AA#28: Redtooth Ridge


By Joseph Browning
Expeditious Retreat Press
OSRIC
Level 1-3

he plain wooden cup the dryad Aralina needs for her great oak’s rebirth has been stolen by creeping foul things! Small, man-like, creatures with great heads assaulted her and, in the confusion, pick-pocketed the cup before fleeing towards Redtooth Ridge. Without her cup, her tree with die before it can reproduce and she will die with it. In her distress, she has offered a reward of a beautiful coral necklace in exchange for her plain wooden cup. The call has gone out and surely a party exists willing to assault Redtooth Ridge?

This thirteen page, sixtyish encounter, adventure details a small wooded ridge and the remains of several buildings on it, primarily an old manor. It has decent maps and most of the encounter feel more like little vignettes with some loose internal logic than they do the more typical isolated-encounters-in-a-ruined-place. It engages in “used to be” and obsesses on ranger and thief mechanics a bit too much, all of which tend to clog up the text more than it should. It doesn’t engage in much that is new but it does deal with goblins, ogres, stirge, zombies, green slime, and the rest in a way that appeals to my love of the classics. A decent little adventure doing decent little things.

This is a pretty classic site based adventure. There’s a small wooded plateau with two paths running up to it. On top is the ruined compound of an old manor estate, as well as a small cave serving as an ogre lair. The family mausoleum is in the plateau cliffs. There’s a small wandering monster table that generally has the creatures lairing on it, with their numbers being depleted as you kill the wanderers. Otherwise, the party is free to do what they will. Exactly the fuck the way these site-based adventures SHOULD be.

The estate is walled, with numerous ways through the walls. There’s an underground/basement area that runs between a couple of outbuildings, as well as a few structures with more than one story, giving the map a little bit of a vertical presence and some interest. The open-ended compound nature of the map, as well as the open nature of the plateau, and the non-linear nature of the basement and manor home maps work well with a site based adventure. There are a number of “hallways with doors off of it” on the map, but there’s enough variety in style that it doesn’t feel constraining or forced. An art piece showing the profile, or better shading of indoor and outdoor areas, would have been appreciated. In addition, some of the map features are missing. Large cracks you can crawl through, and so on, seem to not be on the map but rather in the room descriptions. That’s not good. It would have also been nice to have all the maps on one page, instead of having the text integrated around them, in order to photocopy them easier for hanging on Ye Olde Dm Screen. But this isn’t the end of the world and sweet jesus in heaven thank you for maps that are not throw-away linear plot shitfests. These maps provide options and mystery … which is what ALL maps should do.

The encounters in the adventure almost feel like little vignettes … in the positive connotation. The rooms sometimes feel like they have multiple things going on, and exist outside of the adventure proper. I’m straining a little in that statement, but they are certainly more … integrated? than most adventures. The bedroom feels like it has bedroom stuff. The kitchen feels like a kitchen, with kitchen stuff encounters. The library feels like a library with library-like stuff encounters. Enough of the rooms have encounters that relate to each other to even put together a little story. It all feels like it makes sense and is not arbitrary. There’s this internal logic.

While walking up the path to the top, you see an ogre in a good mood on a rock eating a mite and pestie. The ogre lair is up top and mites/pesties also lair up top. Further up, some goblins watch the ogre, trying to decide to attack. They also have some friends up top. The ogre, eating another creature, is a hint, and makes sense in the context of the adventure as well as providing some fun, since he doesn’t attack immediately and is eating somebody. It all works together. There’s another example of a ghost who hates her servants, and if she possesses someone will go open a secret door to the basement in order to punish/kill the servants … who just happen to be zombies .. including some child zombies. The rats in the library have chewed books, and pulled in bodies through a large crack in the wall. These are not gonzo or forced, but just all work together easily. That’s refreshing. Gonzo stands out, but making giants rats, or zombies, work in 2017 is not easy. We can debate on if you SHOULD include book monsters in an adventure, but for an adventure that DOES include book monsters, this one does a good job with it. It seems effortlessly constructed.

The writing style is not particularly evocative. At All. ‘Boring’ would be the word I would use. And while the rooms descriptions are not particularly extensive, I do think that they concentrate too much on the useless and trivia instead of creating an evocative impression. The Dining room description is a decent example: “Over two dozen reclining couches dot this two- story-tall room, along with eight square tables. The room opens up to the second level and a minstrel’s gallery is above and to the east. The owners of the Ivory House believed in reclined eating and all meals were served in this fashion.” Not exactly inspiring, and I can make a good case that the last sentence falls in to the “explaining history” category of Sin. Likewise, many comments about things like “this used to have thick iron doors, but they were consumer by a wandering rust monster” … which occurs more than once in the text. This is trivia.

Further, there is an extensive appeal to mechanics in places that I don’t think is warranted, even if we accept this is OSRIC/1E. This occurs most frequently with notes (paragraphs, I should say) that give exceptions for thieves and rangers. “If there is a thief sneaking in the party then blah blah blah bonus/penalty because blah blah blah.” For a cobblestone floor. Likewise rangers get extensive notes in places for tracking efforts. Condensing or trimming these would help keep the product focused. It IS packing almost sixty rooms in to nine pages, so it’s not like it’s the biggest sinner ever, but it does stand out. Maybe more so because of the more ho hum descriptions. This sort of exposition is also found in several creature encounters, with notes on tactics and the like that seem to pad things out more than they should be. The adventure pretext is also light, a dyrad having her wooden cup stolen, or simply “the lure of rumored treasure”, but, whatever, it’s a site-based adventure and those are FAR easier to motivate in to a game than the plot adventures. The magic is all book items with no descriptions, which is very disappointing.

This is a nice adventure. I will sometimes say that adventures are salvageable with a highlighter. This goes a step beyond that. No gonzo. No explosions. No set pieces. Just a solid little site that could use a little edit to make things a little more evocative. It’s also going to be a ROUGH time for Level 1 characters, unless they know what the fuck they are doing. The whole “12-18 ghouls” thing is rough, and easy to stumble in to.

The preview on DriveThrough shows you the ogre and goblin encounters on the path, so you can get a good look at both the positive aspects of the encounter and the relatively lengthy parts of the descriptions. Likewise, on the last page, you can see room 1, the outer wall of the compound. It also shows the nicely integrated nature of the encounters, with tracks and the like, as well as the relatively heavy description length for the same. The preview does a good job of letting you know what to expect.https://www.drivethrurpg.com/product/113206/Advanced-Adventures-28-Redtooth-Ridge?affiliate_id=1892600

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The Ruinous Palace of the Metegorgos


By Evey Lockhart
In Search of Games
Lamentations of the Flame Princess
Level 1-3

Why Go to the Ruinous Palace? 1. Old Gold to be Stolen from Old Places 2. Rumors of Supernatural Fecundity and Ruination. What wizard would not wish to study such?
3. Nearby communities are hemorrhaging Livestock. The Dragon learns to hunt and gather.
4. A forest Unmolested for centuries… could become a fortune in Timber.

This is a twenty one page adventure with about six encounters, centered around a small ruined structure with a mythic abomination in it. It’s themed after one of those Earth Mother things: a naked woman, full breasts, giving birth to abominations. It has a STRONG mythic vibe going on; this is not your boring Paizo D&D but rather recalls all of the countless years of myth and story that have floated around the world. This adventure probably skews closer to level two or three than level one, and features some mature themed monsters.

This adventure FEELS like you are going someplace DIFFERENT. You journey through a creepy forest, full of creepy sad zombies. The ruins in which the main adventure takes place almost certainly have a massive dragon curled around them, asleep. Both of those, together, help communicate to the party that they are leaving the mundane world of farmers and lords and entering a different kind of world, where the freaky deaky will be found. IE: the transition to The Mythic Underworld, for those of you versed in blog-o-sphere lore. It’s a very effective technique for helping to set a mood.

The forest journey begins the adventure. There is no hook, just the little publisher’s burb up in the first paragraph, to set help up the why’s of the party going there. It’s a creepy, wet, pine forest, with a heavy but sporadic mist. Scattered throughout are the Sad Zombies. Imagine a zombie in a misty pine forest, in the distance, wearing only a mitre hat. Or one sitting on the ground, crying. Or one chained a tree, with the tree having grown around them. There’s not really much to this, other than the atmosphere of the forest and the sad zombie wandering table. Still, the weirdness of the situation, with the atmosphere, is a great way to begin the mood setting. At the end of it you encounter the ruins, which almost certainly has a huge sleeping dragon wrapped around them, with scales of obsidian.

The dragon is 10HD. Just inside the door is a 2HD monster made up of light, only hit by magic, but captured by opaque surfaces … almost a puzzle in monster form. None of the creatures here are book monsters. The dragon with obsidian scales, the light monster, some shit creatures, the daughters of the woman that are half hippo, and the mother herself. The players won’t have any idea what’s up, the creatures are strongly themed but without mountains of words. It FEELS like something out of myth or folklore.

Well, maybe a Guillermo del Toro folklore. Shit monsters and an earth mother monster who gives birth to needle fish to attack you is a little … uh … repulsive? You’ve got some mature themed creatures and effects that are going where other adventures don’t. Like turning your genitals to stone. That section includes this gem: “septicemia kills more murderhobos a year than any other disease.” It all makes sense, in the adventure and doesn’t feel forced or, oh, included just for shock value. Even tangential sexual themes, like in this, are more than a little unusual.

There’s a fair amount of fluff/inspirational text in the adventure, but it’s almost always confined to a page by itself, in LARGE font. More artful than wordy. This is a great way to include this sort of meta-inspiration without clogging up the text that the DM needs to run at the table. Magical treasure is light, at none, with mundane treasure fitting in nicely but lacking really solid sticky descriptions.

The adventure has a habit of putting entrance/transition information one room ahead of where it should be. In a room at the bottom of stairs you get the stair description, instead of at the room at the top of the stairs. In the room behind the secret door you get the secret door description, instead of in the room that has the secret door. This, and the lack of more mythic treasure, is annoying.

But still, a nice decent adventure with a great vibe going on if you can get past the pussy monsters stuff. When you finish, I suspect your players will really think they’ve accomplished something, much in the same way that happens something in good DCC adventures.

There’s no real preview on DriveThru, unfortunatly.
https://www.drivethrurpg.com/product/208237/Ruinous-Palace-of-the-Metegorgos?affiliate_id=1892600

Posted in Level 2, Reviews, The Best | 12 Comments

Dungeon Magazine #129


Murder in Oakbridge
By Uri Kurlianchik
Eberron
Level 5

This is a murder mystery. Someone is killing people in Sharn. It tries to do the right thing. It’s organized in to locations, murder details, and other events. This is a good style for a murder mystery, recognizing that the locations are just a framework for the events to take place in. It’s got a nice NPC summary with names, roles, and rumors about them … but then leaves off their locations and their personalities. The murder events are laid out with details of the murder and then clues that can be found. There are a couple of false leads with events associated with them also. The general investigation/information you can find out, could be summarized, and a few more NPC’s could have been included, as well as a few window dressing events, like hysteria in the neighborhood, etc would have been nice. The hooks are not exactly original, but do have some nice quirks. “Seeing the first murder” hook has the body falling off a balcony and landing right in front of the party … an oldie but a goody. The other has the guard hiring the party to investigate. Always a lame hook, this is spiced up by having the sergeant being REALLY dumb. Like “beat things with a club” investigation-style dumb. The large amounts of worthless text and torturous writing style, which takes forever to get to the point, makes the thing hard to use. It’s highlighter and notebook time if you want to use it … but it IS salvageable if you want to put in the effort.

A Gathering of Winds
By Wolfgang Baur
Level 11

Oh god. I had manage to forget about these adventure paths. After a fight with a black dragon the characters explore a Tomb of Horrors style tomb. Too much backstory abounds and the usual mix of undead, golems, and bound guardians, along with tortured traps, is present. The map is a bit more interesting than most linear Tomb knockoffs. There are a couple of nice little encounters thrown in to the usual ToH garbage. There’s a living door/portal that can get AoO’s on people as they pass through. It gets a full 3e monster write up as a “ghoul”, because god forbid something not be explained, but it’s still a nice little encounter. There’s a cute Salamander noble, with the dialog “so sorry to be stabbing you in the vitals old chap, forced becaused of conjuration magic you know.” Finally, there’s both a true ghoul and a shadow spider that both have some personality. It’s the personality, and social aspects, of these encounters that bring them in ahead of the the usual Tomb of Horrors dreck. It’s also NOT afraid of handing out good magic items, with four or five being present, including a part of the rod of seven parts. I’m having trouble with the usual bits: the pay per word bloat, uninspiring descriptions, and ToH style, but maybe you won’t.

The Twisted Run
By Wil Upchurch
Level 17

Wanna be “famous?” Figure out high-level D&D. This shit fest is an excuse to put AC 41 & 200HP monsters in front of the party. A god tells the mayor trouble is coming, but he can’t be bothered to spare people to look in to it .. .and appeals to the party. So, shit hook. And you get to look forward to stat blocks pages that span one and a half pages. There’s no arc from low to medium to high. No advice for high that’s worthwhile, in a meaningful way. Domain gets you a little way there, but beyond that?

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The Ballad of Sally Anne


By Vance Atkins
Leicester’s Rambles
OSR
Low Levels

Two generations ago, a tragedy befell a wedding night. The groom was killed on the way to the wedding, leaving his grief-stricken bride to live out her days in heartbreak. Even after her death, she haunts her family home, seeking some sort of solace. The adventurers have arrived on the anniversary of the tragic night, where terrible forces bring devastation to the surrounding lands. Can the heroes enter the house and find a way to put an end to this annual horror?

This ten page adventure in a haunted house is a mashup of a bluegrass ballad, about a wedding widow, and a old house plan for a manor. There are about sixteen rooms scattered through about five pages, with the rest being overhead, introductions, licenses, etc. It’s got a decent, slow, haunted vibe going on but it’s handicapped by a loosely organized structure and a lack of focus for the room descriptions. With about sixteen rooms and about four monsters, with maybe four or five “other” encounters, there’s a slow burn thing going on. IE: Creepy adventure is creepy. It’s less D&D and more horror, lacking fantastic beasts, etc. That’s not a negative, but more of a setting-style, for those of you looking for a lower-fantasy adventure.

The backstory is relatively short and inoffensive, mostly because of the single column layout and the inclusion, taking up most of a page, of the inspirational bluegrass ballad. The map is a found object, a historical floorplan of a manor. It’s interesting, but also handicaps the adventure a bit. The key matrix is a mix of room names and numbers, all from the original map. By keeping the map ‘untouched’ you have to live with the original notations for doors, which look enough like windows to cause a bit of struggle to find them on the map. Other features, like ruined stairs and so on, rely on the text in the adventure to come across instead of being noted on a map. I can understand the allure of a found map, but it’s gotta be usable.

The stairs, in particular, annoy me. One stairway is gone, burned in a fire, we’re told a couple of times in a couple of places. That kind of makes sense since it’s not listed as stairs on the map … The front hall stairs, though … those are unusable also. They are collapsed and you need a grapple or something to make it up to the second level. But the stairs, unnumbered, look normal on the map. And the details of the stairs are only found in the text that introduces the second level. The collapsed stair thing is a nice obstacle, but the limitations of the found map shine through here. Instead of cueing the DM with a number on the stairs we instead rely on the DM reading an introductory paragraph.

I mentioned the writing style is unfocused. The first room, the courtyard, is six paragraphs long. One describes the various entrances to the home … I guess because of the map issues. Two delve, to various degrees in to “explaining why.” Adventures seldom, if ever, need to explain the why of things. It clogs things up. “The body of a ranger WHO ATTEMPTED TO PENETRATE THE GARDEN lies dessicated at the foot of one of the vines. (emphasis mine, of course.) The ‘why’ of the ranger is superfluous, it adds nothing to the play of the game. Likewise, earlier up, is this paragraph: “The rose vines have become imbued with chaos energy of the sorrow within the house. The vines are competitive and evenly spaced through the courtyard. Opportunists, they normally prey on birds, small animals, and whatever other unfortunate creature entered the courtyard due to the diminished soils and undead energies of the house.” We’ve already been told about the many small dead animals, earlier up. This paragraph does nothing but justify the existence of the vines. It’s explaining. Don’t explain. At best, one or two that intimate their sorrowful origin, if need be as flavor text, but an entire paragraph? It gets in the way of finding the information you DO need to run the courtyard. The adventure engages in this “explaining” and generally unfocused descriptions in most of the rooms.

It also does several things well. It provides hints, the rooms, in several places. One room has several animals in silk cocoons, for the observant, hinting at a spider. The courtyard, as mentioned, has several dessicated small animal bodies in it, hinting at the vampire vines. In another room you can see a peeling plaster ceiling with water stains, hinting at the weakened floor above.

Both this and U1/Saltmarsh have a nice creepy old house vibe. This one, actually BEING haunted, gets to stretch its legs a bit more than Saltmarsh. There are a couple of curses, including some nice creepy paintings and cursed treasures that appear as wealth to the players but black tar lumps to others, an unusual curse different from the usual pure mechanical effects most resort to. The ghost, proper, and her “curse removal” also has a nice folklore vibe going on.

I’m fond of these slow burn adventures. Or, maybe, I WANT to like these sorts of adventures. The idea of exploring an old haunted house appeals to me. I like the creepiness and build up. I’m not sure, though, it matches my play style. The slower place, and lack of “fantastic beasts” is going to appeal to some DM’s/campaigns more than others. Hmmm this is coming off more negative than I mean it to be. It’s a decent little adventure that needs a highlighter or a second version to tighten it up.

The last couple of pages on the DriveThru preview show you a couple of rooms, and is a good indication of what you are buying. Check it out:https://www.drivethrurpg.com/product/206724/The-Ballad-of-Sally-Anne?affiliate_id=1892600

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Beneath the Comet


By Benjamin Ball
North Wind Adventures
AS&SH
Level 6-9

For weeks the Comet has blazed in the sky above Hyperborea, inspiring widespread superstitious dread and fear of some star-borne contagion. Under the light of this harbinger from the Black Gulf, the PCs have come to Bogrest, following a magical treasure map that reveals great wealth buried in the Lonely Heath north of the village. Finding that treasure will be no simple matter, however, for Hyperborea is a weirder and deadlier place than ever beneath the Comet

This 48 page adventure details a small wilderness scrubland area ending with a thirteen room dungeon under a barrow mound. The dungeon reminds me of a more realistic version of White Plume Mountain. You explore, collect keys, and go face the final boss. The keyed encounters, both in the wilderness and dungeon, offer a nice variety of decent ideas. The AS&SH writing style, is, however, present and a major barrier to entry/use/enjoyment. Your mileage may vary.

The party has a magic treasure map, showing the way. Generally, to some ancient mound in a scrubland. There’s a village nearby. There are four encounter locations in the scrubland, along with the main mound proper. The village takes three pages (one of which is a map) to add nothing to the adventure except a small rumor table. With a two paragraph introduction that adds nothing to the table. I’m reminded of the rumor table in Gus L’s Prison of the Hated Pretender. It’s title bar was “What the scabrous yokels in that village of broken down huts are saying:” That does at least as good a job as the three pages spent in this adventure on the village. What, pray tell, is the appeal of the “what equipment is available” fetish? This adventure spends two paragraphs telling us what the party can and can’t buy. I don’t get the appeal. All those words don’t really add anything to the adventure. There IS a “villager quirk” table that is rather nice, quirks and/or strong personalities, something to remember them by, should be a required part of every social encounter.

As indicated in just about every other AS&SH review I’ve done, I’m NOT a fan of the writing style used. I don’t think this is personal preference, at least not in the way I use that phrase. In other words, there may be multiple ways to fulfill my review standards, some of which I may prefer over others. I don’t think this is a case of the AS&SH line using a different way to get to same goal, a way that I might not prefer (personal preferences.) I think I can make a case that the adventures obfuscate data for the DM and are not evocatively written. Which is a fancy way of saying that they almost always have great ideas, but you have to work hard to get at them.

Some wandering gargoyles have strange and unsettling necklaces. The DM is elsewhere offered the advice “If the PCs make some attempt to distract or deceive the super ape-men, the referee must determine the success of their endeavour.” And in another area “the party can wash the poison off with alcohol or some other like cleaning agent.” The later two examples are, I think, examples of being too prescriptive. Of course the DM has to determine success; the DM does that about at least a hundred times in every session of D&D. Likewise the cleaning off the poison. This is something that this adventure engages in time and time again. This sort of prescriptive text add very little to the game and I would argue it detracts far more than it adds, by making the text denser for no good reason, making it harder to use during play.

The gargoyle necklace is in a different category. “Strange and unsettling” are not good descriptions. Those words are conclusions. It’s an example of using a TELL word instead of a SHOW word … and you should always SHOW instead of tell. Use different words to show me the necklace, to describe it. Then, if you’ve done a good job, the party members will conclude “ooh, that’s strange and unsettling!” This adventure engages far too much in showing instead of telling and therefore the evocative nature doesn’t come through well.

I want to spend a little time talking about the wandering table in this adventure. There are two tables, once mundane and one more fantastic. If you roll a six on the mundane table you instead roll on the fantastic table. (Which means, BTW, that the Rust Monsters in encounter six will never show up. I’m sure that wasn’t intended.) The mundane wanderers attack immediately. That’s pretty boring, I prefer slightly more pretext be offered, but, whatever. The fantastic encounters are, almost all, window dressing encounters. You meet a ghost child. Be nice to it and maybe get a combat bonus. You meet a fortune teller. Be nice and maybe get a combat bonus. You meet an X, be nice and you’ll get a combat bonus. It’s a bit of a one-trick pony. Yeah, the window dressing stuff is kind of ok, but its detachment from the rest of the adventure leaves it FEELING like it’s detached. Some effort being made to tie these in to the main adventure text would have made them come off better, as well as varying the reward a bit more. The better ones are the ones that ARE attached to other encounters, like a driverless wagon and the ones that offer variety, like a new henchman/hireling. The others feel … too samey and too detached from whats going on. They don’t LEAD to anything.

The actual encounters are pretty decent. Several of the locations in the wilderness tie together and all of them are interesting. There are a lot of things to interact with, things to do. Crossing pits on edge ledges, dodging around on moving mosaics, a two-headed pterodactyl with the usual lying/truth problem, a dude straight out of folklore who you have to REALLY hack to death, a rival NPC party to mix things up, and a decent amount more. Essentially, you get about 20 interesting “rooms” for the party to interact. They do mostly fall in to the same category of a funhouse-ish light sort of challenge/puzzle, but it’s all interactive for the players to play with and figure out, rather than just simply riddles. Closer to chessboard challenges, but not as divorced from continuity as chessboard puzzles usually are. I really like them. Maybe a little more variety, but they are nice. Plus, the lich at the end has got a GREAT short little paragraph death scene that will really make the party think they’ve accomplished something.

It’s just too bad that those encounters are hidden behind all of that text. Up until this point I would have said that Talenian has a distinctive voice. But this being a different designer I now get to generalize to: AS&SH has a distinctive voice. And it’s one I really don’t like.

The dungeon storeroom begins: “The floor of this room is stacked with funerary offerings: decorative furniture, brightly dyed textiles, wicker baskets full of grain and fruit, myriad clay pots and bowls, small idols of forgotten Hyperborean gods, teak chests filled with parchment scrolls, and more. These mundane items are amazingly well preserved by the magic of this room, but they will crumble to dust if removed from it.” So, a funerary offering storeroom with stuff that crumbles? (It does then go on to have something interesting happen, but the distinctive writing style makes the room description take up a full page.)

The preview on DriveThru is pretty useless in telling you what you will get getting, although the “Authors Note” section on the last page hints at the tortured writing style to come:https://www.drivethrurpg.com/product/156200/Beneath-the-Comet?term=beneath+the+comet?affiliate_id=1892600

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Dungeon Magazine #128


Why keep on reviewing Dungeon? Because sometimes, when things are dark, you stumble on The One Ring.

Shut-In
By F. Wesley Schneider & James L. Sutter
Level 2

Danger: I LUV a good urban adventure. This is a DELIGHTFUL adventure! It’s a little mystery/guard mission in an old ladies house and is about 20 times more Ravenloft than almost all of the Ravenloft adventures. The Swan Street Slicer has escaped! On the way to jail, the mute halfling’s jailwagon was in an accident and he’s escaped! The guard is frantic, as is the entire town! Extra guards are everywhere! The party (hired? Hastily deputized?) is given the task of guarding the house of an old lady, her family having been one of the last victims. This is a nice hook. Hysteria in the city is fun, and its a good pretext as to why the guardsmen aren’t doing the guarding. They ARE, but EVERYONE/PLACE needs guards. It’s all hands on deck! So the party is in the old ladies house, guarding it/her and her daughter. The NPC’s in this are wonderful. A bitter old woman in a wheelchair. Her lovely daughter, no longer engaged since her fiance was murdered by the slicer. A halfing butler who is best described as ‘simple.’ Strong NPC personalities to interact with. Then there are the people who come to visit, PERFECTLY described. “Nina’s dim-witted but good-natured nephew.” or “a greasy but ambitious banker” and so on. In one fucking sentence for each NPC this adventure does what so many others can’t seem to do: focus on the NPC description on interactivity. Who the fuck cares what your special snowflakes eye color is? What we need to know is how to play them when the party comes to interact. There’s a great little table included for the old woman and her daugher on how the parties interactions with them will impact their attitudes/diplomacy checks. And, even better, the table notes WHERE YOU CAN FIND THINGS! Giving the daughter some letters from her dead fiance will give you some positive modifier, but the table also tells you that they are in room six! Oh the humanity! A writer who actually makes things easier for the DM! The NPC’s, the house, what’s actually going on, the window dressing, t all contributes to a wonderfully creepy vibe. As time passes the party will do that thing that brings joy to the hearts of players and DM’s. They’ll say something like “Ohhh! It’s her! I know it’s her! Ohhh! I know it!” This sort of build up, starting out slightly irregular and building until the party snap in to action, is wonderful. “Telegraphed” isn’t quite the right word, but the mix of horror, with the … levity? Anticipation? From the players is great. The maps are way too small, and you’re going to STILL need a highlighter for the rooms. They are shorter than usual for Dungeon, but still need a bit of help. That rarest of beasts: A Dungeon Magazine adventure Worth Checking Out.

The Champion’s Belt
By Tito Leati
Level 9

Another in the Age of Worms adventure path. I swear I’ve seen this adventure before … in Dark Sun form? You’re hired to participate in the cities gladiator games, a cover to investigate the tunnels below the arena. It’s the usual mess. Badly organized. Mountains and mountains of text spewed out all over the place that you have to wade through to get even the smallest semblance of how things are supposed to work. Anyway, four gladiator battles, some rooting around in the tunnels, hopefully the party finds and kills the stuff in the evil shrine before the final gladiator battle. If not, there’s a potential for thousands of wights to be turned loose on the city. THAT would be a cool thing to happen. It will be interesting to see if the next chapter of this adventure deals with that possibility. The adventure isn’t in and of itself, bad, but its very badly put together. It’s laid out in the usual encounter/key format but it’s NOT an encounter/key adventure, at least not most of it. It’s a social adventure with some investigation. You hang around. You meet people. You try and figure out how to get in to the secret tunnels, not be seen. Essentially, you want in to the Employee Only areas of the mall/football stadium, dodging employees, guards, etc. THEN you can explore and kill shit in the evil shrine. But its not laid out anyway near that to support it. Sure, you CAN run, if you dump a shit ton of work in to it. Even with the stupid fucking tactics-jerkoff-fest gladiator fights, this could have been a decent adventure, IS a decent adventure, if only you could pull the shit you need out of it in a way that makes sense for running the game. Most of the maps in this are small, and nigh unreadable, another stone against it.

The Fireplace Level
By Eric L. Boyd
Level 14

The finale of the three-part Vampires in Waterdeep adventure arc. Thank God. “The fissure opened up over six decades ago, in the Year of Catacombs (1308 DR). It’s just large enough to permit passage by a size Medium or smaller creature.” This is the kind of joy you are in for. And then … “In the Year of Catacombs (1308 DR), a purple worm passed through the Wormwrithings Portal (F2A) and appeared here. The damage might have been far worse is the temporal stasis trap in the hallway had not caught the gigantic worm at the locations marked F2B. Rge Company of Crazed Venturers stumbled upon the purple worm in the Year of the Gate (1341 DR). Calling on connections that Company member Nain and Savengriff had with the Blackstaff Tower, the Company managed to have the worm removed, after they transformed it in to solid silver with the help of a magic item. Khelben later cast gate seal on the portal ‘for the security of the city’ before departing.” That is but one part of the massive text in one hallway that has some stone damage in it. How the fuck does that enrich the adventure for the players? Actually, I’d much rather be playing THAT adventure than this one. Turning a purple worm to silver, looting it, all to get access to the dungeon its carcass is blocking, sounds like fun. But that’s not THIS adventure. There’a merman vampire, with a ridiculous picture. I don’t see how this is runnable in any manner other than worst caricature ever of a bad D&D game/DM. Go from room to room and kill shit. Joy. Oh Eric, I’m glad you finally escaped to a new job at the university. I just wish it were more memorable.

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Ghost Ship of the Desert Dunes


By Jeffrey Talanian
North Wind Adventures
Astonishing Swordsmen & Sorcerers of Hyperborea
Level 2-4

Somewhere in the depths of Diamond Desert lie the skeletal remains of Ymir’s Serpent, a legendary Viking longship. In days of yore, Sigtrygg Forkbeard led his company upriver, piercing the desert’s hostile heart. There the Vikings unearthed a lost mine brimming with green diamonds, but the River Æolus desiccated as the Serpent prepared for launch, and the ship was swallowed by the dunes. Forkbeard and his company were never seen again, but tales of a shimmering Viking ghost ship gliding over the dunes persist to this day.

This sixty page adventure takes the party through a border-village on through the desert to an old mine. There’s a nice variety of encounters, but the final dungeon skews hard to the “linear” side of things, in spite of the more open-ended border village and desert. It’s all wrapped in text that carries Talanian’s distinctive voice; a dream to some and a nightmare to others. There’s a real adventure here, along with a lot of Harn-like detail. Your tolerance to wading through the prose will determine your ability to run it.

The hook here is pretty lame: you’re hired by a wizard (“a male witch” the text kindly tells us) to take him to a lost mine of green diamonds, a a gemstone that can be rare and dangerous. What saves it is the NPC, the wizard in question. He’s got a pegleg and a distinctive arrogant/asshole/disdainful personality to go with it. That slowly changes as he closer to the mine. And his eyes glow. Green. Greener as you get closer. Nice NPC!

Off you go. You can stop off at a village on the edge of the desert to gain a level, from 2-3, under the pretext following up on a green diamond rumor. From there you trek through the desert, with a couple of distinctive encounters, until you read the mine … which is really quite a linear dungeon. The titular ghost ship is a rumor, and maybe flies around the desert a little at night if the wandering table turns it up.

The adventure here is a good one with a nice variety of encounters. The initial village adventure is a nice little social wandering that is well supported by the NPC’s in the village, with decent color. It’s supported by a nice little summary as well as a note of the key locations. There’s a nice rumor table as well, to add some local intrigues to the mix. It centers around a local scandal, with shades of Smeagel, brothers, wise-women, and a wildman. The more the party looks in to things the more color comes out and the more hints they get about what they are up against. The wildman lairs in an old temple. The entire section, from the village to the temple, is a nice, and colorful, little open-ended bit of adventuring.

From there the party ends up in the desert trekking to the old mine. There are a handful of places detailed as well as an “advanced” wandering monster table. Let’s hope that the party keeps their ules around to maybe feed to any purple worms that show up. A handful of small, but colorful, adventure sites are included, although I doubt most parties will encounter more than two or so. Still, they are quite nicely done. An old gem mine, dead atlanteans with a flamethrower, ant hills, and a giant spider are featured in one small encounter. In another the NPC wizard meets an old friend, a hermit. And almost certainly ends up blasting a hole in the dudes chest. Man, that NPC wizards is THE. SHIT. from an ‘adventure color’ standpoint. The gem mine, at the end, is more than a little linear and the ghost ship may not even show up. But still. Pools of water. Vermin, like Black Centipedes, slimes, a giant ape. Ancient technology. Its got lots of nice encounters down there.

Let’s address the gorilla in the room: Talanian’s voice. Jeffrey Talanian is one of the few (only?) people writing RPG supplements who, if formatted the same, you could tell who wrote the thing without their name being attached. Dude has a seriously idiosyncratic writing style. Grammer. Vocabulary. Detail. They add up to something more than the usual “technical writing” style that most designers use. It’s an acquired taste that I haven’t acquired. I admire that he has a distinctive voice. I just wish he tempered it more. “This natural cavern was worked to a gradient to accommodate the mining operations that took place here.” He means, of course, “the cave slopes.” I find his writing style exhausting, having to work through it to figure out what he’s trying to say. It’s like your car’s manual was written in the style of WIlliam Hope Hodgson’s The Night Land. On of the primary conceits of the tenfoopole is that the adventure is, first and foremost, a tool to be used for running a game at the table. It is, therefore, a piece of technical writing. A peculiar type in which artistic license MUST be taken with language in order to deliver terse and evocative bursts in to a DM’s brain. All perfectly organized. Dionysus and Apollo, together at last. Too often I feel like I’m fighting the text in this. His archaic style obfuscates rather than enables, and often to little evocative effect. “The dais is dominated by an eight-foot-tall, verdigris-encrusted bronze statue of a cobra set within a glyph-incised alcove.” I assert that description, in spite of the vocabulary and grammar choices, is boring. Boring in the way facts are boring. Yes, it tells us what’s there. But it doesn’t necessarily inspire us, the DM, to a great mental image.

Talanian also deals with ecology and this is where the Harn comparisons come in, or perhaps the MERP region supplements. The village the party stops at has a festival once a year, that’s fully detailed. Harvest times are detailed. One encounter in the desert, unlikely to happen, is with a field of cactus. Which have their flowering seasons detailed and the fauna attracted to them. “… and small bats pollinate the pink and white blossoms of the early Tempest [spring.]” Uh. Ok. The ecology here is rich, both in the desert encounters and in the others. But this isn’t a MERP regional module. It’s an adventure to be run at the table and EVERYTHING in the main text must contribute to that. There’s a place for extra detail. It’s called an appendix. Many designers could improve their products by putting the extra detail in an appendix and referring to the page in the text. The village, likewise, suffers from this ecology fetishment. The village lies down at the base of some hills/cliffs. Up top, scattered along the edge, are some totem poles. There is one off-hand remark about this mid-way through the village, in the description of one of the shopkeepers (ok, a monk sect.) Something along the lines of “they main the totems around the village.” You don’t really learn they are there until you go to the wilderness text, after the village. Sure would be nice if you knew about it immediately …so you could tell the party about it immediately. Instead it’s like you’re reading some weirdly laid out cultural reference tome of the village and have to be intimately familiar with everything before you can get the big picture. Not to appear to be harping, but the cactus field is an excellent short example.

I have one more general complaint that will make me sounds like a petty ass: the use of italics. I don’t know if it’s the font, the kerning, or what, but the italics in this makes my head hurt. All of the read-aloud, sometimes a couple of paragraphs worth at a time, and other special thing, like trease, are in this italics font. I LOATHE it. It’s almost like trying to read a small italics cursive font.I suspect it has something to do with the “main” font, and readability. Whatever it is, it drives me nutty.

You gotta dig out the information in this one. But if you do you’ll have a nice little adventure, with a decent amount of the human condition driving aspects of the secondary situations encounters. Which is both relatable and something not very many adventures do. The result is something that feels a little gamma world-ish. Several fantasy environments, from Tekumel to Blackmoor, have a kind of post-apoc vibe deep inside of them, even though they are fantasy games. This adventure fits that vibe.

The preview on DriveThru is worthless, showing you just the cover and title pages. https://www.drivethrurpg.com/product/156178/Ghost-Ship-of-the-Desert-Dunes?affiliate_id=1892600

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The Ghost of Jack Cade on London Bridge


By Dominique Crouzet
Dice of Might Publishing
Dark Albion/OSR
Level 1

There’s a spooky ghost on London Bridge! Can the party help?

This is a 28 page investigation/social adventure in a pseudo-historical/fantasy urban locale: london bridge. It’s presented in a more sandboxy manner than the usual linear plots-based dreck. It describes what’s going on, the people involved, and the locations on the bridge, and then leaves the party to figure out what they want to want to do. This is all adjudicated by the DM using the materials presented in the text to roll with the punches and determine what happens based on the backgrounds & data presented. You know, D&D. Thus the adventure groks the overall goal/vision but falls down in the execution: I don’t think it’s laid out in a manner that helps the DM run it.

The setting is Dark Albion, a kind of pseudo-historical europe that will be familiar to those experienced with the same sort of thing in Lamentations of the Flame Princess. It’s a decent setting for a gritty urban adventure … gritty urban being a favorite genre of mine. As an introductory adventure it creates a nice hook: the party is, each individually, on their way to a pilgrimage in Canterbury, which traditionally starts in a chapel on the bridge. With a few days to kill because of a delay, the party sees a terrified woman rush in to their inn and corner a priest with tales of a ghost. As the only other people in the inn, he seeks the parties help. There’s enough extra to make it more than the usual empty adventure pretext.

The text gives a brief summary of what’s going on and then expands on each of the various aspects. There’s a little bit of history and then a description of the various main people in the set up. A brief description of how the ghost appears and what people do, a brief description of the major adventure locates, a brief description of some shops for the bridge. The adventure comes from how the party chooses to approach the hook. Go looking in to places? Asking questions? Hanging out to catch a sight of the ghost? Nothing is programmed in the adventure as a plot and all of the descriptions must then be used by the DM as a resource to respond to what the characters are doing. This is a great way to organize a more social/investigative adventure. There may be better ways, but if there are they don’t immediately spring to mind. There are some good businesses for an urban environment that will provide some nice GAMEABLE content for the party to have fun with as well some good loose-ends on where to take the party after the main adventure completes. The text is trying to provide a framework, resources if you will, for the DM to take the inciting event and then respond to what the players do. That’s exactly what this sort of adventure SHOULD do.

But, notice I said “trying to provide.” The gets itself in to trouble. There’s too much, even in this short adventure, to hold in your head. That means you have to refer to the adventure during the adventure. And the adventure doesn’t make it very easy to run at the table. The font is small, the data is organized in long paragraphs. Data is spread out throughout the book. When you do find a logical section then the data you need/want isn’t present. In one core building everyone inside gets their name stated in their little romo description. Except for the main guy, who owns the building. His name is in the intro section. One woman, a wealth of information, owns a shop. What kind of shop? Not stated.These are minor nits issues but lend to the general theme of the … unsuitability? of the text at the table.

This marries two concepts: background exposition and stickiness. I usually rail about excessive background information and I usually rail about encounters that are not tersely written. Except when the encounter is sticky. And except when the background information is relevant to actual play. (And not in some bullshit sophistry like ‘it MIGHT come up in play!’) In both cases we appeal to the general use: it can’t get in the way of actually running the game at the table. Stickiness helps there. In reusing my favorite example, you see the name “Old Bay’s Cave” and you know generally what’s inside and how to run the room without reading more. Stickiness and exposition can be exploited, together, by proving some summarized information. A good example is Maze of Blue Medusa. Each room gets a decent-sized write up. Let’s assume you read the room once, sometime before you actually run the game. If you never look at that information again you will, when running the game at the table, remember some amount of information about the room. One option is that you could run then run the room, from memory, without really doing much more than glancing down at the text. You would have some degree of success in running the room by using the text as inspiration, both from what you remember from reading the text beforehand and whatever you see in the glance at the big paragraphs. What Maze of the Blue Medusa does is then provide your failing memory further cues. It says “hey, here’s this picture on the map which is related to the room” … and you remember something more of the encounter from that cue. But, and more key, it also provides a little one or two sentence summary of the room. It is from that summary that most of your memory cues stem from. It has found a way to provide exposition on the room AND make the room usable at a glance in play while losing very little of their key nature. That is what this adventure, and many other adventures with dense text, sorely need.

That’s why I like summary information. Read the adventure once and then refer to the summary sheet to prompt your memory, with occasional glances at the text. That’s what this adventure needs. It needs a little timeline. It needs the NPC’s summarized with personalities (a stats sheet for enemies IS provided, which is QUITE welcomes! As would one for people/personalities since this is primarily a social adventure …) A timeline, a social summary, a location summary, all on two or three pages, would have made all of the rest of the exposition fall in to line and give the DM the tools they need. Instead you get to buy a highlighter and invest time in highlighting and making notes on a pad of paper.

It’s an ok adventure, it’s just hard to use in play. A little more personality for the NPC’s, a little more timeline. Some summaries. That would have turned it in to a good adventure.

The preview, on DriveThru, will give you a good idea of what to expect. The last couple of pages, in particular, show you what kind of descriptions you get for the locations, as well as the general timeline of the action (in text/paragrapgh form, rather than timeline form.) What’s you don’t get to see are the supplemental businesses on the bridge, in the back part of the book, which should add quite a bit to the adventure.
https://www.drivethrurpg.com/product/153587/DAA1—The-Ghost-of-Jack-Cade-on-London-Bridge?affiliate_id=1892600

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Dungeon Magazine #127


Do you want something other than linear combat adventure? Then Dungeons & Dragons is not for you. After wading through all of these Dungeon Magazines, the Internet shift to the OSR makes complete sense.

Why are you still reading these “Reviews”?

The Hive
By Phillip Larwood
Level 5

Ant dwarf hybrids are featured in this linear hack-fest. Linear maps. Rooms with nothing more than combat. Go from room to room, with no choice, and masturbate to your min-max’d characters tactics. This “adventure” is just a simple wargame, and not a very good one. The word count is padded to shit and back.

The Hall of Harsh Reflections
By Jason Bulmahn
Level 7

Part blah blah blah of the Age of Worms adventure path. It’s hard to muster much enthusiasm for these. Gate guards abuse you, a couple of COMPLETELY telegraphed street encounters. A fight in a bar. Raid the doppelganger lair. Raid the mind flayers lair. “Oh no! The chimera in the parade has escaped!” Who cares. “Oh no! Combat in the bar!” Who cares. Some attempt is made, in the beginning to add a bit of variety. Wanderers include bandits, who flee when one of them is killed, and trolls, bitching about some adventurers that raided them. The corrupt gate guards exemplify things. They try to shake you down. They bake off if you insist on your innocence. What if you just kill the fuckers? Are you prepared to deal with that? I mean, the designer instigated the scenario and killing the asshats is certainly in the cards. Pages of text is used where a couple of sentences could suffice, especially for the shit that passes for “adventure” in this thing. The man behind the curtain is boring.

Blood of Malar
By Eric L. Boyd
Level 13

Vampires of Waterdeep, part two. This is a 36 room dungeon with a decent looping map. It’s at its worst when it’s engaging in Forgotten Realms simulationist/historically accurate fetishism, with mountains of text and long ineffective read-aloud. Lots of opportunity for useless background data “A year ago a destrachan crawled up from the underdark and fought some adventurers and died, resulting in this rubble filled room.” Note the contrast between this “explaining why” and Curse of the Shrine Goddess, where stars disappear from the sky with no explanation of why. One concentrates on play and creates fun. The other concentrates on some historical novelization of the adventure, and sucks shit. There’s some flying finger/hand monsters. Those are nice. The whole plot thing is is garbage, but can be easily ignored, thank god. Not odious, just not good.

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Curse of the Shrine Goddess


By Oswald
Self Published
OD&D
Level 1-3

A man built a temple to a woman who died. It became a shrine for those who lost a spouse too soon. Later. Much later. A young couple came. Their tribes warred so they could only marry in death. It was poison. Which angered her. They walk the temple ever since, cursed by a shrine spirit. She has a hatred of suicide only dead widows can know.

Heads Up: This adventure went through my Critique Partner service.

This is an eight page PWYW exploration adventure in a shrine/tomb that kind of channels the backstory of the Taj Mahal. It’s got great imagery and lots of little scenes that lend this wonderful vibe of mourning and loss to the various areas. There’s some great construction in this, making things work together to an overall effect. It’s dreamy, haunting, frightening, and does it all through interaction with the characters, forcing nothing on them. It tempts.

Eight pages with twelve rooms makes this a pretty focused adventure. A title page, a map page, a rumor/mechanics page, and then four pages of keyed encounters and one more half page describing a couple of more mechanical pieces. The adventure describes Coral Castle, an old shrine and temple. What do we know about it? Well “the superstitious lot of local muck dwellers have this to say about it …” says the intro to the rumor table. I’d like to note that one intro sentence provides more gameable inspiration about the local village than dozens of the throw-away villages I’ve seen. “Muck dwellers” … maybe on stilts, on the edge of a bog, muck, literally? Oh yeah. The rumors, twelve, add to the fun. They are written in a kind of folk manner, embedding some part of the teller in to their wording. Reading rumor nine “We were a proud people once …” it starts out. And you get, through it, a detailed image of the speaker in your mind. A mournful kind of person, maybe a bit in their cups, knowing what kind of people they once were and how they’ve fallen to what they are now. To be clear: there’s nothing more of the local village presented beyond this rumor table. And this adventure does not, in any way, need it.

The imagery in this adventure is great. Rot swollen door. Cherry blossom leaves fall in slight wind. Sky blue splotches of color bleeding through the coral wall. A bowl of rot. A floor dirt soaked and hardened with animal blood. But that’s only the static descriptions. The Crypt of Widowed Virgins, underground, as some water on the floor. Skeletons in the lower alcoves crawl through the water, making no ripples, attempting to drag players in to the lower alcoves and drown them. Nice stuff! Short. Strong imagery. Great play opportunities. In an alter room skeletons in frilly pastel trousers playing pipes and carrying a litter with a skeletal bride and fight the party to get her to the altar to marry. Strong use of language compliments the more dynamic room elements, that are themselves well done, to bring about this excellent picture built up in the DMs head.

I tend to harp on terse and evocative writing. I do this because boring and lengthy writing is a common problem in most adventures and making it terse and evocative is an easy contrast that can’t be confused. There are Other Ways though. You can write sticky. You can create a little element that, while longer, only needs to be read once in your lifetime and it will remain with you. Old Bay, the hill giant in the crab-men caves from Fight On #3 (itself one of the best dungeon levels ever) is one of those characters. Once read you will never forget the old crab-leg loving guy. Likewise there are at least three things described in this adventure, a little longer than normal, that you will only need to read once, maybe just referring back to stat at some point but never needing to come back for their character. You grok them. There are two lovers trapped inside the shrine, cursed. There is a maze that can appear between doorways and a “minotaur” in the maze. All three are sticky in the same way as old bay. The woman, Alaesis is determined. Steely eyed obsession. She refuses to feel despair. Aturio is panicked and worried, desperate for help. Knows he is hunted. Has died 86 times and is a broken man. The minotaur is their child (not A&A, but the Taj Mahal builder dude and his dead love) that was never conceived. Perfect-looking, 20, Strong, beautiful, intelligent, kingly. Never fails morals. He could have been anything. He would have been great. There’s more text for all three, but I’ve given you some of the highlights. VERY strong characterization for the DM to work with and expand upon, without having to refer back to multiple paragraphs of text.

There’s a great element of the weird in this. You can steal gems from the night sky mural on the roof of one of the rooms. “Afterward, looted stars no longer show at night. Ever.” Nice! Or w window you can crawl out of, in to the void you see through it, to see the UNDERSIDE of the castle … and the secret is holds. There’s no real attempt to explain this, or the stars, or other details. And there doesn’t need to be. It doesn’t fall in to the trap of trying to explain the WHY of the weird in a game where elves shoot fireballs. And yet it’s not arbitrary. There’s a story that can unfold, through the various rooms, if the party pays attention. They can figure out some of the secrets hidden away

The adventure relies on temptation for a lot of its action. There’s loot laying around. Looting, in what is essentially a large memorial crypt, while the deceased is present in spirit form, leads EXACTLY where you would expect it to. When you loot, or do other things to piss of the dead lady, some of the room ‘activate.’ IE: the cherry blossom trees in the garden have their leaves fall and blow … acid leaves that burn the skin. That crypt of widowed virgins? They’ve mostly got valuable wedding rings on … I love it when a adventure puts this sort of temptation in front of the players. Everyone knows something bad will happen. The players are making a deliberate and informed choice (implicitly informed, sometimes) and tus THEY control the action. And if it were playing I’d gleefully loot the place like a cackling madman. Consequences be damned, they only add to the fun!

It’s a good adventure. My critiques are nitpicks. Maybe a little more formatting for certain sections to make the Treasure and Activated sections stand out a bit more than they already do. There’s a maze mechanic that you have to read a couple of times to get ahold of it. If I were doing it I’d probably devote a sentence or two to the approach, to try and generate a mythic underworld transition and/or enhance the otherworldly aspect; maybe put it up high on a cliff with a narrow coral path and lots of mists and sea spray or something like that.

This was a solid adventure and the revisions to it have really kicked it up a notch. I think it compares favorably to the adventures Gus L does at Dungeon of Signs. Short/terse. Evocative. Punchy. Memorable. Not forced but presenting opportunities.

The preview on DriveThru is a little TOO good. It’s eight pages long. And the adventure is eight pages. Not cool if you believe people are jerks, but WONDERFUL for a Pay What You Want adventure. You’ll know EXACTLY what you are getting. Check out the last page for the minotaur description or page four for the Aturio & Alaesis description. Or the second to last page for both the wedding altar and crypt of widowed virgins.
https://www.drivethrurpg.com/product/204557/Curse-of-the-Shrine-Goddess?affiliate_id=1892600

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