Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

fallenconstellation

4
Posts
34
Followers
8
Following
A member registered Feb 12, 2019 · View creator page →

Creator of

Recent community posts

thank you for checking it out! it could definitely use a longer version for more clarity. the hardest part was trying to fit such a big concept in such a small package. 

to clarify the things you couldn't parse out: on the second day, Yder is drinking in the village and wallowing about how badly the wizard treats him—that's his rock bottom. and then on the third day, he is at the lakeshore telling Walkelin, the prince's childhood friend, about the plan to sabotage the princess because he knows full well that a knight like Walkelin will not sit idly by regardless of his closeness to the prince—hence the betrayal. 

i really like the point crawl within a hex. having a hazard per trail and an encounter per point really packs a lot of content into a little space. 

figuring out what happened to ser koschel is a fun premise, but i could see it falling flat without the dowager's involvement. to that end, the other two hooks seem superfluous. the dowager is the juice. 

gonna keep this one in my back pocket for my ongoing dolmenwood campaign! 

thank you for checking it out! 

i'm glad to hear some things resonated with you! i agree with your assessment of the lows. i have a much more fleshed-out version of it in my head. maybe i'll make an expanded version of it sometime 

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.