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Powerfull writing style and images that stuck in your head. i can se a table being impressed playing this.
Oh, man, this one fucks! The writing is phenomenally evocative- perfectly striking that tone where religious reverence hits empty platitudes & only the cynicism of the reader acts as the decider of which side of the ledger it lands on. This shit rules! The interior colors, layout, and feel also looked so warm, comforting, & velvety. I have no notes- stellar work!
hey, thank you so much for the kind words, glad you dig it!
Incredibly evocative module. I particularly like both treasures and of course "Dispose". My only note is I found it a little difficult to keep track of what is where when reading the area descriptions, would be handy to have the map nearer them, and whilst I like the simplicity of the map aesthetically, a little more detail there might help too - for example from the map it looks like there may be a window leading from 10 to 11, but I'm not totally sure? But that's minor and easy enough for a GM to resolve. Overall this is really well done, especially the writing / theming.
yeah, good connecting descriptions for getting between rooms were unfortunately one of the first things i cut for space lol. thanks for reading, i'm glad you enjoyed it!
In terms of presentation, I think it’s one of the coolest things I’ve seen so far from the jam. I find it very original, although there are some white lines appearing in the margins that make it look like there was a problem. As for the content, it matches the presentation, it has a creepy, eerie vibe that I love. I’m a huge fan of “Dispose.”
I loved it.
glad you dig it! i'm just gonna pretend those white lines are little bits of Heaven peeking through 🤐
So… you did that with the title, did you?
Strong stuff, perhaps going over my head. No need to praise the art direction and the writing, other will already have. Strong core, beautifully executed.
thanks for reading! 🙂
Incredible vibes. The layout and text are in perfect synergy creating the feeling of crushing weight. It give very biblical vibes, like you are scaling the Tower of Babel as it collapses. This whole thing is heavy. Great stuff.
hell yeah! the tower of babel was a direct inspo when we were hashing out where to go from the title, i'm glad that came through. seeing the first draft after Robin landed on using these background lines to evoke density was maybe my favorite part of the whole process. thanks for reading!
a flavor explosion in eight pages! such a cool concept for the title, and a killer execution of that idea. who knew gravity could be so creepy?
i really like the stat blocks and how they interact with burdens. the signs and room descriptions do all the heavy lifting for the warden when it comes to conveying atmosphere and tone.
the hidden gem for me was the guard encounter. everything and everyone within the ziggurat is so awesomely bizarre, having a run-in with a group of other outsiders would make for a really cool moment (even if they end up wanting to blame the PCs for everything)
one thing tripped me up: the gossamer veil. it says it is room-spanning and seperates the monks' side of the temple from the pilgrims'. since the monks' refuse pit is to the right of room 5, i'm guessing the veil is meant to divide the second and third level of the ziggurat? but i'm not confident in my assumption. i may be over, or under, thinking it.
overall the writing, art, and visual design are great. i'll probably add a heretical doomsday prophet outside the temple when i run it, just for fun.
heretical doomsday prophets are like tabletop salt tbh i'll always support sprinkling some around for extra flavor. you're correct in how the veil is supposed to work, but the lack of clarity there feels so obvious in hindsight i'm mad i didn't catch it lol. i appreciate the kind words and feedback, thank you for digging into this!
Yessss
The room descriptions pack so much flavour into so few words, but I had to read a few of them of them a couple of times to parse what’s actually being described. To my taste, the basement is perfect - set the scene, key point of interest, complication in the detail. Snappy. Others like the Sweat Room and Paradise Bound are evocative scenarios poetically described, but feel less digestible as room descriptions.
I think this stands out more because all the moving parts - the burdens mechanic, sinking temple, the map, and the monsters - are all so clean and intuitively useable without sacrificing theme. Maybe that means you can get away with a little razzmatazz in the room descriptions.
Either way, this is obviously a great piece of work. Committed to its core ideas, bold, fun to read, surely fun to play. One for the "to run" list.
yooo thank you for spending time with this! robin CRUSHED it on the map, seeing it come together felt like magic.
i fear razzmatazz will always be an ask-forgiveness-not-permission thing for me, but your notes ring true - there's room to wring more usability from some of these without losing much energy. i've actually been chewing on yours some more after reviewing bc it maintains so much momentum while still feeling tangible. thanks for making it, and for reading!
What a gorgeous module. The concept of "cutting sins from the soul" is so rad and so ominous. Of course there would be horrible consequences! I struggle a bit trying to place myself as a PC in this module, but once the adventure starts it shouldn't matter that much as it has plenty enough to offer.
thank you for reading, i'm really glad that concept feels resonant. if you don't mind elaborating, i'd love to hear your thoughts on what you mean by placing yourself as a PC and how that was difficult for you here - it's not an angle i've explored much before!
I can't really articulate it well, but I guess I can't really imagine who my PC would be in this setting and what their motivation would be. The setting itself is so thematic, atmospheric, and thought evoking, but at the same time a bit abstract and surrealistic that I couldn't figure out my place (as a PC) in its world. Maybe a more specific adventure hook could help here, but if you feel that it would limit the imagination, that's valid, too!
hmmmm no i don't think it would limit the imagination, actually thinking on it now i feel something like a set of pregens would be really cool here. if we expand this after the jam that's going to the top of my agenda. i appreciate the explanation!
Wow the layout and the vibe. I feel like this could be a novel or movie. This is a masterpiece.
high praise!! thanks for reading :)
The layout work is fantastic, even though the module might be hard the read as a print version. The theme is captured extremely well and with a lot of pulp and dark encounters and creatures. This module is ripe with hard decions to make for the players. Love it!
hey, thanks for reading!
I'm always so impressed by your talent for evoking a distinct, richly-imagined vibe with crisp, impactful sentences. Great map, gorgeous colors, and solid font choices—this is a very strong entry! It's a pity about the font size, though
glad you dig it! jamming with robin was a great push here. he talked early on about wanting to work with abstract shape language - since his art wouldn't be directly backing up my imagery, he suggested hammering harder than usual on evocative phrasing. i'm glad it panned out!
why does this sound like something a hitman would say before leaving me dead in a ditch for font crimes
Hahaha—I meant it’s too bad the text would be so small in print because I’d totally go for a print copy of this
Killer intro! You di da lot with a difficult title. Looks like a lot of fun.
thank you for reading! i loved this title lol it was real fun for us to explore
The opening page is so punchy with some really evocative writing. Love how it clearly sets out what’s happening and the objective. What a vibe, I think it certainly nails the theme and some excellent visual design. Kept me reading just wanting to know what possible things might be happening for characters to interact with! A great entry! 👍
glad you dig it, thanks for reading!
hey hey tackler, robin.
killer work! hope you don't mind somewhat scattered notes here, just pulling at what jumped out to me.
- I think "any willing creature may take your burdens. most are unwilling" is a great concept and the core (for me) of what makes this entry so appealing. i think a little more visual emphasis on this would've gone a long way-- it feels a little hidden between the bullet points explaining burdens.
- all of the enemies definitely hit those appendix n. weird notes. i appreciate you tying them back to the light imagery. i feel like some of the religious influences mixing together (lotuses / golems) dilute their strength a bit. obviously no fictional religion needs to be fully grounded in reality, but specific religious imagery like that tends to be pretty load bearing when text is sparse, so that pulled me out somewhat.
- really dig the blend of aggressive and non-aggressive encounters / signs. i almost wish there were less opportunities to release burdens to force players to make more difficult decisions with who they unload on, but that's my sadistic gm side talking.
- lot of details in each of these rooms, love it. the prayer hall feels a little bare compared to some of the later entries. two anachronistic bits in paradise bound didn't work for me. "scent like a hospital" and "static portal" take me out of the otherwise established medieval fantasy setting in a way where the dissonance doesn't feel intentional. the more i think about it the more i think it's the combination of the two back to back. hospitals aren't necessarily a modern concept, but paired with static it's hard not to picture a modern ward.
- highlights: "the temple's sinking tore the skin off this place and left its bones behind," "a monk kneels in each corner, jealously watching the throng" and the refuse pit.
- last page being empty is a flex, i dig it. gives time for that "hand stays just out of reach" to linger after reading.
that's the gist. very cool entry
hey, thank you so much for spending time with this! i agree with your thoughts here, and i appreciate the care you gave to the module. the note on religious imagery is especially hurtful (complimentary) because i felt the same way before publishing but figured nobody would call me on it lmao
yeah, this ended up easier than i'd like - originally you got a burden whenever you moved between rooms. i chickened out, overcorrected without cutting any release options, and here we are. should've been meaner 😌
i think you've articulated what felt off to me on this room but couldn't quite put my finger on. i kept coming back to it and liking the individual details enough that i didn't change anything. good food for thought.
shoutout my editor for convincing me not to cut the poop room in my darkest hour
thank you again for reading! 🙂
Looks incredible and seems like a fun little romp.
At an A6 pamphlet, those fonts would be smaaaallll. Is the body text on the treasures even 8pt?
thanks for reading! i know they started off at 8pt, but as the backgrounds came together we shuffled some text around in aseprite to match the framing. so, they may have shrunk in the wash 😌
y e a h, I absolutely lost myself in the art and forgot that while messing around with the words It was still readable to me because I was zoomed in, which was not the case when it was at it’s actual size! :,)
This is very interesting. Cool adventure. Very clean and usable map. The blend of layout, background, and text is really well done. I would struggle to read it in print, but a physically larger version would be really cool.
thanks for reading! i'd love to make a non-jam version of this with saner text size, but for now i'll just thank God for PDF zoom features
Very cool concept, though I feel like it might be challenging to run as I personally found some of the descriptions difficult to parse what exactly was happening (could very well be a me-problem). The overall imagery/design matches the themes of gravity and sinking perfectly IMO.
The writing was succinct and evocative but I think could use a bit more clarity; the room descriptions could’ve also been more consistent with bolding for ease of reference (e.g. sometimes interactive encounters/elements were bolded, sometimes not.)
The general layout might have slightly better usability at the table if the map was adjacent to the keyed descriptions and was preceded by the Encounters page, not separated by it. Likewise, the page with Burdens/Signs/Environment/Treasures (which is an excellent section BTW for verisimilitude) I think could’ve been left near the end. (Again just personal preference; I’m certainly no layout expert.)
Finally, I think the last page should have been put to use further develop the adventure instead of leaving it pretty much blank; I do see how it visually bookends the leaflet, but one could’ve still made use of some of the space.
That all said, an excellent entry!
thank you for the thoughtful feedback! this was my first time cutting bullet points and trying a prose-ier key - i think that lent itself to more atmospheric text, but i felt clumsier when it comes to ease of use. so, i don't think the parseability is a you issue lmao. i'm still figuring out layout myself, so i appreciate your thoughts there. in hindsight, i think i should've crammed burdens/encounters/signs/environ onto the same page and moved the rest to the back 🤔 the former are all tied to cairn 2e's dungeon roll procedure, which is triggered by elevation change (like stairs), so they should all have been together near the map lol.
glad you enjoyed it and thanks for reading!
no way you also got monks and sin going on. this is sick
great minds
think alikeput religious guys into a Situation