I'm really digging the Annihilation vibes here with the floral transformation. The art is evocative, the layout is clean, and the tables make it easy to drop the Priests into any given location the players are exploring. I think the only thing I'd want to see expanded on would be short example adventuring sites ideas for places touched by the Priests or examples of how ordinary fauna and monsters might be changed by the Bloom as well. But this is already a lot of great, table-ready content packed into a small booklet.
Castella
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The art is absolutely adorable, and it's refreshing to see this kind of cute and whimsical style as a contrast to the mostly grittier entries in the jam. I did find the layout a little bit hard to follow though, with the monster stats on the first page tucked into a corner while they're in the middle of the second page, both without a header.
It's very cool that you've managed to fit a small push your luck minigame and a puzzle in here too.
The map of the spheres with the markings for the floodwaters advancing is so damn cool. Definitely something I'd turn into a player-facing graphic to give them an instantly understandable and impactful sense of their timer for the adventure.
The level of detail you've gone into for the factions and NPCs is exactly what I'd look for as a GM to run this type of adventure, where I need to easily reference what characters want and what priorities they'll default to when pressed.
Your title feels like one that I would've struggled to come up with a good concept for, but you tackled that assignment extremely well.
The space travel sequence with the players sending and receiving notes to each other as they awaken for their solitary shifts is brilliant. The sudden drop into dungeon crawling is a neat twist as well, though I find myself wishing that segment had a bit of weird and wondrous spice to match the feeling of isolation and the weight of an eons long journey the first segment evokes.
Great cover art, and I'm very thankful for the simple, highly readable layout. There's a very cool idea here that gels well with the sci-fi side of Appendix N, and I like the void die mechanic. I do wish a bit more space and detail had been dedicated to the tile locations or giving the different void entities a more direct tie to the void die and twisting the players into their corrupted forms.
What an evocative depth crawl! I love when memories and relationships are mechanized as a type of HP bar, so the Rapture mechanic makes me punch the air in excitement. This is a great interpretation of your title, and I love the imagery of burning away the memories of loved ones mirroring the burning of the Forest as fuel for the Envoy's vessel. Having locations in the depth crawl that draw upon the PCs' memories, like the recreation of their village, is the icing on top, giving a weird and unsettling character to the terraforming process and gives the players a hook to get the Envoy to understand their own bonds and love.
I like the concept here, though it feels like it needs to give a bit more in each location for a GM to latch onto when prepping. Something like an unusual landmark, strange inhabitant, or an atmospheric description to get the inspiration going.
I'd also second the comments on the layout, like expanding the black background areas on page 2 to give the text more space to breathe. I understand it can be hard to keep all that in mind when you're working on a tight deadline though, and I'm impressed you put this together in just 3 days.
Lovely art here. The map is an absolute joy, and I like little touches in the layout like having different header colors for the Temple, the Shrine, and the Ship. I'm impressed by the density of the content here, with multiple approaches available for taking the hammer to the anvil and multiple points of interest within each location. The lightweight warmth mechanic is also a great addition to the point crawl procedure.
I do wish the characters within each faction were detailed just a bit more to make it easier for a GM to flesh them out at the table beyond their straightforward factional goal. Whenever a short adventure has a larger ensemble cast, it's nice to have those shortcuts for more nuanced characterization.
The spaceship is cool, and it's sold well by its art on the map. I could see it being fun to let players find scattered parts of it, fallen off during the battle, throughout other locations as they explore, letting them wonder where this strange heat-sapping metal comes from.


