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deepdelve - Expansion Kit One
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Tainted Grail: Song of A Dying World
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Book 4: Pyramids of the Blood God
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Book 3: Treasures of the Weeping Jungle
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Book 2: Blades of the Festering Coast
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Book 1: Champion of the Ash Lands
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Review: Lair of the Swamp Beast:: The generic/universal curse
Posted: Wed, 05 Aug 11:36:47
Mellow Golem Games
"OSR"
Level 5?
This twelve page adventure uses about three pages to describe four rooms in a hag lair. It sufferers from the generic/universal curse and relies on tables for a substantial portion of the adventure. Abstracted content with little specificity to help bring it alive.
The legend of the beast is persistent in these parts, a terrible force that dwells deep in the swamp and strikes fear into the hearts of those who live nearby. Little do they know, the beast is but a pawn, for something far more sinister lurks within the bowls of the swamp.
Ah, the generic/universal adventure. They seldom fail to not disappoint, even when statted for “OSR”, as this one is. There is something about them that makes a designer seemingly fearful of providing anything concrete to it. The designer wanted an adventure in which the party shows up to a village on the edge of a swamp. Fearful and superstitious locals. Talk of The Beast, everywhere, the cause of all ills. And then a journey through a swamp, full of dread, before finally arriving at the beasts lair, only to find out Muhahahahaha! The beast is the pet of a swamp hag!
Instead, we get little of that.
Adventure writing can be hard. As a designer you have to get out of your head what you are imagining and get that down on paper so that when someone reads it they can get close to what you intended. We get what the designer wanted here because they out right tell us “To get the full effect for this mini-adventure, make sure to play up the townsfolk’s fear of the beast.” That is, in principle, great! You want a town that seems immersive to that point. The adventure designer needs to help bring that about. This doesn’t do that. The village is quite minimal, just one line or so about the town being on stilts and moldy. That’s fine, but, what isn’t fine is the lack of the The Best present in their ramblings. Or any rambling at all. We might look to the rumors table, but all we get is abstracted information like “1 The swamp has been especially active lately.” or that the swamp spirits are angry. There’s nothing much here at all about The Beast. I love that it’s called The Beast, but there’s nothing more. None of its misdeeds or lame calves or anything. The designer needs to bring an adventure alive through specificity for things like this. Yes, the DMs job is to run with it and expand on it but you have to give them SOMETHING to work with.
Then we get to the swamp. This also is abstracted away. Just roll on a page full of random tables. “3 A large depression that collects rainwater.” or a smell that “A salty taste, similar to being near an ocean.” That’s what you have to work with here; it’s totally abstracted away. There IS an encounter table, or single line entries or so, and it does show some decent things in it. “A series of stick figures are attached to the trees. Until they are destroyed, those traversing this area of the swamp walk in circles always arriving back at the figures.” That’s creepy as all fuck. And it deserves more than a line on a d12 encounter table. The swamp needed to be fixed encounters, or a pointcrawl or something, with the entries worked to bring them to life.
The lair, proper, is four rooms. You get The Beast room, a Catoblepas, and then a potion room. In the potion room you get told EXPLICITLY how to make a potion, by a journal, that gets you through a bramble corridor. Then you hit, surprise, Lareth the Beautiful! Err a swamp hag. No hints of a hag up to this point at all. It’s all wasted.
Make the town afraid. Make the swamp a real area and bring life to the best of the encounters on the table. Hint at creepy things to foreshadow the hag.
Tables ruin adventures. Yes, old school uses tables and randomness, but not to create the entire adventure from.
This is $2 at DriveThru. The preview is four pages. You get to see the “village” and the “swamp”, or at least the dressing for it. The preview should have shown a bit more of the adventure, a lair page, for example.
https://www.drivethrurpg.com/en/product/571424/lair-of-the-s...
Posted: Wed, 05 Aug 11:36:47
by bryce0lynch
By Peter JewiczMellow Golem Games
"OSR"
Level 5?
This twelve page adventure uses about three pages to describe four rooms in a hag lair. It sufferers from the generic/universal curse and relies on tables for a substantial portion of the adventure. Abstracted content with little specificity to help bring it alive.
The legend of the beast is persistent in these parts, a terrible force that dwells deep in the swamp and strikes fear into the hearts of those who live nearby. Little do they know, the beast is but a pawn, for something far more sinister lurks within the bowls of the swamp.
Ah, the generic/universal adventure. They seldom fail to not disappoint, even when statted for “OSR”, as this one is. There is something about them that makes a designer seemingly fearful of providing anything concrete to it. The designer wanted an adventure in which the party shows up to a village on the edge of a swamp. Fearful and superstitious locals. Talk of The Beast, everywhere, the cause of all ills. And then a journey through a swamp, full of dread, before finally arriving at the beasts lair, only to find out Muhahahahaha! The beast is the pet of a swamp hag!
Instead, we get little of that.
Adventure writing can be hard. As a designer you have to get out of your head what you are imagining and get that down on paper so that when someone reads it they can get close to what you intended. We get what the designer wanted here because they out right tell us “To get the full effect for this mini-adventure, make sure to play up the townsfolk’s fear of the beast.” That is, in principle, great! You want a town that seems immersive to that point. The adventure designer needs to help bring that about. This doesn’t do that. The village is quite minimal, just one line or so about the town being on stilts and moldy. That’s fine, but, what isn’t fine is the lack of the The Best present in their ramblings. Or any rambling at all. We might look to the rumors table, but all we get is abstracted information like “1 The swamp has been especially active lately.” or that the swamp spirits are angry. There’s nothing much here at all about The Beast. I love that it’s called The Beast, but there’s nothing more. None of its misdeeds or lame calves or anything. The designer needs to bring an adventure alive through specificity for things like this. Yes, the DMs job is to run with it and expand on it but you have to give them SOMETHING to work with.
Then we get to the swamp. This also is abstracted away. Just roll on a page full of random tables. “3 A large depression that collects rainwater.” or a smell that “A salty taste, similar to being near an ocean.” That’s what you have to work with here; it’s totally abstracted away. There IS an encounter table, or single line entries or so, and it does show some decent things in it. “A series of stick figures are attached to the trees. Until they are destroyed, those traversing this area of the swamp walk in circles always arriving back at the figures.” That’s creepy as all fuck. And it deserves more than a line on a d12 encounter table. The swamp needed to be fixed encounters, or a pointcrawl or something, with the entries worked to bring them to life.
The lair, proper, is four rooms. You get The Beast room, a Catoblepas, and then a potion room. In the potion room you get told EXPLICITLY how to make a potion, by a journal, that gets you through a bramble corridor. Then you hit, surprise, Lareth the Beautiful! Err a swamp hag. No hints of a hag up to this point at all. It’s all wasted.
Make the town afraid. Make the swamp a real area and bring life to the best of the encounters on the table. Hint at creepy things to foreshadow the hag.
Tables ruin adventures. Yes, old school uses tables and randomness, but not to create the entire adventure from.
This is $2 at DriveThru. The preview is four pages. You get to see the “village” and the “swamp”, or at least the dressing for it. The preview should have shown a bit more of the adventure, a lair page, for example.
https://www.drivethrurpg.com/en/product/571424/lair-of-the-s...
Review: The Mine at St. Morris:: Pretty basic with not much going on
Posted: Wed, 05 Aug 11:36:41
Talaraska
Generic/Universal
Level ... 3?
The hills making up the Archian border with Caledos are pocked with dozens of abandoned mines. These leave a lasting reminder of the rush for silver in the years prior to the rise of the Graun Empire. Without drawing much attention from local officials, a nebulous consortium of investors has been purchasing old dig sites throughout the region. The mine at Mt. Morris was one such purchase. About 12 months ago, a group of ten men reopened the dig, which locals were sure was folly. After spending a couple of weeks repairing the base camp, the team resumed the dig. None but the foreman had any previous mining experience. Most of the “miners” were farmhands or former members of the stevedores’ guild. None were strangers to hard work, but they were a motley crew to be certain. However, the strangers who came and offered them the job assured them that they would be paid handsomely. The past year had been difficult. The team had failed to find any substantial amount of ore and they often assumed that their work would soon come to an end. Despite this, the paymaster and his retinue of guards would appear every month and the dig continued.
This nine page adventure presents eleven rooms in an old mining camp & camp that has been “overrun” with undead. It’s pretty basic, with not much going on.
I’m not super sure how this made it on my list. It must have either been in the OSR section on DriveThru or a request? I don’t think I see a request, so it must have been in the OSR section at DriveThru at one time, even though it’s labeled Generic/Universal. The marketing blurb advertises it as a flesh out adventure hook, but the adventure, proper, lists itself as an adventure. I don’t know, some way of framing it not having stats? I don’t think that matters. In any event, it has more life to it than the vast majority of adventures and even manages to present more rooms than the number of pages in the adventure. How far have we fallen to have that be some standard of success? What’s a spud to do? Anyway, ignoring most of the intro there’s a small adventure hidden in here that is relatively inoffensive. There’s not much interesting about it either, but, hey, it’s 2026 and I’m in a morose mood because somehow an uninteresting adventure with eleven rooms in nine pages somehow is better than most if the garbage I review. So, no stats and no treasure, just some “place treasure appropriate to your system” notes here and there.
There are some pretext reasons here for exploring, nothing very interesting. Hired to do blah blah blah, or local priest has visions blah blah blah. Getting to the site you find four outbuildings and then seven rooms in the mine. There are bodies about, partially eaten. A stable has horse bodies, and one stall padlocked with a living horse in it and extra water that has run out. One of the buildings has a survivor barricaded inside of it with a confusing story that doesn’t make sense. The idea is that the party will use the stable clue, as well as another clue in the bunkhouse, to understand that the dude knows more than he is saying and that they’ll press him for details. The details are not altogether interesting given the small size and stand along nature of the adventure combined with the generic/unival vibe. He was hired to run a mining crew, looking for a diary in a buried complex. He did some research on his own and found out that the dude was a necromancer and used animated bodies as guards. When the miners found a wall he gave his horse some water and locked himself in, fearing the worst. The miners break in, undead get out, the worst happens, everyone dies but him and his horse. It’s an interesting way to present a clue, without having to resort to a diary or monologue. And by interesting” I mean “correct.” We get to see the results of actions taken in the past that help explain the now, rather than listen to a droning monologue. The players gets to use their brains to put things together. Or not.
The rooms inside the mine are uneventful. Generic alter room. Generic crypt. “There are 8 sarcophagi in this room. Four of these are open and empty. The remaining four are closed and hold inanimate skeletons. There is a small stone altar along the western wall. Beside it rests an open chest filled with gold and any treasures that would be appropriate for your game. “ Nothing really evocative about them, inside the mine or out. Nothing really stands out. A few ghouls/ghasts. Entries are padded out with things like “As the party moves in this direction, they are assailed by [an odor.]” There’s like five pages of intro to go with the four pages of room keys. There’s just nothing to this. “First, do no harm”, the slogan goes. And, for the most part, that was accomplished here. Sure, some padding, a decent amount of it. But, also, the rooms are still relatively terse and easy to scan. There’s still no way I would run this, there’s just nothing to it, but it IS still better than most adventures because it IS doing no harm.
This is $2 at DriveThru. There is no preview.
https://www.drivethrurpg.com/en/product/571820/the-mine-at-m...
Posted: Wed, 05 Aug 11:36:41
by bryce0lynch
By Greg FerrisTalaraska
Generic/Universal
Level ... 3?
The hills making up the Archian border with Caledos are pocked with dozens of abandoned mines. These leave a lasting reminder of the rush for silver in the years prior to the rise of the Graun Empire. Without drawing much attention from local officials, a nebulous consortium of investors has been purchasing old dig sites throughout the region. The mine at Mt. Morris was one such purchase. About 12 months ago, a group of ten men reopened the dig, which locals were sure was folly. After spending a couple of weeks repairing the base camp, the team resumed the dig. None but the foreman had any previous mining experience. Most of the “miners” were farmhands or former members of the stevedores’ guild. None were strangers to hard work, but they were a motley crew to be certain. However, the strangers who came and offered them the job assured them that they would be paid handsomely. The past year had been difficult. The team had failed to find any substantial amount of ore and they often assumed that their work would soon come to an end. Despite this, the paymaster and his retinue of guards would appear every month and the dig continued.
This nine page adventure presents eleven rooms in an old mining camp & camp that has been “overrun” with undead. It’s pretty basic, with not much going on.
I’m not super sure how this made it on my list. It must have either been in the OSR section on DriveThru or a request? I don’t think I see a request, so it must have been in the OSR section at DriveThru at one time, even though it’s labeled Generic/Universal. The marketing blurb advertises it as a flesh out adventure hook, but the adventure, proper, lists itself as an adventure. I don’t know, some way of framing it not having stats? I don’t think that matters. In any event, it has more life to it than the vast majority of adventures and even manages to present more rooms than the number of pages in the adventure. How far have we fallen to have that be some standard of success? What’s a spud to do? Anyway, ignoring most of the intro there’s a small adventure hidden in here that is relatively inoffensive. There’s not much interesting about it either, but, hey, it’s 2026 and I’m in a morose mood because somehow an uninteresting adventure with eleven rooms in nine pages somehow is better than most if the garbage I review. So, no stats and no treasure, just some “place treasure appropriate to your system” notes here and there.
There are some pretext reasons here for exploring, nothing very interesting. Hired to do blah blah blah, or local priest has visions blah blah blah. Getting to the site you find four outbuildings and then seven rooms in the mine. There are bodies about, partially eaten. A stable has horse bodies, and one stall padlocked with a living horse in it and extra water that has run out. One of the buildings has a survivor barricaded inside of it with a confusing story that doesn’t make sense. The idea is that the party will use the stable clue, as well as another clue in the bunkhouse, to understand that the dude knows more than he is saying and that they’ll press him for details. The details are not altogether interesting given the small size and stand along nature of the adventure combined with the generic/unival vibe. He was hired to run a mining crew, looking for a diary in a buried complex. He did some research on his own and found out that the dude was a necromancer and used animated bodies as guards. When the miners found a wall he gave his horse some water and locked himself in, fearing the worst. The miners break in, undead get out, the worst happens, everyone dies but him and his horse. It’s an interesting way to present a clue, without having to resort to a diary or monologue. And by interesting” I mean “correct.” We get to see the results of actions taken in the past that help explain the now, rather than listen to a droning monologue. The players gets to use their brains to put things together. Or not.
The rooms inside the mine are uneventful. Generic alter room. Generic crypt. “There are 8 sarcophagi in this room. Four of these are open and empty. The remaining four are closed and hold inanimate skeletons. There is a small stone altar along the western wall. Beside it rests an open chest filled with gold and any treasures that would be appropriate for your game. “ Nothing really evocative about them, inside the mine or out. Nothing really stands out. A few ghouls/ghasts. Entries are padded out with things like “As the party moves in this direction, they are assailed by [an odor.]” There’s like five pages of intro to go with the four pages of room keys. There’s just nothing to this. “First, do no harm”, the slogan goes. And, for the most part, that was accomplished here. Sure, some padding, a decent amount of it. But, also, the rooms are still relatively terse and easy to scan. There’s still no way I would run this, there’s just nothing to it, but it IS still better than most adventures because it IS doing no harm.
This is $2 at DriveThru. There is no preview.
https://www.drivethrurpg.com/en/product/571820/the-mine-at-m...
Review: The Night of Falling Snow:: Sparse, with little specificity
Posted: Wed, 05 Aug 11:36:33
Brackin Adventuring Company
BECMI
Levels 3-5
On the hottest night of summer… it begins to snow. For as long as anyone can remember, the quiet village of Frosthollow has celebrated The Night of Falling Snow, an ancient midsummer festival unlike any other. White ribbons flutter from old trees. Candles burn in every window. Gifts are exchanged beneath a blazing summer sun while soft snow falls from a cloudless sky. The villagers call it a miracle. They have forgotten that it is a warning. This year, the snow arrives early… and it does not stop. As impossible winter spreads across the countryside, travelers find themselves drawn into a mystery buried beneath centuries of tradition. Forgotten journals, hidden chambers, and an ancient ritual reveal a terrifying truth: the festival was never meant to celebrate the snowfall. It was created to keep something from crossing the threshold into the world. And at the center of it all waits a smiling traveler known only as The Pale Guest. Will the heroes uncover the truth before midnight, restore a ritual no one remembers, or unknowingly open the door to an ancient horror?
This seventeen page adventure uses about eleven pages to describe about ten areas in a village about to reawaken an ancient entity. It’s sparse, with little specificity. There is an outline of an adventure but little to ground the characters actions or the DMs responses.
I am continually mystified at the lack of adventure that passes for adventures. The barest outline of an adventure is somehow expanded to twenty pages and then a few dollar price tag slapped on it. We get little more than DM notes, time and again, the kind scribbled on my party tracker page ten minutes beforehand to run tonight’s game. What ends up being published is just anything that anyone could come up, with all of the specificity and adventure just not present, the stuff the designer SHOULD be working on to help the DM bring the game alive. Yes, the DM needs to do work, but the designer is there to inspire them to greatness and provide the tools to do so.
There’s this village where it snows on a day in the summer every year. The villagers hold this festival with a couple of traditions attached to it. Well, wouldn’t you know it, the snow doesn’t stop this year and gets VERY heavy. The party is there for [the usual lame reasons.] Oh no, people are missing! Poking about you find the basement of the inn has some old records, and the traditions are bastardized versions of a yearly ritual that has to be done to keep THE VISITOR away. The party must convince everyone in the village does a Whoville song and dance number and the entity will sleep for another year. Or, just stab the 12HD dude till it dies.
The most specific thing in the adventure is, what a coincidence, also the most interesting. The villagers hang ribbons from a tree in the village with their names on it. (And, the missing villagers have ribbons there also, with their names faded away. I’m not sure how you know that given that the names are no longer there, but the concept is decent.) This is great. It’s like a line of text. It’s specific. It grounds the DM and gives them something to build on. This is by far the most interesting thing in the adventure.
The actual locations are given this description style that is … poetic? An attempt to be poetic? Let’s look at “Chamber Two: The Ice Archive”
A chamber sealed within magical frost.
Contains stone tablets.
These preserve the complete ritual.
Uh. Ok. How about another room, for comparison? The Hall of Forgotten Names:
Thousands of names carved into walls.
Reading them aloud causes spectral figures to appear.
Most are harmless.
Three become Snow Wraiths.
Meh. This borders on pretension. It’s the fucking idea for a room being sold as a room. Put in a fucking description. Look, I’m supportive of new ideas but also you gotta recognize when they don’t work and this don’t work. There’s nothing there! At some point we’re told “Eventually clues point toward old records beneath the inn.” What are these clues? Not present. Nothing. The DM gets to make them up. This is just some notes on a napkin about some major beats in a potential adventure. How about monsters? Here’s notes about an attack by Candle Guardians. Or,, maybe, Frostbound Remnants, both phrases are used: “Four Frostbound Remnants attack as soon as the door closes behind any person entering. “ What the fuck is a Candle Guardian?
This is a ridiculously low effort adventure. I’m sure some work was put in to it, but its like the designer has somehow never seen what an actual adventure is and what one needs to run an adventure. Like what the fuck a monster is.
This is Pay What You Want at DriveThru with a suggested price of $2. There is no preview. You gotta put in a preview man, so we can make an informed decision to purchase or not.
https://www.drivethrurpg.com/en/product/573268/the-night-of-...
Posted: Wed, 05 Aug 11:36:33
by bryce0lynch
By Jon BrackinBrackin Adventuring Company
BECMI
Levels 3-5
On the hottest night of summer… it begins to snow. For as long as anyone can remember, the quiet village of Frosthollow has celebrated The Night of Falling Snow, an ancient midsummer festival unlike any other. White ribbons flutter from old trees. Candles burn in every window. Gifts are exchanged beneath a blazing summer sun while soft snow falls from a cloudless sky. The villagers call it a miracle. They have forgotten that it is a warning. This year, the snow arrives early… and it does not stop. As impossible winter spreads across the countryside, travelers find themselves drawn into a mystery buried beneath centuries of tradition. Forgotten journals, hidden chambers, and an ancient ritual reveal a terrifying truth: the festival was never meant to celebrate the snowfall. It was created to keep something from crossing the threshold into the world. And at the center of it all waits a smiling traveler known only as The Pale Guest. Will the heroes uncover the truth before midnight, restore a ritual no one remembers, or unknowingly open the door to an ancient horror?
This seventeen page adventure uses about eleven pages to describe about ten areas in a village about to reawaken an ancient entity. It’s sparse, with little specificity. There is an outline of an adventure but little to ground the characters actions or the DMs responses.
I am continually mystified at the lack of adventure that passes for adventures. The barest outline of an adventure is somehow expanded to twenty pages and then a few dollar price tag slapped on it. We get little more than DM notes, time and again, the kind scribbled on my party tracker page ten minutes beforehand to run tonight’s game. What ends up being published is just anything that anyone could come up, with all of the specificity and adventure just not present, the stuff the designer SHOULD be working on to help the DM bring the game alive. Yes, the DM needs to do work, but the designer is there to inspire them to greatness and provide the tools to do so.
There’s this village where it snows on a day in the summer every year. The villagers hold this festival with a couple of traditions attached to it. Well, wouldn’t you know it, the snow doesn’t stop this year and gets VERY heavy. The party is there for [the usual lame reasons.] Oh no, people are missing! Poking about you find the basement of the inn has some old records, and the traditions are bastardized versions of a yearly ritual that has to be done to keep THE VISITOR away. The party must convince everyone in the village does a Whoville song and dance number and the entity will sleep for another year. Or, just stab the 12HD dude till it dies.
The most specific thing in the adventure is, what a coincidence, also the most interesting. The villagers hang ribbons from a tree in the village with their names on it. (And, the missing villagers have ribbons there also, with their names faded away. I’m not sure how you know that given that the names are no longer there, but the concept is decent.) This is great. It’s like a line of text. It’s specific. It grounds the DM and gives them something to build on. This is by far the most interesting thing in the adventure.
The actual locations are given this description style that is … poetic? An attempt to be poetic? Let’s look at “Chamber Two: The Ice Archive”
A chamber sealed within magical frost.
Contains stone tablets.
These preserve the complete ritual.
Uh. Ok. How about another room, for comparison? The Hall of Forgotten Names:
Thousands of names carved into walls.
Reading them aloud causes spectral figures to appear.
Most are harmless.
Three become Snow Wraiths.
Meh. This borders on pretension. It’s the fucking idea for a room being sold as a room. Put in a fucking description. Look, I’m supportive of new ideas but also you gotta recognize when they don’t work and this don’t work. There’s nothing there! At some point we’re told “Eventually clues point toward old records beneath the inn.” What are these clues? Not present. Nothing. The DM gets to make them up. This is just some notes on a napkin about some major beats in a potential adventure. How about monsters? Here’s notes about an attack by Candle Guardians. Or,, maybe, Frostbound Remnants, both phrases are used: “Four Frostbound Remnants attack as soon as the door closes behind any person entering. “ What the fuck is a Candle Guardian?
This is a ridiculously low effort adventure. I’m sure some work was put in to it, but its like the designer has somehow never seen what an actual adventure is and what one needs to run an adventure. Like what the fuck a monster is.
This is Pay What You Want at DriveThru with a suggested price of $2. There is no preview. You gotta put in a preview man, so we can make an informed decision to purchase or not.
https://www.drivethrurpg.com/en/product/573268/the-night-of-...
Review: Outcast Unseelie and the Ooze Between:: Fantastic elements with slime, fey, and insects
Posted: Wed, 05 Aug 11:36:24
Slime Mind Studio
BECMI/Shadowdark
Levels 1-3
The mountain bled. Now powers from beyond slake their thirst. Bordering the long-abandoned Brackenhoorg mines, a lone gatehouse suffers both from the churn of a mysterious ooze and the encroaching domain of a fey lord. Test your mettle against a dungeon swamped by a potent arcane ooze and conniving fey vying for power. Will your players learn the secrets of the ooze—or need enough treasure to afford a priest?
This forty page adventures uses about 25 pages to describe about fifty rooms in a two level dungeon features slime, fey, and insects. And dwarves? It’s full of fantastic elements and does a good job with formatting even though I think the overall attempt at a “Timeline of events” doesn’t work very well. A good journeyman adventure.
I think this adventure is fascinating. First off, it’s an ok adventure. Which means I guess it’s great? In the sea of filth I usually see it’s not one of those. It’s doing almost everything right. I don’t think I’m excited to run it. And I think that sucks because it IS doing almost everything right and when you compare it to the absolute dreck that people publish it is light years beyond that shit. I mean, the designer deserves some admiration for that. If this was plopped down in front of me at a table and I was told to run it then I would and it would go great and I’d have a great time. I just don’t think I’d ever reach for this of my own free will. Maybe it’s something like marketing. I’m not saying it is marketing, but I’m drawing an analogy. Nothing made me excited by this. Except for the meta-discussion that it doesn’t suck. I’m super excited by that. Seriously. If every adventure in the world were as good as this one then I wouldn’t have the tenfootpole blog. Technically, it’s great. It just lacks a certain joie de vivre. That sucks. It’s like working for one of those shit ass companies in which being competent isn’t good enough. You have to suck off the boss verbally and engage in the kabuki of mouthpiecing the the mission, blah blah blah even though you’re really only there because hookers and blow cost money and you need money. That seems unfair?
The formatting here is nigh perfect. “Oh, Bryce cares too much about formatting!” No, dipshit, I do not. But I do seem to understand, which many of you do not, that formatting IS the great downfall of many adventures. My standards are quite low. Can I run the adventure? Ok, you get to squeak by. You can write the worlds best adventure and have shitty formatting and I’m still gonna call it the worlds the best adventure and grumble and recommend it. But, if you write a mediocre adventure and do a shit job at helping me run it then you can burn. The entries are clear and easy to scan. A little summary/read-aloud with some words blended that are then called out with more detail in the bulleted sections below. Just a few sentences each. It’s also using a ? ? layout, so ? of the page, the left “column” is used for the keys while the right ? “column” is used for notes and other called out detail, like monster stats and so on. I think the format here is perfect. Easy to scan. It’s clear. It’s easy to find things, and to follow up on information. No notes. Well, ok. You can have your preferences with formats. You can prefer a paragraph style over say an OSE style. Both a paragraph style and an OSE style can be implemented poorly. But, ultimately, many formats styles can be used, anything, really, as long as they succeed in their purpose and this one does. It could, perhaps, be terser in paragraph form. Less whitespace and all of that. But it’s not overly long the way it is and it’s dumping three or four rooms to a digest page in this format, while maintaining an easy to read font size. It’s fucking good. Formatting.
And the map is decent also. Dyson is credited. I’m not sure if these are his free maps or this was a commission. They look a little more involved than I’ve seen many of his free maps. A little more complex, a little more involved. Same level stairs, tunnels present, and they even run above and below other passages. A kind of rubble-vibe to them. Monsters are noted on the map, as well as entry/exit locations. (The level one map has six, I think, exist/entrances on it, out of 22 rooms total. That’s some decent map interconnectivity!) Monsters and traps are also noted on the map, and the lettering is generally clear with the keys, proper, being very clear. And the wandering table is ON the map also. This thing is close to being platonic! Maybe just tending a little bit to be busy, but, I’d take a look at the adventure just to see the maps in it and how they are done. Little minimaps are included on each page to orient you toward the room and exits.
Descriptions are pretty decent, above average for sure. Terse, but evocative enough. “An emerald waterfall, frozen in time, suspends loose rock and a charred body. Green, soot-stained metal encrusts the floor and walls.” or “Green liquid oozes from a cracked stone wall and marble bricks ju??ing from the ceiling. It pools around a toppled stone statue “ These aren’t bad. Like, not rock star but certainly pretty good as a short description goes. The bricks jut and the liquid oozes. Dislodging a brick “spews warm verdigrint.” Spew. And warm. Ewwww!
The rooms get noise and light pointers to rooms nearby, so you can hear things from the right or to the east or some such. Love it. Same with monsters reacting in certain situations. Attention is paid to the dungeon as a whole rather than a more room by room orientation. (Which, I suppose, is also mirrored in the entry/exits, both in quantity and in noting them on the map.) There’s also this thing the adventure does with blocking exits. Normally we’d see a door. But in this there is a frozen emerald waterfall, as noted in the quote above. It blocks an exit if you hack it loose or unfreeze it. In another place there’s this kind of giant mass of flowers in a corridor … which it turns out is blocking a kind of Y intersection, growing in all directions. These particular flowers regrow FAST when fed blood and there just happens to be a dead body in the intersection that it can suck blood from. An interesting problem, yes? (Also, I really liked the art piece that went along with this. A kind of grayscale/monochrome image of a ruined hallway with a mass of giant flower in it, with the petals done in a kind of muted red. It very much delivers the kind of striking impression that I think this encounter was going for.) There’s decent interactivity here.
Randomly, the page count is misleading, there is almost NO padding in this at all. Excess pages are NPC descriptions for the dungeon. These are little paragraphs with wants, fears and secrets called out and some keywords to help the DM quickly. “MYREROSE – SPITEFUL QUEEN. CALMLY SADISTIC. Master alchemist. Retains her fairy form by bathing in Blood Honey (made from perish lily pollen). The Gardener is her pawn: She gives him Blood Honey, lying that it will restore his True Name. Suspects Shiv, not Slaveral, created this mess. She rules from Bleedspire (V1) “
And those NPC’s are, I think, the downfall of the adventure, if it can be said to have one. Yeah, sure, the designer didn’t put the fucking level range in the marketing page or on the cover. Yeah, the hooks are fucking lameo hiring shit and the framing of the adventure could have had a little more thought. But, the NPC’s are the only thing here that I think doesn’t work well.
The idea is that we’ve got this old mine/complex that hit an ooze vein and was abandoned. And then some shit went down in Fey land a group/manor of them got cursed in to bug-like creatures (again, good art!) and somehow their manor is now level two of this place. There is supposed to be intrigue among the fey, hence the wants/needs/secrets and expanded NPC sections for them. There’s even a timeline of events. But I don’t think ANY of it works AT ALL. Some individual encounters work out ok, like a room with covered mirrors and a dude can/will reach through an uncovered one to pull someone in if they can. But the lager intrigue thing just doesn’t come together. And the timeline doesn’t really impact the dungeon environs or the party in such a way as to impact play/the party to care about. “Meck accidentally blows up Lalizar. The cultists disband. Slaveral and Meck fly away to find Meck’s mother “ Sure thing. I guess fewer things to stab then? I mean, whats the impact in intrigue and, ultimately, the party interaction?
There is also an overall … I don’t know, lack of … intent? Recall the dungeons exits and blocking exits and sounds/reactions, etc, all of which kind of give the dungeon a more wholistic feel. But, also, that wholistic feel is lacking in the way the dungeon rooms work together. The theming, of the fey anyway, doesn’t come through very well. The entire place, as a whole, isn’t left with an overall feeling. Yeah yeah, that a shit explanation. But, also, I wonder if thats not why I’m saying that the pace lacks a certain amount of joy and/or glee in it? My lack of enthusiasm for the place?
This is doing almost everything right. It’s a good adventure. I’m going to dump this in to two categories until I can decide what I actually think about it. I’m happy to run this. I’m just not sure I’d go out of my way to run this. I think it is absolutely worth checking out.
This is $9 at DriveThru. The preview is thirteen pages, the first thirteen. You get to see the map, the NPC’s, the timeline, and three rooms. That’s a decent enough preview.
https://www.drivethrurpg.com/en/product/566187/outcast-unsee...
Posted: Wed, 05 Aug 11:36:24
by bryce0lynch
By Jesse WinterSlime Mind Studio
BECMI/Shadowdark
Levels 1-3
The mountain bled. Now powers from beyond slake their thirst. Bordering the long-abandoned Brackenhoorg mines, a lone gatehouse suffers both from the churn of a mysterious ooze and the encroaching domain of a fey lord. Test your mettle against a dungeon swamped by a potent arcane ooze and conniving fey vying for power. Will your players learn the secrets of the ooze—or need enough treasure to afford a priest?
This forty page adventures uses about 25 pages to describe about fifty rooms in a two level dungeon features slime, fey, and insects. And dwarves? It’s full of fantastic elements and does a good job with formatting even though I think the overall attempt at a “Timeline of events” doesn’t work very well. A good journeyman adventure.
I think this adventure is fascinating. First off, it’s an ok adventure. Which means I guess it’s great? In the sea of filth I usually see it’s not one of those. It’s doing almost everything right. I don’t think I’m excited to run it. And I think that sucks because it IS doing almost everything right and when you compare it to the absolute dreck that people publish it is light years beyond that shit. I mean, the designer deserves some admiration for that. If this was plopped down in front of me at a table and I was told to run it then I would and it would go great and I’d have a great time. I just don’t think I’d ever reach for this of my own free will. Maybe it’s something like marketing. I’m not saying it is marketing, but I’m drawing an analogy. Nothing made me excited by this. Except for the meta-discussion that it doesn’t suck. I’m super excited by that. Seriously. If every adventure in the world were as good as this one then I wouldn’t have the tenfootpole blog. Technically, it’s great. It just lacks a certain joie de vivre. That sucks. It’s like working for one of those shit ass companies in which being competent isn’t good enough. You have to suck off the boss verbally and engage in the kabuki of mouthpiecing the the mission, blah blah blah even though you’re really only there because hookers and blow cost money and you need money. That seems unfair?
The formatting here is nigh perfect. “Oh, Bryce cares too much about formatting!” No, dipshit, I do not. But I do seem to understand, which many of you do not, that formatting IS the great downfall of many adventures. My standards are quite low. Can I run the adventure? Ok, you get to squeak by. You can write the worlds best adventure and have shitty formatting and I’m still gonna call it the worlds the best adventure and grumble and recommend it. But, if you write a mediocre adventure and do a shit job at helping me run it then you can burn. The entries are clear and easy to scan. A little summary/read-aloud with some words blended that are then called out with more detail in the bulleted sections below. Just a few sentences each. It’s also using a ? ? layout, so ? of the page, the left “column” is used for the keys while the right ? “column” is used for notes and other called out detail, like monster stats and so on. I think the format here is perfect. Easy to scan. It’s clear. It’s easy to find things, and to follow up on information. No notes. Well, ok. You can have your preferences with formats. You can prefer a paragraph style over say an OSE style. Both a paragraph style and an OSE style can be implemented poorly. But, ultimately, many formats styles can be used, anything, really, as long as they succeed in their purpose and this one does. It could, perhaps, be terser in paragraph form. Less whitespace and all of that. But it’s not overly long the way it is and it’s dumping three or four rooms to a digest page in this format, while maintaining an easy to read font size. It’s fucking good. Formatting.
And the map is decent also. Dyson is credited. I’m not sure if these are his free maps or this was a commission. They look a little more involved than I’ve seen many of his free maps. A little more complex, a little more involved. Same level stairs, tunnels present, and they even run above and below other passages. A kind of rubble-vibe to them. Monsters are noted on the map, as well as entry/exit locations. (The level one map has six, I think, exist/entrances on it, out of 22 rooms total. That’s some decent map interconnectivity!) Monsters and traps are also noted on the map, and the lettering is generally clear with the keys, proper, being very clear. And the wandering table is ON the map also. This thing is close to being platonic! Maybe just tending a little bit to be busy, but, I’d take a look at the adventure just to see the maps in it and how they are done. Little minimaps are included on each page to orient you toward the room and exits.
Descriptions are pretty decent, above average for sure. Terse, but evocative enough. “An emerald waterfall, frozen in time, suspends loose rock and a charred body. Green, soot-stained metal encrusts the floor and walls.” or “Green liquid oozes from a cracked stone wall and marble bricks ju??ing from the ceiling. It pools around a toppled stone statue “ These aren’t bad. Like, not rock star but certainly pretty good as a short description goes. The bricks jut and the liquid oozes. Dislodging a brick “spews warm verdigrint.” Spew. And warm. Ewwww!
The rooms get noise and light pointers to rooms nearby, so you can hear things from the right or to the east or some such. Love it. Same with monsters reacting in certain situations. Attention is paid to the dungeon as a whole rather than a more room by room orientation. (Which, I suppose, is also mirrored in the entry/exits, both in quantity and in noting them on the map.) There’s also this thing the adventure does with blocking exits. Normally we’d see a door. But in this there is a frozen emerald waterfall, as noted in the quote above. It blocks an exit if you hack it loose or unfreeze it. In another place there’s this kind of giant mass of flowers in a corridor … which it turns out is blocking a kind of Y intersection, growing in all directions. These particular flowers regrow FAST when fed blood and there just happens to be a dead body in the intersection that it can suck blood from. An interesting problem, yes? (Also, I really liked the art piece that went along with this. A kind of grayscale/monochrome image of a ruined hallway with a mass of giant flower in it, with the petals done in a kind of muted red. It very much delivers the kind of striking impression that I think this encounter was going for.) There’s decent interactivity here.
Randomly, the page count is misleading, there is almost NO padding in this at all. Excess pages are NPC descriptions for the dungeon. These are little paragraphs with wants, fears and secrets called out and some keywords to help the DM quickly. “MYREROSE – SPITEFUL QUEEN. CALMLY SADISTIC. Master alchemist. Retains her fairy form by bathing in Blood Honey (made from perish lily pollen). The Gardener is her pawn: She gives him Blood Honey, lying that it will restore his True Name. Suspects Shiv, not Slaveral, created this mess. She rules from Bleedspire (V1) “
And those NPC’s are, I think, the downfall of the adventure, if it can be said to have one. Yeah, sure, the designer didn’t put the fucking level range in the marketing page or on the cover. Yeah, the hooks are fucking lameo hiring shit and the framing of the adventure could have had a little more thought. But, the NPC’s are the only thing here that I think doesn’t work well.
The idea is that we’ve got this old mine/complex that hit an ooze vein and was abandoned. And then some shit went down in Fey land a group/manor of them got cursed in to bug-like creatures (again, good art!) and somehow their manor is now level two of this place. There is supposed to be intrigue among the fey, hence the wants/needs/secrets and expanded NPC sections for them. There’s even a timeline of events. But I don’t think ANY of it works AT ALL. Some individual encounters work out ok, like a room with covered mirrors and a dude can/will reach through an uncovered one to pull someone in if they can. But the lager intrigue thing just doesn’t come together. And the timeline doesn’t really impact the dungeon environs or the party in such a way as to impact play/the party to care about. “Meck accidentally blows up Lalizar. The cultists disband. Slaveral and Meck fly away to find Meck’s mother “ Sure thing. I guess fewer things to stab then? I mean, whats the impact in intrigue and, ultimately, the party interaction?
There is also an overall … I don’t know, lack of … intent? Recall the dungeons exits and blocking exits and sounds/reactions, etc, all of which kind of give the dungeon a more wholistic feel. But, also, that wholistic feel is lacking in the way the dungeon rooms work together. The theming, of the fey anyway, doesn’t come through very well. The entire place, as a whole, isn’t left with an overall feeling. Yeah yeah, that a shit explanation. But, also, I wonder if thats not why I’m saying that the pace lacks a certain amount of joy and/or glee in it? My lack of enthusiasm for the place?
This is doing almost everything right. It’s a good adventure. I’m going to dump this in to two categories until I can decide what I actually think about it. I’m happy to run this. I’m just not sure I’d go out of my way to run this. I think it is absolutely worth checking out.
This is $9 at DriveThru. The preview is thirteen pages, the first thirteen. You get to see the map, the NPC’s, the timeline, and three rooms. That’s a decent enough preview.
https://www.drivethrurpg.com/en/product/566187/outcast-unsee...
Review: Hidden Citadel:: Grist for the gristmill; just a simple hack
Posted: Wed, 05 Aug 11:36:18
ND Hobbies
1e
Levels 7-9
In the majestic dwarven capital of Runekaatara, the miners’ guild has made an unprecedented discovery. What are these dwarven miners hiding from the city authorities, and why are they desperately seeking the help of a group of adventurers who have just arrived in the capital? In The Hidden Citadel, adventurers will embark on a classic dungeon-crawling subterranean adventure to discover the secrets that an ancient citadel holds, the dangers that protect these secrets, and the reason why the citadel fell into disgrace in the first place
This 32 page adventure is a simple hack on a simple simple map with underpowered monsters and a weird tonal imbalance. Grist for the gristmill.
The cover blurb here says “A group of mining dwarves found the remains of an old and forgotten underground city. Everything indicates that it is a lost and ancestral citadel of dwarven origin.” So, of course the heads of the dwarf mining guild, in the dwarf capitol city, looking for the dwarf ancestral citadel of dwarven origin, hires non-dwarves to go find it. Also, the dwarf ancestral capitol and origin is like six levels, each with, I don’t know, about six rooms? Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
So you end up in dwarflandia and in the marketplace you overhear shit like “The governor doesn’t have to find out” “They say the pay is crazy” “It’s the discovery of the century, whoever goes there will be remembered forever” “What if Is there something down there?” and most importantly “They are in the Anvil tavern. Shall we venture?” This is from people in the market, all members of the miners guild, who beat the characters away from them. But, also, direct them to the Miners Guild inn if they need a place to stay. I do like the overheard snippets of conversation; it smacks of the in-voice rumor tables that I love that I think add a lot of color and framing for a DM to play off of. Arriving at the inn a dwarf, who turns out to be the guildmaster in disguise, drops a bag of gold in front of the party while passing through the room. If you return it to him then you’re honest and he wants you to go on the adventure. If you steal it then it shows daring and he wants you to go on the adventure. If you ignore it then a thief picks it up and runs over the parties table to get out, no doubt prompting the party to intervene, which shows the parties [something] and the guildmaster wants you to go on the adventure. Tell me again, is the illusion of choice a good thing or a bad thing in an adventure? I guess it’s just the hook. Hey, also, they only want 10% of the loot you find in the ancient dwarven capitol origin. For realisies. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
I’ve mentioned that the map levels are rather small. Five rooms on a level, six rooms on a level. One has like thirteen rooms, an anomaly. They are done in a faux-art style so you’ve got cracks in the stonework and so on. The end result is that it’s hard to make out doorways and other features that you need to run the adventure. What’s a portcullis? What’s a door? What’s an open doorway? Good luck to you. Level entry/exits are not the clearest, from the maps, but there is an “overview” map in the back that has all of the levels on it and has some lines showing stairs from one location going to entry on another floor, so, that helps. But, also, putting it on the single page maps would have been better. The text says things like “ Room 2 is locked behind a closed portcullis and only accessible through Room 1.” Uh … no? Yes? Technically? The adventure seems to do this a lot. In another place we’re told “To continue delving into the dungeon, the adventurers will have to open the titanium gates that block the way to the Great Stairs.” Uh. I’m level nine? So, I guess the meaning of the text is that ONE of the room two entries has a portcullis in front of it and the other entrance is just open, the one from room one. It’s a strange way of writing it though. I’m sure there are EASL issues here, which I generally give a wide allowance for, but I think in this case it’s something else. It’s something like a lack of acknowledgement that you can go through the portcullis? Or the gates to the stairs to level two? There are no additional details, like bend bars/lift gates, or spells or anything. Which I guess you don’t need, it’s just a weird phrasing. Over and over again. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
Looking at the enemies we’ve got a two hit die ooze. And a one hit die giant rat. ONE one hit die rat and ONE two hit die ooze. Eventually you get to fight like FIVE two hit die creatures. There’s a 4 hit die ghost. What’s the turning rules again? TWO three hit die orbs? There’s a gold golem. I guess he’s seven hit die. The boss is a twelver. I understand that we normally look at dungeon encounters that are tough, and give the “it’s OSR, run away” answer, but I’m not sure what we do in the opposite direction? There is the usual “doors slam shut’ stuff. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
Writing is dull. The usual padding. “This room has several armored corpses, which in the past were dwarven guards.” THIS ROOM HAS is all padding. And then we run in to the usual historical survey of what the room was. It’s dull, long, multi paragraph with little in the way of formatting to help scan and run the adventure. Interactivity is generally stabbing something or a trap or “pull the two levels on the level to unlock the door to the next level.” I mentioned a gold golem earlier. Here is the entirety of that room: “This room is filled with gold and valuables, as if the noble dwarves had put their riches here to protect them in desperation. If someone takes a coin, several of them take on a humanoid form and will turn into a gold golem that protects this treasure.. Upon death, the golem becomes 355 gold coins.” That’s it. Nothing more. What do you think filled with gold and valuables means? 355 gold coins? Does it seem weird to mention the 355? Everything is like this. Missing information. Dull writing. Lengthy writing that leads to nothing. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
And then the tone changes, in one place. “This room is full of bags and suitcases, all arranged in a pile. Inside the suitcases there are souvenirs, family portraits, letters, and books. Everything is mundane, but each object represents someone who died in this place.” Uh …. The next room has a bunch of people in it, skeletons, bodies. Children sitting on mothers laps. People huddled. With the marks of slit wrists where they all killed themselves. Jesus man! So, yeah, there’s an emotional impact there. The antechamber, with the luggage, clearly is culturally overloaded. A mass suicide scene would not have as much impact as a mass suicide scene with some hints beforehand to really foreshadow and bring home the horror. “And we looted it?!” It’s the Lareth principal, done right. But, also, Jesus man! Here I was just killing rats and oozes and stabbing shit and pulling levers and you dump this on the players? But, whatever, it was good design even if tonally it is out of place.
There are also a few decent art pieces in this. Good art, in an adventure,helps the DM run the adventure. It helps clarify a room, or sets the mood for them, helping them riff on it. It’s evocative. David Arcila and Diana Rex are credited. I don’t know which one it is but I like them for the purpose of inspiring the adventure. A nice barrier peaks vibe to it, that pulls you in. It’s not all the art, maybe four pieces or so, but those are good.
So, just kind of generic adventure for the most part. Nothing very stand out in the writing or the room interactivity, with a notable exception. I’m not overly upset by it, but it’s just another of the large number of marginally poor adventures that flood the market.
This is $5 at DriveThru. There’s no preview, but you do get to see some page layout on the product marketing page. It needs a real preview, that shows real rooms, so potential buyers can get a read on if they want to purchase it or not.
https://www.drivethrurpg.com/en/product/482182/hidden-citade...
Posted: Wed, 05 Aug 11:36:18
by bryce0lynch
By ND Hobbies, Ulises Martinez, Mauricio RoselND Hobbies
1e
Levels 7-9
In the majestic dwarven capital of Runekaatara, the miners’ guild has made an unprecedented discovery. What are these dwarven miners hiding from the city authorities, and why are they desperately seeking the help of a group of adventurers who have just arrived in the capital? In The Hidden Citadel, adventurers will embark on a classic dungeon-crawling subterranean adventure to discover the secrets that an ancient citadel holds, the dangers that protect these secrets, and the reason why the citadel fell into disgrace in the first place
This 32 page adventure is a simple hack on a simple simple map with underpowered monsters and a weird tonal imbalance. Grist for the gristmill.
The cover blurb here says “A group of mining dwarves found the remains of an old and forgotten underground city. Everything indicates that it is a lost and ancestral citadel of dwarven origin.” So, of course the heads of the dwarf mining guild, in the dwarf capitol city, looking for the dwarf ancestral citadel of dwarven origin, hires non-dwarves to go find it. Also, the dwarf ancestral capitol and origin is like six levels, each with, I don’t know, about six rooms? Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
So you end up in dwarflandia and in the marketplace you overhear shit like “The governor doesn’t have to find out” “They say the pay is crazy” “It’s the discovery of the century, whoever goes there will be remembered forever” “What if Is there something down there?” and most importantly “They are in the Anvil tavern. Shall we venture?” This is from people in the market, all members of the miners guild, who beat the characters away from them. But, also, direct them to the Miners Guild inn if they need a place to stay. I do like the overheard snippets of conversation; it smacks of the in-voice rumor tables that I love that I think add a lot of color and framing for a DM to play off of. Arriving at the inn a dwarf, who turns out to be the guildmaster in disguise, drops a bag of gold in front of the party while passing through the room. If you return it to him then you’re honest and he wants you to go on the adventure. If you steal it then it shows daring and he wants you to go on the adventure. If you ignore it then a thief picks it up and runs over the parties table to get out, no doubt prompting the party to intervene, which shows the parties [something] and the guildmaster wants you to go on the adventure. Tell me again, is the illusion of choice a good thing or a bad thing in an adventure? I guess it’s just the hook. Hey, also, they only want 10% of the loot you find in the ancient dwarven capitol origin. For realisies. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
I’ve mentioned that the map levels are rather small. Five rooms on a level, six rooms on a level. One has like thirteen rooms, an anomaly. They are done in a faux-art style so you’ve got cracks in the stonework and so on. The end result is that it’s hard to make out doorways and other features that you need to run the adventure. What’s a portcullis? What’s a door? What’s an open doorway? Good luck to you. Level entry/exits are not the clearest, from the maps, but there is an “overview” map in the back that has all of the levels on it and has some lines showing stairs from one location going to entry on another floor, so, that helps. But, also, putting it on the single page maps would have been better. The text says things like “ Room 2 is locked behind a closed portcullis and only accessible through Room 1.” Uh … no? Yes? Technically? The adventure seems to do this a lot. In another place we’re told “To continue delving into the dungeon, the adventurers will have to open the titanium gates that block the way to the Great Stairs.” Uh. I’m level nine? So, I guess the meaning of the text is that ONE of the room two entries has a portcullis in front of it and the other entrance is just open, the one from room one. It’s a strange way of writing it though. I’m sure there are EASL issues here, which I generally give a wide allowance for, but I think in this case it’s something else. It’s something like a lack of acknowledgement that you can go through the portcullis? Or the gates to the stairs to level two? There are no additional details, like bend bars/lift gates, or spells or anything. Which I guess you don’t need, it’s just a weird phrasing. Over and over again. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
Looking at the enemies we’ve got a two hit die ooze. And a one hit die giant rat. ONE one hit die rat and ONE two hit die ooze. Eventually you get to fight like FIVE two hit die creatures. There’s a 4 hit die ghost. What’s the turning rules again? TWO three hit die orbs? There’s a gold golem. I guess he’s seven hit die. The boss is a twelver. I understand that we normally look at dungeon encounters that are tough, and give the “it’s OSR, run away” answer, but I’m not sure what we do in the opposite direction? There is the usual “doors slam shut’ stuff. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
Writing is dull. The usual padding. “This room has several armored corpses, which in the past were dwarven guards.” THIS ROOM HAS is all padding. And then we run in to the usual historical survey of what the room was. It’s dull, long, multi paragraph with little in the way of formatting to help scan and run the adventure. Interactivity is generally stabbing something or a trap or “pull the two levels on the level to unlock the door to the next level.” I mentioned a gold golem earlier. Here is the entirety of that room: “This room is filled with gold and valuables, as if the noble dwarves had put their riches here to protect them in desperation. If someone takes a coin, several of them take on a humanoid form and will turn into a gold golem that protects this treasure.. Upon death, the golem becomes 355 gold coins.” That’s it. Nothing more. What do you think filled with gold and valuables means? 355 gold coins? Does it seem weird to mention the 355? Everything is like this. Missing information. Dull writing. Lengthy writing that leads to nothing. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.
And then the tone changes, in one place. “This room is full of bags and suitcases, all arranged in a pile. Inside the suitcases there are souvenirs, family portraits, letters, and books. Everything is mundane, but each object represents someone who died in this place.” Uh …. The next room has a bunch of people in it, skeletons, bodies. Children sitting on mothers laps. People huddled. With the marks of slit wrists where they all killed themselves. Jesus man! So, yeah, there’s an emotional impact there. The antechamber, with the luggage, clearly is culturally overloaded. A mass suicide scene would not have as much impact as a mass suicide scene with some hints beforehand to really foreshadow and bring home the horror. “And we looted it?!” It’s the Lareth principal, done right. But, also, Jesus man! Here I was just killing rats and oozes and stabbing shit and pulling levers and you dump this on the players? But, whatever, it was good design even if tonally it is out of place.
There are also a few decent art pieces in this. Good art, in an adventure,helps the DM run the adventure. It helps clarify a room, or sets the mood for them, helping them riff on it. It’s evocative. David Arcila and Diana Rex are credited. I don’t know which one it is but I like them for the purpose of inspiring the adventure. A nice barrier peaks vibe to it, that pulls you in. It’s not all the art, maybe four pieces or so, but those are good.
So, just kind of generic adventure for the most part. Nothing very stand out in the writing or the room interactivity, with a notable exception. I’m not overly upset by it, but it’s just another of the large number of marginally poor adventures that flood the market.
This is $5 at DriveThru. There’s no preview, but you do get to see some page layout on the product marketing page. It needs a real preview, that shows real rooms, so potential buyers can get a read on if they want to purchase it or not.
https://www.drivethrurpg.com/en/product/482182/hidden-citade...



