Fight On #15 – Caverns of Slime

Level 13 - The Caverns of Slime
By Alex Schroeder, Lior Wehrli, Chris Roberts
Level 8+

The waterfall from the mushroom forest above passes through this area of powerful myconial
magic. The fungi undulate to a silent music, while phosphorous lights and dancing glow-bugs illuminate dancing shrooms and glistening towers of fungal growth on the steep walls.


This 23 page adventure details level thirteen of The Darkness Beneath and it’s … eleven major areas? It is a magnificent framework in which to die, and is perhaps most similar in play style to D3. A glorious jumble that is all I ever want in my life to be happy.


There’s an overview of the level up front which thankfully details what a typical jaunt in to the Caverns of Slime might look like. Briefly, you descent the Fungal Fall and travel through the Shroom Lords lands to the Spider City. From their you gain river travel on the River Styx, visiting the Bone Crusher and its roaming ghouls and two Panzerships. Perhaps diverting to the Prison of Dis and past the Shark Den (having orcs riding flying sharks …) you can hit up the wizard Gar at his titular Vats of Gar, who can maybe get you out of this place. But you’ll need to get past the Bubbling Stench to the Damn of Ix to disable its blocking power. Past the Eternal Swamp is the passage to the Ooze Lord (feature a 99 foot tall statue …) and, therein, the black door to the last level. You follow all of that? Essentially we have the party stuck on the level and eventually learning what they need to do to get off of it. They travel around to various areas learning things and making friends and enemies until the epic assault, via Ajax, on Mongo.


Essentially, each of those places I mentioned is a little … encounter area? A little place to have an adventure? A little town with shit going down in it? I’m not sure how to describe it. You end up at place X. You poke around, find some shit out, pick up some things or people. Get in to a greater situation going on there and somehow navigate it to end up getting what you want. I’m not sure I would characterize this as a fetch quest or gathering the six parts to the Key of Time. It’s a great big place that you can wander around in a non-linear fashion (although linearly makes sense) and do shit, eventually with the goal of escaping. I don’t know. Nothing I’m describing here is helping, is it?


The Spider City opens wilth a little red-aloud, and then covers some themes for this area for the DM to work with: Darkness, spiders, silver lights, ropes, webs, living on the ceiling. Some bullet points on more theme-like things, like occasional ropes reaching down to the cave floor or the floor being covered with broken bones and husks. Then some typical spider names, a little overview of the area, and a longer section covering events that can happen in the city. This takes up a page and is weird as all fuck. And this is a friendly area.


Everything here is familiar yet bizarre. Like that first level of Darkness Beneath but amped up. Crocodiles, Spiders, Orcs, but amped up and twisted. You could, i suspect, run an entire campaign on this level, or something close to it? That’s no doubt hyperbole, but it feels like it. The bandersnatch fits in well here, and the rolling ceiling fireball maybe just a little too mundane.


An open ended adventuring area with greater goals than looting the dungeon? If each of these was a separate kingdom, above ground, and the party needed to achieve some goal, using them as resources, that might cover this place? But it’s far far weirder. Without, I think, going in to gonzo territory. Whatever that is. I’m gonna sleep with this one under my pillow, even though you’re gonna have to bring every ounce of DMing chops to it. It could, not doubt, be organized and described better. And I don’t give a fuck. It’s magnificent.

The Catacombs under Old Samora
By Phillip H.
Levels 1-3

Generations ago, they were home to a small circle of acolytes that worshipped the powers
of the underworld, Hades foremost among them. Affluent citizens had their dead interred here and the priests performed burial rites and tended graves. With the decline of the city, the place was eventually abandoned and largely forgotten


This ten page adventure details about 45 rooms in some old catacombs/funerary complex. A solid contender and something I’d be happy to run as a drop in.


Ah, Ye Olde Levels 1-3. That’s a rough market. Everyone and their brother has dumped an adventure out for that level. Your adventure competes with past classics, current classics, and things released that the fuckwits don’t yet recognize as classics. This is a tight adventure/dungeon. And I’m reviewing it right after an issue of Ultan …


Catacombs under a slum section of a city, an old mausoleum entrance. Not exactly a secret but not well known either. Inside are graves, prep rooms, some places for the (now gone) priests to maintain the place. And, of course, an evil priest who likes to stretch his legs and visit the place when he needs a short break from his studying about sacrificing babies. Oh, and the drug addicts. That is one of my favorite parts of this. I mean lots of it are pretty good, but that drug-addicts are rock star. It’s a slum/tunnel/sewer hole/mausoleum. OF COURSE there are drug addicts hanging out in it. Or, as they are called, the sewer-folk “These squalid, drug-addicted humans live in a near-animalistic state in the sewers below the city” I love this kind of shit. There’s something so real about it. It grounds you. It gets you out of that bullshit fantasy orc stabbing mindset. What’s real, what’s a threat, what’s not a threat? If you went wandering around If you’re out doing some urban exploring, entering those holes in Pogues Run, what find you run across? Some kids. A large group of them? Are they dangerous? How about some homeless? Just homeless? Drug addicts? Desperate and looking for an easy score? Are you an easy score? Wanna posture some? Does that make things worse? WHat else is down there? This is great.


And, it does that thing that certain adventures do where you get fucked up coming OUT of the dungeon. Maybe some thugs out to score something easy. Hope one of those sewer-people didn’t tip them off. Or, the law, looking for a cut and kickback tax. This is all so great!
Oh, and did we mention that the sewer people are afraid? Some of them go missing … yup, it’s ghouls! Yeah ghouls! As serial killers/conpiracy/urban folktales! And the place has HORDES in it. There are some places where there are A LOT of ghouls, or a ALOT of jerlamaine/rat type people in their lair. And, of course, we all know that the lair is where the loot is. As is the tomb of the elf dude that is dangerously trapped. No pain no magic armor you murder hobo wannabes!


Writing is a little on the mundane side. Not bad, just not good. “Enormous empty washing basin cut from grey marble. Bas-reliefs on the basin walls depict a paradisiacal afterlife. A cracked painting of the night sky on the domed ceiling.” There’s nothing particularly wrong with that. It doesn’t overstay and it doesn’t pad shit out. It a decent solid workmanlike description, which makes it better than 90% of the shit being published. I’m just always hoping for a little more. The designer does, though, do a pretty good job of noting specific details. And, of course, specificity is the soul of narrative. In a room with a well “Claw marks in the hard earthen shaft were made by creatures climbing up and down” GREAT detail! SHould scare the fuck out of the party. Provides a hint. That’s all good D&D. In another place there’s a door with a raven carved in it. Fuck around and the raven comes to life to attack you. And when/if it dies it leaves a jewel. The overloaded context here is WONDERFUL.


The map is good. Decent detail, same level stairs, statues and so on. The locked/secret/concealed doors do get quite a bit hard to read, but, otherwise, the map is a good one. Hand drawn, which has its own charm and I kind of prefer. Except you do have to take care that things are legible. Like those fucking door codes, which are NOT.


Overall, a good little dungeon. Solid. It’s not winning an award, but it’s a good example of what you do. Platonic, even. It’s only ten pages long. And it does much much more with those ten pages than adventures four or five times its length.


Fight On! #15 is $5 at DriveThru.

https://www.drivethrurpg.com/en/product/489776/fight-on-15-spring-2024-pdf-version?1892600

Posted in Reviews | 5 Comments

Beneath the Moss Courts

By Gus L
Through Ultan's Door
OSR
Levels 2-3?

[…] It expands one of the hidden locations of the sewer point crawl into an entire pirate-themed siege adventure that also reaches up into the law offices of Zyan Above. Receive your first glimpse of the city of Zyan! Defeat your enemies at trial with the testimony of cats! Loot the wreck of the Verdant Purveyor, rich with blood-stained pirate booty! Or, more likely, end up imprisoned in its water-choked hold!

This 46 page supplement presents a corrupt solicitor/office as well as his thug/pirate buddies who live in the sewers unearth on a grounded ship. Ultan and Gus primes you for expectations, and those are met. Evocative, interesting, twisted yet relatable. And, deserving of a little more work to make it fully usable.

Each piece of Zyan that comes to light is wonderful. It’s bizarre and yet fully relatable. Wonderfully byzantine and, piece after piece, consistent with what has come before in style and tone. This chapter comes in from Gus L and fits easily within what has come before. This alone, should be a remarkable feat.

What we have here is a little mini-adventure setting that revolves around the party getting in to legal trouble. Probably. There is no ham handed plot here. Or, plot of any type. Instead we get a small introduction to the legal system in Zyan. This then dovetails in to the office and personage of a certain Fee Inquisitor & Lawgiver, Millbrath Osban. This then leads us to a grate outside his window in to which the party can descend in to the sewers (Beneath the Moss Courts!) and travel a bit before coming across a pirate base. This is run by an associate of Millbrath, who uses his gang of thugs to make witnesses disappear and so on. Thusly we have an opportunity for adventure. The party could be in legal trouble and come to know Osban through tha mechanism. Hiring him to help them, or, better, having opposing counsel that is running in to trouble with the legendary Osban and his legal ‘skills.’ The party in legal trouble is always a great side adventure, eh? The offices and base nearby make perfect sense in this context and any DM could easily use the resources here to guide the party though an adventure. Other uses for this should be obvious. For the supplement is giving you resources to use to create and/or have an adventure around. The legal system, a corrupt solicitor, and his mob organization associates. Parceled out over week or diving in to it, you’ve got what you need.

This falls in to weird category. It’s not really a site based adventure. It does present multiple sites but its clear that this is meant to be taken advantage of to supplement a certain thing that can happen in a game. I don’t know, as if you needed to raise a daid dude and there was an article about how it works in the city along with a church and a couple of other places, so you could spin that task in to an adventure in any of a few ways. This straddles the line between a supplement and an adventure. And, because it’s city based, I love every minute of it.

Everything about the place is great. Wonderful monster description, a great vibe to the language that successfully communicate the tone of the place and the people. The writing is used to great effect to add to the tone. This end is, mostly a pirate base. Infiltrate or assault, based on your levels. Or, infiltrate until the inevitable discovery occurs? There’s an order of battle, watches are mentioned well, using the slaves and their reactions to an infiltration/assault are well covered without droning on. Gus knows what the point of the descriptions here are, to facilitate play, and covers the important things you need to do that and minimizes or leaves out the rest. God, so many people could learn from that. Anyway, the interactivity here is centered mostly around skullduggery, the social and sneaking parts of the game. A little exploration, related to infiltration perhaps, and a few traps around treasures and so on, but, mostly, navigating the complexities of getting what you want to happen to happen, through talking, stealth, and some well placed stabbin.

There are a couple of points that I wish were handled better.

It feels like there is a map missing. While there is a decent little map of the “law offices” (nothing so mundane in Zyan, I’m paraphrasing here …) and of the “pirate ship”, there is, it feels like, a missing map of the envions around the ship. A little build up around the “bay” where the ship is and then, perhaps, the little “settlement” around the ship as well. These are keyed, in the text, but there doesn’t appear to be a corresponding map. This is not an impossible situation, I suspect you can run it a bit linearly, but I do like the stripper to tell me she loves me even if it’s not true. I note that there are various lookout posts that the text focuses on, that being a trigger in to the “pirate” order of battle. And, yet, spatially, these are a bit offputting, being relegated, it would seem, to just the encounter area they are noted in. That whole “vista overlook” thing that I like to harp on sometimes. It becomes a bit cumbersome without a map.

Then there’s the text, proper. It can get a bit long in places. Information is dense and embedded well. Taken as a whole the thing reeks of flavour, but, it also comes off as having dense entries. And it’s not always obvious to me that those dense entries were handled in the best way and that rehoming certain pieces of information other sections/entries would not have been smoother. The goal, of course, is to supportive during play and that’s a spectrum. But I think what I’m saying is that the density of the entries, and sometimes the nature of the information in the entries, seems like it should be elsewhere in the text. An overview, a different section. A sidebar. Something/where. 

It comes across, again, as a kind of … I don’t know. It’s not an exploratory adventure. It’s not a plot adventure. It’s not a regional setting. Or, maybe it is? I’m trying to get across the nature of the text, supporting play but not directing it, even in the way that an exploratory dungeon would. 

Anyway, I love it. It’s great. 

This is $5 at DriveThru. I don’t see a preview here … bad Ben! Bad! No cookie for you! Console yourself with a Best.

https://www.drivethrurpg.com/en/product/364637/beneath-the-moss-courts?1892600

Posted in Reviews, The Best | 2 Comments

A Sample Dungeon

Billman
Novis Ludis
OSE
Levels 2-3

The monks who used to live in the Monastery of the Unknown Path followed the teachings of Vyncis, a charismatic philosopher-cleric of Fharlanghn who founded the monastery centuries ago. Vyncis was a devout, somewhat militant and disciplined acolyte with a unique philosophy of how to honor their god. Essentially, Vyncisian monks were devotees of Fharlanghn who actively and persistently tested the skills needed to truly follow unknown and potentially dangerous paths, as directed by their deity

This fifteen page adventure uses seven pages to describe about forty rooms on two pages of the 1e DMG sample dungeon. It does not live up to the gygax sample rooms, padding boring room entries. The lessons of the sample rooms are lost here.

Yes, this is Yet Another attempt at the sample dungeon in the 1e DMG. It does appear to have a significant hold over gamers. Or, at least, gamers of a certain age. I guess ol Skull Mountain had quite a bit less impact on folks; sorry Domed City, no one loves you! Anyway, this is yet another attempt at the Sample Dungeon. It uses a fucked up format.

Basically you get a little room description (more on that later) and then some section headings. Monster. Treasure. Trick/Trap. Two monsters in the room? Then you get two Monster headings. The problem with this, at least how its implemented here, is the severe disconnect between the room description and the other sections. The description might just be of, say, idk, a throne room. And maybe a relatively long description, at that. And then the monster section tells us that there are 123 guards in platemail and a 33rd level fighter on the throne. And then maybe the trap section tells us that there is a giant chasm across the middle of the room. There’s no integration of the room description and the other objects in the room. I like to talk sometimes about the most important things appearing first in a room description. If the door to the room has some special quality, like it it made of obvious gold or is an obvious trap, then that should come first in the room description, not last. It’s the first thing you are going to need when running the room. Likewise if the small room has an ancient red dragon in it then you probably want to say that up front in the room description. It’s the first thing that the party is going to notice/see when they open the door. When you dump this important shit, like a monster or an obvious treasure, down low in the description then you’re making the DM work A LOT hard. “Oh, yeah, uh, I know you said you entered the room, but, also, there’s a ancient red dragon in the room …” Or, you have to read the ENTIRE room description before integrating the entire thing in to your head and then rephrasing it to describe to the party. No. What a good description doe is integrate things so that the DM can run the room, with an initial description, almost immediately. Then, as the party is mulling things over the DM can read further in to the room description. There is no way in fucking hell I am running a game in which I have to take a minute or two to read a room description and pause the game while doing so before the party gets a chance to act. This is NOT a trivial amount of time, to read and grok and rephrase an entire room description, put together in your head. It’s fucking boring while the DM does it. It’s part of a boring game.

And the room descriptions here are not real solid. Let us look at this gem: “Approaching the door is enough to hear a haunting, moaning sound that rises and falls in an irregular way. The goblins forbade the bandits from entering this room because they feared the moaning sound was a ghost, and the goblins did not want the ghost disturbed.” That’s great. It tells us almost the fuck nothing about the room. It’s long, full of backstory, it’s awkwardly worded and padded out. And all it tell us, in terms of gameable content, is that there is a moaning sound coming from the door. What are you doing man? What value does this add?  “the hobgoblin corpse was part of Lurantu’s gang (see areas 35-38) who went off exploring on his own, got mortally wounded by the ghouls, and managed to escape here before dying of his wounds.” NO ONE CARES ABOUT THIS!!!!! It doesn’t add anything at all to the game! And the room descriptions are full of this shit. It distracts. It’s a waste. The designer focused on this instead of a real, gameable, room description. And when were not getting backstory then were getting something like “The tomb of a former abbot of the monastery is in the small 10×10 room down a tight, 5’ wide hallway” That’s your room description. That’s it. Exciting for the tomb of the former abbott, eh? And, then, sometimes, the cross-references are off. In one room you can turn things white colored, bleaching them out. And the cross-reference tells us this could be useful for room 29. Except, the way to get in to room 29 is in the description for room 28. This is pretty obvious stuff. This is why we have external editors or playtesters who are not the designer. The designer knows what is going on because they created it. The rest of us have to rely on what the designer typed up to help us understand it. There’s not really an evocative description in the entire thing. 

Finally, a note about the room design. There is, I think, a notable difference between the gygax rooms and the rest of the rooms. There is a tendency, in dungeons, to put one thing in each room. This is the thing that this room holds. We can contrast this with rooms that have multiple things going on in them, a far far more interesting way to develop and present a room for play. And we can see a couple of examples of this in the first couple of rooms that gygax presents here. In room one we have those spiderwebs in it. And the spiders in the webs. And then tha bags in the room. And the yellow mold on the bags. The treasure, and then a stuck secret door that has swelled. Multiple elements in the room. Lots ot explore and discover, all in one room, without it feeling like it is empty room. And the descriptions for the rooms, presented by gygax in the sample dungeon, follow on to this. Multiple things in the room, and yet the rooms feeling natural. As opposed to most of the rest of the dungeon presented here, or in most products.

This is Pay What You Want at DriveThru, with a suggested price of $1. There’s no preview, but, it’s PWYW, so, you know … I might also note that there is no level description present on the cover or marketing  …

https://www.drivethrurpg.com/en/product/493535/a-sample-dungeon?1892600

Posted in Reviews | 9 Comments

Slug House

By Daniel Herz
Stromberg Press
B/X
Levels 1-3

“Thou shalt drink one too many potions my dear” she said “any find thyself crawling around like an overgrown earthworm.” The brazen cheek! I will begin my experiments again, and make myself the very subject! A beautiful mansion was once occupied by Uzul Balashi, a powerful wizard who mysteriously disappeared many years ago. His house is said to be full of treasure and magic items, but also dangerous traps and monsters
This 66 page adventure presents a wizards home in a city with three levels; two up and one down, with about eighty rooms. Parts of this match, exactly, what I am looking for in an adventure. It is, I think, difficult to keep that up through every room, and that shows in this adventure. More refinement in the text, from editing to layout, would also help. But, hey, I wouldn’t be mad running this.
So, Frank the wizzo has a house in town. A kind of U shaped building, with the fourth side being a courtyard open to the street, with gate. He’s got some human guards working for him. They stay in one of the courtyard wings, a leg of the U. Then Frank goes missing. The guards hag around, now little more than thugs. Some halfings start serving food, and the courtyard now becomes something like a hang out, the stoop everyone sits on and drinks booze and eats and whores and games. This section, the first dozen or so keys, is really REALLY well done. No body really cares if you hang out. You can gamble with the dudes. They are kind of bandits? More lazy unemployed men with swords. There are some hookers about that they keep around. It’s got this very “collapse of society” thing going on that I’m real in to. Nothing is pushed too far. Sure, you can brawl in the courtyard, no one really cares, except when weapons come out. I guess you’re kind of hanging out with all of the mean ass bullies in school, or something. Maybe some fights, maybe some drugs, you can hang around, some chicks, but no one is just stabbing anyone who wanders in. The vibe here is perfect. Those first dozen or so rooms, all contributing the scene, really do well this kind of grey area between banditry and not. Both from the guards pov AND from the pov of the party, who will perhaps just start killing them. This section can hold up and go toe to toe with some of the best content written. It’s not perfect, but the overall situation here is exactly what I mean when I say I’m looking for situations and not encounters. And did I mention the balconies and open areas on the maps? Nicely done.
The inside of the home drops off somewhat from this high praise. We get a pretty decent wizard home. There are plenty of mundane rooms and rooms with just a little bit more going on in them. The interactivity can feel a little slow in places, creatures are few and far between, it feels like, in places. There are some decent secret doors and so on to find, turning levers and the like is always fun. I’m fond on the “tax writeoff” skeleton accountant. The slug wanders around, and the party can free a shadow which can show up on the wanderer table if the uncover The Black Mirror. We’re not going to win any interactivity awards, but its also a cut above your typical fare. Monsters pound on doors. That shadow you free creeping around. The designer is taking the “normal” interactivity, or the usual stuff, and doing about as much as you can with it. Give a hint to some magic items existing and then hide things around the house. The shelf full of vials and potions that do things. Extending to the monsters, there’s are quite large butterflies in the garden. And when they gently land on you .. they stick in a needle and start sucking stirge style! Very nicely done. And, while the monster descriptions are generally present but not earth shattering, the art that goes with the adventure is a cut above and turns “hound with a skull face” in to something much much better in the art.
The writing here can tend to the long side in places. Or, perhaps, it feels long. The descriptions are trying to bring an evocative flair to things but don’t succeed perhaps as much as they think they do, those monster descriptions being a good example of that. It feels like more than a token effort was made, but they still were not really successful in the way, perhaps, the designer wanted them to be. And, magic items get a decent description in the appendix that doesn’t overstay its welcome. We get descriptions like ”A mouldy billiard table sits stoically in a seething sea of crawling centipedes. A constant sickening sound of thousands of moist vermin writhing. Atop the table remain a few forlorn billiard balls.” Stoically and forlorn are a bit much here, but moist vermin writhing is great! The constant sickening sound is better example, we know whats meant but it still doesn’t come through great. A more typical description for an emptyish room might be “Grimy sinks and a table covered in old mouldy cloths. A small cupboard contains a bucket of wood ash, soapwort, vinegar and a small vial of universal solvent (see appendix II).” I get, again, whats being tried for. Grimy. Old cloth. But it feels a little rote. As if we need to stick in an adjective from a thesaurus.
The formatting can, at times, be weird. Treasure, monsters, and Exits will, at times, be called out in separate headings in a room. I’m not sure this is really working the way the designer wants it to. The creatures, in particular, don’t feel integrated in to the room. The Exits section is less jarring, contains perhaps sounds from them or How The Secret Door Opens. The secrets, in particular, avoid the traps and door porn syndrome and give enough information to add some spice. He’s done a nice job with this section, including it when appropriate and using it to add variety.
In the world of haunted mansions we can point to Tegal, Xyntillian, Shadowbrook. Maybe Amber. This feels a little more grounded than those. A little less fanciful. It’s still present, but not pushed in flavour. Or, at least, that’s the way it feels. There is a giant garden. A giant slug, a shadow running around, and a body laid out on a slab in the basement. Teleporters and magic bells abound. But it FEELS a little more grounded.
I’m not mad at this. I wish the writing were a little tighter. And I wish the writing hit more, in terms of being evocative. And while there are a decent number of situations and things to fuck with, nothing, I think, every quite reaches the heights of the initial bandit/courtyard thing. The imp running around. The slug. The shadow. None of it really hits the way the opening does. But, Also, I’m gonna stick this in my starting city in Dungeonland. This is a good adventure.
This is $10 at DriveThru. The preview is ten pages. You’re going to get to see the first ten rooms, which should get you fine examples of the formatting and how it is used, as well as the writing style. As a bonus, you also get to see part of that opening section I like so much, although you miss their intro, which adds a lot.

https://www.drivethrurpg.com/en/product/491255/slug-house?1892600

Posted in Level 1, Reviews, The Best | 3 Comments

Through Ultan’s Door #3

By Ben Laurence
Through Ultan's Door
OSR/1e
Levels 1-4

The Apartments of the Guildless, a dynamic pointcrawl through abandoned chambers, ruined temples, arcades and sunken courtyards, where the outcasts of Zyan are hunted by stuttering puppet automata. Visit the convent of the crawling nuns! Hear haunting flutes amidst trembling fungal woods! And much more!

This double issue (two 32 page digest zines) is a … description of a home base and a small  region around it? Ben’s shit is very good. I joined his Patreon because I like good shit. 

I read some book. It was talking about the cultural heroes in certain societies. It made the point that in order to be a cultural hero you had to 1) be recognized as a part of that society and 2) exhibit traits outside of that society. So, if a Japanese Salaryman represents Japan, then you can’t be a Japanese hero by being a very good Salaryman. You have to be a weirdo artist or something, defying the expectations and conventions that the Salaryman represents. 

I take note of this today because of Through Ultan’s Door. We are awash in trade dress. In the 5e DMsGuild templates, for covers. In art styles that all look the same, the generic heroic fantasy of today. 

Then you stumble across the covers for Through Ultans Door. Clearly, something else is going on here. Someone has a clear and strong artistic vision in the art direction, which is consistent with the gaming environment presented. You are about to hit something different, the cover tells us. The art absolutely sets the vibe and contributes to it, which is exactly what the art SHOULD do. Yeah, I know, I never talk about art. Because it seldom accomplishes that. But it certainly the fuck does here. 

So, I don’t know the fuck how to review this double issue. I’m not sure it’s an adventure, and all I really know how to do is review adventures. I’m terribly excited by this … setting(?), so much so I joined Bens Patreon. The first two issues clearly had site based adventures in them. This one is a little different. It feels like this is the start of a larger world coming in focus, but a game world, meant to play, not a gazeteer. Let us imagine you are publishing a megadungeon and you release a few levels of it. Then you decide that you should also release a home base, a town to venture forth from, as well, perhaps, as the environs nearby that the party might end up in  or travel through. That seems entirely appropriate, yes? So if we view Ultans Door as episodic entries in a dungeon, or, in the context of a larger, completed, work, then a home base and the environes for travel seem like something that should be present. Indeed, my own standards indicate that I enjoy a little ‘wilderness’ journey to get to the dungeon. Thus the setting in which we find ourselves in this double issue of number three.

The volumes cover a system of movement through the undercity and searching for secrets, etc, on the way. And what secrets they are! The hidden pirate lair. The witch/hag lair, and the sewer dragons lair. Shades of wandering in to that lich room in D2. 

It then transitions, in the second volume, in to a description of a kind of home base, of sorts. A leper colony, full of folks suffering from the weirdo diseases. More like a prison, with trustees and perhaps chanelling that scene in Ridick in the prison (complete with elevator). You have the trustees, the gang of invalids who kind of look out for each other, and then, descending sometimes, the guild of healers, weird beyond pale in their own right. We;ve given mostly the social setting present, with the mundanity of buying and selling not present. This is a place to rest and perhaps get sucked in to intrigue, without gearing up again. 

Following that is a kind of regional setting. The locations detailed in issues one and two are noted, as well as a few others that really fall in to less of the site-based-adventure category and more of the “fucked up place to visit” category, perhaps with some motivation to do some stabbing or leverage their own intrigues. 

The opium induced environment is strongly visioned, as they have been in all of the issues so far, with excellent descriptions of creatures, weird environments that successfully channel, more than anything else, the AMR Barker and Dreamlands-ish visions that we all hope for when we dig in to one of their vaguely dreamlike adventures/settings. Ben really does an excellent job with the descriptions and in communicating a vision; the vibe is ridiculously strong here. Things perhaps get a little longer in the text here than is immediately comfortable, and could perhaps use just a tad more formatting to help draw attention, but the overall effect is magnificent.

The toad people : “Their pale clammy hide is speckled with pus-dripping carbuncles. Fleshy sacks hang to either side of pot-bellied stomachs, topped by heads like misshapen toads. They wear jewelry fashioned from sewer trash and ill-fitting stained clothing ripped from water-logged corpses … with excellent manners.”

Given the episodic nature of my reviews, and the episodic nature of Ultans door, and in particular this double issue, its hard for to review this. And, I don’t think I have, I have just described it. As a standalone product its hard to recommend. But, seen as the first chapter to a larger dungeon, the base and environs, it fits in perfectly well. I’m excited to see more.

This is $10 at DriveThru.

https://www.drivethrurpg.com/en/product/364621/through-ultan-s-door-3-double-issue?1892600

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Through Ultan’s Door #2

By Ben Laurence
Through Ultan's Door
OSR/1e
Levels 2-3

in the porcelain abattoirs of Zyan Above, the sacred butchers, supernal exsanguinators, and exalted flayers of the Fleischguild labor tirelessly at their exacting arts, offering sacrifices to appease the insatiable hunger of the Unrelenting Archons. Their holiest guild sites in the undercity are marked by ornate chum spouts that stream effluvia from their gristly rites. On the Great Sewer River, these spouts adorn the entrance to the catacombs interring Master Carvers along with their child prodigies. All praise be to Malprion, aspect of Vulgatis, Archon of unseemly and fecund growth!

This 41 digest page adventure details the catacombs of the guild of butchers, under a decadent city. It has about 31 rooms, pretty tightly packed, with a rich and evocative descriptive style in rooms that each contain a variety of interactivity, without it feeling like set pieces. Delightfully baroque and pushes the edges of what a pure text format can deliver. 

Like all reviews I do of good adventures, I don’t know where to start. I guess the descriptions, since that’s the first thing I noticed. Very near the beginning of the adventure there’s a section on factions. In it there are some descriptions of the people that make up those factions, the cultists and/or guild members. “They wear serene copper masks and purple robes. They come reluctant and skittish” Seren copper masks. Reluctant and skittish. Not just “guild members” or “religious cult”, but, rather, a decent description for the DM to riff on and that easily communicates the vibe. It’s not a lot of words, but it does SO much to bring these people to life. Not just generic people on the wanderers table, but those serene masks and purple robes. That’s a good fucking monster description. Or, there’s also this group “the tanned skin of their face is spread like a hideous mask before their flayed skull, stretched on fish hooks across the frame of a headdress, hanging taut and expressionless before the exposed flesh of their head.” Well now, there’s something you don’t see every day. These are fucking terrifying. Or, our undead/spirits who congregate in huddles mass groups and “Each clutches their pitiful remains assembled from the chum spout: an ear, a rotten liver, a scalp. In muttered and distracted whispers, they jealously plead for proper burial.” That’s a fucking monster, man. Not “2d4 zombies” or some shit like that. No, these things have character! I wish a lot more adventures did this to their creatures, at least in some small way. Opponents should be terrifying. The PLAYERS should shit themselves. Those descriptions would give me pause, as a player. 

And the room descriptions continue this trend. A very basic description would be “Two raised basins flank the passageway to the north. The south end of this room is taken up with eight small sarcophagi flanking a dais with the statue of a woman” This is quite the tersely worded description, and pretty good for an initial first impression of the room by the players. What follows then is about a page and half of additional description. The basins. The statue. The sarcophagi. All of the things noticed in the initial room description. The initial one doesn’t overdescribe, it just lays things out, for the players to investigate further, the way an exploration adventure should proceed. And, before ALL of those extra descriptions is a little note that states you could meet a monster here. The most important thing, the initial description, is first. Then the monster note, since it could appear after the party arrive. THEN we get the individual descriptions of the things. “The marble statue of a middle-aged woman sits facing the sarcophagi with her face in her hands, shoulders heavy with grief, robes painted with rich designs, bar and skin and hair unpainted alabaster.” It’s a good description. And then, of course, we get some DM notes as well. And, again, in the descriptions for the treasures we get things like “A bronze thimble carved with vines bearing tiny amethyst grapes (50gp), and a silver sewing egg with needles and a spool of purple thread nestled within (75gp).” The entire thing, monsters, rooms, treasures, they are all rich and lusciously described.  It’s a good job. It pushes the bare text, with occasional bullets, formatting to its absolute limits, but a clear vision and understanding of the sectioning of the room description wins the day. They can tend long but are manageable. 

And those descriptions tend to be long because of the interactivity in the various rooms. They are not one trick ponies, with just one thing going on, but are rich and full of things to do. That room I described has a creature that might appear. The two basins that can be interacted with. The statue (just a statue) and then eight sarcophagi to explore and fuck with. And loot. And, on top of all of that, fucking with shit in here might bring other creatures down on you. Both in the near term, for those flayed dudes, and in the longer term with the guild posting guards and such. For a tomb, this place feels alive and lived in. (And, to be fair, I guess it is, since the guild still actively kind of uses it/maintains it) The entire thing has this vibe of effortless design. At a glance, this just looks like a zine, like any of the other hundreds that come out. But it’s not like those, it really does have some design behind it. From the minor game mechanic changes that spur gameplay, like the wandering monster warning signs, to the design of the map, both evocative and putting an interesting part of the complex in a , shall we say, less frequented area. And, also, we all know, that the lair is where the loot is, right? Everything else is just winnowing the parties resources. The deep play of the rooms … and it all comes in pretty much seamlessly. It’s not bragging, or calling out the design choices, they are all integrated in. 

I’m down with this. For any complex under a jaded and teeming city full of miscreants, the undercity of Old London, teeming with life above and a hundred thousand delights and torments there and below. Thus thing successfully communicates that vibe. Rich language, great traps, encounters, roleplaying possabilities. Problems with no immediately visible solutions but what the party devises. 

GREAT adventure. And shame on me for taking so long to get to it. Sometimes things drop off my radar.

This is $5 at DriveThru. The ten page preview is MORE than enough to get an idea of what is going on. Great preview.

https://www.drivethrurpg.com/en/product/279520/through-ultan-s-door-issue-2?1892600

Posted in Level 2, Reviews, The Best | 8 Comments

A Problem in Port Haven

By Stephen Smith
Mister Smith Design
BECMI
Levels 1-3

A peaceful village of fisher folk and artisans. A friendly community safely perched high above the raging sea. On the surface life is grand, but who knows what trouble lies below?

This 54 page supplement details a small seaside village and an even small cave/dungeon, using eight pages to describe about fifteen rooms in it. There’s an ability here, to describe a decent scene, but it’s squandered on a weird disconnect between the vibe of the room and the DM notes for the room. I’m not mad at this, just a little puzzled at what it’s trying to do.

Nice production values on this, with clear easy to read maps of the dungeon and a layout style that is not overly busy but does a decent job of focusing the attention. This is combined with some art that I don’t hate and in some cases kind of love, but I can recognize that some effort was spent on it and making it try to fit in to the vibe. And I say all of this and lead off the review with it because I was fully expecting a load of garbage. Those things, plus the obligatory background story/boring page, plus all of the title page crap didn’t get me in a place where I was expecting something good. And then the hooks started in, with the usual variations of “you are hired to …” … I was pretty much dreading what was coming. And then I got to the missing child hook. Where mayor dickcheese offers to replenish your food supplies if you find the missing kid they think went in to the old sea cave below. And that hook ends with “ (SPOILER ALERT: Little Timmie was hiding in the tool shed the whole time).” Woah … ok. The kids name is Timmy and he’s in the shed while the party is getting gutted? That’s my kind of twist! Things are looking up!

The next set of pages is devoted to the small village, its places and people. This goes on WAY too long. But, also, it’s going on too long in a weird way. So, the map of the village is keyed, which doesn’t help much, you have to refer back to the text to find out where something is on the map. And the various buildings/businesses don’t really get much of a description at all. Just a sentence or two. Props for not droning on, but those descriptions are VERY generic and don’t really say anything at all interesting about the place. So, then, what’s the point of the description? Let’s take this one “1. Fishmonger — fresh, smoked, dried, and salted fish, scallops, shellfish.” Did that add anything to the description of “Fishmonger?” And while it’s a single sentence, a few others go on for two or three or one long one. But they don’t really add any value to anything. Except, then, you run across “Naturopath — Ocean based dietary aids for allergies, headaches, fatigue, chronic pain, sleep and digestive disorders.” Well … ok. I’m noticing a trend here, of the designer slipping in, slyly, some pretty good shit. But, also, there’s a tackle shop, with a description? What’s the purpose of that?

And then there’s quite the long section of the people in the town. Again, this is mostly bullshitty useless padding, telling ups in a sentence or three why this person is the typical generic fantasy villager. And then we get to “Ongoing lunch feud with a pelican.” or “They and their twin always dress exactly alike” or “practices flirting with seagulls.” That fucking shit is great! That’s what I’m buying a D&D supplement for! I don’t give a fuck about generic bustling fantasy tavern. But the barmaid learns her flirting skills by practicing on gulls? GOLD! And the fucking thing takes a turn here. Every NPC in the village has this kind of shit for them. It’s great! It’s just like Pembrocktonshire, except the fucking entries are padded out uselessly and it takes far more space, thanks to that clear formatting/layout, to cram in the same amount of people.

The dungeon is about fifteen rooms, half sea caves and half carved out. The descriptions here range from ok to useless. The first entrance room is ok “On approach of this hollowed fissure, the sound of the crashing waves echo against the sheer rock face. Although once much larger, the passage is now choked with rubble. The gap is low, narrow, and just wide enough for one person to enter at a time. The rocky walls are slick with saltwater and the tangy odor of brine fills the air.” I get what the designer is going for, and it’s an ok job. The “Although once larger” thing is cumbersome, and the entire thing could be edited to get that vibe across a little better. But, also, it’s not terrible at all. Each room has something like that, not exactly read aloud, but more communicating things to the DM. Which is generally fine. Until we get to something like “K) The Morgue Several stone slabs serve as a temporary holding space for the recently deceased. Presently empty” Supposed to fire my imagination? Indeed DEVO, he doesn’t smoke the same cigarettes as me. 

What follows, after this little not-read-aloud text, is something called “DM Insights”, for each room. This would be your DM text. For that Mortuary room it says “Shadows. (see Bestiary on pg 41) Treasure: Potion of Diminution” And this is the major disconnect I’m having. I don’t understand this. That room, in particular, is essentially as minimally keyed as Vampire Queen. The others do have a bit more description to them, but the DM Insights are almost always this kind of minimal keying. It’s more than a little rattling to come across, and I’m not sure why. It feels disconnected from each other. As if the room proper and the monster/loot somehow are not integrated at all. There are hints, here and there, of things. One room, wet, has a milky substance spread out in it … and it turns out there are giant spiders in the DM Insights section. So, sure, I guess that ties the two together? I kind of get what the designer is going for … a strong enough initial section and then a DM section that just clarifies things. I don’t think, though, that the initial sections are really strong enough on their own. 

I might say that I can draw parallels to the dungeon as a whole and the town also. The sea saves turn in to a mortuary complex, turn in to a temple for Deep Ones. It’s a kind of linear map (but with monster names on it for reaction purposes. Yeah) But the entire thing feels pretty disconnected from each other. Not like you are in zones but rather “and then heres the mortuary complex!” for some reason. And, then, the inclusion of the town, or, rather, the amount of length spent on the town description. That’s a lot of text to support a small fifteen room dungeon (with some 5HD bosses in it …) It just feels like things are disconnected to each other and that they don’t vibe well … it’s not as blatant as a funhouse dungeon, but it sticks out. 

This would have been MUCH better concentrating on the unique parts and minimizing the “typical fantasy” parts. A better integration both in the dungeon format, the dungeon proper, and the dungeons relation to the town. There is clearly a sly wink attitude here, which is wonderful, and the ability to turn a phrase to describe something. But the rest of it falls down. It’s not terrible, but I’m not sure why I would select this to play.

This is $8 at DriveThru. The preview is eighteen pages with a great selection of town, dungeon, and bestiary. Great preview!

https://www.drivethrurpg.com/en/product/479070/a-problem-in-port-haven?1892600

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Treasures of the Necropolis

By Gabor Lux
First Hungarian D20 Society
OSR
Levels 3-7

[A place of burial since primordial eras, this is a site of crumbling (and sometimes repurposed) mausoleums, catacomb passages, and more oddities] [one of the subterranean complexes beneath the City of Vultures. Located under the crooked streets of the Beggars’ District (also described), this is a section of the undercity that goes from reasonably simple to remarkably deadly. From the Court of the Pariah-King to the Domain of Virotán and the Ceramic Space, it just gets stranger and more vicious.]

This 56 page supplement presents four different dungeons, each with multiple levels and a large number of rooms. Delightfully idiosyncratic, with consistently enough information to fire the imagination without droning on. It harkens back to Dungeon of the Bear and Arduin with shades of Barker. Everything you love about old school.

There are a couple of dungeons presented here. The first are an above ground graveyard complex with tunnels underneath, so two levels. The second is multi-level (four?) complex under the beggar district in the City of Vultures. Then there’s a kind of fantasy/fairy castle, replete with pennants flying, on a rolling hills full of flowers, manned by the Knights of Roses. Finally, there’s the tower of a retired thief back in the beggar district, by far the shortest of the four. The first three are all excellent, with the fourth being good but a little weaker. (It’s a fucking tower, what do you do with that?) 

I find these multi-dungeon volumes hard to review, particularly when especially good or bad, since I could pages and pages on each of the dungeons. I’m going to kind of cover the vibe of each and then generalize a lot in what they common in how they communicate that vibe and facilitate play. The outlier in tone is the Castle of Rose Knight. “Flowering meadows of improbable beauty cover the perpetually sunlit slopes, and a small castle rises  in the middle with fluttering pennons  on peaked towers.” Approaching, a feat unto itself, you meet the Knight of Roses who challenges you to single combat. A civilized man, to fight blood, horse fall, and then invites you in to the castle win or lose: he is, after all, a gentleman. And evil gentleman, but a gentleman none the less. Inside we get this kind of .. folklore or fairytale view of a castle. Fantasy or high fantasy? I feel like all four of those words now mean something else now, so, back to those kind of original pre-80’s definitions. Got the vibe? Good. The first and second are completely different. The first is an ancient graveyard with tunnel underneath … home to the Brain Eaters! (Which, I must say, is a great way to describe ghouls. I love it!) And then the second is a kind of multi-level dungeon beneath the beggar section of the city of vultures. You’ve got businesses, with entrances from the streets, well access, various sects/cults/factions with interesting in certain areas … it’s got a very urban vibe while still feeling like it’s a dungeon. The place is alive … even the abandoned sections. 🙂 Great use of zones, especially in this dungeon.

The Gaborian excels at a turn of phrase and interactivity and that is what helps makes these dungeons great. A little serious, a little snark, and a terse description that leaves you hanging and wanting more … which excites you and you fill in those sections with your own DM brain. Which is what EVERY description should do. And he does this, time after time, with remarkably few words. There are embellishments here to bring home the environments to the players/characters. “Feeling of sour taste in mouth, slight vertigo.” Every fucking time I am bitch hing about telling instead of showing I am comparing it to this. When I bitch about a descriptions that says a location is weird, or feels weird, or something like that, I am contracting it to this. A sour taste in your mouth and slight vertigo. That’s weird. That’s a weird feeling for your character. Those eight words communicate the feeling that the abstracted “weird” word is going for. But it does it in a visceral and concrete way. That’s how you show instead of telling. There’s just enough here to be tantalizing, to get you excited, to build on. A masterclass in getting the vibe across.

Interactivity is great, across the board, but particularly in the second adventure, under the beggars quarter. You really get the sense that this place is alive and that it is both a part of the city and distinct and separate from it. The various factions running around, doing their own thing, alongside forgotten rooms and the like. There’s a tendency, in a lot of dungeons, for a room to have one thing in it. And that’s a meme not present here. Time and again the various rooms will have multiple things in them, a real depth to the adventure environment not present in others. No, it’s not every room, but its enough to make me recognize it. The puzzles are nor ham handed riddles, but rather integrated in to the environment. The creatures are not throw-aways but rather seem like they should be there and fit in well. It’s that whole “image the place and THEN figure out what in the book makes sense to describe it” It’s not a room with a black pudding in it. The room was imagined and then a black pudding was a close enough creature to what was meant to be Imagination first. 

There’s a wandering poet, on the wandering table, looking for his lost love, a dancing girl. There’s another dancing girl, freshly escaped from the underground tunnels. There are ghouls, feasting on the poets love, in league with the “escaped” dancing girl. Bitches man. 

Great dungeons with distinct flavours: ancient graveyard, undercity, fantasy castle. And yet each loaded with diverse interactivity and evocative descriptions that are easy to digest. This is the way you write a dungeon!

This is $10 at the storefront.

https://emdt.bigcartel.com/product/echoes-from-fomalhaut-12-treasures-of-the-necropolis

Posted in Level 4, Level 5, Reviews, ribbet, ribbet, The Best | 21 Comments

Graveyard Dirt

Seba G.M.
Dados Tostados
Knave2
"Low Levels"

Apollo and his son, two masters together, Wouldn’t know how to mend me; their craft has failed me, Goodbye, pleasant Sun! My eyes are stuffed, My body descends where everything is disassembled. ~Sonnet posthumes, Pierre de Ronsard~

This forty page booklet about skeletons uses twenty pages to present an adventure with three scenes that takes about four pages to describe, generously. There’s nothing here.

This is a supplement that deals with skeletons. New spells about skeletons. Some new skeleton variants. A dude that really likes skeletons. And a skeleton based adventure. Or, rather, “adventure.” Someone has been digging up graveyards in the region. Duke Lotto sends you over to the this town of ropemakers to guard their graveyard. Scene one is arriving at town, fucking around with the townfolk, etc. Scene two is a group of skeletons digging up the graveyard that night. Scene three is the party fighting a wight, back at the skeletons home base, which the party needs to track the skeletons back to. 

That’s your adventure. Three scenes. All of which are completely straightforward. And describes, I must say, in few words. I’m gonna give you the scene two descriptions. Skeletons come marching out of the forest in to the graveyard. They have tools to dig it up. One skeleton seems to be in charge. I am NOT fucking around when I say that the detail, beyond that, is not really present. That’s your fucking scene. Fight them. Follow them back, it’s up to you. 

The whole execution of the adventure is not really an adventure, at least not by my taxonomy. “Hey man, I had this idea last night that some skeletons could dig up a graveyard!” That’s all this is, some VERY general ideas of what could happen. And by “what could happen” I mean “go to town, dig up a graveyard, fight a wight in charge.” Because there’s nothing more to be done other than that. 

There’s a map! Of the village! It doesn’t make sense! There are, if I recall correctly, eight locations on the map. The legend says things like “the bridge (over the river)” or “the hunters lodge” or “the westward road” or “the hemp farm”. (No doubt the villagers talk incessantly about how Lord Jefferon grew hemp …) None of the locations are described, so, it’s not that kind of map. I guess you could ad lib some shit about people working in the hemp fields, or something like that. I’m not morally opposed to this. I’m also not especially thrilled for an adventure to take this approach when there is absolutely no content at all for the main part of the adventure. It feels like some amount of effort could be spent on the rest of the fucking adventure instead of this watercolor-like map of a village with locations. Similarly, the valley that the weight lives in has a map, but it no keys on it. And some textual mentions of a kind of underground abandoned city that the wight lives in. No other detail/maps/etc described. I think, perhaps, even worse though, is how the map actually seems to conflict with the text in a few places. The graveyard is on the western side of a river. The village hugs the eastern shore. The skeletons march out of the eastern wood. So … they march through town? Or, do I have my directions mixed up? There is no compass on the map, so, … maybe the skeletons march out of the woods right next to the graveyard? Also, the weights lair isn’t on the village map, not even with an arrow or something. It’s like all of this shit is just an afterthought. 

I don’t know what else to say here. There’s no real text imagery to speak of. It does use skill checks. Tracking the skeletons back through the forest “deals d4 damage unless the characters pass a Constitution Check (TN 16.” I hate that shit. First, haven’t there been abot fifty bajillion articles on this kind of shit and why its bad, thanks to disaster that was third edition skills? You know, every one in the party has a +50 to spot hidden, and shit like that, which leads to an arms race in checks vs ability, and the min/maxxing that a decent portion of the population these days  thinks D&D is? Hmm, that was a long sentence. I must really dislike that. Not to mention perhaps an even more egregious sin: the abstraction of fun. Why have the skill check instead of just having a scene that the party can work to overcome? Why just abstract away the fun to a die roll? If you’re ok with this then why not just have each party member roll a d6 at the start of the game session. 1-3 you live and 4-6 you died on the adventure. Then at least you could all go drinking or something. It’s the same fucking thing. The game is what happens before those die rolls, the journey through the forest, the obstacles overcome, the wacky plans, etc. That IS the game of D&D.

This bullshit abstraction makes me feel cheated, Mr Lydon.

This is $6 at DriveThru. The preview is seven pages. All title pages and shit like that, with one page of backstory for the wight. Shitty preview.

https://www.drivethrurpg.com/en/product/492386/graveyard-dirt?1892600

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Trouble at Bigby’s Meadery

By Vanessa Nairn
Snail Song Studios
OSE
"Low Levels"

Jebediah Bigby is a meadmaker extraordinaire, famous throughout the region for his delicious mead. The secret to his success is simple, ‘Big Bees make better honey.’ However, rumours run wild as to the true secret of Bigby’s success. Now that shipments have started going missing, it’s your job to delve into the meadery and find out!

This 34 page adventure presents an underground brewery with bees and goblins with a small above ground section. A rather A rather standard fare that doesn’t overstay, with the usual issues. Where ‘standard fare’ has the usual low-interest meaning. 

So, there’s nothing special about this adventure. It’s the usual go in a room and stan things kind of affair. This comes along with poor text/descriptions, etc saving grace being the text doesn’t drone on and on. But, also, I had this idea …

What’s going on here is the halfling Bigby (no relation) runs a meadery. Another halfling meader rival, Penelope Smallby, hires a hobgoblin and his goblin band to raid it and get the secret recipe. It’s not Love. Turns out ol Bigby has been running his mead through a fishtank with slopfish in it, which infuses an unnatural happiness in his mead. And in stronger doses it makes you not be able to feel ANYTHING ut joy, even during the greatest tragedies. Also, Penelope doesn’t want to pay the goblins. Also, Bigby is cheery and morbidly obese. There’s an entry on the (aboveground) wandering monster table that has a group of halfing nature enthusiasts about and about enjoying watching the bees. The giant bees. …  I hope you’re thinking what I’m thinking! There was an opportunity here, that I initially thought the adventure was going to go down, for a REALLY good adventure. Murder, betrayal, suicides in town. Extortion. Bribes. Cover-ups! All of the seediness of a small town coming out and being amplified. You can imagine Poirot at the end emphasizing “And all for a mead recipe!” The cheeriness of the halflings. The absurdity of the situation, juxtaposed with the awfulness of the consequences of the actions taken. That’s an awesome fucking adventure!

But this one is just your normal fare. Walk in to rooms in an underground area. Meet a goblin. Or rat. Or bee. Maybe talk to a goblin. Stab everything else, probably. The height of interactivity is finding a key behind a painting (nice!) or following some pipes behind a wall. Again, nice. But these are very isolated examples. The vast majority of it is just walking to a room with very little for the DM to work with. You know the deal, just one thing in the room. And the thing is simple. And it usually doesn’t have implications for things further/deeper in to the dungeon. There’s no build up or mystery.

This isn’t helped much by the words. What we get, time after time, is some text that looks like read-aloud but is really a kind of narrator’s commentary in a movie or tv show. “Normally, the ground floor of Bigby’s Meadery is well kept and serves as a bar and storefront. However, ever since Glurgak’s band took over, it looks like a hurricane has hit it, with broken bottles and furniture scattered about” I can imagine the narrator in those old Discworld Tv Movies. Or “A decorative garden that offers one of the sources of pollen for Bigby’s Giant Bees.” That’s more of a name, rather than a description? The text should inspire the DM to greatness, to plant a solid idea in their head that they can then riff off of, making it more than the sum of the its words. 

This isn’t an offensive dungeon. It’s hard to imagine something this simplistic to be offensive. I’m not even sure its a dull dungeon. It’s more of a … staid dungeon and/or adventure? I wish it were more. I wish the giant bee/honey/mead thing was more prevalent in more rooms, and really lent a vibe of being immersed in it. But the descriptions just aren’t evocative enough for that.

This is $5 at DriveThru. The preview is nine pages. That gives you the background info that I though would be great as a tragedy, but it needed to also show some rooms so we can get a sense of what the core of the adventure looks like.

https://www.drivethrurpg.com/en/product/491923/trouble-at-bigby-s-meadery?1892600

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