Wild Men in Casimir’s Mill

By Ben Gibson
Coldlight Press
5e/Pathfinder/OSR
Levels 1-3

Bigfoot is coming out of the woods… The harvest season is come. It should be a time of sweat and singing and joy. But howls sound at night, and the old folks whisper about the Wild Ones, who chatter amidst the trees and dance on the roof at night. Rocks fly at merchants, and on nearby paths lie smashed and twisted household gods.The Wild Men have come to Casmir’s Mill, and each night they draw nearer.

This 22 page adventure presents an ongoing situation in the domain of a small manor lord. An investigation and exploration, feature a bunch of bigfoot monsters, it has enough elements of chaos to really bring the noise. Ben makes you work for it though, it being dense for the number of pages and written at a “game notes” level, for the most part.

This is a good example of an adventure situation with a lot going on. We’ve got a village that needs to bring their grain to the mill before it rots. But, the local “wild men” aka bigfoots are attacking people on the roads and generally harassing people. This just started. Mixed up in this we’ve got a negligent manor lord and The Old Region, a snake cult, being practiced in secret … with some human sacrifice and a summoning adding gas to the fire. Hired killers, mob justice and the ilk round out the potential energy. THis is the way things should be. You want the DMto have a lot of tools at their disposal. If the party hangs out at night, watching, you want them to see things. You want a feel that things are going on outside of the parties direct involvement, that the villagers, etc, have agency also. 

There’s a density here that folks familiar with this designer’s style will recognize. It’s written in such a way as to convey a kind of DMs notes, or designers notes, or something, about a situation. A general overview of what’s going on, with specifics mentioned, but all meant to be guidelines to help the DM react to the machinations of the players. It’s high level notes on how to run the situation rather than notes on how to run an individual encounter. Taken as a hole, you get DM guidance. 

That doesn’t tell yo ushit, does it? Basically, you’re going to have to read the adventure, memorize and/orr highlight it. For example, there’s the grain deliveries from the outlying villages that serve as one of the primary hooks. It’s only mentioned briefly, as well as the villagers generally not helping unless the party REALLY win them over. These are brief notes, maybe a sentence each. And, then, notes in the stable and local manor about getting horses … and the difficulty in doing so, in order to pull the grain carts. Having to get horses is never mentioned. The carts lack of horses isn’t mentioned. It’s only by recalling the stable entries that you can put 2 and 2 together. Or the ladies of the village, following the old ways in their snake cult. They are going to sacrifice some missing orphans. But, there’s not much at all about the cult or how they act, other than “on day blah they do they sacrifice and the giant snake shows up.” 

So … bad or good to do things this way?

Well … not great. Or, at least, not great the way this is implemented. As written, the adventure is mixing in the action with the keyed entries of the village, and in the free text descriptions of the countryside, etc. So, hunting for what potentially triggers mob justice is not going to the easiest thing … and is scattered throughout the text at that. This is the old Keyed Location issue. Somethings, a traditional room/key format is good. If you’re exploring, or some such, the format works fine. But, in a more free-flowing environment, the traditional room/key format doesn’t work. You need a way to organize the text in such a way that the natural flow of the adventure is leveraged. So, it’s not “this is what causes mob justice” (probably, anyway) but rather “”Everyone hates the party” or “After the widow rants about cats.” IE: the DM is scanning the text to find out what happens/how to support the shit that just went down, and the text needs to be organized to support that.

Let’s look, specifically, at one entry in the village. This isn’t a perfect example, since my assertion is that a decent amount of the issue comes from the free text general overviews, but, it’s going to have to do.

4. Mad Etta’s Hut: Rumored consort of devils and eater of babies, the sweet and slightly dotty “mad” Etta is hospitable and pleasant to anyone who shows up on her doorstep. Her modest little home smells strange from tinctures and potions she is always brewing for sale, and if she sees someone wearing flowers, she will invite them to stay with her as long as they want. She is chatty about everything except for the wild men; she has watched some of the wild men children and her home is protected by the adult wild men.”

As a DM, what can you do with this? Will you remember, when the inn/tavern, to drop hints about Etta and her baby eating? Will you run a random street encounter where the party see a dotting old woman? Or, tell the party of that strange house in the distance covered in flower garlands? How will you use the children & protection thing in the game? It’s a BUNCH of ideas. The ideas are decent to good. But they are not useful being located in the description of her home. You need something that leads the party TO her home. That street encounter. The rumors of baby eating. Given the lack of that support, explicitly, it is left as an exercise to the DM to remember to use this information, which means highlighters and notes.

And this does a middling job of that. There is a rather explicit box about “what is everyone in the village hates the party”, but, the mob justice, events, and so on, as essentially scattered through the keys. No real guidance on the cult, although, as a DM, I’m inspired .. if I could remember to do it. Bolding of key concepts is desperately needed. 

This is a fun idea. I like the nature of it. I like the scope of it. I like the way Ben sets up the situation and timeline and lets the cards fall. 

Ben has a style, by now, a house style, or writing adventures. And it kind of works. I mean, it works GREAT sometimes and less well in other situations. And in this case its working less well. Not terrible, but this is definitely a “needs highlighter and notes” adventure.

This is Pay What You Want at DriveThru with a suggested price of $2. The preview is six pages and the last three give you a great idea of what to expect.


https://www.drivethrurpg.com/product/376775/Wild-Men-in-Casmirs-Mill?1892600

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

Alabaster Alcazar of the Earth Genies

By Rob Couture
Self Published
OSR
Level 13ish

Wherein our adventurers seek out the Topaz of Earthly Perfection reputed to be held within a mountainside palace.

This twenty page adventure describes a fifteen room palace wherein reside four earth genies, and an artifact, the topaz mentioned in the teaser. It has some boring descriptions, although it is trying, and suffers from High Level Adventure Syndrome, wherein super powerful creatures are left mostly to the DM to run without guidance.

There’s no adventure intro, or hook, or anything. It’s assumed that the party is here for the jewelso all we get is “here’s the palace”, which is totally fine & dandy. There is some VERY brief guidance on this being a hack, or caper, or social adventure. And by guidance, I mean that a sidebar says it can be played in any of those ways. Which is true; our genie buds, and in turn their pals, are smarties and like to talk and have reasons to receive guests at their palace. But, advice is generally not present in running the adventure as one of these type, except for a brief mention in each room that the NPC/monster may receive guests or “is suspicious of them.” That’s not really support. It is, for all real purposes, just a typical room/key dungeon but with no “immediately hostile” encounters … until the party start their murdering.

And this lack of support extends to two other areas that I think are critical, especially for high level adventures. First, no order of battle. The genies, fallen deva, dragon, mind flayer, drow, and other superty duperty smarties are sometimes noted as “calling for reinforcements”, but that’s the extent of the battle plan. I’m not a big fan of in-depth tactics, but, a little guidance for the DM to help them run the inevitable “plan goes to hell and fire rains down” situation is appreciated. 

It’s also the case that these folks don’t really get any advice in running them, in combat. Now, I’m not talking about detailed tactics. I hate detailed tactics. But, these are high level creatures with A LOT of powers. A few words of advice, up front, on some typical plans, would seem to be in order. It doesn’t have to be long but a few words of advice would seem to be in order, if only to get the full value out of the creatures who have such control over the earth. And, “will passwall away” is not really substantial. Again, not a lot needed, but SOMETHING. Demons, Devils, genie, all powerful creatures with a lot of spell-like abilities could use a few words in adventures when they come up.

The descriptions in this adventure are an issue. Well, not more than most adventures, but, the designer, here, actually tried. And failed. But, they tried, I’ll put in more effort than usual in describing them. 

This is a palace. We might think of it as an opulent, or perhaps elegant palace. Imagine walking in to one of those “palaces turned museum” in europe and then trying to write a description that communicates the opulence of what you experience. Hard, right? Right. The designer is trying, hard. They give a little read-aloud section in each room (and each room has its own page, sometimes two, keeping the page turning to a minimum.) Well, usually short read-aloud. Some rooms have three to four sentences (yeah!) and some have a lot more, approaching a quarter of a page. And, this is in an attempt to mention everything in the room in a way that will be evocative. 

Which generally fails. It’s quite hard to convey the feel of a room by using more detail. I get it. You want people to enter and be WOW’d! But, more doesn’t help with that. Less, is how you achieve that. You want to communicate impressions, first impressions, anyway, and then use the DM text to follow up on that to provide more detail. That’s not a universal rule, but, in an overstuffed environment, its probably good advice. 

Further, the read-aloud over describes. Again, I think this is in an attempt to really WOW the players and stun them with the environment. But, it also kills the back and forth between player and DM that is so essential in an RPG. You don’t really want to tell the party that there is a large (boring word!) gilded chandelier adorned with large (boring word!) crystal shards. Not in the read aloud. You want to leave the impression of opulence, maybe mention A chandelier, and then, in the DM text, note it. Especially if the feature is interactive or important to the room. The read-aloud noting that a fresco is of “a princely genie riding a winged serpent” is too much info. Maybe “A yellowish fresco” is more appropriate. 

Treasure is quite light for an adventure this high level. Magic items are all boring book things. “Rope of entanglement.” Great. Consider me awed. Well, there is an artifact, but, hey, more please?

It does a couple of nice things. It notes window locations up front, for non-front-door parties. It also puts a scale to things that is generally unusual. Almost everything in the adventure is BIG, seven to ten feet tall. And it puts levers and buttons and secret door mechanisms up high and does other things communicate the scale well. It’s not quite overwhelmingly, Id’ still say its done a little too subtly, but, again, it is trying more than most adventures. 

When buying this I thought it would either be great or a shitshow. Turns out it is neither. The designer tried, more than usual. The descriptions are a little boring and over described. It could use a little more guidance for the DM, and treasure is boring also. But, it’s also A LOT closer to being a high level adventure than most of the ones I see, with no gimping, and correctly noting the social element. One more page of advice and some tough editing off the descriptions and an overhaul of the treasure would turn this in to a decent high level adventure. 

This is $4 at DriveThru. The preview is six pages. The last page shows you room one, to give you an idea of the writing style and layout. It’s a good overview of what to expect. 


https://www.drivethrurpg.com/product/375942/GPH1-Alabaster-Alcazar-of-the-Earth-Genies?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 6 Comments

The Church of the Unknown God

By Marcus Lock
Parts Per Million
Worlds Without Number
Levels 5-7

[No marketing blurb, anywhere, not even inside. I never thought I would  miss marketing so much!]

This 45 page adventure details a couple of levels in an abandoned church with about twenty locations. It’s a fucking boring hack-fest with norhing else going on. Until the end, when it is boring & confusing. 

So (don’t start sentences with ‘so’), the local innkeep hires you to go clear out a church from undead because it is bad for business. Or, some locals saw some undead near the church, could you pretty please go kill them? Oh, also, three people have disappeared lately. People might want that problem solved. These hooks telegraph what is to come: boring shit that makes no sense. Being hired is boring. It’s one of the laziest hooks possible. And by the innkeeper, who thinks the undead in the church are bad for business? Seriously? Is that the world we adventure in? I can, perhaps, forgive the “three people missing” thing, out of ignorance. But, a tight-knit community and three people go missing? That’s a fucking angry mob in the making to solve that problem. 

Oh, also, that church? The one that everyone is like “go kill the undead there?” Yeah, it’s 24 miles away. Like, who actually gives a fuck if its 24 miles away? Do you even know what is going on there? At this point it should be clear that other in the intro makes any sense. I guess it doesn’t need to. Hooks are not really needed anyway, and, we’re all here to play D&D tonight. But … man, it just puts a bee in my bonnet to see crap.

Ok, we’re at the church now. We’ve made it through a lot of interesting wandering monster encounters like “Small pack predator” or “large herd beast.” It is, at this point, that my addled memory kicks in. I remember hating something recently that did the same thing. Just a shitty copy/paste from a book with no localization. No DM support at all beyond “generic stat block.” It’s like you included “Put a monster in.” Whatever.

The church! The church is a shit show. Every room generally has two things in it. First, there will be some zombies. They will attack immediately. The text says so in every room. This is what this adventure is. It is ALL that this adventure is. You go in a room and some zombies attack you immediately. Is that D&D to you? Do you want to roleplay? DO you want to investigate things and poke at things? Not in this adventure. Not in this adventure buddy! You’ll go in a room, stab some shit, and then go in the next room to do it all over again. There’s nothing beyond this. Oh, wait, no, I forgot. In one room you can hear some splashing in the next room. Of the zombies waiting to attack you. That’s it.

Nearly every single room also says “Beyond that the room is empty.” Well no shit. That’s generally why room descriptions have an end. This is nothing but padding. It serves no purpose in the adventure. And, speaking of padding, the undead, EVERY undead, says the same thing. “They don’t need to eat or drink or breathe” and so on. Like, a copy/paste straight out of a book of monsters. It’s unbelievable to me. 

You find a 9” statue of a semi-clad woman at one point. There’s no further description or value to the statue.

In the crypt of the “mysterious lady”, who is mentioned several times in several rooms, we get the following description of her “Standing to one side is a sentient carcass.” That’s it. That’s your evocative writing for this adventure. Some description, huh?

And then, things change.

By this time you have made it though 20 rooms of generic zombie undead and a couple of “shades.” or “sentient carcasses.” Now, you go through a secret door and enter a modern office complex. With desks, chairs, monitors, keyboards, mice, and overhead lighting. I have NO fucking idea how this fits in. There’s no hint before. There’s no hint in the room descriptions. It’s just a set of modern office rooms connected to the basement of a crypt of a church. But it’s still got weirdly pseudo-fantasy undead? “Standing 10’ in front of the door is an armoured figure. If the party approaches it will draw its sword, ready its shield and prepare to attack.” Uh, so … ok. You can find some keycards to open a couple of doors, and some rad suits to protect you from radiation in a room. And a radioactive sword in the final room. No, I have no fucking idea. I have no fucking idea. There’s nothing to hint at what is going on. It’s just what it is.

So, shitty shitty adventure with little in the way of explanation. Little to no evocative writing. Monsters that attack immediately. A random office complex attached to the basement crypts of an abandoned church. And a lot of padding and copy/paste shit. 

Someone put some thought in to this. They made maps. They did layout. They made a semi-realistic church. But it’s nothing more than combat with descriptions that convey no sense of locations, or creatures. I’m at a loss. It’s like a very words warhammer minis game.

This is $4 at DriveThru. The preview does not work.


https://www.drivethrurpg.com/product/376081/The-Church-of-The-Unknown-God–A-Worlds-Without-Number-Compatible-Adventure?1892600

Posted in Reviews | 13 Comments

Daughter of the Dead King

By Jesse Davenport & Matthew Neff
The Strange Domain
OSR
Level 1?

Evil has descended on the sinking village of Myre. As deaths and disappearances increase, whispers of demon possession spread and townsfolk eye their neighbors with growing fear. At the heart of this nightmare is a mysterious young woman, desperate to dispatch this evil before it is too late. Will you be the saviors of Myre, or just more bodies lost in the bog?

This 36 page adventure is going for a creepy/spooky vibe as it describes a few NPC locations in town and a swamp and abandoned city. It’s abstracted content, for the most part, but it generally works … if you’re in to that sort of thing. I think it could use more structure and be longer.

This is a rough one to describe. It has content, and that content tends to the evocative side of the spectrum, but it’s structure is more story gamey … without going fully over that side of the game/not-game line. 

You’re on your way to town when you have an encounter with a spooky ghost lady, pointing to the town. It’s described well, in that it lends to a spooky vibe. Coming to the town you see a funeral procession being led by a young acolyte. Turns out its the high priestess … the same one that sent a letter to the baron asking for help, which got the party involved. Asking around town or talking to the acolyte gets you the same info: a demon haunts the village and someone is dying each night. Seems each night someone gets possessed and tries to kill the acolyte. She tells you its a demon and she can put it to rest if prayers are said in the old church in the city in the swamp. You could also learn that and old hermit, in a different swamp, has a spirit box that can put the demon to rest. There are a few NPC’s (miller, shopkeep, merchant, mayor, blacksmith, innkeep) but, it’s pretty likely that the players just talk to the acolyte, I suspect. 

You go through the swamp, having a number of random encounters, and then enter the lost city, which is also abstracted in to a couple of random encounters. 

These encounters probably make up the bulk of the adventure. It’s of the “roll x times and/or have six encounters and then you find the destination you were looking for” sort of mechanic. And this is, primarily, why I say that this leans heavily to the story game/plot side of the D&D adventure line. It’s not my favorite mechanic as I think it tends to remove the agency from the players. It’s more “ok, time to have an encounter” sort of thing, which gives the party little control. Environmental hazards and creepy non-dangerous things are heavily weighted on the table, so it’s not all combat. 

In the church in the city you find a bunch of dead people, 20, who attack only if you fuck with them, a fresh body on the alter, and a yawning portal behind it to the Upside Down. There you can (or have the acolyte) say some prayers, or use the hermits demon box, or just stab, the evil demon thing. Adventure over.

The demon thing is described as “Only a glimmer, like the shards of a shattered mirror, betray this near invisible death. Its voice is like acid in the ears.”Ok, so, creepy words, for sure. And, probably more than enough to run an evocative encounter. Most of the descriptions are like this, hinting rather than saying. I don’t hate the descriptions, but I do think they are getting close to that. Essentially, you can take “evocative” too far. This doesn’t do that, but it does get close enough that, combined with the abstracted travel, I start to raise my eyebrows. It never goes fully in to that territory though. 

It’s a pretty short adventure. 

An unusual amount of real estate is spent on the town. The NPC’s, rumors, and someone dying every night. It’s well supported, with a great little “how the villagers react to stress” table, as well as a paranoia mechanic for the villagers as the deaths increase. If they do. Like I said, one death a night and the path forward seems pretty clear to me: talk to the acolyte immediately and go to the church in the lost city in the swamp. It’s not that the village is bad, it’s actually very well supported, especially for an adventure brining the creepy vibe. It’s just not clear to me that it’s going to get much use. A nice snag though for another creepy village you’re running. Who’s not up for an impromptu wedding because of all the grief in the village? 

Items are good also. The hermit has some magic beans (bring on the folklore!) that when you plant them in a corpse grow a vine with weird fruit. That turn out to be healing items. That’s probably the most involved item, but, a broken silver dagger rumored to have slain a werewolf might give you a reason to visit the blacksmith,  and so on. There’s a non-traditional aspect to them that I dig a lot. 

So, creepy vibe. Nice advice to create creepy villagers when they are possessed. Nice village, if no reason to fuck around there. Abstracted randomness, misplaces, on the journey through the swamp and in to the city. (I’ve said this before and will not doubt harp on it in the future: why are you inserting randomness randomly? Just create some fucking encounters, fully fleshed out things, and insert them.) . The backstory is overwrought, takes up too much space, and is essentially irrelevant. 

Short and creepy. Maybe, 2 hours of content? It’s interesting, as a design type. It’s use of abstraction and weirdly descriptive/abstracted text to create a spooky vibe is interesting. Academically interesting. To me. It needs to be tightened up and expanded in to a full adventure.

This is $5 at DriveThru. The preview is the full thing. Yeah! You CAN make an informed decision. I’d check it out, even if you are not interested. Check out the “Grim Tidings” table for the village, or the intro scene with the ghost lady, pages 11 and 13.


https://www.drivethrurpg.com/product/375709/Daughter-of-the-Dead-King?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 8 Comments

The Haunting of the Inn

By Don MacVittie
Hellebarde Games
C&C, OSRIC, 5e
Levels 4-8

When all you want is a drink at the inn, perhaps a warm bed for the night, of course it has been taken over by unspeakable horrors! If you’re going to get an ale and a room, you’ll have to brave the stench coming from the front door, and figure out what went wrong.

This twelve page adventure uses three pages to describe 24 rooms in an inn. It wants to be body horror. It is, though, just a monster zoo with the usual issues. Inn of Lost Heroes it ain’t. 

I’m in the mood for something new & delightful! Let’s see …  Multiple Mauseritter adventures. Darkmaster adventure. Morg Borg adventure. Surrealist RPG written by an AI … Halloween adventure it is! While I’m not the biggest fan of holiday adventures, halloween gets a special hall pass cause SPOOKY.

What we have here, though, is an absolute fucking mess of an adventure. 

It WANTS to be spooky. It WANTS to be atmospheric. It WANTS to be body horror. But it doesn’t do anything to facilitate any of that beyond the basic aspects of “oh, look, a gibbering mouther!”

The first issue is the town itself. There isn’t one. There’s no real hook, or town, or anything. And that’s ok, not every adventure needs a town or a town element. But what there is are little bits of the town, scattered throughout, in the various “marketing blurbs.”  The DriveThru description is quoted above. The front cover description has the staff & patrons turned in to horrifying monsters … and the locals only caring that all the ale comes form the inn, so, you know … could you please? The first page has different teaser line from the town, and a little bit of “shutters baning and miasma smells coming out of the front door” thing. Then the first real page of the adventure has a fog rolling out of the doors and more rotting meat miasma. There’s a further line deep in about what everyone in town knows. The BACK cover blurb has the constable saying things like people that go in don’t come out. Get it? It’s all scattered, not in one place, no way to reference it in a meaningful way during play. So, there kind of IS a town element, but no way to get anything out of it. 

And the map. Ug, the map. There is only one set of doors, I guess, in to the inn. And no windows on the first floor, even though the text references there are some? But the second floor is showing explicitly? And no real interior doors on the first floor? Just walls? The map here is “color” and I’m guessing comes from some app. Better to have an actual functional map, in black & white or even hand drawn, than a color map with features … that you can’t make or use.

Let’s see, inside the inn you get to make, if you are playing non-5e, a Save vs magic EVERY TURN or turn in to a monster. You need to miss two to complete the transformation. EVERY TURN. A save vs magic. Fuck me man! Clearly, someone doesn’t play old school and this is just a bad conversion attempt. 

And then the atmosphere. Or lack thereof. We get one line, one sentence, that says “Be atmospheric. The rhythmic chopping coming from the kitchen, the squeak of rats from the nursery, the claws scraping wood coming from the common room” That’s it. A well written adventure would have supported the DM in this regard. Noted this in each room, or in the previous room. Stuck in atmospheric details in the various rooms. Summarized them on a chart. SOMETHING. Nope. One line telling you to do it. Well, no shit. 

And then there’s the body horror. Or lack thereof. The people in the inn are supposed to have been turned in to horrible monsters. Grey Ooze, Cubes, gibbering mouther, zombies, and some other stuff. Mostly bestial and/or abominations. But you don’t actually get anything to support the body horror aspect. “Frank was turned in to a gibbering mouther” is about as much as you get. No description at all. Nothing to support the horror. What happens, then, is thar the entire place just feels like am monster zoo. Go in a room. Fight monster. Go in another room. Fight a different weird monster. 

And the rooms, proper, don’t get any support either. There’s no horror, or destruction in them. There are hardly any descriptions. An occasional “this room is destroyed” comment, but that’s it. Nothing to support the horror, or body horror. 

But what there is has a lot of … backstory! “Servant Bunkroom: This is where the servants normally sleep. They were all working hard when the trouble started, but three ran back into here when all the chaos broke out. As they ran, they transformed into Zombies.” So, that could be shortened to “Servant Bunkroom: 3 Zombies.” Everything else is padding. Instead of padding it could be a description of the zombies, or of the room, or SOMETHING to support the actual play of the adventure. And room after room after room does this. A boring description full of backstory not supporting the horror elements of the game. 

You  can’t just say that there’s a gibbering mouther in a room and call that horror. You can’t just say “create a spooky vibe.” Of course you should be doing these things. It’s the job of the designer to help the DM pull it off. 

This is $2 at DriveThru. There is no preview.

https://www.drivethrurpg.com/product/371815/The-Haunting-of-the-Inn?1892600

Posted in Reviews | 12 Comments

Eye of the Storm

By Joseph Mohr
Old School Role Playing
OSRIC
Levels 3-5

The sleepy little coastal village of Sea Mist has a problem. A ship bringing important goods to the village is overdue. A major storm hit the coast earlier in the week and the village elders wonder weather the ship wrecked on the dangerous rocks nearby. But something far more sinister has occurred.

This eighteen page adventure uses five single-column pages to describe twenty rooms in a wrecked ship. It is lacking anything interesting. It has no joy. It is misery.

An isolated village of a hundred people are waiting on a ship to arrive. It is overdue. Could you go a couple of miles up the coast to find it, pretty please? Why are you in an isolated village? Who knows. Why do you do this? Because that’s D&D tonight. Why haven’t the COASTAL villagers gone two miles up the coast to see? Who knows. Well, no, actually, I do know. Because the designer is lazy.

It’s like there’s no effort at all anymore. A Dyson map. Some public domain art, Single column text done in Word or Google Docs. Monsters? Some mermen, a water spider and a sea lion. Challenges? None, other than combat. Role playing? None. Interactivity? None. The wonder and joy of D&D? None. 

A ship. The top level/deck is empty, but for some subtle signs of combat and a spider. The second level has more signs of combat, a sea lion, and some prisoners who tell you it was … MERMEN! The lower level has twelve mermen, who almost certainly all show up in a pitched battle, leaving the rest of the lower level nothing but a “what loot do we find?” interrogation of the DM. B O R I N G. 

Also, no storm in this. No eye of the storm. Nothing.

“Cargo Doors – When cargo was brought aboard it was dropped through these grated doors
to be brought below. These doors appear to have been forced open by someone as one of
the doors hangs downward.”

That’s a room description. Here’s another:

“A single water spider has decided to make a nest in this cabin. This is the rarer sea water
variety. Although the spider enjoys proximity to water it still needs air to live. It uses this
space as it’s home now but hunts down below on the second level.”

Expanded minimalism. They both say almost nothing at all. The spider entry, for sure, says nothing, while the cargo doors has the signs of being forced. Which, of course, os abstracted text. Don’t say signs of being forced. Describe what the fucking things look like.

But, that would take effort. And effort, clearly, was not involved in this. I dub thee “Rip off” with the honour of receiving the coveted Bryce “You get a 1 out of 10” award,.

This is Pay What You Want at DriveThru with a suggested price of $3. 

https://www.drivethrurpg.com/product/375267/Eye-of-the-Storm?1892600

Posted in Do Not Buy Ever, Dungeons & Dragons Adventure Review, Reviews, The Worst EVAR? | 7 Comments

The Child Thieves

By R.J. Thompson
Appendix N Entertainment
OSE
Levels 3-5

Several years ago a piper happened along the poorest district of the city during the midst of the plague of rats and with his magic flute rid the people of the rats. Every year since the rats have come again, and so has the piper. In recent years the price of his services has risen, but the money of the poor has not. This year they could not pay. The angered piper left the district, cursing its residents. The next morning the people woke and found the beds of their children empty. Large rat-like tracks were found in the district leading from the homes of the missing children to the storm drains. With so little to offer for the return of their children, will the people find anyone to attempt a rescue?

This 27 page adventures uses nine pages to describe two levels of a sewer system with 22 rooms. It’s heavily rat themed, in terms of monsters. Lots of rats, giant rats, and were-rats. Surprise! It’s a daily non-offensive thing, doing nothing really interesting or overly bad. I guess it’s boring? Sure. It’s boring. 

Oh, the jaded reviewer, pity him! Dwelling in his pile of shit. Eating his pile of shit. Seeing the same thing time and again. Oh, why can’t his icy heart appreciate the thing for what it is, now, in this moment, and not make the comparisons to all of the joys of the part, president, and possible futures to come? Because I don’t want to run a boring game, that’s why.

There is a joy to D&D. In it’s best moments a mirthful glee to the situations the party find themselves in. The world is straight man to the characters, but you need to give the party something to work with. You need someone asking who’s on first base. That’s the adventure. And an adventure without those opportunities gives us less room to create that unbridled glee that is D&D. 

So, rats in a sewer. A million billion adventures written about rats in the sewer. And, here’s another Rats In The Sewer adventure. Of course, there’s wererats involved. No doubt there is some portion of my literary education that is missing, that which will make all D&D designers obsessions with wererats make sense. So, the towns kids are missing and the tracks lead to the sewers. The same sewers that, yearly, a horde of rats come out of. *sigh*, ok, let’s go down in to the sewer. Why is there a sewer? Who knows. Is there any “sewer” like things in the swerve, like grates to the above? No. There’s some water 3’ deep. 

And a lot of rats. A LOT of rats. Like, encounters with 50 of them. And then giant rats swarming out of holes in the walls. And the required wererats, who never alert anyone else and just wait in the rooms to die. There is, in the back, an art piece I thought was cool. It had a sewer place and some wererats in combat and one of them was holding a revolved at the ready! Cool! Then I saw I misread the art piece and it wasn’t a revolver. *SADZ*

Map has some water on it. Map has some loops. It’s not a bad map for what it is. I mean, it’s not good either. One room mentions a pile of dung sticking out of the water, and that’s not on the map, so, you don’t get major room features like that. Or, only rarely do you get them. 

There’s a water valve puzzle, because all sewers have those. Like, I don’t know, twelve possible combinations? Including them drying out a room that you already have to be standing in in order to get the treasure in that room. So, leave someone behind in that room while you go elsewhere to work the vales. There’s no real indication of what the valves do, other than going back to look at all the rooms to see what happens after each time you make a change. This seems tedious to me? Like something I would handwave. 

I don’t know. At one point a trap drops a bunch of staves on the floor, which has a sticks to snakes spell on it. I can’t stand this kind of rube goldberg type traps. Just fucking drop some god damn viers on the party. Like a carboard box full of them. Why the shit with the staves and “the floor has the spell on it?” 

I’m just bored. Bored of going in to room after room and fighting rats. What’s in this room¿ Oh, more rats. Nice. Said no one ever. Maybe two thousand copper coins also? 

There’s a kind of D&D drudgery here. An ennui, as an adventurer, that makes you wonder why you are doing it all. I mean, yeah, saving kids. That’s a reason, right? I mean, the parents didn’t even try to save them, so, youknow, if they don’t give a shit … And, you know, infant mortality rate in towns was pretty high already. I guess we’re going down in to the sewers, again, because we want to hang out with our friends tonight and play D&D. But, really, what’s the difference? Sitting home alone. Playing boring D&D with friends. Same thing.

No, I’m not a member of the cult of the new. And no, I’m not overly attracted to gonzo. And no, I’m not a jaded reviewer. I just have absolutely no interest in things like this. Things that all fight Fight FIGHT. Yeah, there’s a time and place for combat, Mr 4e, but it’s not all the fucking time. There need to be evocative places of wonder to explore. And the descriptions of the sewers don’t bring the filth required to qualify as a place of wonder. Or even a place of Mild Interest. There is essentially no interactivity, other than the valve puzzle and talking to a giant turtle. The designer has also “Made the adventure replayable” by giving you five different locations the children could be. Seriously? Who the fuck does that? Replay an adventure like this? 

It does, to its credit, do an ok job with mundane treasure. Holden bracelets with opals, a silver tiara, a gold pendant in the shape of an oak leaf. Note that is my threshold. It takes almost nothing to impress me and yet here we are. Again. “Silver tiara” gets a nod from me. It also has some little rule about rumors, where a 13 WIS, and a divine background, lets you know which “cult” rumors are false/true, etc, and something similar for INT. Pretty common sense stuff ,but nice to see it called out. 

So, it’s an adventure. I guess you could run it. If you had nothing better to do with your life. Like watch the paint peel or take up coke or shitty Italian aperitifs. Want an adventure? Here’s one. God, nothing about this would make me come back again to a DM who ran a session like this. Is this really how people play D&D?

Gavin’s OSE has now ARRIVED; the market is flooded.

This is $5 at DriveThru. Two ratings, both five stars. The preview is six pages. Only the last one is any good, showing you the first five rooms. Oh, and the fourth one has that rumor shit on it, if you want to see that mini-rule.


https://www.drivethrurpg.com/product/370030/The-Child-Thieves–S1?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 12 Comments

The Infected Village

By Marcus Lock
Parts Per Million
Worlds Without Number/OSR
Levels 5-6

No movement, No sound, barely a wisp of air. The village appears empty, with no sign of struggle, no violent death, in fact, no sign of the villagers at all. All there appears to be is an empty space as if the people were teleported away and, in their absence, in the time they have been gone, strange shapes seem to have almost sprung out of the ground. Growing upwards getting bigger, the shapes are familiar, but the size is wrong. Mushrooms just don’t grow that big. 6’, 8’, some as big as trees, almost blocking out the sun. Multi-colored and grouped together around the village. The strong earthy smell of growth is almost overpowering. There is a mist filtering through the tree-sized mushrooms…

This thirty page digest adventure features 15 “locations”, using six pages to do so. It makes me question all of the life choices I’ve made to bring me to this point in my journey. 

Look, I’m a happy go lucky kind of guy. Live and let live, Bryce always says. You see that hill over there? That very next one? Right behind it is a shining city under blue skies. We merely need to stretch our legs and walk the distance and we’ll be there! Rage, my cynic friends! Rage against the dying of the light! 

A magnificent adventure today! Look at that cover! How could there not be a shining city under it?! Blue skies await! 

Look at that product description! Joy! Oh, no … wait, it’s not joy. Hmmm, it’s pretty much telegraphing what is going on. I mean, the villagers turned in to mushrooms, right? That’s obvious to everyone? It’s not just me? So … it’s going to be obvious to the players just as soon as they step in to the village … or even see it from a distance? “No signs of life in the village, no dogs or fires or anything, but there are clusters of 6-footish tall mushrooms scattered around in clusters.” 

What follows is a study in tedium.

Essentially, there are no encounters in this adventure and there’s nothing to do. I’m not counting fighting. There’s plenty of fighting. The DM text does say “role-playing within a village environment”, but, I don’t think we’re using a common language at least as far as it applies to the term roleplaying. I’m cool with other play styles. I mean, I don’t want fuck-all to do with them, but, hey, if you like them then engage all you want. But I despair over is the loss of meaning. “I like to play D&D” means nothing any more. It could mean literally anything. And this adventure is NOT my definition of D&D.

Basically, you walk in the village and get attacked. You fight some mushroom people. You can look around in some buildings, but, they are all empty, with minimal descriptions. “Roberts family, 4 children.” a great many of them say with a generic description above them all of a dusty building not lived in for quite some time. There’s no specificity. And it wouldn’t matter if there were because there’s nothing going on in the village. Some giant mushrooms to look at. “Giant mushrooms.” is about all the description you get for them and there’s no interactivity. Get attacked by some mushroom people. Yeah! Find a hole in the ground. Great. There is absolutely NO interactivity in the village. No mystery to solve. Nothing to find. Nothing to explore. And then the “dungeon” starts with it’s eight-ish rooms. Again, no interactivity. You can go right or left. If you go right you find guard mushrooms and the hive mind aggros all mushrooms to your location. If you go left you find mushrooms that attack you and the hive mind aggros all mushrooms to your location. Each location is essentially just a description saying “There are X mushroom people of type Y at this location.” with a long stat block then mixed in and a note at the end reminding the DM to agro all of the mushroom people. 

There is no treasure.

The hook is that the rumors are that the village is empty. Or a merchant hires you because no caravans have come. And the village is at a cross-roads. But no one has explored it all. Cross-roads is not out of the way. But weeks of dust, and un-looted general store implies that it is. Giant trees spore you once you get close. Maybe. Or maybe they don’t? They take weeks to develop. The text says hey are not developed. And then it says they spore the party. None of this shit makes any sense.

Wandering monsters contains such evocative entries as “small pack animal” and “herd beast.” 

This is D&D. This is what a large number of people think D&D is. Because it IS that to those people. Just like Critical Role. That IS the definition of D&D for a great many people. The majority, now, I assume. Or D&D is “the DM is telling a story through the adventures” bullshit. Or D&D is mini’s combat and combat-as-sport. But this isn’t D&D. You might have fun doing one of those things. I’m genuinely glad you do. But, at some point, we must agree on the meaning of the word “egg.” If you offer me poached eggs and serve me dried maggots for breakfast then I think it’s fair to assert that I have a right to be disappointed. 

I find adventures like this so perplexing. How do you put something like this together, with the obvious quality in layout and art, and NOT know what a D&D adventure is? Surely you’ve seen them before? But I guess not? I mean, otherwise, why would something like this exist? Do people care so little for what they attach their names to? I mean, I’m an asshat and too much of a perfectionist, having attached my name to nothing, but this is the other side of the spectrum. 

I weep. 

Day after day. Week after week. People who don’t care. On a good day I’ll tell myself that they just don’t know what they don’t know. I don’t understand how they don’t know it, but, it’s clear they don’t. Why else then? 

Because there is no shining city just over the next hill. All the clouds are grey. It’s just people. People muddling through life. Doing the best they can. Which is substandard 99% of time. And no one really gives a shit, one way or another. There is no hope for a brighter tomorrow.

And yet, we must imagine that Sisyphus is happy. 

This is $4 at DriveThru. The preview is the entire thing. So, at least there’s that.


https://www.drivethrurpg.com/product/373012/The-Infected-Village–A-Worlds-Without-Number-Compatible-Adventure?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 14 Comments

Tomb of the Alchemist

By Michael H. Stone
Self Published
OSE
Levels 2-4

After long years lying undisturbed and forgotten, the tomb of Hashur, master alchemist of sargon, has recently been opened when an earthquake ripped apart a rock formation in the Montem Downs. When the adventuring party “The Bold Blades” went to investigate, they were wholly unprepared to face an ancient mummy infused with immense power by magical potions and poisons. Murdering the bold blades in a confused rage, Hashur awakens to find the ancient kingdom sacked and its once great cities ruined. Realizing the awakening might not come to pass for him and his wife and followers if local authorities learn of his unearthed crypt, he hatches a plan. Slaving away in his laboratory, he brews a terrible plague of undeath which he plans to unleash on the borderlands.  In mere weeks, a tide of decay and infection will sweep the borderlands clean of the contemptible servants of Law…

This twenty page adventure uses nine pages to describe an eleven room tomb with a mummy dude and his undead friends running around in it. I fucking hate it? I don’t know why though. It’s trying to do the right things? I find the text confusing, and I find the mmap confusing, and I find the text … verbose? No, not verbose. Not the way I usually use that word. It’s like one of those old B series “learning adventure”, maybe? Like, any idea has to have a paragraph on how to run it. Maybe that’s it.

Ok, so, I’m in hour two of a thirteen hour conference and I’m drinking a $45 bottle of gin that’s only 375ml. And I fucking hate gin. I don’t know. Whatever. I just know that I HATE this adventure. Unreasonably so. And, in my own defense, I hated it before I started drinking today. 

And, now, I’m pissed off from work. Grrrrrr… sorry dude. Fucking piece of shit small minded mindsets. No, I’m NOT checking with others before I work with their staff on personal growth projects. I can go to lunch with anyone I want to any time I want to. Fuck it. That’s my staff are better. 

So, you’ve got this undead mummy dude. Long dead sorcerer priest mummy alchemist guy, woken up by some recent tomb raiders and some kind of earthquake thing. Whatever. My takeaway is that alchemists are the new go to for evil bad guys. I chalk this up to an anti-science attitude prevalent in society today. Alchemists seem to be the go to baddie. Whatever. Existence precedes essence, stab whoever you want. Shit. Except there actually are gods. And there’s an god of evil. Fuck. What the fuck does THAT mean? Oh, yeah, so, there are some skeletons with mutations. Mostly save or die shit. Anytime you meet them you roll on a table to see what Save or Die abilities they have

Speaking of save or die … How about an animated statue with AC3 with a save or die ability? The various baddie mutations that amount to save or die? The save or die abilities of, seemingly, over half the creatures in the adventure? This seems a bit much for levels 2-4. In a mostly linear map. 

Let me, now, explain how D&D works. 

Blah blah blah blah Combat As Sport blah blah blah blah Combat As War. So, look, levels 2-4. That’s what the fucking cover says. How many Save or Die effects and/or creatures are ok in that environment? How many are ok in a LINEAR environment? Traditional exploratory dungeons allow for other areas to explore. You can go around shit, or go to other places. Linear/modern/lair/shit dungeons, though, rely on balancing. It’s ok to be linear because the designer has carefully crafted the place to make sure y ou don’t get fucked up. Unless they don’t. Unless you are a B/X level 2 character in a world of fucking Save or Die. 

The read-aloud overexplains. The sectary (desk) has an open written journal on it. *sigh* What about people LOOKING at the fucking desk to determine what is on it? Whatever. The entrance to the dungeon has a living statue, AC3, save or die effect. Linear entrance. Also, you need to pull its tail to make the secret door open. How the fuck does that work? I smash it to pieces and THEN I pull it tail to open the door to the dungeon?

Whatever. 

Room seven is the main entrance. I think. I’m not actually sure if you can go in that way. It looks like room one is the entrance. Except seven says it is. The map is unclear. Is the tunnel blocked? Who knows. Who cares? The Death pit and a trapdoor in to it? I don’t even know how that works. This points to a basic, basic aspect of adventure design: you have to be able to understand what the fuck is going on. 

Again, I apologize that half my gin bottle is now gone. You don’t deserve this. But … I do …

The main bad guy appears in room 2. Probably. There’s probably a let down there as you explore the rest of the tomb. Pretty Boy Lareth was, at least, in the last room. I guess I don’t know what you do after this. I mean, you stabbed the bad guy. What do you do now? I guess you wander around and stab more shit? Whatever. How about the room full of ghouls? 13 ghouls? Sure. Whatever. That will work out ok. 

Wait when was I bitching about the read-aloud over-explaining? About the urns being empty? I shall elucidate. Or go in to more detail. Or whatever. When you over explain you break one of the core mechanics of D&D, exploratory or plot based. The back and forth between player and DM is at the heart of these types of games. The DM describes something, the players investigate with actions and follow up question, the DM provides further info, and thus the circle of life continues. By over-explaining in the read-aloud you are removing the back and forth. WHy do this? Why remove what is a core foundation of all RPG’s? 

Oh, what the fuck else. Did I complain about the map? Did I complain that the room descriptions are obtuse? Did I complain that one room was 1.5 pages long? Did I complain that the rooms are OVERLY formatted (that’s twice now that I recall this problem popping up in adventures.) Everything is explained. It takes a paragraph to say what the zombie is wearing. And one to tell us about the easily spotted secret door. And one to tell us that a zombie used to be the leader of a band of adventurers. And one to tell us that the room has ten zombies in it. And then a read-aloud paragraph. And then a stat block paragraph. I don’t want to be an ass here, but, this is too much for what the room is. It’s not that the room has too many elements, but that the individual elements tend to get way too much attention. 

Ok, this is a shitty review. I apologize. I’m going to sleep it off now.

This is $4 at DriveThru. Preview is five pages. The last page gives yo ua brief sample of what to expect. 

https://www.drivethrurpg.com/product/370631/Tomb-of-the-Alchemist-OSE-version?1892600

I actually had to go back and edit this review. Fucking gin.

Posted in Dungeons & Dragons Adventure Review, Reviews | 17 Comments

Barrow of the Elf King

Nate Treme
Highland Paranormal Society
The Vanilla Game
Level 1

And if joy were not on the earth,
There were an end of change birth,
And Earth and Heaven and Hell would die,
And in some gloomy barrow lie
Folded like a frozen fly
-WB Yeats, The Wanderings of Oisin

This sixteen page digest adventure features a ten room barrow. Of an elf king. I know, surprising, given the title, right?  It knows how to create an atmosphere and brings a certain OD&D charm to the table with its encounters. I will never complaining about small level one adventures, but, the challenge for a designer like this is moving away from the ten room level one dungeon in to something with room to breathe and the context to bring the larger area to life.

There are, I think, two major hurdles for most designers to overcome. In the Brycian model of adventure design we have Ease of Use, Evocative Writing and Interactivity … with hidden pillar four being “Design.” Ease of Use is not particularly difficult, once you know you need to do it. It’s mostly just following some guidelines. Interactivity that is formulaic can provide least middling results, enough that the adventure is not just one note anyway. The ability to throw away all of the tropes of all of the adventures ever seen and bring new life to things is an important skill. The imagining of a scene, and what it would really be like, getting past all of the imagination having been beaten out of you by life. The Evocative Writing then communicates this to the DM and the DM to players, painting a picture in their head, creating a mood and atmosphere. It allows the DMs imagination, and the players, to be leveraged in to something much greater than what was on the page, the negative space in the imagination being filled in by the players/DM’s own brains. This adventure hits on all three notes, successfully in all cases with some occasional bits that verge on brilliance. 

The dungeon is small. Ten rooms, which includes the exit which is not an actual room, at least not in my taxonomy. So, nine spaces to adventure in. It keeps the text to one room per page, one digest page, with relatively large margins a decent sized font, and generally some room left over at the bottom. (At least enough for my most petty of enemies t o make an appearance: the explicit mention of where each exit is in the room.) This allows the DM to scan the room quickly, picking up what the important features are. It’s generally written with the most important features appearing first/high up in the description, allowing the DM to narrate as they go through the room. It’s very tightly edited. There’s none of the usual if/then shit, or room backgrounds, or conversational styling to get in the way of the DM actually using the text to run the room. At most we get an occasional aside in the room that provides context within the bounds of ACTUAL PLAY. A room with three skeletons at a table playing dice tells us, in the middle of the description, “An ancient enchantment bound them here to protect the tomb but the magic has eroded with time and they are terribly bored.” The terribly bored part enhances the rooms play especially roleplay, which this room is bound to have. The “ancient enchantment” stuff can even fit in to that. It fits in perfectly with the next sentence “They’ll halfheartedly ask intruders to leave and end every conversation with “Ok, time for you to go” or “It’s getting late” while gesturing towards the entrance.” It builds. (and, good use of italics to offset while maintaining readability). Importantly, this is one aside in what is otherwise ¾ of a page of text, maybe, seven sentences total. The ratio of directly actionable data to tertiary aside is absolutely spot on … AND The tertiary background is relevant to the actual play of the room rather than just useless trivia. Good job. There’s an OD&D vibe here, not just in type of encounter but in mechanics as well. The text focuses on the play rather than the mechanics of play, with a sparseness of attention to it, letting the focus remain in the FANTASTIC rather than the mundanity of getting there. Oh, for a world in which the monster ref sheet page of the Ready Ref sheets were the norm!

Interactivity is … subtle. While there’s an obvious role play element to the skeletons, there are at least two other role play opportunities as well within the tomb. In the tomb! Tomb dungeons can be boring, but here we have something other than undead combat and traps. You can talk to a goblin, or with The Oldest Spider in the Forest … and perhaps strike a bargain with her. Want to see in the dark and walk on walls? The spider has a deal for you … and that deal is delicious! Literally, of course, but figuratively as well, causing the player to ask themselves what they will do for power. And, the ability of a minor entity, the oldest giant spider in the forest, to do that? Great! (More The Oldest later.) 

This sort of thing extends to the magic items.  Canopic jars full of brains and heart … who’s up for a light snack? Or, the living wooden sword of the elf lord … planted to grow in to a tree. Rewards for returning said gobo to her boggy home? The gift of a toad steed. Or skulls attached to the wall with thin silver wires. There are things to do!

The writing here is generally strong, and it supports itself by leveraging a kind of older folklore element, something pre-Tolkein and before the advent of every description becoming meaninglessly abstracted and generic. This is bleeding in to the general vibe of the dungeon and the atmosphere it creates even from the very first encounter. There’s a mound of dirt in the forest. There are three stone slabs on top, all the same shape, one that a single man can lift, one that three men together could lift, and one that it takes two men to lift. Stacking them, in order, creates the portal in to the barrow. Note this doing three separate things. FIrst, there’s interactivity. Second, there’s the appeal to the entrance to the mythic underworld … you have to do SOMETHING to gain entrance to it. Finally, the appeal to The Old Ways. This feels different. It feels like you’re in some older tale, a peddler or soldier matching wits with the supernatural. And it does this over and over and over again. The talk spider. The dicing skeletons. A dead elf lord on a dias, arms crossed, holding a black iron arrow in each one. Wearing white wooden armor and a crown of twisted branches growing green leaves. Note the evocation of the fey elf, closet to the wood elf king from the Hobbit. Fey. Iron. Bramble Crown. This all FEELS right, down in your bones. 

We get “A narrow stone brick tunnel is lined with small alcoves, two on each side. Each contains a skull, covered in ornamental markings in blue ink, with green gemstones “ A brick tunnel, with all the imagery that holds. Niches, and not just skull but inked skulls. And not just inked skulls but blue-inked skulls. These are simple, decently described, not overly verbose, evocative. And leveraging ideas to bring more than the simple words would indicate. Maybe could use some work in this area to get to super stardom description levels, but the trend is absolutely SOLIDLY on the correct side of the spectrum. 

A small lair dungeon for level one adventurers completed successfully. Good Job! You’ve done the most basic thing a designer can do. There’s a weaker room here or there (the exit room, the canopic jar room) and perhaps the writing could be even better. But, solid solid effort. For what it is. A basic level one lair dungeon. Yeah, that’s right fuckers, I’m complaining about that. Look, I like level one adventures. There are a decent number of them. Maybe fewer lair dungeons, since those tend to come from a genre not known for producing strong efforts. But, I assert, the level one lair dungeon is nothing but training wheels. There is no larger context of the world around the location. There are only ten rooms. The challenge is to continue this effort. To include the larger context. To have a dungeon  that larger design elements come in to play. One in which the players can stretch their legs, with all of the design challenges that come with that. The lair dungeon, that is but a single bite of a single donut. I want to see something more fully realized, with context and size. That’s where the designer needs to go next to stretch themself, both creatively and logistically. That is what will put Nate down in the annals of RPGdom. 

This is Pay What You Want at itch.io, with a suggested price of $7.

https://natetreme.itch.io/botek

Posted in Dungeons & Dragons Adventure Review, Level 1, The Best | 11 Comments