The Dream Thieves

By Diogo Nogueira
Old Skull Publishing
AZAG/AFF/Troika

The Amaranthine Sorcerers, rulers of their self-named city, are servants of an entity that demands dreams as payment for their gifts of sorcerous powers. But the sorcerers themselves grew fond of these dreams, or perhaps the magic they received from this entity imparted them with this obsession with the oneiric. Now they hoard dreams. They collect them as kings collect treasures from the realms they conquer. They covet the dearest dreams of others. They steal dreams from one another, in a strange rivalry, as great as any mortal foe. But they are never satisfied. Others also covet those dreams, especially those that lost them to this greedy cabal. They seek brave adventurers to venture into the sorcerers’ inner citadel and recover them. For a great reward, of course. But are these rewards worth the great risk of challenging sorcerers that can manipulate both your dreams and your worst nightmares?

This sixty page adventure marks the end of my engagement with Troika. Errr, I mean, it has six wizards towers, each with a dream theme, and some tenuous “make shit up as you go along” mechanics. Some rooms have an interesting description, but, ultimately, I hope I die before I wake. 

I continue to work my way through my review requests. And I continue to hate the people who suggest I review things.

Ohs Nos! Them wizards are stealing dreams and someone hired you to do a “heist” to get them back! And in the context of this adventure, “heist” means … I don’t know … the usual dungeon thing?I mean, get to the tower, go inside, and wander around the six rooms until you find the dream you are looking for and leave again? That’s a heist? This whole thing reeks of an unfocused design.

There are six towers, each themed to a different dream wizard. All in a compound in the center of the city. Why six? I don’t know. WOuld it have been better to say six and then fully stat one instead of doing all six? Maybe, but then that would require some hard design work, I suspect. WIll you use all six? Probably not. 

To get to the towers, in the center of the city, have you have to get in to the central compound. During the day the gate is guarded with three soldiers and one apprentice wizard. The apprentice takes bribes. At night there are three apprentices and one soldier. The soldier takes bribes. There’s your evocative heist moment. 

Then you get to make a wisdom test to navigate the maze of streets to get to the towers. Again, suerdy superdy evocative there, with that description and mechanic. Can’t wait to game it. 

Then you get to the towers. Once inside … you might get confronted by a dream or nightmare! Ohs Nos! “The Living Nightmare sensing the presence of free dreamers ambush you in one of the passages. You were paralyzed by fear but made a sacrifice to get away. What did you sacrifice?” Yeah, it’s full of indi game narration. I can groove a little on this mechanic, but not like this. And it’s just all garbage tack on shit. There’s nothing going on here except what appears in that text. Pffft.

Ok, then you’ve got the rooms proper. They are themed to the towers. Shadows, Dreams, Skulls, etc. There’s little bit of an artsy feel to them, and I don’t exactly mind that. “A large, circular, dark room with six small displays of light that project shadows on the ceiling. Each of them shows an ever changing silhouette of a warrior in fighting positions; a tree growing and withering; a bird flying; a human being born, growing, getting older, and dying; a city growing and being ruined; an egg hatching and growing into a serpent that lays an egg. There’s a bigger lantern in the middle with sheets of paper hanging above it.” Yeah, ok, a little pedantic in the beginning, but it’s got decent energy. Of course, it ends with “everyone in the room has a gut feeling that they need to make a shape for the shadow the light projects.” Fuck that shit. You don’t tell people what to do. They get to figure the fucking shit out. Make a stealth test! Make a wisdom test! All to nothing. 

The mem is that the indi scene has no meat to it. All flash and no game. Just make rolls with no consequences, and narrate your own blah blah blah. And this “adventure” certainly lives up to that. And that’s all you’re getting from me on this. I’m not reviewing Troika shit anymore unless someone verifies and smrears to fucking god with a cherry on top that its a real adventure.

This is $8 at DriveThru. The preview is thirteen pages and shows you nothing of the towers, although the last page shows you that “evocative’ entrance to the city center, with the guards. Pfftt. And a big ol Fuck You to whoever suggested I review this. 

https://www.drivethrurpg.com/product/407809/The-Dream-Thieves?1892600

Posted in My Life is a Living Fucking Hell, Reviews | 32 Comments

The Siege of Bonemoore Keep

By Mihailo Tesic
Purple Duck Games
DCC
Level 0

The Thrallmaster’s hordes come… are you ready for the Siege of Bonemoore? The call to arms does not always come to warriors, and fate has found your humble party in Bonemoore Keep when the ghastly armies of the Thrallmaster attack. Faced with demonic fury without and mysterious sorcery within the Keep, will you survive to carry the day and start a career in intrepid Dungeon Crawling?

This 72 page funnel adventure features a “siege” of a keep … and extensive dungeoncrawl under it. It is absolutely on eo the wordiest adventures I’ve ever seen, making it ludicrous to think about running it.

The opening read aloud is two pages long. In italics. At work, my office is completely barren but for two things: a monitor and an eighteen inch tall statue of Don Quixote. This is what my life is. It’s 2022 and people still pump out a two page read-aloud. And then put it down in italics. Because this is the way the world operates. Anyone can do anything at any time. And isn’t that great? But, also, SHOULD you do it? Given a world of complete freedom the question becomes not CAN you do it, but what do you choose to do, and how. And this dude chose to write two pages of intro text for read-aloud that is in italics. Because I am a hypocrite, let me say that it ends with someone yelling the obligatory “were all gonna die” and the guard sergeant hitting in the jaw … the dudes teeth flying out of his mouth all in to the mud … and these sergeant picks them up and gives them to you “Here, might bring you some luck. They were lucky enough to get out of his stupid mouth!” Ho ho! That’s great! That’s fucking specificity! 

Ok, so, the keep is being sieged by The Thrallmaster and his army of mountain men, cannibals and flesh puppets. You’re the local peasants who are taking refuge inside. 

Oh, wait, hang on. I forgot. Before the adventure starts there is a “rewards” section, among others. That section takes one and a half pages to tell the DM that, sometimes, the adventure will give a party member a +1 stat bump. One and a half pages. To tell us that someone will sometimes get a +1, permanently. One and a half pages. 

Ok now, time to start the adventure! Back to another three long paragraphs of r read aloud! In italics. *groan* Flame golems show up. You fight them and put out some fires, I guess. Then some cannibal ghoul dudes try to climb the walls and you kill them. Then some dudes show up with a battering ram and you get to put the oil on them.  The golem/fire thing takes seven pages. The ghouls on the wall thing takes four pages to describe. The battering ram only takes four paragraphs, so, you know. You only have to kill 11 ghouls, out of twenty, in that encounter though. So, you know, a quick and easy one.

We transition now to another page of read-aloud. The keeps command has disappeared inside! Ohs Nos! Go save him/find him/etc! The entrance room is two pages long. The dungeon room with cells is like six pages long. To be fair, the Bailey room is only half a page. 

This is the norm here. Two pages for an encounter.  I’m not fucking doing that. I don’t give a fuck how good your adventure is, I’m not digging through two fucking pages of text to run a fucking room. And, to be clear, these are not complex rooms with lots of things to investigate and look at. These are, almost exclusively, rooms with a combat in them and nothing else, or else, some other “single encounter” type of room. This is fucking onsense. Two fucking pages for a fight? No. Absolutly not. You figure the fuck out how to write it down shorter. Or, you figure the fuck out how to write it down in a such a way that it is easy to refer to during the game, with bullets, or bolding or whitespace or some such. I am absolutely the fuck not pausing my game to five fucking minutes, or more, while I dig through two pages of your text in order to figure out how to run th encounter in this room. Are you shitting me? I would be the worst DM in the history of the universe if I did that. We do NOT pause the fucking game. We interact with the fucking players. That’s the entire point of the fuckinggame, the interaction between the players and DM. It is not “the DM spends five minute intervals reading the book while the players dick around on their phones.” Fucking to pages of read-aloud. Fucking two pages for a combat encounter. As if.

So, the siege turns in to a dungeoncrawl, with no siege elements anymore, and this is the main loop of the adventure.

I have absolutely no patience for this kind of shit anymore. There are literally a bajillion million adventures available. And yet, my standard for not calling something shit is rather low: do no make the DMs life a living hell if they want to run it. It doesn’t have to be fucking good. It just has to not make the DMs life a living hell. And yet most adventures can’t even reach that simple baseline. I have high standards. *pffft* I have low fucking standards, it’s just redonkulous that adventures can’t even to get to that level. 

This is $8 at DriveThru. The only preview is that bull “quick” one that shows you nothing, so, you know, Fuck Off.

https://www.drivethrurpg.com/product/316655/The-Siege-of-Bonemoore-Keep?1892600

Posted in Reviews | 22 Comments

The Queen of Spades

By Artem Serebrennikov
Self Published
5e
Level 7

Six murders in a single night! A major city in the Forgotten Realms is rocked by a series of gruesomely bizarre deaths of notable citizens. What mysterious murderer could have slain six people in different corners of the city? Why did the criminal leave a playing card at each scene? Could a high-stakes card game that happened ten years ago explain the goings-on? And, most importantly, is the goddess of misfortune personally involved?

This 77 page murder mystery adventure is divided in to three parts. While it coversthe bases, in a good way, in having a murder mystery at a higher level, it does so by making parts one and two irrelevant to the main arc. And dear god is it ever wordy. 

This assumes a magical city ala Forgotten Realms, and isn’t going to work well if you’re not down with a magical renfaire. No digs intended, it’s just the environment the adventure uses. And no city described, which is fine, except the specific locales, which is also fine. It’s what I expect and want in an adventure like this.

Ohs nos! Five people died last night in bizarre ways. The underworld, or the guard, hire the party to figure out what’s going on. You go visit each one. You get a multi paragraph description of the site, which doesn’t really tell you anything except setting the scene … which could be A LOT shorter and more evocative. Then you a multi-paragraph section on the victim and how they lived their life. Then you get a couple of paragraphs on their Dark Secret (they each have one) which are all related to spreading out some red herrings. Then you get a long section on how they actually died. In every case its some freak accident. Then you get a section on witnesses. Yeah, it’s long. Then you get a page or so on clues in bullet format, each one VERY long. It’s fucking LONG. I’m not digging through all that shit to run this. And the clues are in a weird format, with no bolding or such to direct you as to which clue paragraph relates to what described in it, making referencing it hard. And then there are just weird things like “There’s a trunk.” in the clue section. Well, how the fuck do the party know there’s a trunk? It’s not in the overview description for the DM. I guess the party just asks “DO we find anything else” and the DM just spends ten minutes reading everything and telling the players as they stumble across it? Anyway, you get why SPeak With Dead and Divination works … everything wa an accident.

In part two you go visit some locations that are not murder scenes, that the clues at the scenes have led you to. There are people to talk to. These sections are are LONG. A couple of pages, no bolding to help direct you. Lots of shit you don’t care about. Lots of shit to dig through as you are running it.

But, none of those locations matter. And none of the deaths matter either. After each location explored you have a 25% chance of running in to Mr Bad Luck, the immediate cause of everything. And then after some questions some mercs show up that were hied to kill him/bring him back to the main baddie. You then go hack up a gambling den to stop the plot to summon blah blah blah. Did I mention how long the descriptions of the gambling den are?

So, is it a murder mystery? No. Nothing you do matters. You’re just killing time, as one seemingly does in almost every 5e adventure, till the plot trips over you. Just put in no effort on the investigation of the bodies, put in no effort on the follow up locations and you get the adventure handed to you then. That’s why it can be run as murder mystery: nothing you do matters. 

If the crime scenes and locations could be shortened, to only about a page each by removing all of the excess shit, and if the descriptions were quite a bit more evocative, then, I guess, you’d have the usual 5e adventure that has the party killing time on Wednesday night gaming session “investigating” something until the main plot happens. I’m being a little harsh here, since this the way of 5e, but, you can’t call something a murder mystery where nothing you do matters.

This is $8 at DriveThru. The preview is eighteen pages. More than enough to see some of the body locations, etc and get a sense for how wordy it is.

https://www.drivethrurpg.com/product/391312/The-Queen-of-Spades?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 10 Comments

Holy Mountain Shaker

By Luka Rejec
Necrotic Gnome
OSE
Levels 5-6

Thunder and quake have come to the old town. Towers crumble, homes tumble, the quick become the dead. What omen could be more obvious? The Pharaoh Fish under the mountain is displeased. This God must be propitiated. Brave heroes must venture to buy the city’s salvation. At the very least, the Town Council needs to appear in control and send some ‘expert adventurers’ into the depths.

This 56 page adventure uses about forty pages to describe a pointcrawl dungeon with about twenty main locations and about sixty other minor locations. Each location is jam packed with things to do and see and uses the OSE house style in a decent manner … that could be improved upon. DENSE and a real fucking dungeoncrawl, the likes of which are seldom seen. If the DM can handle it.

WRONG! People are wrong about holy mountain. This is not your usual thing, I assert. It is instead Something New in adventuring. Something that nearly works great. It’s a pointcrawl dungeon. But, instead of it being a small little thing it’s HUGE, the designer likening it to a hexcrawl underground. And I think that’s accurate. When viewed through that lens a lot of what might be seen as flaws instead are strengths, given the nature of a hexcrawl.

There’s a degree of abstraction here that I think works well in a hexcrawl. For hexes are big and you can’t go on and on describing them. Similarly, the locations found in this are huge, so the text tells us, and the OSE house style is used to describe them. A style that fits in well to the abstracted nature of a hexcrawl.

The OSE house style gets some shit thrown at it. Using a keyword format, it uses bolded words to describe major features, and then, in parens after each bolded phrase/word, a few more words to help paint the pictures. Thus we get something like Hauntingly beautiful glade (swaying pines) Scarred Mountainside (blasted open) Yawning gap (entrance into mountain) Trickling stream (from gap) Crystal pool (fed by stream, filled with rubble, dead fish, glittering offerings.) I think that does a decent job of setting a scene, It takes work to make it work well, like any other format, to choose the right things to focus on and the right words to paint a pictures, and there can be misses. Following up on this style are some bullets with things like: Search pool (a few words about searching it and what you find) So, that’s the OSE style. It effectiveness depends, as always, by how much the designer has tortured themselves in editing it. I think it does a decent job in this adventure.

There’s a certain abstraction in this format. But, also, combined with a focus. And together they work. Take,for example, the local town. It’s done in one page. None of that usual crap about businesses. The DM can make up a fantasy town. No, in this we get a little bit about what are essentially five factions for the party to encounter. A second page is filled with rumors to add some colour. Half of a third is a timeline that further brings the town to life, with the actions of the folks inside of it coming in to focus as they deal with the threat of continued earthquakes from the mountain they all live under. It adds a tremendous amount of colour to the town, focusing on how the party interacts with the people and what they are doing on their own whale the party is about. A good thing to focus on in an adventure that adds much more th e playing of the adventure than a boring old list of businesses of a fantasy town that we’ve all seen a million times before. 

(I note, also, the art in this. I seldom mention art, but in this I do because, as when I always mention art, I think it compliments the rooms/encounters well. A cartoony style that is not childish, it reminds me a bit of Moebius. How’s that for a compliment?) 

What sets this apart, though, from normal adventures is the scale of the places explored. Underground, sure, but no mere 50×50 room. The spaces i this are HUGE. An underground river complex. A GIANT cavern and so on. The god fish, when you find him, IS A MILE LONG. So, we’re talking a scale that, while not quite a hex, has the same energy as exploring a hex. And this is where things in the adventure start to get complex.

If you search one of these areas for a couple of hours you can find some hidden things, usually a small area that you can further explore. And if you search for another two hours then maybe you can find another area to explore (There’s a six day timer in this adventure, so … search.) That means that each of the “rooms” in the pointcrawl usually has three or so other mini-chambers also associated with it. And ALL of them have a lot going on. This is where things get rough. There’s an attempt to keep each point to two pages. And, using the OSE style, that’s accomplished. But, also, there’s A LOT going on. And it CAN be hard to follow at times. Or, maybe, non-intuitive. I think in practice its probably going to be ok … but this is one of those rare things that I think I’d want to run before making a judgment on it. 

Just in that first place, the Hauntingly Beautiful Glade, you can search the pool, get all the gold in the pool ,or moved the rocks around in the pool. Searching reveals mummified scaled limbs, wearing gold rings and bracelets. Getting all the gold/limbs triggers an attack by some fish monsters as you completely loot the place. Moving the rocks around reveal drowned sarcophages, with and ancient drowned wight in red-gilded wrappings … and funerary offering with dark fish symbols.

But wait, there’s more! Searching reveal a path to a high hermitage, with old cottages ans graffiti and searching THEM reveals a note about a secret path up the mountain! Further exploration reveals the dim woods with hiding cultists in a camp, trying to catch new faith fanatics unawares. That shrine up the mountain path? A fountain with spring, pure, with holy water you can collect and an ancient fish alter that sacrificing two opens a secret way in to the mountain.

That’s a fuck ton! Plus, each location has it’s own wandering monster table of four entries to keep the party encountering things. And it’s own table of what happens when the mountain collapses at the end of the adventure … in a small of table of three ever worsening escalations. 

So, a lot, right?

Can you handle that? Your enjoyment of this is going to rest on that. I think you can run this right out of the box. Just crack it open, read the town, and go. And you’ll have a great adventure. I also think that if you read each area and really imagine it and get a feel for how it works together then you’ll have a much better adventure. A HUGE adventure. An adventure for which a timer almost doesn’t make sense at all, except, perhaps, to keep things fun back at town. 

The thing is PACKED. Dense. It does go a little heavy on the ruined technology civilization theme … which is saying something for someone as in to gonzo as I am. But, also, one note this is not. 

This is one of those rare things that I’m going to suggest you need to prep some before running it. That’s not something I recommend often. Usually I would just say to move on to the next adventure that you DONT need to prep much, if at all. But, this is something different. Almost a hex crawl but not quite. Something new. And I think that its worth exploring more. One of those rare things that it makes sense to dig in to. 

This is $7.50 at DriveThru. The previews is nine pages. You get to see that first room at the end of the preview, as well as the start of the next. It’s a decent preview. 


https://www.drivethrurpg.com/product/363966/Holy-Mountain-Shaker?1892600

Posted in Dungeons & Dragons Adventure Review, Level 5, Reviews, The Best | 17 Comments

Throne of Gondira

By Morten Braten
Xoth Publishing
5e
Levels 4-6

You have heard the wild tales of fabled Gondira, a city built by the sons of giants, with a palace of white marble and gates of beaten gold, now hidden by the jungle and haunted by white apes who walk upright like men. Can you penetrate the steaming jungles of the south to discover the lost city and bring back its treasures, or will you die before you can set eyes upon the throne of Gondira?

Working my way through requests.

This sixty page travelog of an adventure uses about forty pages to feature a small jungle region and a few dungeons, mostly in the city of the whip apes. It’s got a bland style, and focuses on the high level to a degree that I have no idea how one would actually run this.

I don’t like the Xoth adventures. They are too disconnected from their setting to make them interesting or able to run. They masquerade as sandboxes, but, rather than a sandbox adventure what this means in the Xoth context is that tend to be more of a travelog and/or regional setting. Abstracted, bland, and devoid of what’s needed to make an adventure actually run.

So, it’s another lost city/jungle/ape adventure. The Appendix N has a strong hold over folks. And is Yet Another Failure in the genre. It stars rather strong, once all of the pudding text is ignored, with a brief diary entry of an explorer. Not too specific and and the explorers feelings come through rather well. It’s both a hook and a brief “map”, so to speak, of how to get to the area i question. It is a standpoint column of text. It mimics a kind of dryer explorer diary, perfect for its intended usage, although the dry style continues in the rest of the adventure.

The rest of the adventure is … meh. We’ve got a small regional. It’s got some “civilized” areas with the usual assortment of jungle tribesmen and a few minor temples with a lake monster out front or oracle living inside. It’s also maddednning in how the regional areas are referenced. The map provided has some names on it and they don’t always matchup with the headings used later in the adventure. Is the Land of Kash on the map the same as the mud man temple? And whats with the rando insertion of the rebel tribesmen, what appears to be an event in an section otherwise devoted to describing locations? But, also, it’s after the “bland) wandering table … but doesn’t appear on the wandering table? 

The main attraction is the City of the White Apes. A small overview and city map, and several dungeons underneath it. The maps for the dungeons are done well in some cases, being a  little larger and having a more organic feel to them. I don’t mean caves, I mean a kind of flowing of the passages and corridors that feels like something some people dug out … at least as much as the map diagram, proper, is concerned.

But there’s not enough specificity. It’s almost as if the designer has some kind of mental block in providing the sort of organization and text required to run it, all in the name of “Sandbox.” The white apes, in the city, don’t really come across at all. You occasionally get a chance of one beig at the city gates, or overseeing the slave pens, but it comes across as an empty city. Maybe thats on purpose, I guess, but it’s SO hesitant to mention the apes, or them running around, that the entire place feels empty. And, no word on what the apes, intelligent, do to respond to intruders. Or if they capture the party, or anything like that. Can you just walk right up the palace gates and go in? That seems wrong, given what the text implies in other places. But that’s how the text comes across. As if you just wander in to a lost city, go up the palace, and start your typical dungeon exploration. But it implies that they are around. Kind of like thatSnake Riders of the Arandondo adventure in which there was only snake rider in an adventure the heavily implied they were everywhere but never mentioned them. Not quite that bad, but close.

That’s a pretty big problem. At the same level of issue is the text style used to describe the dungeons. It’s bland, and alternated from “unneeded” to “excessive text with backstory.” You get text, on the one hand, that is “This is a natural quay where canoes can easily lay to.” Inspired to run the room? Why is the text even there in the first place? You don’t need it. It’s bland and nothing is going on. And, yes, not everything needs to be an actual encounter, there’s a place for some smaller/empty rooms in any adventure, but there’s too much of it. “THis chamber is full of dirt, broken pottery and skittering vermin” or “An anaconda is coiled up in this chamber.” There’s nothing to these. It’s at the level of a minimalistic dungeon description, but it doesn’t even have an evocative writing to it.

Contrasting with that are the LONG sections of text, equally bland. Backstory. Motivations. And a lot of padding with if/then clauses breaking up boring descriptions. It is perhaps heartbreaking that section of Howard and other Appendix N texts are scattered throughout, with things like “Out of the darkness of a corner rose a swaying shape; a great wedge-shaped head and an arched neck were outlined against the moonlight.” Not exactly a room description entry, but, it shows all the signs of the evocative writing that the text of the adventure, the actual room entries, are missing.

The entire thing is bland. Written at a level of detail, and a style of text, that robs it all all emotion. Devoid of the hard editing that makes a description terse, easy to scan and run, and evocative. It’s a textbook example of something that might be run to read, and imagine but not actually run.

This is $15 at DriveThru. The preview is ten pages and you get to see some of the room descriptions and so on. It’s a good preview, in the sense that you can see the content thats important to help you make a purchasing decision.

https://www.drivethrurpg.com/product/322051/Throne-of-Gondira?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 10 Comments

The Magonium Mine Murders

By James Holloway
Gonzo History Project
OSE
Level -  No One Seems To Care Anymore (4)

Strange noises in the mine. Bandits on the roads. A counterfeiting scheme, a crooked prizefight racket, a rebellion in the making … and a cold-blooded murder. Times are hard in the Halbek Valley, and your player characters are right in the middle of it all.

This 28 page adventure details a small area with a few things going on … including a MUUUUURRRder! It’s calling itself a “cluebox” to point out that its a non-linear mystery. I’m just gonna call it an adventure. It’s got the right ideas, it just needs to figure a few more things out before it is able to be something I would run.

There’s a proper amount of detail, and way to organize the information, for each type of adventure. Traditional room/key works great for an exploratory dungeon and less well for describing the businesses in town, for example. When you are doing a social adventure then the format and the way you organize the information for the DM must be changed yet again. What the designer is trying to do is be able to facilitate the DM running the adventure … and that means organizing the information in different ways for different goals. 

And that’s what this adventure gets right. It understands the more fluid and open-ended nature of an investigation/mystery. And thus the designation of a “cluebox” … I could do without the term but I understand the why of using it … this is a sandbox. As most things should be. 🙂  It’s got its own problems, but, fundamentally, its got the right style, the right way of organizing the information for play. It just falls down a bit on the execution.

We’ve got a town. Two twins actually, old town and new town. With two sheriffs, once for each. And a mine. Worked by miners. And by forced prison of war labour. Some miners are getting killed in side the mine. Ought oh! And the POWs are about to rebel … they got a tribal mixed in with them and are hoarding weapons in hiding. And the mine chief just got murdered! And there are bandits in the woods that have just gotten more violent. And there’s a  counterfeiting ring underway with ties to the mine. And there’s a dude in massive debt cause of illegal shit and he owes money and someone else wants their money. And there’s some prizefighting giong on … along with some fixin. I don’t know … I think I hit all of the major subplots? 

So, (A) that’s a fuck ton going on! I love it! And (B), you NEED a lot going on in one of these. There needs to be things to figure out. Everything can’t be a gun laying on the table. Anyway …

We get an overview of all the little subplotty things. Cool. Now I’m oriented to the information to come! Then there’s a little section on getting started. Meh. This ia weak part of the adventure. These are, essentially, the hooks. And they imply things. The two sheriff thing? It appears as a four sentence hook. Thats all you’re ever gonna get on it. It’s GOOD. But, also, not always straightforward to working it in. And this is the problem with all of the things going on. They seem a little hard to stumble on. I guess the mine, as the central point of things, might lead to most of them, but, still, it’s a little tenuous. There needs to be just a little more. Instead of the two sheriffs thing being a hook, for example, we need a couple of thrown in events in town. Maybe a page of town events that include things like the sheriff. Or a list of themes for the DM to hit, like, “Im telling the other sheriff!” and so on. Something a little more explicit. Hot a railroad. Not hand holding. But a little more local colour. 

We then get a brief little overview of each of the main locations. I thin each of the towns take one page, so, not excessive in any way. A few random things, a local business of import, and thats it. Its just about the right amount of detail. Just about. Again, the local color is weak. Yes, there a small table for each location of encounters, and gossip if appropriate, but, it just doesn’t frame the situation. There IS an attempt to frame things. For New Town we get “Once a small village, now a party spot for miners, filled to the brim with sutlers, gamblers, swindlers, pickpockets, palm-readers, prizefighters, quacksalvers and drunks. Everything is pricey.” So, you get where the designer wants to go. But you’re not inspired. You want to provide something that makes people think “Deadwood” from the Tv show, or some such. You want something that the DM can hang their hat on, and the relatively weak description given just isn’t it. Nor is it represent for any of the locales. But, also, the level of detail for the towns IS correct and yes, there SHOULD be a framing. The framing is just not too good at doing its job.

And, those sites? The ones without a good framing? They are generally at the correct level of detail. The mines don’t try to map things out fully, just a general cross-section is given with some notes. Great. Perfect. Thats what you need. But, then, when you get to an actual dungeon location (and there are a couple) you get the same level of detail. The designer doesn’t understand that the rules of the game have changed. You now need a little more detail. We’re no longer riffing at a “mine” level, we’re riffing at a “room two” level and thus the need for a little more evocative information.

Finally, get a section on the NPC’s. About three per page, with a little drawing, so they are not overstaying. A little overview that is generally a sentence long. What they know and their Suspicious Activity. With key phrases bolded. I get it. I don’t thin it works. Or, rather, I think you need more here. I think you need a true overview reference sheet of a page with the key sht on it to remind you, to reference during play. And the bolded shit don’t work, i think, Maybe bullets. You need it super clear. Finally, the Suspicious activity section? I don’t know about this … I support it, in principal, but, you need a way to introduce it in to the play, and I’m not sure that What They Know for one person matches up to the Suspicious Activity of another. Without it, how do you know what to introduce? 

At 28 pages this is a pretty efficient adventure for what’s going on. I can find nary an example of useless padding of text. It’s all relevant. To a degree that is unusual in an adventure. The framing overviews of the areas, essentially evocative writing for them, is a miss. I can understand that, evocative writing is hard, but, also, it needs to be there. Whats more of an issue for me if the NPC summaries and the hooks and what they know/suspicious activity shit. This should all be the heart of the adventure. The asking around. Poking about. Plying people with drinks, and so on. The adventure needs just a little more in this area. I don’t know, maybe, three more pages in total? But focused, on brining those aspects to life. In hooking things together more and allowing the DM to quickly reference “side shit going on” in a casual way during play. 

So, I don’t hate this. It got the basics down for a style of adventure that is hard to do. But, also, I’m not running it. It’s gonna be too much work to prep the way it is and is a little dry for me.

This is $7 at DriveThru. Ain’t no preview Or fucking level range! Fuck you man, put both of them there so we can know what were buying before we buy it!

https://www.drivethrurpg.com/product/406873/The-Magonium-Mine-Murders?1892600

(Also, there’s a little bit of “Magical Society” shit thats present that seems out of place. Why have magic tokens or a magical ore? I don’t think you need either?)

Posted in Dungeons & Dragons Adventure Review, Reviews | 4 Comments

The Toxic Wood

By Lazy Litch
Lazy Litches Loot
OSE
Level ?

Lazy Litches Loot

OSE

Level ?

You have been hired by a secretive council of wizards, who refuse to meet in person with you, to rescue the survivors of Mugwort – a town which was thought to have been destroyed and lies deep within The Toxic Wood. The Wood is corrosive and the air is not safe to breath there, so the wizards have given you a magical orb which will create a safe dome of air around you. The orb must be fed with fuel containing life force to continue operating properly. They have also gifted each of you a less effective necklace which will create a temporary small bubble of clean air around your head as an emergency measure. The Wood became noxious a couple of years ago after a dragon known as Ion moved in. You will have to navigate to Mugwort without Ion noticing if you are to conduct a successful evacuation.

This 32 page digest hexcrawl features a forest with an otherworldly vibe and several factions and LOTS of fucked up shit going on in it. I dig the fucked up shit. I hate the lack of keys and the lack of focus for the hex descriptions. And, all you fuckwits upset by TODAYS YUTS got nothing to worry about; Lazy Litch appears to have sold out and not included any content that would offend your delicate belief facade.

This is a hexcrawl, I don’t do a good job reviewing them. Also, So, yeah, we all know Gamma World is my fav, right? And I really dig the Chtorr series? And Annihilation? Yeah? Well guess the fuck what … this thing hits all of those. You get sent off in to the toxic wood to free rescue a town and wander through what is essentially an area so mutated as to appear chtorroformed. And I dig that! The entire places is FUCKED UP, in a good way, and this is heavily complimented by the art, which has a sort of vaguely Kingdom Death vibe to it. You know I don’t usually mention art. I feel it seldom compliments the adventure. But, here, it helps lend to the sort of organic gothic vibe … almost with an art nouveau thing going on, that the environment has going on. 

Ok, so. This shit is weird. You need to know that. I’m serious in that it has a Chtorr or Annihilation vibe. Like, straight out of those. If you want an exploration in a non-familiar place then this is it. It’s better than those Paul Keigh adventures that Geoffrey put out. It’s more complete. More viscerally different. And yet its familiar enough that if you squint you are walking through the fungi forest that is typical in an RPG adventure. It’s just a really REALLY well done fungi forest … that has few fungi. 🙂 So, not really gonzo at all, at least how the term is typically used. 

It’s got weird plant life. It’s got weird creatures moving through it. And it’s got weird encounters. A knight, in full armor, hanging from vines, pierced by thrown, still alive, dreaming. And a useful tool. A witches house moving about, Baba Yaga style, on, like, vines from the bottom. Two insect sisters, one of whom has captured the witch in the house, who is key to stopping things. The village you are trying to reach, surrounded by a temporary bubble, three factions inside. Four if you count the solitary wizard keeping the place running. 

This place is so fuck up/interesting … but not completely so, that I’m having trouble describing why its good. There’s this tower in the forest with two trees growing through the roof. As you approach voices from you magic orb, keeping you alive in the toxic wood, warn you away. On the ground floor is gelatinous mass, full of eyeballs, that ALL turn away from you as you enter. If you ignore it you can pass. If you fuck with it, or address it, it gets pissed off. DONT LOOK AT ME! Going upstairs to the other floors gets you more weirdness. Until you reach the roof and discover a secret related to the Order of Six Circles. 

Who the fuck are they? No clue. There’s a LOT like that in here. A bunch of names and things thrown in. It’s fucking magnificent. Maybe this is elaborated on in another book, but, here, by itself, its perfect. It communicates mystery and wonder. Enigma. Who the fuck are they? What the fuck are they doing? It’s EXACTLY what you do to get peoples minds running away on them. Perfect!

I don’t know. I still am not communicating things well. Look. The encounters are fucking awesome. The flora and fauna are fucking wonderful and creepy as all fuck. The art showcased on the product page, is some of the weakest. I wish the new monsters pages were shaed. Or the NPC pages. Short, terse descriptions and a drawing that communicates a bit like Scrap did in DCO. But, none of the abstractness that offends the more delicate consumers amongst us. And, that’s an important point. It’s all relatable, or maybe just a bit unrelatable, but not too far over the line. It’s not abstracted. Each of the hexes gets about a half a page of description, a few more for the major ones. So, as the DM, you WILL be riffing on things and adding yourself to it, in the grand tradition of a hex crawl … even if there IS a little plot along the way. (I did mention this thing is FULL of factions, right? Or, maybe, “mostly self interested groups and people” would be a better term for it.)

Ok, so, spoiler, I’m gonna Regert this thing. It’s too flawed for me, but, I think for many of you, you’re going to enjoy it. Let’s talk flaws.

“This hexcrawl adventure focuses on game-able content and being easy to use at the table. It is graphic and art heavy and utilizes a lot of random tables to make it easier for GMs to run with minimal prep.” Uh huh. In my best Project Farm imitation: We’re gonna test that! 

The fucking thing is keyed wonky. Meaning there ARE no keys. You get a two page hex map with icons in every hex. Go look up the icon on the map to another page that has a reference to it. Find the name, lets say “Mugwump Village”, then go find Mugwump village in the text. This thing needs keys in addition to names or a whole fuck ton of cross references to page numbers. It’s fucking difficult. Further, the tree symbols, that cover the map, all kind of merge together and each is a different environment. GO look up your specific tree hex symbol and find it on the table to describe what it looks like and get the wanderer table. That shit just aint working for me. It needs to flow easily and its not doing that, Lazy Litch.

And the plant life table, that adds so much? I don’t have any clue how it is supposed to show up or be worked in to the adventure. I mean, “random plant” shows up on a couple of wanderer tables, but not enough to justify the amount spent on the plants … I must be missing something?

And speaking of missing something … the hex map is huge. 20×15 or so. You can explore one hex a day or travel three hexes a day. In twelve days things come to head and there will no longer really be asolution to the toxic wood. And thats after you’ve mutated a few times. I am more than a little skeptical that the travel/explore shit works the way Litch thinks it will … the ties between the various important locations are too tenuous … as to be nonexistent, that I think you canfind shit and/or actually “travel.” Litch has to be making some assumption about playstyle that is not being communicated. 

Finally, the text is a pain to dig through. This isn’t the ArtPunk Morg Borg nonsense. It’s something else. A hexcrawl should have a little section of text that sets up a situation. And this does that, to be sure. But, lso, it goes on just a little too long. It’s using a traditional paragraph format and that’s just a little too much text. And the font i a little too small. And the backgrounds a little too busy in places. It’s all just a little too much to reference during play in a meaningful manner. And then integrate in the environment? I don’t think so. 

So, there are some issues with the mechanics of running this, I think, both in how its to be run and the formatting used to facilitate communication from the text to the DM. But, the environment proper? Really kick ass. It does a GREAT job of communicating that weirdness of an environment. Annihilation, Chtorr … it’s familiar and yet OFF, by a lot. A lot of you are going to really like this.

This is $6 at DriveThru. It’s easily worth that. Ain’t no fucking preview though. Or level range recommendation. Boo! A lazy litch indeed!

https://www.drivethrurpg.com/product/407138/The-Toxic-Wood?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 14 Comments

The Lurkers of Bridgely Vale

By Kiera Kaine
Pig Faced Games
Heroes & Hatchets
Level 1-

South of the Grey Mountains lies the sleepy coastal plain of Bridgely Vale. Its ancient roadways, forests and settlements are seldom frequented by travellers these days. Only the harbour town of Bridgely sees much activity, as a transportation hub for the silver mined in prosperous Farely to the north. However, the land holds many secrets: forgotten ruins, hidden caves and lurking ne’er-do-wells. For those with a taste for adventure, it may be closer than first appears…

This 72 page adventure details a small region and six or so dungeons, using about fifty pages for them. The dungeons are not bad, from an interactivity standpoint, and have some interesting NPC’s in them, but the entire text is so busy it’s hard to focus on the rooms at hand.

I’m going to skip over the region and town portion of this. It’s just fairly generic fantasy trope stuff, with too much information on the NPC’s and businesses. There are exceptions to this, including a guy who “proudly sells his Gastronic Neuronic Tonic for 10 silver. It is bright green and glows in the dark. He won’t reveal any ingredients, only that they are ‘natural’.” That’s a decent little NPC’ tidbit. And, that’s par for the NPC’s found in the dungeons. They are usually interesting in some way or another and facilitate dialog well, with negotiation being possible here and there. I’m down for that. They are usually too wordy, but, then again, the entire thing is too wordy.

The product has “adventures” and “dungeons.” The adventures are pretty poor. The first involves killing a dog. That’s exciting, eh? Oh, wait, no, you can’t kill it, or you don’t get the reward. It’s fucking posossed, man! There’s also a little fight on a derelict ship that’s got some bogus rules like “if you fail your dex check by 5 you crash through to a lower deck/into the ocean. That’s a lot of fail for a routine check! Anyway, there are three or four little adventures that are all pretty poor. At one point you have to search a forest for a druid, and the DM is told they won’t find the druid unless they take pity on them. Hmmm … I see issues there.

This is the major problem with the first part of the product. It’s uselessly padded out. “Izzi’s real name is Jemma. She is an orphan and despite being regularly teased about her timid and somewhat dreamy nature, she is a hard worker and treated kindly by the patrons. She secretly dreams of better things and is intelligent but entirely uneducated.” Great. Nothing of use in that description.  “Sylvia agrees to help in any way she can, although she is tired and upset and won’t fight” … so, she doesn’t actually help? In a section on captured bandits you are trying to get information from:  “The constabulary, sheriff or magistrate will not stand for any form of torture” Fire & torture man. Fire & torture. Actuallly, I’m being a little unfair on that last one. The captured bandits are decent, pleading to lesser crimes, or they were just camping out, etc. Maybe they could use a brief personality, each, but otherwise it’s not bad. 

The dungeon are a different matter. The maps are done in some colorful cartography tool and, while they show terrain and light (yeah!) they are pretty busy overall. This makes grokking them a little hard. And, there’s no grid, so get out your tape measure.

The interactivity in them, though, is far far better than the adventures. Almost as if there were separate authors. There’s shit to talk to (a decent amount, actually) and maybe barter with or negotiate with. There’s statues to fuck with, fungi to eat, and so on. And some terrain features, like ledges and logs to cross over chasms on. It’s a decent amount of variety. The maps are a little small, maybe ten rooms to a level, which limits things more than a little. Somehow strung together though it would be a decent little dungeon. 

There’s a small read-aloud for each room. They can sometimes get just to the edge of being too long, but never fully go there, which is a good thing. The read-aloud is more than a little boring, using “dirty cage” and “small bell” for example. Actually, here’s the full read-aloud for that room: “Fixed to the wall opposite the door is a large fountain, artfully carved to look like a seashell with the figure of a mermaid spewing clear water into a basin. A jumbled assortment of supplies are stored here. A dirty cage sits in one corner, inside of which hangs a small bell.” That’s not the worlds worst read-aloud. You can see that the designer is trying to do a good job. It doesn’t get purple, and is focused, generally, on the interactive elements the party would want to mess with. Which is what it should do. There’s a miss or two that stand out in the text, like not mentioning skeletons in alcoves in a crypt room, but the overall content is not bad. I can take quite a bit of exception with the evocative nature of the writing though. It just doesn’t grab you. It comes across, I think, as more of a mechanical effort in writing. On the one hand, I don’t want to knock that, You SHOULD work your descriptions alot. And the evocative writing element is, I think, one of the hardest parts of putting an adventure down on paper. The ability to transmit a vision is a hard thing to master. And yet, it’s 2022 and there’s A LOT of adventure competition out there; workmanlike content is only going to get you so far.

The worst part is the rooms, proper, and specifically the DM text. It’s pretty common for a room to take up a full column of text. Some of this is from a stat block format that lists creature abilities out in a 3e/4e like format, with full text. That takes a lot of space and I can’t imagine digging through that in the middle of a combat. But, also, the DM text proper is long and … meandering? 

One of the shorter rooms DM text reads “The room is home to two devil mice. The kobolds

have been trying to tame them to be guard animals, with little success so far (their current feast is the last kobold trainer). The tapestry either confirms what the characters already know of the surrounding area or it could contain some clues to further adventures as the GM sees fit, especially since it was made many years ago.” We’ll ignore the “DM fill in the details portion; that’s just bad. But note how the feasting devil mice are referred to. It’s almost an aside, and buried in the text. With some embedded background. Better something like “two wire-haired coal black vermin with glowing crimson eyes rip and tear and a bloody body” or some such. (I just did that on the fly, don’t be mean to me.) That gets you what you want, some detail on the monster and what they are doing in a manner that communicates the scene. As written it’s almost clinical; a travelog. And not a very exciting one. 

This happens in every room in the adventure. Far, far, far too much text and written in this sort of oblique way that makes it hard to reference during play. It needs to be trimmed. It needs to be worked. You want a direct writing style. A trend towards terseness. Only the information that’s relevant to the adventure at hand. None of this “was once” shit that permeates the text. 

Work that fucking text until you are fucking sick of it and never want to see it again. And then work it some more! 

You could suffer through this, I guess, for the content. It’s not altogether bad content, the dungeons proper anyway. But why? There are better choices.

This is $6 at DriveThru. The preview is a poor one, only showing you four pages and only general regional fantasy garbage trope stuff. We need to see some rooms, some parts of the adventures, to make an informed buying decision.

https://www.drivethrurpg.com/product/389531/The-Lurkers-of-Bridgely-Vale?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 1 Comment

The Sanctuary for Bicephalic Outcasts

By J. Blasso-Gieseke
21st Century Games
OSE/1e
Levels 1-4

A two-headed giant is seen at night. Two deer carcasses are found missing in the morning. A two-headed dragon is seen in the morning. Two fisherman never return home at night. A two-headed man and dog are seen in Grimholt Forest. They were heading for the Riddle Hills. Are these coincidences or are they connected? Will the party help the Confederacy of Barley, Bream, and Oak find out? 

This 36 page single-column adventure details a cave with nine rooms. You know the deal: the bad guys are the good guys and the good guys are the bad guys. A WHOLE lot of if/then conditions for everything. A kiddy adventure.

Yeah, I said it. Kiddie adventure. I know that term has been leveled against B/X in general, but I’m going to claim it now for these sorts of things. What was that adventure where there was a trigger warning against killing a pack of starving dogs that were trying to bite your face off? I got a stabbing knife and I ain’t afraid to use it! Yes, let us revel in mankind’s baser instincts! Quick, Robin, to the FlameThrower-mobile!

Mayor McDickCheese, Alderman Fuckwit and Headman Dickless want you to go look in to all these double-headed creature sightings. There’s this big ass 6-mil each 3×3 hex map provided … none of which matter cause they lead you to the exact hex you need. It’s full of caves. You search and the DM rolls a d20. If they get a 20 then you find the double-headed creature cave. Otherwise, every two searches you get attacked by something on the wanderer table that has a description of “It Attacks!” How longs it take to search for a cave? I don’t know, it don’t say. Which seems weird for an adventure that places such an emphasis on a “three day window
“ before the freak show owner shows up. 

You see, HES the real bad guy. All of the double-headed things (ettin, troll, minotaur, death dog, etc) escaped thanks to one double-headed dude who willed a goddess in to existence. Also, he charmed them all to be nice and one of the them, the minotaur with two heads, stole his charm bobble so they are all walking around outside now, eating livestock and people and shit. Oops. They are all nice people. Well, except for the fact that they eat actual people when not charmed. This is straining the term Good Guy for me. Eating people. Mental domination. At least the freak show dude didn’t do that shit. 

I wish I could say that there’s an actual moral dilma here, but there isn’t. It’s full of the usual gymnastics to make things ok and keep the plot on track “Though Tooma knows Beylon is dead, he will understand this as fated by Nooma and attempt to talk with the party and ask for their help.” That’s trying to say that the main two-headed dude doesn’t care that you just killed his friend since he thinks his god willed it. Uh huh. Also He will “give the party his fire opals to purchase another magic item that will allow him to recharm the friends under his care.” Uh huh.

Did I mention tha the hex map, while having encounter numbers, doesn’t use those numbers in the text? AUTO FAIL! And that like everything in this, including a two headed hydra, is like 4HD. And at least one werecreature. So, yeah, level one. Right. 

The text is RIDDLED with LARGE and LONG if/then sections. If the party leaves Bob alive and if they bring him back to the cave athen follow this section. Ifthey leave Bob alive and don’t bring him back to the cave then follow this section. If … you get the idea. 

It’s doing two decent things. It has a cave of echoes that will answer any question truthfully … once a day. A little too often, but good idea. And, to get in the main cave you have to trick a statue of the new god. They only let two headed creatures in. Wear a mask or create an extra large shirt or something to trick it. It’s left open ended … which is a good thing in D&D.

But, no. Kiddie D&D. Implied morality. If/tehns. No real descriptions. An attempt at formatting through bolding and the like, but far FAR too much of it to actually be helpful. And the if/then shit is not helpful at all.

This is $6 at DriveThru. The preview is twenty pages. It accurately represents what you’re buying.

https://www.drivethrurpg.com/product/396438/The-Sanctuary-for-Bicephalic-Outcasts?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 26 Comments

Labia – The Strange Case of the Cursed Vagina

By Silvia Clemente, Miguel Ribeiro
The Red ROom
B/X & Wretched Bastards
Level ?

The Red Room

B/X & Wretched Bastards

Level ?

Princess Lisabetta, the precious daughter of the King of Riget, has been cursed by her evil aunt. Between her legs, Lisabetta now has a monstrous carnivorous “octopussy”. To bring the princess back to her natural self, an intrepid group of wretched adventurers must venture into the maze-like Citadel of Berleng and destroy the evil witch. But in a world of bastards, nothing is as simple as it seems and a dark, forbidden secret that will shake Riget is about to be revealed…

This 29 page adventure uses some number of pages to describe fourteen rooms in a dungeon. That might be under a castle? Maybe on an island? I don’t know. It’s some kind of funhouse thing that doesn’t actually describe ANYTHING. And I’m using a VERY loose definition of “describe.”

“The princess has a monster for a pussy” made me think this was LotFP, but, no, it’s for Wretched Bastards, some kind of B/X campaign world thing. Anyway, hang on … “Oh, my! I’m shocked! How disgusting! My sensibilities are in a kerfluffle!” There, was that chill? Did I do an adequate job at being shocked? 

Whatever. There’s almost nothing here. The king sends you to go kill his sister, the aunt. She’s in some castle on some island. And I’m not summarizing by much here, this is about how much information you get. Or, specifically “The unlucky bastards that take the challenge must reach the island, enter the citadel, find countess Golithya.” That’s the extent you get about the island and citadel. You do get a fourteen romo dungeon though!

The fourteen rooms have numbers on them. The numbers have a little key at the bottom at the map. “7- The Tar Pool” or “2- The Skeleton Office.” You don’t actually get keyed entries though. The fucking text just says “The Tar Pool” or “The Skeleton Office.” This pisses me off to no end. It’s like they just started writing the words backwards for no fucking reason. Why fucking do this? Did you make the product easier to use by doing this? Is it easier to find the rooms from the map in the text because of this? No? It’s a lot harder, you say? Then why the fuck do it? I’ve said it before and I’ll say it again, I’m tempted to utterly fail every adventure from now on that does this. Fucking useless for running the thing.

Ah, but about the keyed entries themselves? What about them? “The lion lies asleep in a chamber close to the citadel’s entrance. A scrambled map can be found among the bones and half-eaten carcasses on the lion’s den; it points to a treasure hidden in a Citadel’s chamber.” That’s room one. Or, rather, “The Sleeping Lion’s Den.” Where does it point? To which room? Nope, you’re not getting that. 

This abstraction is present throughout the adventure and, I assert, the a design decision. Someone, somewhere, thinks that this is the right way to do things, otherwise it wouldn’t be so consistent in its application.”This room appears to be some kind of office.” No, it’s an office. “If the characters tart to look around then …” No, no if/then statements. Also, nothing happens in this room. A skeleton comes to life and then crumbles to dust. But, more to the point “”There is a hidden door in the room; if the characters detect and unlock it they will find a well-stocked armoury,” Perhaps my favorite is “In the pool lies a treasure chest filled with jewels and gold, but the bounty is too heavy to be carried.” … with no other words or details. 

Seriously, this is Indi RPG levels of detail here. “Maybe do something related to this keyword or something. “

In the end, this is nothing more than an abstracted funhouse dungeon. Random shit appearing in seemingly random rooms that is not well described. I would hesitate to even call this an adventure, PARTICULARLY given the issues with the map keys.

This is $2.50 at DriveThru. Reve in the eight page preview that shows you nothing of the room keys. Such that they are.

https://www.drivethrurpg.com/product/408407/Labia-The-Strange-Case-of-the-Cursed-Vagina?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 81 Comments