Death Walks the Hills

By Hex Girl
Melusine Press
OSR
Levels 1-3

A sleepy village in the Kingdom of Metz has been beset with strange happenings and nightmarish disappearances. Children have gone missing, phantasmagoria haunts the woods, and in the night and fog livestock is slaughtered, homes ransacked, and villagers dragged screaming into the hills. The comte Gunthigis has offered a substantial treasure to any who can rid his lands of this evil.

This 29 page adventure details a barrow crawl with two levels and about seventy rooms. Good focus on the writing towards gameable detail, but lacking in interactivity other than hacking and some talking. And, a misspent village that had potential.

This thing has you adventuring in a more realistic, but still fantasy, setting around 550AD europe. Franks, Frisians, and a roman history, as well as the pre-roman history are involved here. The farming village the adventure takes place around has about twenty families and no road leads there. Rural, isolated, some history behind things. This is still fantasy, with skeletons, a wraith, carrion crawler and so forth, but, also, bandits and wolves. It’s got a great little vibe going on where the village is sane (well, except for the massacres …) and the countryside gets a little wilder before you go off in to the barrow to meet fantasy. I’m really digging it. 

The village has some issues. People disappearing and some really bloody livestock killings. A homestead burned down. People are afraid and sleep in the big house at night. The villagers are pretty decent. An old warrior/reeve, shoulders slumped, his village in peril and him unlikely to be effective, out of 13th warrior. And the villagers mostly focus on their interactions with the party. “Blanchard’s farm: A weatherbeaten farmhouse and barn. Blanchard is long in his grave; the widow Salla raises their young son Eberhard as best she can. Salla offers her barn to adventurers for free but Eberhard will attempt to join them on their adventurers – something Salla will vehemently discourage.” Or the farm lass that makes eyes at the party members … which can cause problems. They are almost all some little way to spice up the interactions between the villagers and the party. It’s some tight writing, or feels like it anyway, and does a great job keeping things focused on the adventure. It could, perhaps, use just a bit more, a timeline or some other events, lie a raid or something. The possibilities are there; there is a potential for skulking bandits or a raid by bandits or skeletons. But these are in their individual wilderness descriptions for the most part. Just a tad more here to bring the village panic to life would have been good. But, also, we’ve got a dude that maybe burned him family alive to avoid the raids and at least one missing person who is not really missing, or, not  missing as a part of the main “plot” These are all great little touches  to drive play and discovery.

The party will need to find the barrow and/or go looking in the countryside, a kind of “square crawl” and this part, the encounters here, are pretty decent also. Skulking bandits afraid of action. SOme escaped convicts, condemned to death, two murderers and an adultress. Still wearing chains and looking for some blacksmith action to free themselves. What to do, what to do? A giant spider with the face of an ogre! That’s great! And a troll who’s captured a human woman, one of the people missing from the village, to be his cook. He likes cooked meat but is afraid of fire. Again, maybe a sentence more in each of these, which again are pretty tightly written, would have kicked them even more. Just another complications for each would have been great. 

We get to the barrow and things stay … ok. The writing remains tight and the descriptions here are pretty good. Two adjacent rooms read “4. Cavern: Dirt, exposed root structures and several skeletons recently picked clean. Bore-holes in the cave wall from something burrowing inward.

5. Cavern: A charnel pit of gore-streaked bones, human and animal. Flies buzz incessantly and the stench is rancid and overpowering.” A carrion crawler lurks about! A hint and then a monster, and then a decent but terse description to go with them. We’re not winning awards with the evocative text, but this is miles and miles better than most text we get in adventures. In the catacombs there are “Rectangular alcoves with Gaulish mummies spilling out onto the Floor” SPILLING out onto the floor. Not bad at all. 

Interactivity here is a bit lacking. There are things to stab, of course, and sometimes a skeleton to talk to. But not a whole lot beyond that. Stretching the definition, seeing silver bars at the bottom of a pool of water … will lead to a fight if you mess with them. Wyvern eggs in a steam room, with mama next door .. I think that falls in to a fight to me, although, not exactly just an enter the room and start stabbing kind. Beyond this though the interactivity falls off a lot. 

I can also nitpick a lot. Cross-references, for NPC’s and rooms,  are sorely needed and the one place I noticed them they were wrong. There is, though, a great follow up. You MIGHT be offered the hand of the daughter of the Earl in marriage. She is almost certainly not inclined. And if so then she will arrange “12-48 armoured and missile footmen to track down the homestead of the groom/groom-to-be, setting fire to structures and indiscriminately killing family Members.” And if she fails she’ll try again in 1-3 years. Noice! Great follow up, complete with a reaction roll at -4 from her!

I’m a fan of what’s going on here. The tone. The giant spider with the ogre face, the wolves who kind of respect elves. The troll and his cook. It’s not just a book monster to stab. The writing is tight, evocative enough to not be throw-away, and focused on gameable activities. The barrow needs just a little more, in terms bringing it to life, as do the village and wilderness encounters. Just a little. I could go either way on this one. But, also, I’m an ass. No regerts about that.

This is $5 at DriveThru. You get all of the pages as a preview, so GREAT preview. Check out those villagers on the first few pages, or the wilderness encounters after that. A great thing taken all together.

https://www.drivethrurpg.com/en/product/497363/i1-death-walks-the-hills?1892600

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The Hybrid Bone-Effigy of the Urgent Chimera

By Handy Haversack
Exalted Funeral
OSE
Levels 2-4

Inside the caldera of an old volcano in the Narthex Range, a Chimera has made their lair. From here they command the surrounding territory Like some creatures eventually do, the Chimera has found a drive to reproduce. An urge in the fiery chaos of their tripartite mind drives them to force into the future their legacy of hybrid power. But not for chimera-kind is the boring sexual striving of pedestrian and mundane species. The creation of new chimeric life is a process fraught with magic, charged with eldritch fire, and enacted in ritual mystery in places of ancient power […]

This 45 page adventure uses fifteen pages to describe nine rooms. Light on descriptive text, it manages to put a decent amount of interactivity in those nine rooms. I loathe the layout? here.

Let’s suppose I write the worlds greatest adventure. Everyone agrees. It is the best adventure ever. If you play it then you’re going to say so. If you run it you’re going to say so also, the booklet is perfect, engaging, encouraging interactivity, evocative. Full of great art. FULL of it. Every single page is a full art piece. And the adventure text has two words on each page. You can make them out easily enough. But each art piece has two words in it and taken together that’s the adventure. If you can get past the incident then the play was pretty good. Nature or nurture. Do these adventures gravitate toward Exalted Funeral or does Exalted Funeral turn them in to what they are?

As noted, this is a rather simple adventure, at least in terms of room count. It’s nine rooms in fifteen pages housed within 45 pages. That means lots of extra shit. And I’m not just talking about appendices here. At roughly two pages per room then you’ve got the rooms, individually, taking up some space. The adventure accomplishes this with the fuck ass layout that I mentioned earlier. It’s not the full on two words per page thing, but there is a hubris in its layout. A large art piece with the words around it, or a giant 72 point font to announce the room name and then some bullets underneath that. The energy here is an empty white page with a box outline in the middle of it with a few bullets in it. And, as a result, we get rooms not uncommonly spread out over two pages. I’m not thrilled with this. I understand there is a spectrum here. I understand that there can be some happy medium between an art book and plain black text on a white page. But, I think I see, time and time again, this tendency to pay attention to the bullshit art and layout and pick funky font choices. I might, st some point, point out a nicely evocative art piece or two in an adventure. Something hat I think communicates the vibe or shows off the scene particularly well such that the DM gains something from it that can be passed on to the players. That is the full and complete extent that I am ever going to comment on art. And your funky font and presentation choices are only ever going to be criticized. Because the only time I am ever going to comment on them is when I am bitching about them and how dumb they are and how he effort in the adventure should have been spent on the adventure. It’s great that you spent three thousand hours to rework the fucking barcode on the back and get a real ISBN. I don’t fucking care. I care about the fucking adventure.

And, fortunately, the adventure has great elements. We’ve got this mountain top, an ancient caldera on the top. The tree line 250 feet below the rim. (This, I think, is some of the bets imagery in the adventure. While there are a decent number of words present, imagery is not its strong point.) But, anyway, caldera. And inside, while only nine rooms, we’ve got several perchs/overlooks looking out. And some condor people. And some flying apes, both under the thumb of the chimera. Three flying enemies/groups. And, thus, the map is multilevel in a way seldom seem. Maybe that Expeditious Retreat cave crawl from years ago? There is, overall, 400 feet of difference, I think, between  various levels in the caldera. And you, the party, get to negotiate those internal cliffs and drop offs. Some gradual, some not so gradual. In addition to those folks, who could, of course, be swayed to the parties cause with varying degrees of success, we’ve got a secret research lab underneath. The old lair of the e SPACE HORSESHOE CRAB SCIENTIST-HERO. (Who is referred to the same way, every time mentioned. I admire the dedication to the schtick.) Who has some elevators in his lair to help bop around a bit. There are also a variety of traps of various sorts.My Crabs has a magnetic trap that can also act on your red blood cells (Nice though there Mr Horseshoe crab! I see what you did!) Others are accidents, like fucking up a landslid or some such through carelessness. There’s good variety in that area, and they are integrated well, never seeming like a trap afterthought. 

I’ve touched on the evocative writing. The cavern of the winged aped is described as “CAVERN: 75′ long, 60′ wide, ledges, nests.” There are other words, but they are mostly focused on the dimensions of the exits, ledges and such. Of the five bullets that describe the cavern, four deal with mundane dimensions of exits with one being that cavern description I copied above. WHich is mostly cavern dimensions. WHich is shown on the map. “Ledges, Nests” is not really a lot to go on. Yeah, the winged apes have bullets of wants and thinks and needs. And that’s great. Really love theory love of human flesh and the difficulties that could bring in negotiations. One sentence of cavern impressions would have REALLY gone a long way here. The bird people get a little more. “PILED WITH BRANCHES, debris often slick with guano”  

It all just feels so padded out. Both with the words, and the exist/dimension fetish that is going on, and with the layout stuff. I would have appreciated about 50% less words for the room keys and quite a bit more focus on the something OTHER than the rooms dimensions. LIke a description. 

This is all so suck ass. My feelings, I mean. I really like what it’s trying to do. The concept here. The chimera lair thing. The caldera/cave thing with levels and flying groups. I like the interactivity. Even if I am a bit skeptical about the level range taking on a 9HG chimera, a tribe of condor people and some 5HD apes? I sure as fuck hope you can make some friends in there. But, man, the emphasis on style over substance is hard for me. Dude fucks you up coming back from the dungeon and you track him back to here to get your magicitems back? Fuck yeah! This is a GREAT implementation of that, at least in concept.  Also, I feel like I’m being super negative here, maybe because this thing is so close to being something really good?

The PDF is $9 at Exalted. There’s no real preview, although the sample page kind of gives you an idea of the presentation style I’m referring to.

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The Whispering Lights

By Ramsay McGregor
FantasyBound
D&D
Levels 2-3

The church in the village of Endmarsh have asked the adventurers to investigate dancing lights that flicker across the horizon of the sea. This phenomenon started at the same time as when fishermen had begun mysteriously disappearing, and the folk of Endmarsh started experiencing haunting dreams and whispering voices at night. The Graenician priests of the Endmarsh church will pay a handsome sum of 230 gold crowns to investigate and if possible, remove this supernatural incursion.

This six page adventure uses four pages to describe … six encounters? Long overwrought read-aloud, wall of text DM notes, plot, backstory, it’s got it all. The concept here should be, like, a quarter page in a larger dungeon.

Oh no! Lights on the horizon of the ocean! Missing fishermen! Strange dreams! Better have the church spend a bunch on some adventurers so they can take a rowboat out to investigate! Once out to see you hear some voices. You land on an island and see a puka chained to a cart. You go down some stairs in to a ruin and maybe fight some zombies. You go in to another room and maybe fight a revenant. And, a 50% chance, you might a 5hd witch. Then there’s three more boring rooms, one of which has a magic gate you can step through. Your weekly evening of torment is now over.

The read-alouds are long. People get bored listening to long read-aloud. Don’t put in long read-alouds. You get three, maybe four sentences tops. The first real adventure page of this is taken up by almost a column or so of read-aloud. The read-aloud is in italics. Don’t do that. Italics, or any weird ass font, is hard on the eyes. You lose your place. It’s a cognitive burden. You can use italics to highlight a word or two, but if you want to offset a decent chunk of text, like read-aloud, then use another method. Shade it. Use white space. Th read-aloud over reveals information. A core feature of an RPG is the back and forth between the players and the DM. How they ask questions and interact with the game world and then the DM responds to that. If your read-aloud over reveals information then you are working against that model. When you tell us, in the read-aloud, what the etching on the inside of the cauldon says then you prevent the players from walking over to the cauldon, the DM describing it. The players examining the cauldron and the DM describing it, and so on. Don’t over reveal in your read-aloud. The read-aloud is very second person focused. “You feel …” or “You find yourself …” This is a symptom of poor writing. The designer is trying to tell the party hat to think. Instead, a better practice is to describe what is going on in way that makes the party think “oh, i feel sad/angry/whatever.” Besides, it seldom takes in to account the fact that the party is invisible, dig through the top of the room with shovels, or some other, now destroyed, implicit assumption that the designer has made. 

The text of the adventure is overwrought. “You feel the sudden pressure of the ocean against this unnatural island as you continue downwards until at last, after a minute, you feel yourself touch the base of this underground ruin” You don’t need this. This focus on feeling. Calling it an unnatural island. Until at last. This is all text that tends to the purple side of prose. Again, we’re trying to make the players think “man, this island is unnatural!” not TELL them that the island is unnatural. You know, showing instead of telling. 

There’s also this tendency to dump in awkward wording. At the end of the zombie room encounter the text tells us “The witch has since placed a terrible spell on the bodies.” This is referring to, I’m 90% sure, the fact that the bodies are now zombies. And, yet, its … trivia? Padding? Or when the party arrives on the beach of the island the text eventually gets around to telling us “There is nothing of value on the coast besides a silver bracelet worth 60 silver crowns.” This is an awkward way of saying there’s a bracelet on the beach. It would have been far, far better to say its sticking out of the sand, or catching a glint of sun or something instead of saying There is nothing on the coast except.” And, then, the famous if/then statements appear. “IF the adventurers open the party.” Which I’m pretty sure is supposed to be IF the party opens the chest, but whatever. Samesies. No if/then statements in adventures. That’s padding. “If they do, the GM will read or show them the following …” 

There’s no real interactivity. The last room has a teleport gate with a book in a different room telling you how to operate it. You might fight some zombies or a revenant. The main baddie, the witch/necromancer, only has a 50% chance of actually showing up in the adventure. That might be fine for longer term play, I guess? But, also, I’m not sure anything takes place here. Talk to the pooka, I guess. Free some air spirits. I don’t know. “ 

There’s not really anything here of any interest.

This is Pay What You Want at DriveThru with a suggested price of $1. There’s no preview but it’s Pay What you Want, so, there/s that.

https://www.drivethrurpg.com/en/product/496605/moss-stone-steel-the-whispering-lights?1892600

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The Snake’s Nest

By Mr. Pilgrim Tomes
Self Published
OSE
Levels 2-3

The Malatir tribe has escaped the goblin hordes that invaded their home after a catastrophic defeat. They have since found refuge in a narrow canyon, occupying some ancient ruins. With them, they have brought six wyvern cubs, a holy creature to the Malatir. However, the canyon is not empty. On the opposite end of the canyon a group of snake-men have occupied an old dam where they conduct blood rituals and sacrifices to their ancient god, the Anathema. Now the Malatir are in dire straits, too weak to defend themselves and with the perfect sacrifice for the Anathema in their home. Without help the Malatir are destined to vanish in the throes of a gruesome ritual, their souls lost to an horrid god hunger.

This eleven page adventure uses four pages to describe eleven rooms in a small complex full of yuan-ti. Simplistic rooms with little interactivity beyond stabbing the snakeman in the room. The boring snakemen in the room.

Ohs Nos! The hunter gatherer tribe had three people kidnapped by the snakemen! If you go save them then they will give you a rope! I swear to fucking god. This is the most boring tribe ever. You get nothing. They are a gunter gatherer tribe and they have five little wyverns. That’s all you get to work with. And I’m not fucking around here, there is no other information to work with. Nothing. No chief. No matriarchal society. Nothing else. This has got to be one of the thinnest pretexts I’ve ever seen. Again, you don’t need a fucking hook, but when the point of the adventure is to save the fucking people then one might expect that you interact with the fucking people a bit and thusly there might be just the brest shed of information to help the DM bring that to life. But no.

The descriptions here are frustrating. We don’t get the steaming jungle motif frequent with snake men. Instead they are hold up in a dam. And that’s ok, we don’t have to trope it out. But, also, the dam descriptions don’t really work for me. We get occasional references to “machinery” in some of the rooms, but no real evocative descriptions of them. “A giant broken machine injected with bronze tubes lies motionless on the northern wall, a once powerful turbine, now useless.” And that’s a good one, relatively speaking. The descriptions repeat items from the map, sometimes incorrectly referring to the map features, and there is the occasional reference to room purpose that does nothing but pad out the description with no impact, such as “The room is used to extract information, screams and organs from the snakemen’s captives, a procedure done by their leader Ssilviss.” The prison tells us “This small room with barred doors houses

the snakemen’s prisoners awaiting the ritual. They are beaten up and cannot fight, but are still conscious” No real squalor or anything else that could be evocative. 

Interactivity is limited to stabbing snakemen and occasionally opening a valve to flood a room/complex. At one point we’ve got a lookout in the text, buried deep inside a description, that shold be able to se ethe party approaching the dam, but no real indication hes there WHEN the party is approaching, or any order of battle which would reflect the nakemen reacting to the party, in that case or any other. I might note, also, that the bestiary gives us the stats for “snakemen” and then in that description gives us a one liner that modifies them for purebloods … while there are no snakemen, just purebloods in the adventure. And no mention at all of the “thralls” that sometimes inhabit the rooms, either in stat, description or how they react. The dam, proper, with its turbines … does nothing? 

Simplistic descriptions that are not very evocative and basic interactivity. It’s a raid mission, not exploratory, so some of that is ok. But it just seems like there be so much more to support that type of adventure. Lookouts, reactions, some intrigue, maybe? A basic adventure that isn’t really making a lot of mistakes, but also isn’t really doing anything too interesting.

This is Pay What You Want at DriveThru with a suggested price of $1.46. The preview is four pages and the last page shows you two of the, quite basic, rooms. So, decent preview.

https://www.drivethrurpg.com/en/product/495235/the-snake-s-nest?1892600

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The Moss Mother’s Maze

By Chris Bissette
Self Published
A Dungeon Game
Levels 1-3

Beneath a desolate moor lies an enigmatic maze, its twisted corridors teeming with treacherous traps and remnants of ill-fated adventurers who dared to tread its path. The Moss Mother guards her home against all intruders, but there are great rewards to be had for those who brave her hallways. Immerse yourself in a world of rot, rust, and rebirth, where the echoes of buried legends stalk your every move.

This 31 page adventure presents a maze with about thirty rooms in it. It leans heavily toward minimalism, in a bad way, with a few encounters that punch things up a bit. A slow affair, it feels like the tedium of a maze inflicted on the party.

Good Literature makes you feel something. Hence my rotting leg of lamb story. We empathize. Or, at least we should. But, what if the feelings we experience are unpleasant? What then? We can be excused for only reading Thieves World from then on, I suppose, being creatures of free will. And, what of an adventure? If I don’t have fun. If I am instead confronted simply with tedium. Am I allowed to say, forever and ever, that I don’t like D&D? The adventure, as a technical document. Meant to help the DM run the game. To facilitate the DM facilitating the players having fun. Inspiring the DM, but in a way that makes it easy for them. And providing the elements for the players to interact with so they can have fun. We ignore outside conditions, after all, a good DM could …

There are parts of this adventure that do a good job conveying the mood of a scene or providing an interesting environment. You can meet a formed adventurer, in town, missing an eye and both legs from the knee down. Ouchies! That’s fun! And, there is an occasional decent room description. “Long chains hang from the ceiling and trail across the ground, hundreds of them, so many that it’s impossible to make out details of the dimensions of the room or whether there are other exits.” or maybe “The gibbering head of a bearded man mounted on a barbed spear thrust into the iron floor with abominable force. His ribs rest on the floor, forming a cage around the base of the spear in which his lungs still flutter and his heart” These are, I think the best examples. And that last one a very good description. Gibberring. Bearded. Barbed. The rib cage on the floor, rotted away. That paints a magnificent picture of a scene. That’s exactly what a description should do! We get a real sense of the place. We feel something. And that allows th DM to then communicate that onward and riff on it to the players.

But alas, these are few and far between. Nothing reaches the heights of that spear scene. There are a couple of other rooms, maybe three others, with descriptions that, I would assert, actually exist. The rest of the room descriptions either do not exist or are so minimal so as to be little more than Empty Room. “Thick chains hang from hooks in the ceiling. They creak loudly if disturbed.”

And this is a problem. The rooms have little int he way of description. And little in the way of meaningful interactivity. We get traps in some of them, and, I think, four rooms with creature sin them? Although one of them has 1HD. So. You know. Does that count?  Other rooms are just … weird? A room with talking gargoyles that can’t otherwise move and taunt the players. A room with a dude hiding out on a platform, with no other use to him. It feels … hollow? Empty? Why is that encounter there? Certainly, not every encounter needs a reason, but some of them should make sense sense. Or fit in, perhaps? And I’m not sure that a lot of these contribute. 

The overall effect here is one of tedium. There’s just not much going on. Only, like, three or four rooms have creatures? And I’m not saying that hacking is the end all be all, but I’m looking for SOMETHING to interact with on a meaningful level. A few traps, sure. But you wander about the maze. And, eventually, the high HD dragon shows up and you need to RUN. (I note that I think FEAR/Running is a sure path to a TPK in a dungeon. Fleeing in to the unknown is a sure fire way to end up dead in an exploratory dungeon.) I get that there is supposed to be a stalked through the dungeon thing going on, but the speed of the dragon means that you have to run, not retreat, and running leads to death. The problem is that running, in this dungeon, is not a fail state. It’s just a quirk of the wanderer chart. That you can’t avoid BECAUSE ITS A MAZE.

I note two other points. That spear in that description? You can be killed by violence while wielding it. Holy shit! And, then, at the end, we get some advice that the magic lup of metal at the end of the adventure “if you intend to continue your campaign you may decide that

selling it requires finding a buyer. You may also wish to consider the ramifications on your campaign world of a sudden influx of highly toxic material into local economies, and how this might impact future sessions.” That’s not too bad, as advice goes. But a couple of specific examples would have been better. Specificity is always better. Not verbose, but specific. 

So, a couple of highlights but essentially tedium that has the deck stacked against you. 

This is 5 pounds at itch. You’ll be getting no preview, so SUCK IT L0SERS!

https://loottheroom.itch.io/moss-mother

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Where the Tall Wheat Grows

By Camilla Gree, Evlyn Moreau
10d10 Toads
OSE
"Low Levels"

Upon which is agreed, An old stone wall separates the family farm from a field they say is cursed. Deep within the wheat, two forgotten idols once balanced the spirits of the crops. One has been destroyed and bal- ance is gone, The Noon Lady rises and the crop spirits grow cruel. The Polotnikovs have disappeared into the field and their farm is soon to follow..

This 42 page adventure, HEAVY on folklore,  uses about twenty pages to describe about twenty locations around an old farm and field with fey about. Very nice folklore elements, but a kind of aimlessness to the adventure that feels like it belongs to neither the old world of the OSR or the new world of plot.

Head Up. I like folklore in my adventures. And this adventure is stuffed full of it. Done well. And, yet, I am not seduced by its charms. Of the adventure, that is. Because I AM drooling over a one-eyed witch in a hut in the woods who lets her steaming eyes cool in a pie plate on her windowsill. 

And that IS the strength of the adventure. The folklore. The witch swapping in eyes. The house spirit whimpering in the oven. Child-like murder goblin fey, violent in gangs but cowardly; sleep in one big pile in crop circles. Wow. Nice. Easy to scare off; will return. Love food easily distracted connoisseurs. That’s a wonderful picture of some slavic farm fey. Or the witch, previously mentioned,  that “Swaps between three eyes from her human skin satchel. “ The old soldiers spirits in the fey field, scared of the congress of crows that will take them to the afterlife and needing the hanging gallows, where some met their deaths, taken care of. That’s some good ghost spirits of vets and nicely integrated crows! Time after time after time the folklore elements of this hit and hit and hit. The theming is strong. The folklore comes through. These things FEEL right. They feel like something that has been a part of you and your history forever. (Then again, I’m from Indiana…  Hmmm, I wonder if the folklore from the eurotrash plains is as recognizable to the Argentine crop plain as it is to the middle west?)   The creatures here are great. The way they interact with the (missing) family and the party is great.

Hey, also, the art here is great. I don’t really judge art. I would LUV for all art in all adventures to enhance the adventure. And it almost never does. But, here, it does a great job of helping communicate the vibe. 

I don’t really have anything else nice to say.

The premise here is ok, I guess. Basically the entire family is missing. But how that premise is worked in to the players and their characters is rough. There are some standard throw away hooks. Hired blah blah blah, family member, etc. The best is probably that a treasure map the party found says there’s a treasure in the field. This being the generic OSR/1e version of “you were hired.” But there’s nothing but the farm and field here. No village or neighbors. No integration. And I’m not saying every adventure needs that, but, here? I think that would be one way to solve the problem of motivation. I guess, right now, you’re just doing it because the family is missing. IE: some kind of plot/hero thing. But, then, the rest of the adventure is essentially a dungeoncrawl with few to no plot points. That don’t match that motivation. And there’s no oracular thing going on, or anything to motivate the players. Hence the appeal of the treasure map hook to me. But, then, I don’t really give a shit about the family, just the loot. This is what I mean when I say the adventure is aimless. I THINK you’re supposed to be finding the family. But it’s not set up that way. It feels like a dungeoncrawl to find the five red keys. Which in this case all have the same last name. 

It all feels off. Like you are just wandering around experiencing things. Not All WHo Wander Are Lost blah blah blah. Maybe not, but the adventure is leaning a little hard there. If I don’t give a shit then …? And I don’t think I’d give a shit in this adventure. There’s no real motivation to find the family and no real treasure/power hook to motivate the character advancement. And this extends to the fields. While the folklore elements are here, in the creatures and how they act, the field of wheat is almost an afterthought. I’m not even sure it gets a description. Just a quick note on how to judge the party wandering between the rows. Turnip Head Jack may be great, but the fields, and their vibe, are just not very present in the adventure. Even though the adventure TAKES PLACE IN THE FIELDS. (However, we do cover burning the fields down, which I appreciated.) 

I’m disappointed by a few smaller points. The lack of an overview for characters surveying the farm and fields. A missing farm implement on the farm implements chart (central to the adventure). But, those are trivial editing things. It just feels not done. Like the families background not really being integrated in, even though it is clearly supposed to be a major thing. 

I love each of the individual encounters in this, and each individual creature and person, but they just don’t fit together well at all. Wander down the path Meet/fight the weird slavic folklore thing. Wander down another path and do the same thing. It just all feels so hollow. And I think that’s an unfair criticism, but I’m going to make it anyway. Would I make this criticism of an exploratory dungeon? I suspect not? Would I make it of a plot based adventure? Maybe? And, as I posited earlier, I think that’s the problem. Neither exploratory or plot. A beast with no home. I don’t know. If I were playing this … it’s not BAD. I’m not frustrated with it for the usual reasons of not being able to find things or it being boring or lacking interactivity. It’s full of interesting things and opportunities. Maybe its that the various situations feel disconnected? But, again, is that a valid criticism appearing for other adventures? 

This one is close.

This is $8 at DriveThru. The preview four pages, and pretty worthless. It would have been nice to get a preview that shows you some of the adventure so you know what to expect.

https://www.drivethrurpg.com/en/product/384352/where-the-wheat-grows-tall?1892600

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Killing Grounds

By Eduardo Raffo Carozzi
Breeding Calamities
Generic/Universal

Year after year, the monks meditate and pray with the desire to get closer to enlightenment. They boast of having abandoned the desires of this material world, of being one with the Universe, however, no one is beyond temptation and many times the most devout are the first to be corrupted.

This thirty page outline is trying to convey the hunt for a demonic beast in a small village and with their growing anxiety and panic. It’s way too wordy for what it is with not nearly enough gameable assistance. Great NPC’s though.

On the first page the adventure tells us “This is just the sketch of the adventure …” Well, fuck me man. I guess if I knew that going in to this I MIGHT have still purchased it. I do have an academic interest in adventure sketches; enough information to get the thing going but far fewer pages than a traditional adventure. But, also, I thought I was buying an adventure. I’m not buying an adventure though, as I learned. That makes me sad. It makes me feel like I’ve been cheated. I did NOT want the clearcoat. I feel like going on a diatribe about this. I will save everyone the explicit insight and just say that the buyer should know what they are getting.

Ok, so, a monk is sick. The party comes up to the monastery to help and the dude implodes. Or escapes to the village and implodes. Either way, a monster now stalks the village at night killing people a night.The party gotta stop it. Errr…. Should stop it? Could stop it? 

There are two good parts to the adventure. The designer knows they are the good parts. They ARE what the adventure is. The core of it. The first is the list of village NPC’s. It’s a good list. An entry or so takes a full page. Others take columns. Others are a paragraph or two. So, yes, the writing is WAYYYYYYY too long. (In a small fucking font that looks like wall of fucking text. Jesus man, give a dude a break!) And the adventure is in DESPERATE need to a summary sheet for the NPC’s. The name, occupation, age, relationships, secrets. Somehting like that, so I can look at one page (NOT IN A SMALL FUCKING FONT!) and work them in the on-fly social interactions in the village as the game progresses. But man oh man oh man, the NPC’s are good. The dollmaker digs up a body every couple of years and has a basement full of zombies that he makes. He’s going to be a strong ally of the party in their hunt for The Beast. No, seriously. He is. He’s devoted to the village. The Reeve is cooking the books and has been sleeping with the local milkmaid. If she dies then he goes fucking nuts, in a small way, rounding up all of the young men and going on a vengeance hunt for the Beath, making a lot of mistakes in his hubris/anger. That’s fucking good. That’s real life. And the hits just keep coming and coming. Including a farmer with good yields, five kids, a young and beautiful wife who cooks well. “He is living his best life” the text tells us. Oh man, the ways I could use that! The NPCs work with the adventure their shit makes sense IN THE CONTEXT OF THE ADVENTURE. It’s not just random trivia, it’s things that can help enrich the adventure. 

The other nice part is a small, three event, section. There’s a mechanic called VIllage Hive Mind, or some such, which basically tracks the mood in the village. As people die their IMP score is subtracted from a starting total. More important, liked NPCs subtract more. When it reaches a certain level then people start a mass exodus from town. When it gets still lower then some people start to think they should worship the Beast,leading to a confrontation and death in the town square. The third and last event is The Rapture, where they kind of go buts. They start self sacrificing themselves to The Best, or “the people begin to voluntary surrender themselves to the Beast, worshiping it like some kind of god and letting the monster absorb them as it evolves into its Abyssal Phase.” Sweet! I fucking love it! Again, mirroring a kind of dark human nature in extreme pressure trope. Alas, these event section are quite short, just a couple of sentences each. 

That is, essentially, the adventure. There are no real maps of the monastery. Or the village. Or any events to speak of. No kills. And while there’s quite the focus on the ecology of the monster there is not a whole lot on how to use it during play. 

The designer recognizes, correctly, that the adventure they are building is a kind of paranoid monster hunt where the creature also stalks the villagers. That is a social adventure and the designer knows that. The NPCs would be the heart of that, the designer recognizes that and a substantial focus, via page count, is there. The second support, though, would be the events. And while there is that very basic outline, that could use a great deal of supplementing. More kills. More vignettes and so on. Somehting for the DM to riff more on. SHort, just a couple of sentences each, but there for the DM to sprinkle in. Do you need maps? Well, no, not really. Not very good ones anyway, like an exploratory map. But, also, having a map of the monastery and village, just a rough one, not really keyed much, would have helped a lot also. 

It’s very hard for me to get over the small font and extreme number of words that is taken to describe almost everything. Those three events, of just a couple of sentences each, that’s about the right size for what it is. You could get away with a few more sentences there, maybe. But, other than that, almost every entry in this just drones on and on and on, with the smaller font making it even harder to scan the text for the important details. The large page count here is almost entirely wasted. Yeah, there’s a hunt wandering monsters in the wilderness so you can craft minigame. And that’s ok also. But the main monster text focuses on the wrong things about the monster. Ponderous, I guess. The text is ponderous. The phrasings and vocabulary choices are off just a bit, which may be an EASL issue,  but that’s not really a problem. The ponderousness of the verbosity. That’s the issue.

Reference sheet for NPC’s. More events/kills/etc. A couple of throw-away maps. Bonus points if they have some features that enable some interesting play. Cut the word count drastically and pump up the font. 

I leave it as am exercise for the reader if generic/universal is appropriate or if you just stat shit for D&D and be donet with it.

This is Pay What You Want at DriveThru with a suggested price of $5. No preview, but, with PWYW you can look at the entire thing. 

https://www.drivethrurpg.com/en/product/445024/killing-grounds?1892600

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Tangled

By Josh Domanski & Reilly Qyote
Afterthought Committee
OSE
Level 0

Like viscera from a corpse, a carnivorous tangle of vines and bramble has spilled forth from an ancient fortress, swallowing up the countryside. Today, it reaches the outskirts of Peatstead. Your home. With promises of gold and glory swirling through your head, you’ll accompany a small army of commoners to put an end to its deadly expansion and emerge as heroes. Discover ancient treasures, avoid devastating traps, and encounter the wrath of nature itself in… Tangled

This 24 page adventure uses ten pages to describe ten rooms in a plant themed dungeon. The read-aloud leans purple and the encounters rather simplistic in this “Enjoy The Dm Backstory” adventure. A couple of nice ideas to steal, though.

It’s a funnel! The local plant life is out of control and the villagers go out to deal with in, in the local dungeon/cave place. Where the old druid lived. So this is going to be a standard “plant at the middle of everything will tendrils everywhere” adventure. This one is done in the art style, with certain exceptions, of an 8-bit dungeon crawler. An appeal to nostalgia using a familiar trade dress that is not T$R? I generally stopped reviewing DCC adventures because of their linear nature. They do it well, but I don’t need to go out of my way to find that. And this, also, has a map that is mostly linear. There are a frustrating number of “cracks in the roof letting in a beam of light” that the party CANT exploit. Such is the nature of a linear adventure.

Our read-aloud, which can in places push the limits of what I’m willing to put with, is all in some cutsy font. No doubt authentic to the 8-bit genre being emulated. I continue to find it puzzling why people think illegibility is a good idea. I’ve got enough problems in my life and struggling to read your text should not be one of them. Unless … this isn’t an art book is it? Not an adventure at all but a piece of art masquerading as an adventure? Cause you know, if that’s the case then I’m going to go all full Bryce on you. Which is not to say you can’t make your adventure look pretty. But not at the fucking expense of being a fucking adventure. Oh, also, the read-aloud over-reveals what is in the room. It gives too much detail in places, which means it destroys the back and forth between player and DM that is at the heart of all RPGs. For example, in one of the rooms, there are some woodland creatures. “Some of them sleep while others have long since died in a peaceful huddle around a gnarled effigy” That is something for the party to discover, not for the text to prematurely reveal. The tension of discovery has been ruined, as is the horror of it all.

As that text betrays, the wording here runs to the purple side of the spectrum. It feels disconnected. In the past I’ve made an analogy to the bible used to write scripts. Its not the end goal but something used to send a signal to someone else who is doing the writing. And that’s not the right place to be in adventure text. “The smell of rotting wood and mildew sweeps up from the floor.” Sweeps up from the floor? Really? I’m all for a thesaurus, but we can play “stick in a word randomly.” Or how about “Inside is a pitch-black chamber of incomprehensible shape or size” Ok, we’ll ignore te pitchblack and vision aspect of this. Incomprehensible size and shape? Really? One of favorites from the adventure is “The river crashes against the rock with an uproar, as though fleeing from danger.” You gotta be fucking kidding me man. See, maybe if I was trying to tell the set designer what to show me, maybe thats chill. But that’s not the same as telling the DM something for them to riff on and inspire them, or to the players in read-aloud. That is all groan worthy.  Which is too bad because there is at least one major disconnect between the language and the art. There’s a terrific back cover piece which communicates a scene in the adventure VERY well. And yet the text used to describe it comes nowhere close. The text needed a lot more work here.

And, we won’t even mention all of the DM backstory that pads the DM text out. With all of that removed then theres remarkably little text to the adventure. It’s all pretty much your standard fare in terms of interactivity. 

But not all of it. 

There are some really great things on here also. The magic items are TOP. SHELF. We’ve got a ring that keeps you from getting surprised. And makes you very paranoid. Excellent! That is EXACTLY what being hyper-aware means! A wonderful example of not imagination first. If we assumed there was no surprise mechanic in the game, and you wanted to give someone the power to not be surprised, to make them hyper-aware, then what else would happen? The’d be hyper fucking aware. Which is paranoid. NOW you can turn to the mechanics. And then there’s this lamp that dispels illusions inside its glow. POWERED BY YOUR OWN BLOOOOODDDDDD! Fucking rocking man! “I was a thousand times more evil than thou!” Power has consequences.

And, then, in the rooms also. There’s a dude, asleep, with an apple tree growing out of his back. Uh. Ok. Hey, trees got some apples on it. Wanna eat? An apple tree comes out your mouth and stomach. Oopsies! It’s fanciful and imaginative. Which is what an adventure should be. I know some of you are going to grouse at the more folkloreish aspect of it (and, I do love me some folklore in an adventure …) but you also have to recognize that its a thousand times better than the deriguour that can pass for room encounters in many adventures. To it’s credit, we’ve got pitcher plant mimics as pits, rope bridges, an underground river to swept up in and a nice little room that you have to feel around and groped in, along with tiny mushrooms. That are bleeding. Pretty nice things. 

The trappings here, though, are just not enough to really recommend the adventure. Yeah, it’s a funnel. But the text really needs to be better and the encounters, the ones that are not straightforward, are just not enough in concept, by themselves, to support the adventure. I will note, though, a great little “follow ups” section that recommends other plant based adventures. And, they are pretty decent ones. Hole in the Oak. Hideous Daylight and so on. AT least the ones I’m familiar with are pretty damn good. That’s a nice little tough for someone that wants to continue the plant theme.

This is $10 at DriveThru. No preview, so I guess the potential buyer can go fuck themselves.

https://www.drivethrurpg.com/en/product/493879/tangled?1892600

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Madness of the Azure Queen

By Realm Diver
Self Published
BECMI
Levels 4-6

You opened the chest? You shouldn’t have opened the chest! You are magically transported to a ruined temple surrounded by vast desert. A dragon, driven mad by the slaying of her mate and brood, lies between you and a wish-granting treasure that could mean your salvation, or spell your doom…

This 24 page adventure uses about thirteen pages to describe a dungeon with about 35 rooms. It’s got a rather complex situation going on in it that seems inconsistent with its size and difficulty. I’m not a fan of the long-winded and writing to be slogged though, but, also, there’s something going on here. Just not enough for me to to deal with it.

I’m having a hard time with this one. I think I can tell that there is something going on here, but I’m so off-put by the presentation and writing that I want to throw up a little in my mouth. WHich does seem overly harsh. But, there it is. Anyway, I said there was a lot going on …

We’re going to ignore the premise. You find a treasure chest and open it and find a jewel buried in some sand and if you touch it then the sand swirls around you and you’re all transported to this place in the desert. There’s an abandoned campsite and a mesa with a couple of giant statues standing in front of a crack in the mesa wall. So, right, we’re ignoring that. Yes, treasure chest adventure, living room, blah blah blah, hook. Let’s instead focus on some on the weirdly high number of things going on here for a dungeon with 35 rooms. We’ve got the lizardmen-like tribe in this temple complex. Then we’ve got the EHP lizardman shaman, who is raising humanoids from the dead with her magic staff. We’ve got the former leader of the tribe, under house arrest and looking to regain power, pretty please Mr adventurer. Let’s see, we’ve got a thief raiding the temple. We’ve got the undead former high priest of the temple who really thinks the lesser evil here is getting the party to cleanse the temple of most of those folks. ANOTHER undead dude seems to be full of ennui. The Azure Guard, the undead dudes raised by the EHP, are bopping about. And then there’s the crazy dragon whose mate and hatchlings are dead, in the final room. Azure? Yup. Worshiped by the lizardman dudes? Yup. Stuck in that room? Yup.

While there is  bit of an order of battle for the evil lizardman faction, and the house-arrest queen has some deets, mostly the people with plans are just sitting in their rooms waiting. Including the dragon. This is kind of disappointing. In addition to everyone listed there are also a few other things going here, ghosts to talk to and so on, almost all of which give you some kind of clue as to SOMETHING in the adventure. What’s a little off putting here, though, is the relative size of the adventure. It’s only 35 rooms, and in a typical dungeon room format. And that’s A LOT of intrigue for 35 rooms. The tightness of space isn’t going to allow for a lot of room to sneak about, infiltrate and so on, I think. There IS a secondary entrance to the tomb, that takes you to quite a few of the lizardman people to interact with, so, maybe thats the “correct” way to play? It’s just hard. There are a lot of high HD enemies here and we’re playing BASIC. Like a bunch of 3HD lizardmen riding 5HD firebreathing (3d6) firedrakes. It’s just rough, in such a compressed area. I guess your going to have to really sneak about. 

Up until now, in the review, you might be thinking this is a relatively decent adventure. And it might actually be one. And then I touch on the writing. I hate it. It’s got a format its using and its own style and I fucking hate both of them. It’s probably just me. But I don’t know that I care; it was also my money. We’re going to ignore that the read-aoud is in some fucked up font that you can’t actually read. There’s only, like, two sections of read-aloud in the adventure anyway. Still, I hate it.

I’ve taken another long break. I still hate it and I still don’t really know. The writing style is not particularly evocative, at all. And I don’t think it’s trying to be, at all. I guess, it’s fact based? And I don’t like that? A typical description might read: “This room has a 5’ pit in it to house giant oil beetles the Sandscales farm for their oil and meat. The beetles are fed on whatever dead or rotting matter the Sandscales accumulate, and are quite content to stay in the pit. They will certainly see anything that enters the pit as fair game to eat, however. There is a 40% chance there is a Sandscale male in here on the raised floor, dumping slop into the pit.” That room description isn’t really saying anything. There’s a lot of explaining why things are the way they are, but it’s not really anything other tan a 5’ pit with beetles in it and maybe a lizardman. But it’s long, isn’t it? And that’s pretty typical. A lot of the rooms, most, I’d guess, run to half a column of text. It’s got this bullet point style and I think the first one is usually a general overview of the room with the rest following up on that. But, also, this means a lot of the rooms are four or more paragraphs. And padded out, wordy, verbose, mostly for no reason at all. It if could take a sentence then it takes three. I feel, continually, like I’m fighting the text to get something out of it. “Prison Cells: Whatever these rooms used to be, the Sandscales have repurposed them as a prison” Yup, that’s why the room name is Prison Cells.That first sentence does nothing but repeat that this is a prison. That’s the purpose of the room title, to frame what’s to come. And then you frame it again. I think we all know by now that I’m not looking for an ultra minimal room description, but, also, I fucking HATE the padded out shit. This isn’t an ethnographic exploration of the lizardman takeover of a desert temple. We’re playing fucking D&D tonight and I’m not using a highlighter to do the work that the editor should have done. Oh, wait, no editor. Not that the fucking copyeditor shit that passes for editing would have helped anyway. Man, I AM grumpy this morning. “This room has the appearance of a barracks.” No. Never. It IS a barracks or is not. That goes for the DM text and that goes for players text. You’re just padding the fucking thing out. 

There’s a 9HD undead philosopher in this. He summons four 1 HD blobs to defend himself. “He will not defend himself, but will cackle madly and disappear if destroyed.” A commentary on the futility of modernism since the death of God? I didn’t expect to see that in a BECMI adventure. 

I don’t like this. I accept that there could be an adventure in here. I think it needs a larger map and a reworking of the various areas in to something that might be more supportive of faction play. In terms of design, that’s the flaw here. But, also, this thing needs a complete reworking of the text. There is no evocative writing to cement the room for a DM to effectively riff from. And they are padded out to hell and back, making digging though the text a chore. 

This is $5 at DriveThru. The preview is eight pages and shows you mostly padding. The last two pages describe the outside of the temple complex and part f the first two rooms. Those last two are what you can expect from the text, especially that last one.

https://www.drivethrurpg.com/en/product/494473/madness-of-the-azure-queen-becmi?1892600

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Raiders of the Forlorn God

By Andrea Tupac Mollica
Hellwinter Forge of Wonders
OSE
Levels 4-6

The wizard Azarhorn has hired you to escort him to the Cenotaph of the Forlorn God, where a fabulous treasure awaits you. You heard something about the sinister fame surrounding the place, but the wizard promised you a good reward and all the riches you can plunder: enough to dismiss all doubts and fears. You just arrived at the village of Greyven, nothing more than a bunch of stone houses a few miles away from your final destination. You have the time to supply; then you’ll have to leave for the Cenotaph and the perils awaiting you inside.

This forty page adventure uses about sixteen pages to describe about seventeen rooms in a dungeon/prison. Rooms are one trick challenge rooms, with generic tropes done generically and an uninspiring, but short, writing style. At least there’s that.

First, the good. The rooms descriptions are relatively terse. There is a decent amount of DM text for each room, but, also, for something like this I think it could be considered terse. We’re no longer in the days of just noting pit traps on the map, so a short paragraph about one seems to be the standard.  And, the paragraphs are focused on the effects of the rooms in a kind of bullet point style, once major thing per point, so, it doesn’t seem like the text, either DM text or room read aloud, is too burdensome. This, alone, means that I don’t hate this adventure. Also, the adventure starts with you passing through a little village and there’s a body hanging from a gallows in the middle of the village square. Groovy! That’s a fun bit of description! It’s got some game effect, cutting off it’s pinkies to use to open doors per some folklore, bt, still, it’s a nice touch anyway. That’s exactly the kind of thing you might put in to set the mood for a disaster to follow or some such. There’s one more nice little bit, and it’s in the village also. The villagers have a rumor/legend about The Hill Horror that wander the hills. That’s what they call it, The Hill Horror. That’s the way legends and rumors work! Name the thing. The troll under the bridge should be Ol Man Hickory. The bandits should be Fat Mamma Cass’ Boys. I love it! Oh, one more bit of finery in this adventure: at one point in the wilderness the party gets a better die roll if they have a ranger “or a stray dog is with them.” That’s some OSR D&D playing right there! Got a dog? It’s gonna help you out. A free-wheeling kind of play, in which mechanics are not tied, via the books, to every little thing but circumstances make a difference. Make the case why you don’t need to roll the dice! Get a dog. Have a DM that thinks about what is going on rather than just looking up rules!

Which is not at all to say that I think this is a good adventure. It is, at most, an adventure that does not offend too much. I did find myself giving withering sigh after withering sigh, Sideshow Bob style.

First, we’ve got an escort mission. You’re escorting Mr Wizzo in to the dungeon. How fun. Then, of course, Mr Wizzo doesn’t help you at all during the adventure. What fun. “He considers it a test to see if he chose the right people to escort him in to the dungeon.” What fun. And then in the last room of the dungeon he turns on you to kill you. What fun. Never say that one coming. You know why adventurers don’t have families and loved ones? Because the shitty DM trauma is real. Anyway, go ahead, take your time, explore the dungeon. But …”After one month, all the Forlorn God dungeon’s perils reset, and all the creatures revive with full HP” What fun. I just can’t fucking stand of that shit. Why are we even playing D&D? It’s all fucking bad. It takes the agency out of the players hands. Just watch a fucking movie or roll one die as a party and have the DM narrate what happens for the next four hours. loathe Loathe LOATHE.

The map is an uninteresting affair, with no real thought behind it. The read-aloud can be column length in some places, and terse in others. But t also is in an annoying fucking font that is hard to read. It’s beyond me why people still do this. DId no one tell you this? That, as the DM, it was hard to read the fucking font? No? Because you didn’t give it to someone to run? 

And the room descriptions. Ug. Some of them are short and terse. “NARROW AND UNEVEN STEPS DESCEND INTO THE DARK BELLY OF THE HILL, FROM WHICH A FETID AND STALE AIR EXUDES.” I’m down for some fetid and stale air exuding from the dungeon. But when we also get shit like “THIS COLD ROOM IS BARE EXCEPT FOR THE REALISTIC STATUES OF six war mastiffs. AN UNKNOWN HAND PORTRAYED THE BEASTS IN VARIOUS POSITIONS.” An unknown hand? Really? It’s all in that weird narrator style, or stage direction style, maybe. “A ghostly figure COVERED IN A RAGGED BLACK ROBE SITS IN FRONT OF A TABLE WITH eleven mouse skulls. WITH A BOOMING, EERIE VOICE, THE FIGURE INTRODUCES ITSELF  AS THE Skullmaster AND INVITES THE CHARACTERS TO CHALLENGE IT TO A GAME OF INTELLIGENCE AND STRATEGY” What the fuck is that about? Abstracted? Generalized? I have no words to even describe that writing style and its blunder. 

Interactivity is simplistic. Basically, in each room you face a challenge. Maybe a pit trap or something. And you have to collect all of the keys and use them to open various doors, etc. In most rooms you have to be quiet or The Jailer shows up. It’s not clear to me how he gets from level one of the dungeon to level two, since the entrance is under a lake you have to drain. But, anyway, he shows up if you’re not quiet. We get “challenges” like “, the doors magically close, and all the lights, including the magical ones, snuff out” and then the ink demon attacks. Of course. Fucking doors slamming and your lights going out. Lame lame lame lame lame lame lame lame lame lame lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame  lame lame lame. Backstory that doesn’t make a difference in the adventure. The Jailer was the former blah blah blah” but, of course, doesn’t mean anything since he can’t remember anything and even if he did it wouldn’t impact the adventure you’re on. 

Uninteresting rooms. Generic tropes done generically. Plot points worthy of the worst 5e dreck. That all detracts from the better parts of the adventure, which are few and far between. And yet I don’t hate this. At least the rooms are short. I’d drink myself to oblivious if I had to run this, but I could run it.

This is $3 at DriveThru. There’s no real preview. There is a sample of one dungeon page but you can’t really read it. Sadz 🙁

https://www.drivethrurpg.com/en/product/494628/raiders-of-the-forlorn-god?1892600

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