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A squarecrawl by Golden Achiever, for level 1.
Written for 100 Million B.C. There really should be more caveman adventures. There’s a lot of entertainment to be had playacting as a hooting pack of cavemans, thumping and bumping your way through a land filled with prehistoric animals, wielding thighbones and sharp rocks, inventing rope and fire, communicating primarily via grunts. It’s not a very serious prospect, but everyone needs a funny break every now and then. This is a little trifold crawl with less than a dozen keyed “hexes” (actually squares), perfect for a one-shot. Written with just enough Land Before Time-speak (bigmouth, man-eater, tree-grabber, etc) for flavor, the prose otherwise gets out of the way and just lets the humor emerge naturally. Our scenario is just good clean disaster from a “caveman crisis” table. River dry. Need water back. Go plateau, fix river. Don’t die to sky-things (pterodactyls) or land-things (t-rexes) or water-things (giant frogs I think). Negotiate with the friendly local cannibals. Figure out how to move the wounded dying brontosaurus to unblock the river. Usual caveman stuff, just another day in the Stone Age. I’m going to state for the record that what I liked on this one was the theme, hard to go wrong on that one for me. I liked the key descriptions too, well done understanding how a hexcrawl one-shot works. The personalities of your own tribe and the locals are well-conveyed, which is important, because as droll as it is to hit a dinosaur with club, it’s even more fun to cave-talk at other hairy hominids. Squarecrawl map is simple but it looks pretty decent. Weather table looks good. I’m less impressed with random encounter table, that’s part of what can be improved to add more interactive bits. The map’s orientation is a little bit unclear, I think I’ve groked it but if you told me the whole region is the plateau then I’d also believe you there. Simplicity of wording might be going too far in the monster behavior bit, we’re at “they attack” level when clever cavemen really ought to have more levers to overcome their monster challenge. This is particularly egregious with the brontosaur blockage, need to know how to unplug things a bit more. Am talk more simple. Best use case am use for one shot. Make cave mans. Go bonk monster. Have fun. There’s not a lot to extract from the little trifold that’s broadly usable outside of its intended context, but that’s hard to critique very much when it seems written for a system built around that game type. Final Rating? **/***** and a resounding hearty OOK. I won’t over-rating something this insubstantial but it’s a fun little notion. Good job Golden Achiever.
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A scenario by OK, Robot for level nills.
Written for Mothership One of the deepest, most profound, questions someone may ask is when they look upon some horrific botch of an adventure is “who sinned, this man or his rule system?” Do some systems just lead to extra-terrible adventures? Or perhaps is it that warped and benighted souls are drawn to terrible RPG systems. I will tell you it is neither; this adventure was written so that the terribleness of horror scenario writing may be made known. Bad sign Numero Uno: It is a pamphlet trifold. Bad sign Numero Dos: It is written for Mothership. Bad sign Numero Tres: It has one of those block-diagram-style maps for its eleven rooms. Bad sign Number Four: It’s an underwater adventure. Bad sign V: The credited artist/writer literally calls itself “robot”. I don’t know if all of these things add up to “AI made this” or if it is just the standard insipid demi-edgelord stylings put through the LLM-like filter of an unquiet mind. You have a lost underwater research station. It went quiet. It was infiltrated by the mind of a sentient geological subduction zone. The AI is mad and all seven scientists (using six bunks) are zombies. Standard stuff, and I can’t even point to the LLM-characteristic innumeracy as a tell, because Mothership Writers Don’t Like Math. I’m going to dive deeper than an oceanic trench myself in an effort to discover what I liked. It’s nice that there are notes around the base in decent voice, and the dead half-zombie crewman stuffed in a closest with a mouthful of water and the note “shoot me if I start humming” is pretty solid. Color-coding, while garish, does effectively highlight within the keys. Otherwise… What can be improved is to first and foremost refactor your genuinely unique cause-of-monster (intelligent geological feature) into something that has more unique results than “station AI is crazy, crew are zombies”. That’s the most trite standard-issue enemy set possible for a horror scenario, and no, the fact that the zombies try to infect via singing don’t make it better. Map could be improved by making it interesting to explore, environment could be improved by having the deep-sea setting actually matter outside of window dressing, and module could be improved by setting it on fire. The best use case for this adventure is to print it out multiple times on your work printers as an act of petty vengeance again the office supply manager. Yeesh that’s a lot of black ink. Otherwise, this is a fine exemplar of a Mothership adventure, probably top 95%. Final Rating? */***** and a sad trombone. Despite the name protesting otherwise, this robot is not okay. I know, I know, you want to hear about Adventure Sites 3. Trust me, it's coming...our last judge, Owen Edwards, if reviewing them on his YouTube channel in batches but he's getting me ratings soon. But there's another little contest being run in the meanwhile, Olle Skogren's Monstrous Mash. His Delightful Dungeons a year and a half ago was quite charming, and this time he's looking even smaller. Set-piece encounters from random rolls on the (quite good) ACKS II MM tables is a good idea, and shouldn't be too hard to write, either. If you get the chance to check it out, I can recommend the exercise for your own game-running skills. Dungeons are great but there's a whole big wilderness out there to explore too.
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