Thats awesome. I hope your table enjoy it! Let me know how it goes!
Doogface
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I really like a lot of things about this entry. I like the implied fantasy setting. I like the verticality of the space. I like the pregenerated characters (kudos for harking back to old White Dwarf material). I like the colours and presentation. I like the original choice of hazards and opponents. I like the sentiment of the adventure.
Its a great piece and one of the strongest things you've written - the jam really brought the best out of you. Well done!
Dammit, I am kicking myself at the missed opportunity to hyperlink to the Black Sword Hack SRD. Super big brain move that meant you didn't need to list all those tiresome page references.
I legit love the whole framework of this scenario and I think that when I run Vaults of Vaarn, I'll likely use this adventure to bring it to the table. It's one of the more effective ways of implementing a time loop I've seen and I like the despair mechanism that makes the looping finite. Very clever!
You've crammed this thing full of science fantasy and I adore the injured time traveller. Wish you'd had room for a little easter egg reference in naming him, but he's a standout feature nonetheless.
The visuals are fab. 100% nailing the Vaarn vibe and evoking a blue desert that gives you the blues! The hexflower with the keys around it is a genius piece of layout and design. Another one I'm jealous of not thinking of.
Really nicely done, sir.
Great job! Clear layout, an inventive situation and frankly a very cool story behind it. Apotheosis via a hymn is a great way to interpret the title. Also really good job in not making a church feel too linear - that's hard to do! I'm also jealous you fitted so much in but still had room for a cover, more than I managed!
Clever use of the map in the cover - makes me wish I'd found a way to do that with mine. Great scenario with good pressure mechanisms and interesting "win conditions". I like the format of your location keys. Very punchy and informative in all the right ways. The creature art cracked me up. Great job!
Frankly blown away by this comment. I think you picked out exactly what attracted me to this jam - getting to pack so many of my favourite things into 4 pages and getting to go buck wild with all my favourite pulpy vocab.
You're right about the text block. I've got a 1.1 version with the fix in place and some other tweaks, courtesy of feedback from WatcherDM. It's going to be a long two months knowing that error is there. Infuriating!
I am sooo happy you rate this piece. Even if it gets pipped at the post in the judging, I'll be very happy that someone out there thinks so highly of it. Thank you!
Thank you! I really did wrestle with trying to get everything in, but it all worked out. I can honestly say layout is the part I struggled with most. The design and writing came very naturally by comparison. I hope when its run, it feels like a compilation of R E Howard stories - each hex and the final dungeon are all meant to feel like little story vignettes on their own.
Great concept and use of an environmental hazard that doesn't come up so often in Mothership. I've lost count of the number of modules with extreme heat or radiation, so cool (excuse the pun) to see extreme cold put to good use. Good design of space and lots of interactive things to mess with. Hews close to Mothership's tenets of presenting a problem with hard choices that isn't necessarily "solveable". The densely presented info and the wealth of icons was a little hard to read at times due to size and I presume the orange icons are hazards/threats? Using Gradient Descent's room/text and border colour coding might have been easier to follow than the small icons, but very innovative presentation nonetheless. Great work!
Great concept and use of an environmental hazard that doesn't come up so often in Mothership. I've lost count of the number of modules with extreme heat or radiation, so cool (excuse the pun) to see extreme cold put to good use. Good design of space and lots of interactive things to mess with. Hews close to Mothership's tenets of presenting a problem with hard choices that isn't necessarily "solveable". The densely presented info and the wealth of icons was a little hard to read at times due to size and I presume the orange icons are hazards/threats? Using Gradient Descent's room/text and border colour coding might have been easier to follow than the small icons, but very innovative presentation nonetheless. Great work!
Thank you so much! I really did think I'd bitten off more than I could chew with a hex flower AND the dungeon, but got there in the end. It did mean I don't have a cover image as such, but I think the maps and spot art make up for that a little. I'm still finding my way with layout, so its nice to hear it comes off well.









