By Martin A Cubas
Weird Adventures by Martin A Cubas
Castles & Crusades
Level 1
Willowdell was once a quiet halfling village hidden deep in the forest. Now, a blood pact with a vengeful spirit has transformed its people into fiendish predators, and the land itself twists with corruption. The characters must navigate the village’s haunted streets, face warped townsfolk, and uncover the truth before the horror spreads beyond the trees.
This 54 page adventure uses about 22 pages to describe twelve locations in a ruined halfling village full of crazed halfling-fiends. It’s padded out, and tries so hard to explain things that it comes full circle and is now HARDER to understand. It’s just a basic hack.
The local halfling villages have appealed to the human castle for help. It seems they think there’s gonna be “a humanoid invasion.” Rather than respond with the army, some scouts and mercenaries are sent in to look around and see what is actually going on. You make your rounds and when reaching one particularly isolated village you see a bunch of bodies on the road. Gnolls and halflings, with most of the village razed. Rather than just go home and say “yeah. You lost a village, better send in the army!” the dogooders poke around, find some crazed halflings as well as a survivor or two that tell you about the local “sacrifice a child for a great harvest and safety” tradition. Looks like it went wrong. At the site of the sacrifice a local specter fills you in via an exposition dump and points you to a small buried token. Taking the token to the town hall, you confront the evil forest spirit on the other end of the bargain, destroy the token, kill the spirit, and free the crazed townsfolk. Yeah!
This is all a REALLY basic adventure. There are really only a couple of locations of note. The tavern with a survivors locked inside. The mayors house with the same, and some clues. The center of the cornfield where the sacrifice took place, and the town hall that contains the possessed mayor. The other eight or so locations add a little color but not much else to the way of the plot. There’s the required “oh no, what has happened here!” location when you first enter the village, and then the single crazed halfling that was partially lobotomized they transformed, so now he’s just banging his head against the wall. Literally. You’ve seen enough zombie movies to know what the score is. Err, I mean crazed halfling-fiend movies.
There’s an art pack that comes with this adventure that is rather better than most. I’m a little confused why it’s stand-along pieces and they don’t appear in the text. Maybe to use as handouts? Anyway, it gives a pretty nice rural halfling creepy vibe. Only when you hear the wind blowing through dry corn stalks, or the liminal nature of farm fields and orchards can you truly understand the kind of … hollowness that the art communicated well. Anyway, it does a good job and it should have been included in the adventure proper. There’s no real art nin the adventure, just some full collor textured battle maps. I fucking hate that trend. They are confused and hard to read. I dare say that its not the fact that they are full coloror textured, just that the full color and textures are badly done., in the same way a hand drawn map could be clear or illegible.
I’m rather fond of the hook here. It’s rare for an adventure to offer a pretext as to WHY the adventurers are doing the work instead of the local lord, but in this case it does make a little sense. Or, maybe, I just read Pillars of the Earth. Anyway, the locals think they are going to be invaded “by humanoids” and so instead of committing the troops the local lord send out someone to see if he needs to send in the troops. “The castellan is now recruiting mercenaries and adventurers to scout for signs of hostile activity before committing regular troops.” And, then, when you reach the main halfling village, “The adventurers are received in Greeneye with every courtesy and comfort the humble village can muster.” Well, there’s a pleasant change. You’re treated like you’re there to help and that they’ve asked for your help. It’s a nice start. I am pleasantly surprised and looking forward to more.
But, of course, it’s gonna suck. And it does.
Two pages of backstory. A lot of appendices, as the page count would suggest. The wanderers take a page to describe even though it’s just “you might run on to a roving band of halflings while going from one location to the next. (Which is a 33% chance every five minutes …) This is an insane amount of text for something so simple. And the only color here is a suggestion that the DM might make them come from a nearby house or something, in almost those exact words. There is no specificity. There’s epilogue, which I’m usually glad to see, except in this case there’s nothing much going on. You won! Yeah! The mayors wife is the new mayor. And if you lose? Nothing much happens, in terms of specific outcomes. “Epilogue – The conclusion of this adventure will depend on the characters’ actions and decisions. While there are multiple possible outcomes, these are the primary scenarios, which you can adapt to t your campaign:” Yup, that’s what an epilogue is and how you got there. I’m surprised, a bit, that each word used is not defined.
But the major problem here, beyond the simplicity of the thing, just hacking, is that it is wordy and padded out to a pretty extreme degree. 22 pages to describe twelve locations gives us an average of two pages per location. And some are much longer, with the majors house being five pages long. And that’s not a bunch of room s being described. How do we get here? “CK Notes. This is the village mayor’s residence.” Yup, that’s what “Mayors house” usually implies. We get a bunch of backstory in it. And we get a SHIT TON of backstory and exposition. Everything is padded out. Every “room”, every creature, everything that you could come across. And every entry n the adventure is like this. Single column everywhere. The presence of bullets doesn’t really help, with information being spread out over so many pages. The effort to make it more approachable has resulted in it being infinitely more confusing. For a relatively simple hack adventure. And it comes off as rather generic. While there’s backstory and explanations on the hows and whys there is little in the way of speciality to ground the adventure.
It’s a simple adventure, padded out to an extreme degree.
This is $1 at DriveThru. The preview is twelve pages, and you get to see a bit of the first couple of locations, so it’s an ok preview.
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So, I'm giving this guy credit for being up front with his AI use. The DriveThru page says it contains AI content. The credits page, which you can see in the preview, says "Concepts by Martin A. Cubas, AI-generated with ChatGPT, and manually edited and adapted by Martin A. Cubas".
There is no confusion here, this is straight up written by AI. It has probably been trained on every module it could access, a very small minority of which are going to be any good. Unless Mr. Cubas put a lot of work into editing, there was nearing 100% certainty that this was going to be full of bloat. And if Cubas was into doing actual work, he wouldn't have let ChatGPT write the thing. It is how Cubas has published three 5e modules, two of which have also been "converted" to C&C, since April.
It might have been different if he had written it himself, and let the AI edit it for clarity and length. But he didn't, he let AI write the thing.
That little bit of research is a lot less work than reading 54 pages of bloat, or even 22 pages of bloat.
The cover screamed “Shitty Product” loud and clear
Yeah, Bryce's tagline is "I bought these adventure and review them so you don't have to," but I really don't think there was much danger of any of us buying this.
For the hell of it, I ran the preview through a few different edits using ChatGPT, and posted the results at Bryce's forum.
https://www.tenfootpole.org/forum/index.php?threads/a-i-use-statements-opinions-transparency-a-story-ramblings.482/post-15111
BTW, ChatGPT claimed to already be familiar with Bryce's review criteria, and described them as follows:
To apply Bryce Lynch’s “Ten Foot Pole” review criteria, the goal is to make the text usable at the table, not just readable. Lynch’s reviews emphasize:
- Clarity & Scannability: Short, evocative descriptions. Remove redundancy and backstory bloat.
- Play Value: Emphasize what the players see, hear, and can interact with.
- Organization: Make information instantly findable for the GM (“DM Eyes Only” content grouped logically).
- Evocative Writing: Use sensory detail that inspires imagination without overwriting.
- Action Orientation: Focus on what can happen in play, not what has already happened.
- Formatting for Usability: Bold, bullet, and whitespace to make text easy to run live.
Now ask it if Bryce has THREE or FOUR pillars of design.
It's kinda like asking it to divide by zero. Smoke will come out of your monitor and the Internet will catch on fire.
Hey Bryce, I think you should come up with a new tag, "AI slop" or something like that. Your readers can help you identify which ones need that label as a warning to all.
I have to say that I don't understand the point in reviewing AI slop - there are so many other products to review that were actually created by humans.
I don't get it either but it's his blog and his money so we get what we get.
He's bad at telling human from AI and admits it. So is everyone in the comments but they don't admit it and err the other way. The slop is on the menu so it gets reviewed.
Yeah, since he doesn't recognize it, and reviews it anyway, I think the tag will still be useful to apply in hindsight to shuffle away the AI-written garbage so the rest of us can avoid it without having to read much more.
People are pretty quick to dismiss bad adventures as AI-written because the designer admits to using AI, generally for artwork. Looking at this preview, I can say with some confidence that it was written and formatted by AI. Most people cannot write with this kind of grammatical precision, which is why editors exist.
AI will correct itself, but at this moment, the excessive use of em dashes is a giveaway. Normal humans generally use a hyphen. Editors use em dashes, but much more sparingly.
My recommendation to Bryce FWIW is to skip anything that contains AI-generated content. Yes, you might miss out on an incredible adventure that used AI art, but you will save yourself a lot of aggravation.
I will buy an adventure with no art. I won't buy an adventure with AI content.
At a ten second glance it's AI written. I am, apparently, rarely wrong about that, which is not a brag just that I've clocked the currently most obvious signals. I was actually just debating the matter of AI identification on this blog's comments a couple weeks ago. I wouldn't go so far as to say not to buy anything with AI art, I think a lot of potentially talented adventure authors with no talent for drawing think they're obliged to have art so they resort to AI.
Dropped a comma there. I meant "not a brag I've just clocked the currently obvious signals", I have no special insight.