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a little videogamey, but with perfect vibes, excellent art, and a outcrawl that's not a pointcrawl (good! at last!). A nice one
Killer art choices here, and the maps were excellent! One of my biggest criticisms of 5e is that it doesn’t feel deadly enough, and this module more than addresses that downside- the 3 suns mechanic is absolutely brutal to anyone not a Dragonborn lol. Great work!
Beautiful art throughout but do think the white text needs a slightly darker background. Overworld is really good. I do think the ending feels a little flat after the quality of the rest of it - I'd like the red robed figure to have a bit more of an impact, given the coincidence of his being there at all - e.g. at least some backstory and abilities if revived, potential to turn hostile et c. (and how does he know to bring nails?). The wraith is fun, but if the twist is the Ifrit's power is raising wraiths rather than fire (?), I'd like to see that developed a bit more / hinted at in earlier parts of the dungeon. Appreciate space is limited, but I think it'd be worth making some cuts elsewhere to develop the Ifrit itself a bit more - both its powers and its motivations / character.
The art and layout is amazing! The Badlands sound terrible (in the best way) - very evocative setting!
Thanks so much!
In the order of reading and thinking:
I laughed out when I read “Remorhaz” as the first thing the party meets, but then I remembered it being a 10th level adventure.
The layout is a bit stressful. The background graphic from light to dark and the text without some kind of box aren’t best friends.
Very nice: Each page covers one thing without spilling over to the other: Introduction/Setuop, Overworld, Dungeon. I like this.
(typo in Salamander Nest)
Having read through I like this as a module very much: For once it’s not biting cold but scorching heat the characters have to endure, which won’t change much but the mood (my players hate the cold). The Overworld is fleshed out but not so oversaturated that the party will constantly kill themselves by “three suns” to reach some destination.
I like that the final dungeon isn’t a combat slog, but ability check, trap, puzzle and then a boss.
What I think my players would not appreciate is the betrayal of the ifrit and with that of me and the module’s premise. What if not fire ist the ifrit’s art? why are the pcs spies and not people who just finished his trial to gain access to his tutorship? and why the insta-death upon defeating the foe?
Overall a solid, good-to-read, right-on-theme adventure that seems to be very playable with very little prep.
It's great to see some higher level adventures! Really like the mini-world you've created. It would have been cool to get a little bit more background on the people and monsters that are living there. Lovely cover image as well!
Thank you! I’d also love to expand on the lore more and might in either a supplemental file or just a longer version, but I ran out of space in the submitted version.
Yeah, the format is quite restrictive like that. I think it would be worth building it out :)
There's old school spirit in this here 5E offering. The first time a DC is set in this material it's the oft forgotten Nature, used to sus out something about the three suns in the sky. That's the kind of consideration for the fiction that's going to make some players happy.
I appreciate that there's a bit of a point crawl, bit of a delve, and a nice little random encounter table which isn't exactly commonplace in the 5E space. It all paints a great picture of the realm of fire and if anything I'd like to see the results of that table expanded to provide even more interesting encounters. Love that Fire Giant tug'o'war result!
Toward the end of your pages there's also a great bit of occultism with the nails and wraith that just warms my heart to see. Weird magic and esotericism is so goddamn good.
This is kind of jam packed even if it's limited by the format of the game jam. If you wanted to expand on this I think it would be really interesting to see fleshed out!
My only critical thought in terms of what's provided here is that it's not clear to me that a level 10 party would be challenged by the mechanical numbers provided. This is a pretty faint critique but it's worth saying that in 5E small amounts of damage, checks to open portcullises under no pressure, some of the DCs in general, can all probably go up a ways. Similarly I suspect that the titular Efreeti could really use some bespoke statistics, maybe even legendary status in order to provide a proper climax!
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Finally I just want to call out your art process as worthy of a bit of praise. You blended several sources really well and I'm not even really sure where some elements might be edited or not based on the intelligent use of all these assets. Tutor of the Ifrit's Art looks really damn good!
Thank you so much! I think you’re right about some of the damage/DC values; if I’d had time to playtest this it would probably have been tweaked a bit (or if I had more page space to add additional pressures during the dungeon). I’d also have loved to make my own Efreeti, there was just no way to squeeze it in. I probably will eventually do that because 1) I can ignore t he space restrictions and 2) outside the scope of the jam I think it’s fine to reference stat blocks from elsewhere and I’ve got a Creatures section on my site anyway, which is where most people will probably find the adventure once the jam ends.
Thanks especially for the art, it took about a million times more time than I expected but was a very fun process and I have about 200 new bookmarks for fun art to use later.
Thanks!
I'm surprised this only as 8 ratings so far because the art on your cover is super eye catching and well done. For me, this was THE stand out art leading up to the deadline in the Discord chat. I remember someone suggesting using perspective lines on the scaling and positioning of the people and I see the benefit of that extra effort you put in.
The background art on pages 2-4 works incredibly well.
"Temperatures hover near 500°F in direct sunslight, 120° in shade, and cool to 100° during the 15-minute night that occurs once every 16 hours. " First, let me note that this is a clever, visceral game device, I think players will enjoy it and I would enjoy running it. Also, "sunslight" is very fun play on sunlight for multiple suns. I realize this is fantasy so scientific accuracy isn't paramount, but this doesn't seem realistically survivable. The hottest sauna is 195° F and you can really only hang out in there a short while before passing out (30 mins?). Also, if it's 500°, I think it would be much hotter than 120 in the shade. Again, I know this is fantasy and it doesn't really matter, but I was like, wait what? If they have to travel a mile and have a 25ft gnome movement that's 106 rounds of dashing that's 106 6 second rounds or ~10 mins 30 seconds. Anyway, it's a fun in game puzzle problem (I have scientists and engineers in my group so this is the kind of pedantic shit I'd have to litigate, lol). Misty step wouldn't get you far, I think teleport is too high a spell for 5th level, maybe you could cast a fog to in the sky to lessen the damage or something but your little magic guys might be on deaths door and using their healing potions just to get across without a combat encounter. Of course, if they solve waiting for night that's probably only a little bit of damage.
All of the encounters are really fun and flavorful. In general, I love this setting. The map and the canyon people are very cool.
I would maybe change "TO DEAL WITH IFRIT IS TO BURN" to "YOU MUST BURN TO DEAL WITH THE IFRIT" or something else with a bit more of a wink towards the solution. As written, I wouldn't make the jump to pressing burnt flesh to open the door.
Super tight, evocative adventure that would be really fun to play. I could pick this up and run it with one read through, which is impressive in and of itself. I think you've done a great job flavoring things while also supplying tons of information. Top marks!
Thanks so much, for the praise and for the feedback!
I’ve received a few pieces of feedback regarding the temperature and I think I’ll probably tweak the numbers a bit once judging is complete. I did do a little research on the maximum-survivable temperature for a minute or so and it was around 500 (plus that’s a nice “oh wow that’s hot and will deal Fire damage” number). The shade temp was basically the hottest I felt I could use while still justifying people staying on the plane indefinitely and not just constantly taking damage. My head-cannon is a thinner atmosphere to justify drastic temperature swings, but that might be a little too crunchy.
Good call on the puzzle as well; I went back and forth on the wording a few times and frankly wasn’t super happy with anything. If I’d have had space I would have said that close inspection reveals some charred skin or something (because the robed figure just recently passed through), but I was completely out of space without shrinking the font.
Thanks again for the review!
So starting with the cover, because the cover has a whole page dedicated to it. “It's a bold strategy Cotton, let's see if it works out for him”. Including a cover at all eats a quarter of the space you have to work with. A fair number of us did make this choice, but with only a few exceptions it was used to show a bunch of extra information through various means. You instead chose to let the image do the talking and told a story with that artwork. The only thing here other than the title is that it's Appendix N Jam and your name. It does pull weight though. The massive Ifrit dominates your initial view. Your eyes then recognize the smaller figures in the foreground with their two very different personalities. Finally you see the figure in red who almost blends into the surroundings as if he belongs there even more than the dominating figure before him. It all works very well to spark curiosity and represent the sense of many old pulp novel covers. The only element that is at all out of place is the Ifrit's design feels more stylized than the other elements of the image. Not a shock since I assume it is photo bashed. There's probably no fix for this and it isn't so jarringly different that it detracts from the art.
Art focus carries over to what is clearly meant as the back cover. It again leans into the book cover aesthetic which I love. If I was going to nitpick, I wouldn't have the three suns lined up in a neat row like that. It feels unnatural. Also, if I print this out, the back cover is going to be on the front facing side of the page and the front cover is going to be on the rear facing side of the page. The title repeats. I say use this as a call-out of theme instead. Many books put some bold phrase here to set the tone of the words that come after.
Level is clear, game is clear (we all know 5E is 5E D&D). Short and sweet italic text sets a tone and isn't intrusively long. Immediately after is a clear direction of where the players are aimed and what is going to be inside. Good. There's instant setting here with the sun mechanic. Clear ways to avoid constant fire damage, but also a clear limitation on flying. Smart players can find a way around this, but probably it means burning off valuable spells. There's an immediate way out of the sun and a clear dumb choice. Players can manage a very short wait and rush to the shelter of the canyon wall to progress further. Good. Bold unthinking folks might burn to a cinder, but most players are going to be cautious enough to figure it out even if they don't make the roll when it gets suddenly dimmed out.
Encounters are very well balanced in nature, not just fights. 4 is pretty fun since players are probably thinking they die if they lose, but avoid the fight simply by not winning. Having traders on 5 who can whittle away their valuables is smart too. 6 creating an ally if they aren't murder hobos is pretty solid too. I like it.
Into the following pages, the art continues which is nice. Rough for the printer, but undeniably pretty. I can skip the first page to save ink, but there's no way around it with the others. I didn't download all of the variations you had since I wanted to focus on the core voting element here, but if you haven't already, consider uploading a low-impact version that's going to lighten the ink load. Maybe faded or heavily simplified in a gray scale for those who just want to print it out even if it means missing out on the lovely visuals.
So far, I had recognized most of the bold entries for different entities. I have no idea about Isatum-nisu though. Not sure if I just don't remember them or if this is unique to your module. If they are pre-existing in the bestiary, great, but I find myself looking for a stat block somewhere for their default. I often get around this issue by including a source and page number in my text alongside the name of a creature. (Think the old White Wolf books. WW15 pg. 221) This also applies to loot so I can instantly pull it out in the middle of a game without having to stop everyone to answer what the item is. One thing about these short modules is that I tend to use them as 'quick draw' items in a folder. That means I usually haven't spent hours pouring over them right before the game and bookmarking pages.
Map side note: Fallen star as a spaceship appearing on the planes of fire implies this isn't a plane so much as another planet the portal took them to. It's an interesting idea, offers unusual items some games don't always normally have, and totally falls into the Weird Science Fantasy element of the Appendix N.
Second map thoughts are in a different vein. Everything about this place is fire. It's obvious right? But this is a location where they are protecting it from others who also live on a plane of fire. Almost everything and everyone here is fire resistant. How much of a shock would it be and an 'aha' moment if players pull the lever and are suddenly blasted by freezing cold instead?! Just a thought. I would probably alter this if I was running it.
Single solution puzzles normally bother me, but unless the players are in a constant act of healing up, it seems likely at least one of them has burned skin at the moment. It might do well to drop another hint earlier in the setting by someone lightly burning their hand to open a vault door or something like that. Just a thought.
Everything comes full circle in the end. Not sure how I feel about the abrupt end being a default combat after witnessing that what they came for was BS, but could be worse. It's meant to be read out, which I never actually do. I tend to just get an idea of what is going on and RP the event as I see fit. Again though, it's not a giant wall of text to follow and I can just as easily get the idea of things from reading it as I would from a more bullet pointed situation. No fault here, personal style. Since it's not super long, I am not concerned.
You found a lot of good ways to pull theme, visuals, and writing into this. Gameability seems solid too. Even though I don't run 5E, I can probably run this without much effort and just convert it to whatever system I want. There were a few hiccups like the confusion I felt about the natives, but I could also just say they are human variants in terms of stats without batting an eye. I did feel like the map was a bit linear. A long path with a few side options you would need to backtrack from to reach some bonus content. This remained true on the volcano. If I was going to change only one thing, I think it would be to rework the canyons to offer you multiple paths. Things where picking one over another means missing things, but trying to loop around to everything means more risks of encounters and sun issues. Fundamentally, they're trying to aim for a singular location so they're probably going to keep going in a rough line anyway, but giving them options is always nice. It prevents players from feeling like they /have/ to go a direction just to progress the story. Nice job on this.
Thank you so much, and especially for the thorough/thoughtful review! Very much appreciated, and I basically agree on all fronts. I knew using the cover purely as a cover would be limiting but I just couldn’t help it, but it definitely made me make some hard choices and there were some bits of the adventure that were squished down to fit more than I would have liked.
Very good tips on the traps in the dungeon, those being something other than fire is absolutely the right call and I’ll be making that change as soon as judging is over.
As for the canyon map, I also wish it was less linear but it’s surprisingly hard to find non-linear canyons (particularly ones with public domain hand-drawn maps) and this was sadly the best I could find.
Thanks again!
Super cool fire and heat-based adventure. I felt some Zothique/CAS vibes while reading through it.
The cover art is really great too!
Thank you so much!
Strong entry, lots of flavor. Bold move packing a 5e girl in an OSR sized dress. It works though, there is a lot going on here and its worth the read. I’ll probably take this one to my 5e nerds and punish them for thinking they’re so tough at 10th level ;)
Thanks so much, and best of luck to your players!
Great cover and great entry all-round. Particularly liked you'd thought through what a plane of fire might be like to experience for the characters
Thank you!
Great choice of a cover. Well put together and as someone who’s tired of melting in this damn heat, really can feel the pressure this adventure would have.
Thanks you! (The heat wave may or may not have contributed a little inspiration)
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!
Thanks! I definitely wanted to include some more lore but was stuck with the space constraints, but I wanted to leave a little to the imagination as well. Thanks for the feedback!
The power of being embedded in another system - no stats needed! I knew exactly which monsters you meant, what the treasures do, the context and all!
This is a bold entry and it pays off - the graphic design brings the Plane of Fire to life and sells the Appendix-N-Ness of it all. Each page could be a player handout - the scorched wasteland looks like this.
Like all of the really great entries in this Jam, I don't have notes, I just want more. This material could fill a 16 or 32 page adventure with ease, after all statistics are brought in and illustrations added.
How to deal with the heat could be explored in greater depth in a larger format as well. You might check out the small table of words-on-the-wind found in Words on the Rime Wind.
Thanks so much, and thanks for the recommendation! I’ll move it up my to-review list.
Really nicely put together! Great pulp vibes!
Thanks so much!