This is a very well made adventure for Cairn. The rooms, map, and stat blocks are very clear and the layout is very readable. The rooms feel like they have a nice variety of gameplay and everything feels like it belongs in this place.
The one thing I would maybe tweak if I were to run it is to move up the timeline a bit. Leaving the party 2 weeks to solve this would let them retreat and recover at least once. I would worry about that undercutting some of the challenge of this dungeon since it's not particularly long or especially deadly. But then again, OSR games can turn on a dime, so if things happen to go particularly bad, the recovery may be necessary for the players to even see most of the adventure. This is extremely minor. I wouldn't even call it a complaint, just something I would think about if I were to run it.
I really like this adventure guide. Its very clear where the points of interaction are, and there are plenty of them for players to discover. I also really like the goat image. It's very charming in a kind of roadside oddity kind of way.
Great point about the timeline. I went back and forth with that and how long to leave it. Hopefully Wardens can adjust to their needs, but I may take that number down a bit at some point.
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Good adventure, perfect for a night of play! Added to my Westmarches collection, will let you know how it went when we get to it :)
That is great to hear. Thanks! Yeah, would love to hear how it goes with your group.
Question... are you playing Cairn? Or a different system?
Great adventure, interesting premise and it’s all extremely clear to follow and use.
The backstory text do suffer from a bit of repetition, but it is otherwise nicely written: good job!
This is a very well made adventure for Cairn. The rooms, map, and stat blocks are very clear and the layout is very readable. The rooms feel like they have a nice variety of gameplay and everything feels like it belongs in this place.
The one thing I would maybe tweak if I were to run it is to move up the timeline a bit. Leaving the party 2 weeks to solve this would let them retreat and recover at least once. I would worry about that undercutting some of the challenge of this dungeon since it's not particularly long or especially deadly. But then again, OSR games can turn on a dime, so if things happen to go particularly bad, the recovery may be necessary for the players to even see most of the adventure. This is extremely minor. I wouldn't even call it a complaint, just something I would think about if I were to run it.
I really like this adventure guide. Its very clear where the points of interaction are, and there are plenty of them for players to discover. I also really like the goat image. It's very charming in a kind of roadside oddity kind of way.
Great point about the timeline. I went back and forth with that and how long to leave it. Hopefully Wardens can adjust to their needs, but I may take that number down a bit at some point.
And thank you for the kind words!