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Vast and Trunkless

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A member registered Dec 16, 2025 · View creator page →

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Thanks for taking the time to review it! And thanks for the shoutout on Bluesky! 

Thanks for the review! The room key is the number one thing I am looking to change once the Jam is over.

I'd love to hear from you if you do end up running it!

The regional  cult activities sells this as a drop-scenario to any adventure or ongoing campaign, and that raises it's Gameability  for me, though  I'd love to  see some interiors! The art is gorgeous, and the concept of an astral god needing a mortal body has me intrigued!

Great game!

The neat thing about this supplement is that it can kind of be used as a "B" plot to any other ongoing adventure.  That's really cool and supremely gameable. The multiple tables and the useful progression system support that notion as well. Your prose is clear and at times fairly striking  - you can't sell body horror without good descriptions and I would say you sold me. 

Wowwww, the visuals on this are awesome. Of course the cover and map are amazing but I'd like to highlight how rad the NPC paneling on the back cover is, I haven't seen that elsewhere. 

I think the descriptions are a little sparse - leaving a lot of extra work for a potential GM to fill in. The cartography (geography?) of the map is super varied and dynamic. 

Great work! 

I like the map and the minis! You managed to fit a lot on here. One thing I was thinking about while reading is how this would all be resolvable in one big room. For example, the description is clear that the apprentice is hiding, but since there is no description of features on top of the tower, I wonder how they are hiding. Even so, it's a tense situation and that comes through in your writing clearly. Great job!

Hornton is surprising delight in a town name. I also found myself disarmed by how much I liked the art style you went with - it's very cool contrasted with the bold layout format. I think the writing is very evocative if sometimes confusing. I think the font used for the body of the descriptions was a little hard to read, but was worth the effort.  I liked the design of the module but found myself wanting more of a reason or urgency for the players to be there or to interact with things. I love the cauldron, I immediately marked it as something for the players to experiment with!

The art is so cool, this jam rules. Fishing Rod +1 and crab king are for the freaks (complimentary). If I would want for anything in this module it'd just be something to fill in the GM on what's really going on here - the writing is really good, and implies a narrative, but it doesn't quite complete the picture for me. 

Full disclosure: I have never run a depth crawl
That being said I do now feel like a depth crawl is a really cool way to work within the limitations of the Jam. I think you knocked it out of the park. I'm also jealous of all the creators who used a portion of their title to design some sort of Subsystem; the Gloom roll is a cool wrinkle in my opinion.

I liked the subversion of the title, I  think that's the neat thing about this Jam. Clear writing, and cool cover,  but I had a lot of trouble with the keying on the map. The dotted lines pointing to  each location was just a lot of information to take in. You made the city feel alive and lived in, which is a feat in and of itself for this little space! I would have loved to see something to point the PCs in the right direction, even if the GM is picking the location! 

This is a cool idea - and I feel like a lot of intended short  modules benefit from a ticking clock. I think any critiques  of the module I may have originate in  the fact that there isn't enough space in this format. I'd like to see the descriptions of the locations expanded quite a bit, but in four pages that would have to be done at the expense of the card-draw  mechanics. Ultimately,  I am glad you included both! It was a bold choice to design crawling rules for a system neutral  module, and I applaud it. 

This is a cool idea - and I feel like a lot of intended short  modules benefit from a ticking clock. I think any critiques  of the module I may have originate in  the fact that there isn't enough space in this format. I'd like to see the descriptions of the locations expanded quite a bit, but in four pages that would have to be done at the expense of the card-draw  mechanics. Ultimately,  I am glad you included both! It was a bold choice to design crawling rules for a system neutral  module, and I applaud it. 

Loved the double use of Titan from the title. This one is hitting the Appendix N vibes so hard. I was a bit confused at some of the geography around rooms 8 and 9, I'm not sure if that is a  map issue. The layout and art are also immaculate, probably one  of the best covers of the Jam.

Would love this as a whole setting!

Your writing is very clean and easy to read, which is a real pleasure.   I find myself recommending often that writers add a section at  the beginning to clarify "what's really going on"  but that urge didn't come up while I was reading your -  I  think  because it's pretty straightforward from reading the descriptions, particularly A22.  I love the twist on  the classic "you start as prisoners" scenario,  and the story of the divine/mundane are rad as hell. 

Great job  it was a lovely read! 

I think the writing and theme really really sing here.  The intro paragraph implies a setting that is almost as interesting and mysterious  as the adventure itself. The layout is clean and readable, and the art is great. I especially liked room  2, it reminds me a bit of Dark-souls, though the dungeon doesn't give a huge benefit from backtracking. I found a few typos here and  there but it really didn't take away from the evocative writing , for me. 


I appreciate the comment! 

Your town almost feels like something out of an X-files episode where they go to a middle american small-town and the weird stuff is all home grown. I really like that aspect. Very readable as well. 

I had trouble following the narrative, but I think that the module has all the information needed, it was just scattered throughout the different NPCs.  As it stands the GM will have to do a lot of legwork to reconstruct the timeline of events  and the connections between the characters. 

Regarding GM legwork, A  small thing to consider is that the D6 Useful details in Alfie's letter doesn't actually contain information - it gestures at it, but I think it should be specific information, so it's immediately useful on roll.

This is straight up just a Conan adventure! It rules! So first off: Great JOB!

Everyone else pointed out a lot of the good stuff but I wanted to commend  how good the encounters were. They are both evocative and impart important information to the players. Just phenomenal environmental storytelling all around basically. I received a critique   on my  random encounter table for my game so I've been thinking about that more and you ACED it.  

I think  a  few details  got mixed up in final editing, I.E.  the previously  mentioned Hex D  and E,  but  also at some point there is a  reference to  a "transformed  stygian"  which I  would  guess from context  is the  same  as  a  "scaled stygian" but  I wasn't  sure if that was intentional or not.  

Finally, amazing job working in the mechanics of BSH. All of the  stuff that triggers off of Doom understand  the mechanic perfectly,  and I thought there were several clever uses of usage die as well! I almost designed for Black Sword Hack for my adventure and I'm kind of kicking myself reading over yours! Oh well! 



Thanks Marcy! I really wanted the Cold Forge to be  something players can experiment with, though idk how much can be done with "gets very cold" I just wanted to leave it open ended to see what players would come up with. 

This made me want to play Mythic Bastionland even more than I already did! I love the  rogue gods in a withered landscape. It just oozes it's vibes all over the place. 

The only critique I had looks like it's been mentioned to you  below, RE: the text on the second page. The rest of the design is really top notch, I  find myself wishing I'd added cool borders to my project. Ideas for next time! 

To me, this one could be a pulp novel that you find in an unorganized used book store. The themes come through very strongly!

I feel like there's a lot of work a GM would want to to do flesh out the towns,  but I really liked the mix-and-match encounter tables, that's something that would work immediately from the get-go. 

Great design! 

I think my favorite part is the town council - giving them each a little quote does so much for the GM to just "get" what they're all about. Great decision.

This has the potential to be really dynamic at the table. I think the idea of a organism-based propulsion system is just really really good for a ttrpg - in an expanded edition I'd want to see the pilot and Ink fleshed out a little bit. What is in it for the players to help either of  them?

Great submission! 

Thanks for taking the time to reply! I'm gushing over the tone/imagery compliment. Despite my inexperience in layout/etc, I'm just really glad the vibe of the place is being picked up by so many people! 

I considered a hook table, but I didn't do myself any favors with space - the intention was that the PC's are inexplicably affected by the curse overnight, which kind of forces their hand on resolving it one way or another.  


Thanks for the reply!   

I am really appreciating that I was able to  communicate the story and history through the text, I was mostly worried about that since I have trouble with  terse writing sometimes. 

GREAT  point about the map - I had been working off of numbered boxes while writing, and the map came together later. Huge oversight  but easy fix  for after the Jam!

Thanks Scott, 
That's a good tip RE: the encounter table, I'll check that out if I revisit this one after the Jam. 
(Daniela is eating up all of these compliments) 

What a cool module!  Pulpy time-traveling zombie Nazi's was a great way to go for this title.  

I also think puzzles combine well with the theme so they are both kind of greater than their individual parts. 

I'd like to see this one expanded , with more GM support for the potential outcomes of the Clock (also great central tension btw.) 


I liked this a lot! It was a fun read and has a lot of gonzo stuff going on. Who doesn't love weather Wizards and mysterious subterranean creatures? 

I also thought the layout was workable and the map very  legible. 

I feel like tying a solid idea for the crystal would really strengthen the module! I want to know what YOUR vision for the trek up with the crystal looks like, because a GM will homebrew it anyway. Maybe even a table, with effects: Big crystal, takes two players. Bright crystal, effects stealth, etc etc. 

In keeping with that idea, in a module I would pick up to run, I think I'd want more exact amounts for how much food is in the crates an barrels in room 2. Just to lower prep overhead. 

I think you did a great job with the space, there's a lot here to play with! 

Cool concept, and the vignettes really sell the vibes. 
 
The cover is great, if I had one nitpick it's that it took me a bit to orient the cover with the text because  I didn't realize the first two segments were not  visible on the cover. 

I checked out your system,  and that gave me a lot of help with the difficulty of the climbs etc.  

Great job with the entry! 

Cool concept, and the vignettes really sell the vibes. 
 
The cover is great, if I had one nitpick it's that it took me a bit to orient the cover with the text because  I didn't realize the first two segments were not  visible on the cover. 

I checked out your system,  and that gave me a lot of help with the difficulty of the climbs etc.  

Great job with the entry! 

Oh the formless chaos void is evoking the Elric story "The Dream of Earl Aubec" ! Lovely writing that  supports it!

I love Earnest, and the design for Oriel is very cool (especially the use of detachment, etc). 

The only suggestion I might have is it may be useful to explain the twist to the GM at the top of the module.

I would (and might) absolutely run this! Great submission!   

This was such and encouraging reply! I'm really happy my intention comes through! 

On my first draft I kept mis-spelling it as Skyrmir and THAT is just a mouth full of marbles to say! 

This was a delight to read. I enjoyed the poetry, and the Arthurian themes come through really strongly. (Berti and Laks meatgrinder entries were particularly evocative.)  

I think the Doomed and Honor system are creative and make this dungeon uniquely fun for a One-Shot. 

I think you might be missing a word at the end of room 6, regarding what sword can fit into the scabbard. 

Great game! 

The writing is really succinct, and comes together well with the map. I like the suggestions for the aftermath - this could be a one-shot   but just as well could waterfall into a short campaign

This feels like I could pick it up and play it tonight. One of the things that moved the needle on the writing rating for me is that the terse prose feels perfectly fit for the sci-fi race-against-time style of the module.

Really fun read!

Thank you!

Thanks for the in-depth feedback! I will definitely do a writing cleanup run after the jam, and I hope you do play it!

I think the theme comes through really well here, and the visual layout is great. Red and Blue was the perfect combo for Icy Mars!


Definitely a strong theme!  

I think some of the details in the roll sections may benefit from being briefly mentioned upfront, as I found myself suddenly introduced to pivotal concepts mid-read. For example, that the thing driving Kepalo mad are parasites. 

I really liked your art style, I think it's very bold

I really like the premise and the quantum ogre  joke  therein!  Portal dungeon is a great idea! 

I did have to go back and double check the system a few times early on because there are instances where DEX and AGI are interchanged. 

Additionally, I was left a little confused about what  happened with the spell  book / ring combo miscast until I read through the whole thing and was able to piece it together with the locations Y2, H3, H3. This could be a personal issue! 

Overall great work! I liked the map and notes on it!