. Do not speak your true name unless commanded. Kneel and be Judged.”
From there they have to read the rooms, decide what is being asked of them, and choose how far they are willing to go along with it. In the Hall of True Names, the tablet and stylus point toward writing a name, but for a group of thieves using false identities, giving up a true name should feel risky.
The real trial is whether these scoundrels can submit to the rites without their true nature coming through. They can also ignore the trials and try another route. The complex is open to the air, the walls can be climbed, and stealth is always an option.
The whole scenario is built around the fact that they are infidels sent to steal a sacred relic. In classic sword and sorcery fashion, they are in trouble from the start. Their best chance may actually be to take the pilgrimage seriously and somehow become worthy before they reach Zempra. Once they steal the Spine, the whole monastery turns against them anyway, and they still have to escape through three days of marsh while the monks and the great serpent hunt them down.
I'm working on a expanded Version of this module and I really appreciate your feedback!
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:
- 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.
- 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.
- 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.
Because of the constraints of the Jam, I intentionally used the small page size with small type to be able to fit my content into the format, as I expect that pretty much everyone reviewing it would be looking at it either on a computer or an iPad at full screen. It was never intended to be printed and read at its current size.
- Pilgrimage encounter 3 is there to punish players who try to take more than would be prudent. If the PCs were to give all contraband to one high DEX PC, that’s a clever means of bypassing security, so there’s nothing wrong with that. And of course, as with any module, I could be down to do a hard 5 slot limit.
- I was balancing running a hex crawl without the hexes here to save space and create a more narrative section. A three day walk through the marshes and swamps would be 36 miles, and each day PCs would roll for an encounter every 2 hours for a total of 4 checks per day. I did not want to call for the GM to make 12 checks, so I truncated it, and in hindsight would just say they have two encounters per day. In my expanded version I am going to be adding the overland map through the marshes.
- That is cool. I will probably add something like that to the expanded version. I like the idea of the pilgrimage being a straight walk to the temple with no pit stops, pushing endurance.
- The trials are meant to be pretty pass or fail without a lot of creative solutions. They are not puzzles. They are expressions of faith within this cult that the characters are crashing. Ultimately, they have no faith. They are thieves. That’s the dilemma, the sword and sorcery of it. The trials are actually simple to pass, but most will probably come to the end Unworthy. They are completely bypassable as well. The monastery has no roof and scalable walls intentionally there to tempt the party to just try to sneak in. If I was running this and one of the PCs asked the Molted what to do in Area 5, I would have them respond, “Unworthy,” immediately, lol!
Good food for thought. Thanks for taking the time to give me a write up! I will definitely take these notes into account when making my expanded version of this module!
An absolute BANGER! I don’t even play Shadowdark, and I wanna run this ASAP.
Great map, the art is phenomenal, stayed on theme, with a phenomenally serpentine color palette. This one oozes flavor, and you managed to slither so much gameable content into such a small space. Awesome job!
Easily my favorite Shadowdark entry of this jam - The Cloister of the Serpent is such an engaging read. From the second page presenting the hook as dialogue to the procedures for the pilgrimage to the cloister, multiple random elements, I mean how did you fit all of this into such a small area?
Pretty much full marks from me.







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