Showing posts with label Adventure Site Contest. Show all posts
Showing posts with label Adventure Site Contest. Show all posts

Monday, September 14, 2026

Project Updates

I have several things ongoing that I hope to wrap up by the end of this month. Firstly, I was  looking over my Hurricane Dungeon level write-ups. It's hard to believe it's been almost two years since the hurricane hit. I really like the end-results of the maps and the random stocking rolls, so I decided to put them up on Drive-Thru RPG for others to hopefully enjoy. Since I was sharing them for free here, I put them up as Pay What You Want. I'm happy to give it away for free, but if someone wants to throw me a few bucks for a 10-level mega-dungeon, that would be okay, too.

So far, the first 4 levels have been up for a couple weeks, with over 600 downloads. That's pretty exciting. I'm sure a lot of those are 1e/OSRIC DMs, but I hope some 5e folks discover it and it stirs some interest in exploring 1e.

I'm also putting a group together to play-test OGRERAHK, my entry for the Adventure Site Contest 4 (or IV, I can't remember which numeral system we're using). I think it will take a few sessions to get through it, just because I will have some players returning to 1e after a long spell away, but an experienced party should be able to get her done in one long session or two shorter ones. It's just an ogre lair, but then again, it's a lair FULL OF ogres, which is certain to be a punishing time for everyone involved. I can't wait to run it!

Finally, my next adventure for publication, Bugspittle's Hive, is nearly completed. I just have to finish up the artwork. This one will feature several interior illustrations in addition to the cover art. It's my biggest adventure so far, probably 30 pages once I get all the maps and art dropped in. There are 38 encounter areas over 5 levels, with lots of verticality and multiple routes of access. There are also 9 new monsters, 7 varieties of fantasy fungi, and 7 new magic items. The chap at right is the adventure's antagonist, Nunyo Bugspittle. This is only the blueline sketch; I still have some detail work to do, but I'll be creating a finished version for the manuscript. 

Below is my blueline sketch for the cover illustration. The foreground stuff is pretty far along, but the trees in the background are just rough sketches for placeholders. I think it's coming along nicely, though. It features 3 of the characters from my cover to Aethelberd's Tomb. The pointing priest was an homage to the best illustration in the MM, so I reused him here. The fighter has also picked up a shield and the magic-user a staff.

Tuesday, August 25, 2026

Bergummo's Tower Is a Silver Best Seller!

My first published OSRIC adventure, Bergummo's Tower, is now certified Silver on DriveThru RPG after 8 months. Aethelberd's Tomb and The Heart of St. Althus are both closing in on Copper status as well. (UPDATE: A day later and Aethelberd's Tomb has made Copper!) When I started this, I had hoped to sell a few here and there, but all the three adventures I put up so far have seen good reviews and steady sales. I owe Bryce over at tenfootpole.org a few beers because every time he reviews one I get a big uptick in sales.

To be sure, I'm not lighting the gaming world on fire and I certainly can't retire on the income, but it's nice to know my creative output has found some interest among other DMs. I wish I could hear how they played out for different parties.

I've been playing D&D in some form since I was 13, and I'll be 60 next year. There are few things that have been as big a constant in my life as this hobby. I had dreams of making a living doing this when I was a kid, so being able to contribute something to the game, even if its leaving just a teeny-tiny mark, feels pretty good.

I have a fourth adventure that I'm almost ready to put out, but real-life projects are soaking up much of my writing time. Adventures 5 and 6 are waiting in the wings as well. My goal was to put out six this year, but I think I'll be hard-pressed to meet that at this point. I *should* be able to get adventure #5 out by year's end, though.

I've also got my entry for Ben Gibson's Adventure Site Contest IV completed, even though the submissions don't start until November. It's called, "OGRERAHK", and it is, indeed, a lair full of ogres in a big rock. It's a wholly new adventure that I hope to playtest in coming weeks, then I can fine-tune it and be contest-ready by the fall. Here's a sneak preview of level 1.


I'm on the short-list (or, rather, the short-bus) again for judging this year's contest. I had a great time judging ASCII, but I think I'll take a different approach to the written reviews this go-around. Previously, I took a super-deep dive into each one but I'm not sure how useful the results were. It's not that I minded going that in-depth, it just took a long time to do each review and I don't have a lot of that to spare these days. Especially given that we could have upwards of 40 to 50 entries this year (if the growth trend holds up). I'm excited to get my hands on a bunch of freshly-minted adventures, though.

Thursday, April 30, 2026

Adventure Sites III Now Available on DriveThru RPG

Coldlight Press has put the Adventure Site Contest III compilation up on Drive-Thru RPG, featuring the top-rated 8 submissions (out of 30 total). My submission, Ophidian Temple, is one of them. The price is FREE, so check it out if you want some good creative sites to drop in your campaign for your players to visit.

Also, my adventure, Aethelberd's Tomb, received a "No Regerts" ranking on tenfootpole.org. Woot!

Thursday, April 23, 2026

Winners Announced for the Adventure Site Contest III

Ben Gibson over at Coldlight Press announced the winners of this year's Adventure Site Contest, and while my submission, Ophidian Temple, wasn't the top-prize winner, it did make it into the winners' bracket for inclusion in the anthology publication of the same name (due out sometime later this year).

I'm happy to have made the cut. OT was one of my first adventures written solely for a 1e/OSRIC campaign, rather than an adaptation of one of my earlier adventures for either D&D 5e or my homebrew version of Arcanum.

The winner of this year's contest is John Nash, who entered a cat-themed adventure, the Temple of Bast for BECMI/RC. He wrote one of my favorite adventures for last year's contest, Sausages of the Devil Swine, which made it into my top 5 picks during judges' scoring. John's a highly creative author, so I look forward to reading his submission.

While I'm obviously disappointed I didn't nab the top nod, I'm pretty proud of this one. It's deadly and has a fairly brutal time clock running that ramps the finale up to '11' if the party dicks around too long. Here's a link to download the adventure for yourself. Ben ran the temple recently for his table and said they had a fun time with it. Let me know how it runs for you.

Tuesday, March 3, 2026

Recent Reviews and Coming Content

Sorry for the ham-handed alliteration. I've had lots of coffee this morning and feeling cheeky. I've been hard at work on a few things so I haven't had a chance to post much recently, particularly after the marathon blogging run for the Hurricane Dungeon. A few things to mention, though...

Judging is wrapping up for Coldlight Press's third-annual Adventure Site Contest and the winner(s) should be announced soon. Reviews for my Ophidian Temple submission were mostly positive, though JB applied his well-honed perspective and brought up several points I didn't consider while writing. I (politely) disagreed with some of his points in the review comments, and after some additional discussion, he graciously improved my score a skooch. There are no real stakes in this contest, but the goal is to improve as a designer. If one can meet and exceed JB's demanding criteria (which I 100% appreciate), then you know you've accomplished something.

UPDATE: I somehow missed Owen_E's review of my contest submission.

Speaking of demanding criteria, Bryce over at tenfootpole.org reviewed my recent published adventure, Bergummo's Tower and awarded it a prestigious "The Best" ranking. I was pleasantly surprised that he had even reviewed the adventure, much less put it among some really heavyweight awesome adventures in that short list. I won't lie, it feels good. I don't crave validation, but it's always nice to receive.

What's coming up? I have a second adventure nearly ready for publication called "Aethelberd's Tomb," a fairly straightforward exploration of a crypt below the ruined keep of an ancient warlord. It's a nice little expansion of a dungeon I've run several times now, and was even a One-Page Dungeon submission some years ago. I think it's a solid delve. All that's left is to finish the cover illustration, which I am currently blue-lining. Here's a sneak preview...


After that, I have about a dozen adventures in the queue to format and publish over the next months and couple years: Some are old dungeons I'm pulling out of mothballs to refresh and retool; others are fairly new in my repertoire, designed with my rediscovered love of the classic methods and principles of adventure gaming.

Upcoming titles include:

  • "The Haunted Chapel" (a dark secret beneath the ruins of a holy place).
  • "Bugspittle's Hive" (a spiritual sequel to my ASC 1 entry, "Etta Capp's Cottage").
  • "Fire Forge" (a high-level mission to assault a fire giant's caldera lair).
  • "Oleg's Problem" (classic dwarven-miners-digging-too-deep dilemma).
  • "The Drowned Gates" (a cavernous kilo-dungeon).
  • "The High Ice" (a travail to the glacial lair of an ancient white dragon).
  • "Owlbear Hill" (a full(er) version of my ASC 2 submission that didn't make the cut).
  • "Isle of the Dead" (my too-long-delayed Mythic Greece-inspired adventure, which is 95% done). 

After "Aethelberd's Tomb" is released, "The Haunted Chapel" will be next, as I'm nearly done formatting, but still working on pieces of the content and redrawing the map to my house style. I'll feel good if I can get half the bullet list finished and uploaded.

I also intend to keep posting here as frequently as possible. Cheers until next time!

Monday, November 3, 2025

Ophidian Temple (2025 Adventure Site Contest Submission)

Taking a brief break from writing up level 6 of The Hurricane Dungeon to talk about this year's Adventure Site Contest hosted by Coldlight Press. I'm not judging this year (I may have "overstayed my welcome" with such long and in-depth breakdowns of each submission), but I am definitely entering. My submission for the first contest, Etta Capp's Cottage, won a spot in the final publication. Last year's entry, Owlbear Hill, was a bit too ambitious and failed to make the cut.

I just turned in my submission for the third annual contest, though I actually finished it back in August (the contest didn't open until November 1). I've titled this one Ophidian Temple (not great, but precise... I just couldn't land on a better title that didn't sound dumb or trite). It's written for AD&D and intended for 4–6 player characters of 5th to 7th level. The elevator pitch for the adventure reads:

Drums in the jungle herald the return of the snake-men to their evil temple.
Blood sacrifices to their demon-god begin anew.
Who will stand against their evil plans?

The site began as a sketch map I doodled in one of my notebooks many years ago (probably early-2000s). Over the summer, I pulled my box of old, hand-written/drawn game materials out of the attic and scanned everything in: Unfinished adventures, house rules ideas, character sheets and sketches, etc. Forty years worth (sheesh!). This map was in that lot. It's pretty simple and has no liner notes or indications of what it was intended to be. I doubt it was anything more than a random scribble while I was working on something else. It had a pleasing shape though, so I decided to put it to use after many years. I love it that an idea from the past has found a home in the future.

The original map had a few problems I needed to address to make it an adventure worthy of a Classic Adventure Gaming title. For one, it's pretty linear despite the side branches; not very suitable for CAG-style exploration. The layout also creates several bottlenecks for both player characters and enemies that had the potential to make dungeon combat a series of hallway fights between opposing sides of 2–3 combatants. That happens frequently in D&D, and smart players know how to use bottlenecks to funnel large numbers of opponents into a manageable front line, but I wanted to open this one up a bit.

The layout and details I drew suggested a tomb structure of some kind, nestled in the back of a canyon or maybe a deep cave. There's also a throne room, which isn't necessarily out of place. Tombs are a bit limited in terms of monster selection, though, mostly undead, vermin, constructs like living statues and such. As I thought about what I would want to say with yet another tomb dungeon, I came up blank. More accurately, I couldn't find anything interesting to do with it that I (and others) haven't done a million times.

In my Keep on the Badlands sandbox campaign, I had a whole adventure area populated by yuan-ti: A hidden valley filled with crumbling temples, dinosaurs, a giant ape, and terraced gardens subsumed into the rain forest. Unfortunately, my players never quite got to the yuan-ti area and their temple went largely undeveloped (the players gave up two-thirds of the way into the valley).

The idea of the yuan-ti temple stuck with me, though. Yes, it's still trope-y as hell, but I've never done much with this type of setting other than when I ran my version of Dwellers of the Forbidden City back in the 80s. This, despite my love of Tarzan novels, movies about jungle exploration and lost cities, and tales of dinosaurs and other monstrous versions of real-world creatures. A formative influence was watching Land of the Lost on Saturday mornings as a kid. The world-building in that show is incredible and would make for a banging campaign area.

 

With a yuan-ti temple in mind, I dropped the original map scan into Photoshop, added a grid, and then sketched out the contours of the dungeon, fixing some of the issues to make the site more interesting. I also dropped in a few notes about the dungeon contents.

 

This is almost identical to the final version I used.


As I started reading through the monster descriptions to sort out how I would place and use each encounter, I really fell out of love with the yuan-ti for this site. I never much liked them to begin with; they're not terrible, but they have a high degree of specificity and a fair amount of complexity, which is not something you want in an adventure site with a hard page limit. I planned on using the ophidians from Monster Manual II as minions of the yuan-ti, but then I realized they work perfectly fine as the primary antagonists.

I never paid ophidians much attention before now. My previous 20+ year campaign was firmly rooted in a classic, Northern European/Scandinavian-style fantasy setting, so snake-men were far from my typical antagonists. My 5e Badlands campaign was set in a Southwestern US/Meso-American-style desert region with adjacent jungles, which was perfect for using monsters I'd never really employed before. Even then, I overlooked the ophidians.

I think this has a lot to do with two things: One, the MMII is not very good. There are some standout creatures for sure (though the best of these were introduced in earlier modules), but most are either meh or borderline stupid, or just variations on another monster (the Fiend Folio is full of this as well). The second problem is the artwork. It's boring.

There are four artists listed: Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore (who did the awful cover). I honestly don't like Elmore's art style, and the way that ogrish-looking creature wields his halberd is completely backward. I attribute Elmore's art with the decline of AD&D (contemporaneously, not causally) and so it triggers a certain revulsion in me, perhaps unfairly. Same with Harry Quinn. His stuff is just ugly and uninspiring. I didn't care much for DCS's art back in the day, although I pored over every inch of his illustrations, but now I have a great deal of respect for his giant-sized contribution to the look of the game (and modern fantasy, for that matter). His work in the MMII is not his best, however.

Jim Holloway accounts for maybe half of the illustrations. I love his character stuff and he has a great eye for setting up a (usually comedic) scene that still looks like classic D&D, ridiculous situations that you could see happening to player characters. His creature designs, on the other hand, leave a lot to be desired. They're not bad, per se; just bland and static, lacking any of the dyamism or creativity in his character illustrations. Behold: The Ophidian. *Yawn.*

He looks like he just got out of bed. Yeah, it's a snake with arms, big deal. It's so dull, your eyes sort of wander over it and then move on. He should be coiled upright, weapon and shield raised, baring his fangs dripping with poison, setting his beady, soulless eyes on his prey. Instead, we get this and it sucks. I imagine these guys were rushed by the production deadline, underpaid (or not paid), and just DGAF because the company was falling apart around them. Still, what might have been otherwise remains a tantalizing dream.

In any case, the ophidian! It's not bad at all. They're natural minions with 3–4 hit dice, so in the same upper class as creatures like jackalweres, wererats, and ogres. They have natural armor the equivalent of mail, and can use weapons and shields to boost their combat numbers. Their bite attack isn't that great, but an extra 1–3 damage attack is nothing to dismiss, either. Their venom inflicts a lycanthropy-type disease that slowly turns the victim into an ophidian over the course of 2–3 weeks. (It was this mutability that gave me the idea for the big boss: A snake-ape hybrid demon.) The disease is easily curable though, so unless it goes untreated, it's not too big a long-term threat (and a non-existent one if the adventure is played only as a one-shot). Still, it's a neat idea that could spin into all sorts of complications for the party in a long-form campaign.

That's basically it: Snakes with weapons. Perfectly simple for what I want to do here. Moving on, when I think of jungles, I always think of giant ants, so they're in as well. D&D giant ants are no joke. I talk about this in another blog post for the Hurricane Dungeon. The 3 HD giant soldier ants have a poison sting that is poorly written in the Monster Manual and completely mistranslated in OSRIC, but even the 2 HD workers can be nasty in numbers. An unfortunate wandering encounter of just two worker ants chewed through a 1st- and 2nd-level party in my Sinister Secret of Zenopus' Tower campaign, resulting in a near-TPK.

I also wanted a plant monster of some kind that wasn't a yellow musk creeper or shambling mound (both of which are present in the Hurricane Dungeon levels). There are the weird flowers and the wolf-in-sheep's-clothing from S3 in the MMII, but I remembered there being a couple of other plant creatures as well. While flipping through the book, I came across the mandragora (which I am committed to using somewhere as it's kinda neat) and the mantrap just below it, which turned out to be precisely what I wanted.

Using plant creatures in subterranean settings is always challenging for a designer without resorting to a hand-wavey magical solution. In this case, I created a collapse in the ceiling through which the jungle has entered the complex, allowing for an organic (and logical) scenario to unfold. Another recurring problem with plant monsters is their lack of mobility, making them easy targets for missile fire and spell casting, so I threw in a few giant boring beetles to make this encounter harder, tactically. Boring beetles are most certainly not boring, however; they are jaw-droppingly deadly with 5 HD, plate armor carapace, and a mandible attack that does frikkin 5–20 damage. One of these nearly demolished our party of 4th-to-6th-level characters in Prince's campaign.

They are also an anomaly. Of all the giant beetle species, they are the only ones that include any treasure type at all, and theirs is a doozy! A combined C, R, S, T on the treasure tables is comparable to a low-grade dragon's hoard, with mid-range chances for lots of gold, platinum, gems, jewelry, potions, and scrolls, and modest chances for copper, silver, and electrum coins and a couple of magic items to boot. Our group in Prince's campaign stumbled across a beetle in its lair and made out like bandits. The beetle's description doesn't say why this is, though it mentions a communal intelligence in some cases. My theory is that this is a misplaced treasure type, a publishing error that belongs somewhere else. The only creature with a similar type is the triton (C, R, S, T, X).

I picked two other monsters to reinforce the serpentine theme of the place. The necrophidius, or "death worm," is an interesting creature. It looks like a human skull with fangs on top of a skeletal snake's body, but it's not an undead; it's a golem-like construct created to serve as either assassins or guardians. I've used them on several occasions and, while they might not be that tough physically, they are quite deadly. They have a hypnotizing effect that renders victims who fail their save helpless. On top of that, their venomous bite paralyzes, which also renders victims helpless. It doesn't say this in the monster's text description, but I added a reminder in the adventure key that their bite against a helpless victim, according to the rules, would be equivalent to an assassination check on the assassin's table. This creature is perfectly capable of one-shot killing any of its victims. That's nasty.

The other choice was a couatl. I've always enjoyed putting little places within an adventure in which the party can get some sort of boost or helpful aid. I hid the couatl in a secret treasure vault and trapped it inside a "good" version of an iron flask. That seems like the sort of prisoner an evil snake-man cult would keep. If the party frees her, she can cast some healing/recovery spells for them. I left open the possibility that a Lawful Good character could persuade her to help their fight, but they would have to be of the Lawfully-goodest type and their current situation would need to be dire for me (the couatl) to intervene like that.

Finally, I created the main antagonists: A snake-man priestess, who is mostly just a human cleric with snake-like features including scaly skin (natural AC) and poison fangs, and the snake-ape demon "god" who isn't present unless the party dicks around and allows the priestess to complete her summoning ritual.

Speaking of that, I included several environmental effects in the temple as well. One of these is the ever-present sound of frantic drumming and droning chants by the cultists as they work to bring forth their demonic master. While the party is present, the pace and intensity of the drumming/chanting increases, signalling to the PCs that they better get a move on. The players won't know it exactly, but they have 24 turns (4 hours) to put an end to this or the snake-ape demon arrives in the main temple and will add to the difficulty of the final fight.

Another effect is that the temple is filled with clouds of herbal incense being burned in copious amounts in the summoning areas. It smells unpleasant but isn't harmful in the outer areas. As the party gets closer to the central chamber, however, the smoke's narcotic effects can overcome them after just ten minutes. This will require the party to either figure out a way to remove the smoke, or beat down the cultists in less than 10 rounds. Otherwise, poison saves to avoid falling unconscious are on the menu. Anyone who stays unconscious in the smoke will eventually die of an overdose. The smoke stimulates the snake-men but is not toxic to them.

A third effect is the pollen of the mantrap plant. It is so fragrant and pleasing that it nullifies the smell of incense in the chamber, and has a hypnotizing effect as well. Victims who fail their saves are compelled to approach the main plant, which then envelops and digests them in its leafy fronds. Lovely.

I placed several traps also: A spear trap in a central hallway and paralyzing darts from the walls in another chamber. Both traps are triggered by stepping on certain floor tiles, and the snake-men know which ones to avoid. The third trap is in the necrophidius' lair, and its a simple tripwire that closes and locks the entrance door, to split the party and allow the necrophidius to more easily kill its isolated prey.

I don't recall how I selected the treasure. After so many random stocking rolls made for the Hurricane Dungeon, it all kind of blends together. I'm certain I chose the Staff of the Python to reinforce the snake theme, and maybe gave the priestess the Cloak of Protection, but the others feel randomly rolled. Who knows? I was very generous with the money, however, though much of it is hidden and/or tricky to obtain.

Players who defeat all the monsters and find all the treasure can expect to net about 175–250,000 xp, depending on how much magic treasure they keep or sell. This is around 35–50k each for a party of 5 PCs, which is enough to go from 4th to 5th level, or 5th to 6th level, and a fair chunk of the way from 6th to 7th.

You can download the PDF here.

Wednesday, March 5, 2025

Owlbear Hill — Adventure Site Contest 2 Post-Mortem

My reviews of submissions for the Adventure Site Contest 2 are complete, my scores are turned in, and I've spent some time reflecting on what I learned from the experience, both as judge and adventure site designer.

Thanks to the other judges: Ben Gibson, BX Blackrazor, Owen Edwards, and Grützi for their kind and fair words about this adventure, and for all the hard work they put in to conduct their contest reviews. I was honored to be asked to judge, and I hope I brought something helpful to the table. 

Also, congratulations to all the contest entrants. I've said before that it takes a lot of guts to write something and put it out there for other randos to critique. I have respect for every author and encourage everyone to keep writing, as all the entries had good, creative stuff in them.

Yes, my reviews were nit-picky, far more than I am in "real life," and yes, they were long-winded, but I believe it's more important for the author to hear what doesn't work than it is to hear what does. Criticism, not praise, is the entire point of the editorial (judging) process. And to make sure the criticism is sound, you have to dig into the details and tear things apart to get at them. 

I went through each submission with a fine-toothed comb and double-checked the rulebooks (where I could) to form my critical questions. Often, I found the answers; sometimes, I found new questions. I put everything out there in terms of what I noticed, even if it was nit-picky, off-base, or purely personal opinion. Everyone's tastes are different and I'm just some guy on the internet, so the stakes of my criticism are low. My only goal was to give an honest and thorough evaluation of each site, from the perspective of a DM preparing to run it in a few hours.

The most valuable lessons about professional writing I ever learned were from the experienced editors who were hardest on my work. Their lessons stay with you, help you recognize the same mistakes next time before you make them. I certainly carry them over into my own editorial duties, contest or otherwise, and I hope all the authors take my reviews in that spirit. 

In the spirit of accountability, on the other hand, I thought it would be fun to apply some of the same critical standards I used for the contest submissions to my own work. I won't be scoring the categories numerically, of course, because I already think my adventure is GREAT! 5 out of 5!! 

Kidding, of course. There are actually lots of flaws and things that bothered me about my entry, regrets big and small, and could-have-beens that I forced myself to live with to meet the contest guidelines. Instead of giving it a score, I'll discuss my personal satisfaction with the results. I'm also including some design notes and elaborating on the original writeup. Stuff that might help someone trying to run it better understand my intentions. 

Since the methods I use for judging are subjective, I'm going to apply some of the questions/criticisms from other judges to test my creative premises. This is for no other reason than to have something to bounce off as a discussion point, because it represents something in my writeup that probably needs clarification. I accept their critique as 100% valid and agree with most of it—and much of it was positive—but where I can provide an explanation for my creative choices, I will.

 Onward!

Friday, February 28, 2025

Adventure Site Contest 2 REVIEW: The Warm Caves of the Ts'ai Dragons

I can't quite believe it, but here we are at the last Adventure Site Contest 2 review. This has been an interesting ride, and I plan to post some follow-up thoughts on the experience after taking a step back and considering what I've learned. It's been eye-opening, frankly, and has made me reconsider how I go about my own dungeon designs. I'll expound further, but congratulations to everyone who submitted something this year. It was a distinct honor to be chosen as a worthy judge, so I hope I've lived up to expectations.

On with the review!

The Warm Caves of the Ts'ai Dragons

Author: Sneedler Chuckworth
System: OD&D
Party Size: ?
Level Range: 5-7

There is no introductory text. The writeup simply plops the reader into a list of adventure hooks. In the first one, an evil wizard offers to train the party's magic-users for free if they retrieve an important document. The second hook is a treasure map to the location of powerful magic arrows. The third and last hook is a report about a dragon running amok in the hinterlands.

So, the first hook sets the tone for the text. The "dread wizard Zothblimzo" desires an arcane treatise written by his hated rival Forxximon, another magic-user. The names are goofy and tricky to pronounce, but I don't mind that so much. It does suggest that Sneedler Chuckworth's adventure isn't taking itself seriously, which can work if handled properly. The unseriousness is reinforced with the subject of the desired treatise regarding "the mating habits of Fire Elementals." Hm. 

Wednesday, February 26, 2025

Adventure Site Contest 2 REVIEW: Galactic Funtime

Galactic Funtime

Author: Shawn Metcalf
System: Stars Without Number
Party Size: 4-6
Level Range: 3-5

The Galactic Funtime entertainment center thrived, separating people from their money and replacing it with fun. Of particular note was their Build-A-Spider center, where sophisticated and underregulated genetic assembling technologies allowed for the creation of living pets resembling Soupy Spider, Galactic Funtime’s corporate mascot. These pets were harmless, unable to reproduce, and designed to perish within a week. Sadly, the miniature nuclear reactor the center had installed to handle the energy requirements started to leak without regular maintenance. The genetic material used mutated, and began producing spiders that were dangerous, had normal life spans, and could reproduce. Before the machinery broke down completely, spiders with more severe mutations were created. Now the building is overrun with them.

This reminds me of the setup for a Paranoia adventure. I loved that game's hilarious take on a post-apocalyptic world, but unless you had the right set of smart players and a DM with a well-tuned sense of humor and great pun delivery, much of the game's comedic value fell flat or went unappreciated. Jim Holloway's art was kind of perfect for it, too. I'm already rubbing my hands in anticipation.

Up front, I know nothing about the adventure system, Stars Without Number, but I have read good things and I am a fan of sci-fi RPGs (even though I've rarely had the opportunity to play in one). As my take is severely limited, I'm only dealing with the narrative elements for this review and will leave any rules or procedural questions alone.

Tuesday, February 25, 2025

Adventure Site Contest 2 REVIEW: Wailing Tower

Wailing Tower

Author: ShockTohp
System: Adventurer Conqueror King
Party Size: ?
Level Range: 4-6

In the salt district of the city, an old moldering water clock sits rusting. This marvel of hydraulic engineering, a gift from the local dwarf vault, was created as a heroic burial site of a human general of great renown, who once saved the dwarfs from a horde of lizardmen. The hero was interned (sic) with his spoils in a crystal dome, located in the basement of the tower (and surrounded by its reservoir) but in such a way as to allow admirers to look down on the interred from the ground level viewing gallery. However, its glory days are long gone, and the clock has been abandoned by its keepers. Now its ancient waterwheel creaks and groans, the machinery inside screeches like a tormented beast. While it was once protected by an army of statues, many whisper the enchantments have long since drained into the earth below, leaving the grave vulnerable to pillage by those who would rob the dead.

This adventure site is written for ACKS, with which I have no experience playing or running, though I understand it's built on the BX chassis. I'm not going to focus too much on rules issues but if I get something wrong, feel free to correct me and I will update the review.

Alright, so the centerpiece of this adventure is a water clock—a timekeeping mechanism housed within a tower that is slowly rusting away due to engineering neglect. It is a monument to, and the burial place of, a legendary human general. The site is haunted by a banshee—the spirit of a jilted lover who died heartbroken and penniless after being abandoned by the general long ago.

Friday, February 21, 2025

Adventure Site Contest 2 REVIEW: The Grand Retreat of the Great Sage Tellah

The Grand Retreat of the Great Sage Tellah

Author: thanateros777
System: BX
Party Size: ?
Level Range: ? ("mid-level")

Beneath a ruined resort is an underground complex created by a bygone sage for his personal amusement and examination, accessible only by a small outbuilding long overgrown and ruined. Deep inside may be fortunes and perils alike, as the Great Sage was an eccentric, if not abnormal man. What mysteries and riches may the eccentric wizard’s sanctum hold?

So when I opened this PDF, I was nearly blinded by the Moiré pattern on the page—a font so compressed as to remove all but a sliver of white between the characters. Waves of interference made my brain shut down for a second time in this contest. See for yourself...

Thursday, February 20, 2025

Adventure Site Contest 2 REVIEW: Arena Æmilia

Arena Æmilia

Author: Zed
System: BX
Party Size: ?
Level Range: 4-6

Spectacle! at the Arena Æmilia[.] Every Ides new performances. History and legends, classics and new,
thrill and laughter, reenactments and hunts. Entry a silver sesterce, tours upon agreement.

The above notice "hang[s] in ever (sic) town of the region, and every 15th of the month plebeians and nobles alike from all over the frontier province flock to the amphitheater, for some well earned distraction from the toils of imperial expansion."

The site is located in a settlement—any large town or city with an Imperial Rome theme—and its run by Titus, a 7th-level fighter and, variously, a champion, decorated war veteran, and former slave raider. He lives here with his 3rd-level magic-user daughter and her pet smilodon, along with their 100-year old housekeeper, a 4th-level elf who has served Titus's wife's family "for generations" (for some reason).

Wednesday, February 19, 2025

Adventure Site Contest 2 REVIEW: Tower in the Lake

The Tower in the Lake

Author: Matthew Lake
System: BX
Party Size: 4-7
Level Range: 3-5

From the surface it’s just a crumbling ruin. But beneath the waves lies the arcane lair of the great wizard Thassalius. Can you unlock the wizard’s fabled library? Dare you plunder his flooded treasure vault? Will you prove yourself against his mutated creations? There’s only one way to find out…

A water-obsessed wizard has built an elaborate tower in the middle of the lake that goes all the way to the bottom. There, he conducted arcane experiments to transform himself into a merfolk like his beloved—a "freshwater" mermaid named Adeline. Then he disappeared mysteriously. Now, twenty years later, only the top floor of his tower stands above the surface, while the submerged levels remain mostly air-filled. The place is leaking badly, however, and the lower level is flooded.

Sunday, February 16, 2025

Adventure Site Contest 2 REVIEW: The Bridge of Ptelemegesser

The Bridge of Ptelemegesser

Author: Peter McDevitt
System: BX/OSE
Party Size: ?
Level Range: ?

Whoops, this one's missing a couple of pages. Wait, no... it's only one page long. That's a bold strategy, Cotton. But hey, you can do a lot with one page, so let's see if it pays off.

Saturday, February 15, 2025

Adventure Site Contest 2 REVIEW: Foundry Ovens of the Bitter Paramore

Foundry Ovens of the Bitter Paramore

Author: Nick Alexander
System: AD&D
Party Size: ?
Level Range: 5-7

On a blasted hill, squats a foundry of blackened brick [and] iron, belching acrid fumes day [and] night. Wise men call it cursed.

After that brief intro, the text opens with a list of rumors, some of which are only partially true and one of which is false. I'm not a fan of false rumors. When the DM provides information as part of an adventure setup, most players are going to accept all of it as true unless the party has some in-game reason to be skeptical of its source. False rumors serve mostly to create player confusion and waste session time trying to associate the rumor with the action as the adventure progresses. 

The rumors would work better as a proper introduction that sets up the stakes and provides the party with motivation to get involved. As written, there's only three relevant pieces of information and, subsequently, three motivations.

1) The foundry is the lair of a monster called The Paramore. (Kill the monster.)
2) Local women are disappearing. (Rescue innocents.)
3) Caravans have not arrived. (Earn a reward.)

If you throw in the partially-true rumor about golden statues and the true detail about the foundry being the former workshop of a master artificer, then you can throw in a fourth motivation. (Recover treasure.) Just tighten up all those rumors into a kick-ass introductory paragraph and, yeah, that's all you need for a solid session or two of D&D.

Wednesday, February 12, 2025

Adventure Site Contest 2 REVIEW: Tor of the Vulture Lord

Tor of the Vulture Lord

Author: Alex Edwards (aka SandboxSorcerer)
System: AD&D/OSRIC
Party Size: ?
Level Range: 1-9

A Roc nests in the ruin of a temple set on a 250 ft stone pillar overlooking a desolate hex. Brigand Horde [and] other Creatures of Chaos use the caverns beneath the temple as a base from which to raid local settlements. Rumours of roc/brigand attacks! Rumours of Gold! Rumours of Demon Cults! Princess Jara was kidnapped, Rescue her!

Can't get much more D&D than that.

I'm always interested by how different people process information. Everyone's brains work in unique ways, and it's part of what makes me question the effectiveness of including a Clarity score in my reviews as it's only my impression of what's "clear" or not. What I'm about to say isn't a criticism, but an observation.

Tuesday, February 11, 2025

Adventure Site Contest 2 REVIEW: The Herbalist's Son

The Herbalist's Son

Author: Jacob72
System: "Classic D&D" (actually BECMI)
Party Size: 4-7
Level Range: 3-5

[T]he lost tomb of the elvish prince Calithilben is said to be close to the tiny ruined druid chapel in the village of Sorn, a sorry place of some two dozen low stone and turf windowless huts.

This adventure assumes the party wants to come here, having arrived at the village via a map or legend related to the tomb. Why they would be interested in plundering the tomb of an elf noble (money, magic, glory, enmity against the elves, etc.) is up to the DM to contrive.

The text dives right into a description of the druid's chapel. It's not clear whether the chapel is a building or a standing stone. No building interior is ever described, so the word "chapel" here may be substituting as a blanket term for a shrine or sacred spot (like a menhir). It's a small quibble, but I was confused and had to re-read the paragraph a few times (and I'm still not certain).

Friday, February 7, 2025

Adventure Site Contest 2 REVIEW: Crimson Garden of the Crocodile Spirits

Crimson Garden of the Crocodile Spirits

Author: Tristan Shoudy
System: AD&D
Party Size: ?
Level Range: ?

A ruined greenhouse that has been long abandoned rises about the grasslands surrounding it. Within the crumbling palisade surrounding it are shells of other ruined stone and wooden structures. It was once an alchemist’s greenhouse but was left abandoned long ago after he was slain. Prior to his death the alchemist has imported Crocodiles from the south to act as guards for his precious greenhouse. After his death the crocodiles remained but soon perished. They soon rose anew as ghost’s (sic) continued (sic) to perform the task they were given in life, with renewed dedication.

This is more of an encounter than a full-on adventure site, though I suppose that's a distinction without a difference. It just feels small compared to some of the other entries. The writeup only uses two of the three allowed pages for the keyed areas, with about a quarter of the third page being used for monster stat blocks. We're not quite sure who this is for, as no party size or level range is provided (not a good start).

Thursday, February 6, 2025

Adventure Site Contest 2 REVIEW: Scarborough Shire

Scarborough Shire

Author: Nick Roman
System: AD&D
Party Size: ?
Level Range: 5-7

Green hills roll to the horizon; nature’s bounty springs forth from the soft, black earth; stamping music and the scent of hearty food fill the air. In the very center of bucolic halfling country, Scarborough Shire springs up along a little-traveled hill-country road, with hospitality aplenty for travelers.

The "shire" in this case is more of a single halfling settlement at an intersection of several roads leading to exotic locales. The party arrives here en route to one of these obviously important destinations, and the little-folk who live here are warm and welcoming. That's to be expected from halflings, whose love of good food and drink is enough to entice any weary traveler. This game is often about subverting expectations, though, so the players would be wise to keep their guard up.

Monday, February 3, 2025

Adventure Site Contest 2 REVIEW: The Two Spires

The Two Spires

Author: Louis-Joseph Benoit
System: OD&D “3LBB”
Party Size: 3-6 (+ hirelings)
Level Range: 3-4 (total 20 levels)

Situated in a desert and flanked by a cliff, this outpost is visible from afar (and vice-versa). Two 100’ spires dart towards the sky, like shiny needles. They seem linked at their third by a hanging rope bridge. To the East, two domed buildings, a hut and an encampment. A couple hundred people must live there. To the West, a pasture with bushes and eight-legged beasts, studded with white dots in the sand. This outpost was built on the site of a battle won with the Hammer of Glory and is a safe place… for the daring. It is occupied by pariahs of the Copper Men and (recently) by orc mercenaries.

This description of the general area serves as the introduction to the adventure site. Just before this section is a quick reference key for several acronyms the author uses repeatedly throughout the text to indicate certain mechanics for encounters and reactions.

So, we have a desert region with some sort of habitation and a pair of tall towers situated against a cliff. The text then describes the main two factions at play here. The Copper Men are telepathic desert-dwellers who live here in apostasy, raising "eight-legged reptilian horses" and engaging in trade with... (?) Maybe the other faction? That would be the "Praise-Song's (sic) Orcs," a band of neutral orcish mercenaries looking to earn enough money to build a temple. 

 Okay. This is all weird, but good-weird. Gamma World-weird. Keep going...

Project Updates

I have several things ongoing that I hope to wrap up by the end of this month. Firstly, I was  looking over my Hurricane Dungeon level writ...