B. K. Gibson
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Finding Adventures in the Dark

Crapshoot Monday: This Free Thing I Found On Itch.io…Earth and Wine

6/8/2026

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 An adventure by Leonard Schellauf, level not specified.
Written for His Majesty The Worm
I have an aesthetic objection. That “The” really shouldn’t be capitalized. This is an adventure that tests my general rule that specific is more adaptable than general. This thing is written for a very oddball system, with tons of tags like “wounds”, “disfavor”, and “roughhouse checks”. It’s written with this His Majesty The Worm system fully in mind, with things like the random encounter table being called “The Meatgrinder” and having XXI entries. No idea how that’s supposed to work. But I still think I could make this work. Nine pages, fourteen rooms, pretty decent prose for it.
The story is that this is the cellar of a famous vintner/alchemist, now sunken into the underworld and being used as a possible link between two levels of The megadungeon. I don’t think that’s a needed context, but hey, I admire the spirit. It’s a got a mysterious entryway via fountain, it’s got a river into deeper depths, this can be a solo adventure site but its written with a mind for integration. Rumors are a variety, alchemist wants stuff, heir wants wine, etc. All of this could be slotted in most urban crawls. Everything is bespoke and unique, but there’s also some very evocative art for them. Lot of effort put into this one.  
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    I’ll start what I liked there with what’s not something I usually grade on, the art. The clay homunculi are pathetic and adorable, the monsters are creepy, the fountain actually shows what’s needed to show for the puzzle aspect…excellent stuff. I also liked the fountain as an entrance, stuffing the carved face’s nose with mint stops the water pouring out and reveals a passage down to the dungeon. There’s even a callback with a door getting unlocked by stuffing a carved mouth with food. Good solid design. Like the personalities of the little clay guys, always nice to have talky stuff in your dungeon. I like that there’s a recipe you can find that makes new homunculi with a super-rare wine as the ingredient.
Obviously as always, what could be improved is adding stairs and water features. The map is…fine, miss having a vertical element but the secret rooms all have reasons, the layout is logical with decent exploratory depth…yeah, this works, but it can be better. A lot of the interaction is on the random encounter table, including the Sword of McGuffin that has a taxidermied lindwyrm holding it. I don’t like driving so much action on a table, particularly with something like that which should have a fixed location on a map. There’s also a newborn wine godlet hungry for wine that’s a little more unfocused than I’d prefer. Could have been a little more developed there. There’s a random wine table that’s flavorful, but I’d love to see some more work adding game mechanics to each type.
I’d say best use case is to have this thing in a built-up city crawl and make it an adventure site to stumble into. It’d take a fair bit of translation effort to convert into a more normal game system, but it’s got the baseline you can work with and I think the juice is worth the squeeze. Inspiring a bit of creative improvisation? That’s cool. The individual bits are all very adaptable, too.
Final Rating? ****/***** which might be the best you can get with this scale. I’m genuinely charmed and surprised by this one, good job Mr. Schellauf.
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A Sense of Murder: Magus PI

6/2/2026

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   Last year, I reviewed Sigils, by the overblessed-with-first-names Sam Robb. I enjoyed it, finding it a genuinely refreshing street-level urban fantasy, written by a Christian without preaching, written with young protagonists without being YA, written clean enough I’d let my kids read without being middle-grade…altogether admirable. So, I was optimistic picking up A Sense of Murder, hoping I’d find another pleasant read.
   I found something rather more than pleasant.
   First, though, I shall begin with my biggest gripe. I open up this fantasy novel, and what do I not see? NO MAP. I understand why, having read the thing, but it’s going to be something I flag every time I (don’t) see it. The reason why it’s understandable is that the action here mostly takes place in a single city, so there’s no roaming around a vast territory here, just a point-crawl “market district”, “docks”, “embassy”, etc…if I were running this as an RPG scenario we could mostly do it theater-of-mind. But I’d still rather have a map for my players to point at.
   So is this another urban fantasy novel? Well, maybe. There are four main context-and-character combos you get in fantasy novels, the Wild Man in the Wilds (some Conan), the Wild Man in Civilization (some Conan, Edgar Rice Burroughs), the Civilized Man into the Wilds (Tolkien, Lewis, B. K. Gibson), and finally the City Man in His City (Dresden Files, most Sanderson, Grey Mouser). Most Urban Fantasy is not just the urban context, but about being the last in that list, City Man in His City. In this case, we start with our protagonist as a rough lawman / travelling circuit justice out in the Fantasy West, drawn into a city by a cosmopolitan figure (the series’ titular Road Mage) who is also more comfortable in the wilds. Although both men are educated and sophisticated, if we’re looking at archetypes then I’d classify them both more comfortable in the saddle. Let’s call it a fantasy cop show and then move along.
   Setting is easy to grok, but also pretty fresh. Multiverse Rome is fighting Actual Satan across a vast network of worlds, traversed by magic. Tech levels are…schizophrenic, with the Multiversal Empire having lightning guns and the wizard using a sword, while the lawman uses a two-shot pistol. There are electric lights and steamboats and sailing ships and horses, so if you’re happy with gonzo then you’re good to go. If you’re not, it all makes sense, just calm down and think about it for a bit. Magic is all about manipulating The Weave, with some mages just able to “do magic stuff” while other people are born with specific Talents…including our first-person protagonist lawman.
   How powerful is it to be able to just tell the truth? Pretty useful for a lawman, and would be pretty useful for the empire to be drafted into their millennia-long war…which is why said mage is brought in in the first place. Lawman has to hide his power while investigating a series of child deaths that leads to a demon in a carnival that leads to finding a warlock in the city. Very nice character setup, and good plot to start with as well.
   A note on content: This is NOT Sigils. My eleven-year-old is NOT reading this. The whole thing starts with multiple dead children, and it’s pretty gritty in its depiction of evil. I found that to be refreshing, honestly, because while it never got grimdark or nihilistic evil is shown as genuinely tempting, not for “mwahaha magical corruption” reasons but because demons offer knowledge for free for their own deceptive purposes. That’s realistic. The experiences also scar the heroes, but nobody wallows in grief or trauma. Everyone has a job to do and so they sack up and go do it.
   Good guys being genuinely good is something rare enough in the space I feel the need to highlight it, and it’s something that happens consistently here. Nobody’s an idiot, nobody’s lawful stupid, nobody is perfect or angelic, but just as the bad guys are all bad, the good guys are all good, being both wise as serpents while desiring to be innocent as doves. Scars and losses will accrue, but that’s okay, and there’s something deeply cheerful about Robb’s heroes that reflect his own faith…in the end, what do they have to fear? At worst, death. All will be made new. Evil cannot win, this is an Actual Factual Ontological Truth, and it’s true in this world as well. Refreshing.
   As this is an action-mystery plot, there are plenty of twists and turns, and the Final Reveal is obvious to the reader only about a chapter and a half before it hits the protagonist, which is the perfect timing. It’s a thoroughly enjoyable romp throughout and my only final complaint is that the mystery is wrapped up but the ongoing drama for the characters has only just begun; I certainly hope more Road Mage books are forthcoming.
   Go read this one so the man writes me some more; you won’t regret it.
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Crapshoot Monday: This Free Thing I Found On Itch.io…The Positronic Library

6/1/2026

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 A leveless dungeon by Yochai Gal and Francesco Zanieri
Written for Into The Odd
Oh boy, time to get back in the reviewing saddle with an ItO joint written by a couple vaguely familiar names. I don’t have high hopes anytime I see “Into The Odd”, and I wasn’t sure why…I think it’s actually because of the setting. The game is written with a weirdo post-apocalyptic scavenging scenario in mind, which certainly seems to be an impetus for adventure, but as is often the case with nihilistic settings it means that ultimately everything is meaningless, like with Murgleblurk. Dream-like, pointless, meandering, no level-ups…it’s not something that appeals to me personally, of course, but from what I see it doesn’t appeal to anyone long-term. Nobody’s playing a deep and meaningful ItO campaign over the years. So, we just get occasional pop-ups like this, made for artsy 1-hour one-shots. Crushing.
Information is also terribly organized here, just bullet points under room names.
In this particular case, we have the single most standard sci-fi scenario known to man, “ruined facility where the controlling AI goes mad from Some Kind of Art”, this case a library where music plays that addicts machines and kills people. Otherwise, we’re mostly in the “weirdo experiment rooms” here, not really leaning into the whole library thing. The map is isometric, so it sucks, but there’s an attempt at a second ingress point with vaguely-sketched “tunnels” beneath the library.
So, what I liked. Well. I do like that the Voltaic Sheet Music deals 1d4 CHA to living beings. On CHA 0, head-explosion. That’s kind of charming.
What can be improved is the whole rest of the dungeon. First, it’s a library, so maybe lean a little bit into the concept of a knowledge repository? The experimental rooms are classic “random stuff to mess with and die or mutate”, but there’s not a lot of benefit there and there’s not a lot of hinting. Yeah, don’t touch the swirling orange vortex, we get it. For a system where all character progression is based on items, you should have some more interesting items…instead of a scattergun and a one-use lightning gun.
Also, “bullet shells”.
I’m scraping here for a best use case. Map isn’t anything to extract, the ideas aren’t innovative, the monsters are dull, the story is trite, and the music thing is hard to translate. I guess grab the trap idea of music that makes your head explode? Mining deep in the squishy warm stuff in here for our single nugget of dubious quality.
Final Rating? */***** with a demoralized nod of fully-met expectations. In the end, this Into The Odd needed to be a lot more odd.
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​Crapshoot Monday: This Free Thing I Found on Itch.io…Island of the First God

5/25/2026

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An island adventure by Avaricious RPG, for levels who knows
Written for “OSR”
   I’ve had a pretty decent experience with the “Appendix N Jam”, it’s a simple four-pages-including-cover size, usually focused pretty well on a simple scenario, often with fond bits of nostalgia bait around the edges. This one does have the $4.59 sticker and the usual format, but rather than keys we have a large number of tables and a few descriptions of spaces outlined on the map. This is a danger sign:
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    Uh so this island is right off the world’s edge, outside of time and space, where the god Time sleeps inside of a volcano about to wake up. He’ll in fact wake up every few weeks, cause and eruption and mass destruction in a tantrum, then revert back to sleeping state and reset everything because Time Stuff. There are also all kinds of interesting people and places scattered throughout the island, all refugees and wash-ups from a thousand worlds, complete with multiple factions each with goals and lairs and everything.
   …we are given to understand. Actually, because, as mentioned, this is only three pages of content so its abstracted and fuzzy and generated randomly by tables and actually nothing matter because, as mentioned, there’s a huge reset button. ‘kay.
   I’ll swiftly go through what I liked because there’s only one thing, there’s a pretty good event timer showing the sequence of disaster, that’s nice for this kind of scenario.
   What can be improved otherwise is almost infinite because we’re in the realm of “more pages needed”, so I’m not going to speculate about details. Each bad guy area needs a map with keys and/or order of battle, the island itself needs more map details and random encounters, the mysterious fate-programmer-spider needs motivation and a plan, everything need loads and loads of detail…or else the island itself needs to be massively de-scoped, made much simpler. As it is this is a fuzzy idea for a little campaign, not a practical one-shot like the page count really wants. “Guy excitedly telling you his idea for a story” problem, classic.
   That’ll bring us to the best use case, as a universal lesson on how not to properly scope out a module. There’s no details to use here because he ain’t got no details, the tables to generate content make some pretty darn generic content, and the island/concept itself is so bespoke that there’s nothing to port away.
   Final Rating? */***** that’s a swing and a miss.
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​Crapshoot Monday: This Free Thing I Found on Itch.io…Mushroom Hunt

5/18/2026

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A hexcrawl by Sea Bartel, for levels undefined
Written for Green Country (OSR)
   Well this was twee.
   “Wilderness adventure” is its own little subgenre of product, one I’m far fonder of in concept than in execution. This one is pretty typical in scope, with two pages detailing a little ~5x8 hexmap region with nine of the hexes keyed; the rest of the region relies on the map illustration/encounter table to generate content. The writer has an art page so this exists as much to sell commissions as for its own merits, but there’s an adventure here, barely, so we will tackle reviewing it.
   Our story is that a teeny little mushroom person pops up while the PCs are camping one night, delivering a sob story about its master being kidnapped by some spriggans with alternate spelling. The players accept this quest because otherwise we’re not playing D&D tonight and they proceed to meander about the woods and plains of unspecified distance (hexes are 1-or-2-day travel affairs, distance abstracted), gaining  abstract “clues” from various encounters and locations. When three clues are gathered then 4-6 sproggans appear (more for large parties) at the nearest of four locations and then after a crushingly whimsical fight the mushroom king is rescued and he hands out a magic mushroom per character. Mushroom effects, surprise surprise, are abstract.
   Uh, what I liked was the map’s look. Well-illustrated, good visual design on the road/hills/river/forest/plains. Little questgiver mushroom guy appoints himself GMPC and can’t fight but will help with soporific spore-puffs and a little magic glow, that’s a handy friend to have along. I like the name “moonstag” and it’s pretty neat how hunting a moonstag nets you some healing venison. Decent wilderness encounter, that, pity numbers (both encountered and hit points) are abstracted.
   So I won’t shock anyone when I say what can be improved is “gimmie some numbers” first and foremost. We’re not buying this to do homework, oh writer, we’re looking for you to tell us how many dadgum boars are trampling through camp. All the encounter work is high on words but low on concrete mechanics or numbers. The locations are that way too. Clues shouldn’t be abstracted, either, but instead they should point to a set location/situation. Let the players figure this out. Same with distances. Same with monster stats. I know page space is at a premium, but this could be put in without hurting your margins all that much.
   Your best use case here is enjoying this twee little twaddle in the middle of a muddle while you battle with your buddies in a puddle with a paddle. Not much else beyond that, if it’s to your taste you’ll use the whole thing if it ain’t you won’t find much of value to extract.
   Final Rating? */***** with even the most charmed whimsy-fiend being hard pressed to add more than an extra star. I like the idea of a wilderness hexcrawl adventure but this ain’t it, chief.

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​Crapshoot Monday: This Free Thing I Found on Itch.io…The Mountain of Power

5/11/2026

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A dungeon by M. Allen Hall, for “low-level”
Written for OSE
   Hey, check it, OSE; two-years-ago’s most popular game in the universe, now shockingly abandoned. I don’t mind it, it’s just B/X, and B/X is lingua franca of the OSR. This module in particular is about as standard as it gets too, four-pager with a cover page, an explainer/setup/bestiary page (back cover), a page of keys, and a map. Would classify as a valid adventure site submission for the contest, and I wouldn’t get map about the information organization or writing at all. Only quibble is that “low-levels”.
   The story of the dungeon is actually very different indeed. Mad wizard attacks dwarven temple, takes over, melts all gold down into circuitry, enslaves a treasure hunter into being a Control Weather monkey to constantly summon lightning storms against the peaks, turns himself into an electro-lich, starts experimenting on how to raise a massive electrified army of the dead to conquer, uh, stuff. Speaking as an Electrical Engineering major, I can affirm this is a completely realistic and reasonable usage of electricity. Players come into contact with the dungeon because it’s full of legendary treasure and/or the wizard’s magic. Very reasonable motivation.
   What I liked first of all here was the monster setup (although it makes me wonder about what we consider “low-level”). The bestiary is just five things, all on-theme, with just minor tweaks to make them all electric, all making plenty of sense. The lich gets recharged on his throne if brought to zero, the skeletons have a single-use zap attack that’s recharged at nice obvious charging stations, adds just enough interest. I’m not sure how turning interacts with undead who’ve been raised by mad science, not necromantic magic, but that’s okay. Loot being melted-gold circuits that also zap you? Love that.
   Outside of what you do with a cleric, what can be improved first is, uh, “gimmie some magic loot”. There’s a lot of enemy hit dice here to fight, and while the gold rewards are fantastic, the only loot is Boots of Speed and “a scroll”, nothing unique or flavorful based on where you are. The “adept” casting continuous Control Weather is also handwaved, which is kind of nuts. Margins are generous here, I think you could take the extra space to describe just a bit more. Map is isometric, which isn’t terrible given the size, but it does manage to obscure how linear it winds up being. Some horrible Frankenstein res device wouldn’t go amiss either.
   All that aside, best use case is to make this a fine and dandy little one-off little adventure site. It’s fresh, it works well in theme, it’s rewarding. Just make sure it’s before your players get consistent energy resistance and figure out the turning rules ahead of time. I’d be happy using this in my games.
   Final Rating? ***/***** at about the max something this scale and scope can be asked for. OSE getting well-represented here.

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Crapshoot Monday: This Free Thing I Found on Itch.io…Elysium

5/4/2026

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A horror dungeon by K. Heath, for levels unknown…
…because written for no system in particular.
   Whaaaat am I doing? This sucker is huge, forty pages long, written system-agnostic, and horror (which is not my cuppa). I guess I’m just a sucker for scifi…this is my least-favorite flavor of scifi, post-apocalyptic, but hey, it’s got the promise of a six-level, fifteen(ish) room per level, complex exploration, that’s pretty neat. Margins are generous and the font, while flavorful, is clear, so it’s not all that bad. The levels are supposed to be randomly generated from a 3d12 roll for a dozen different map sections and the monsters/traps/items are all prerolled too, which makes me nervous that there’s not even a coherent story to the location…
   …which boy howdy is incorrect. There will be many critiques to level against Elysium, but “incomplete story” sure as heck ain’t one of them. There’s a lot going on. There was a nuclear war and everything is going to crap. You’re all a bunch of explorers (six pregens provided) trying to figure out the source of transmissions/power from Elysium Corp’s massive field of spikes and arrays supplying everyone in the society personalized individual prophecies from tabernacles, little boxes sold to encourage the population. Also once the facility is breached it becomes clear that they went HARD onto the mad science trying to “find god”, first scanning the heavens, then looting all the relics of Earth’s religions, then pushing test subject to find a deity within, then turning them into brains-in-robots, then uploading them to a massive evil computer core that might as well be a minor deity. Er, also, they made a lot of horror monsters along the way.
   Have fun kids.
   So while horror is not to my personal taste, what I liked was how well-executed a lot of the horror is. The monsters are gross and scary, the atmosphere is haunting, every level has a different theme, which is cool. The simple system implied, with the health-and-sanity tracks, works pretty well for a focused horror three-shot. I like how the military vet pregen has two states, sober with +2 INT and a max sanity at 60%, or drunk with -2 INT but max sanity at 120%. The backstory/setup really is about perfect in terms of amount of detail vs. leaving things vague.
    …but I’m going to also have a lot in what can be improved. First of all, those procedurally generated maps/traps. I get it, the initial idea seems to be giving them a new layout every time they leave and return, but that’s both a huge hassle in terms of GM overhead and, even worse, means that the maps and traps and encounters have to be rather generic. The maps aren’t a lot to explore and the whole thing becomes a little too small. Ninety-ish rooms, sure, but the vast majority are boring and empty. Everything flavorful noted above has to get drained so it can function as well in level 1 as in level 6. Bummer.
   Best use case here is probably to run it as a slightly edgy horror one-shot if you like slightly edgy horror. Scifi maps are rare, so there’s some utility in that page full of tech-tileset geomorph maps, simple as they are. Art is detailed enough to be used in other techno-horror settings.
   Final Rating? ***/***** with an extra bump if you really dig the vibe and don’t mind the extra homework. Pity about the vagueness letting some of the really vivid ideas down.

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​Crapshoot Monday: This Free Thing I Found on Itch.io…A Sliver of Evidence

4/27/2026

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A lair by Karly Andersen, for levels diegetic
Written for Cairn
   More Cairn, now with even tinier dungeons…oh boy. Remember what I said about page count to room ratios? Well, this time, we’ve got a nine-room dungeon in an eighteen-page project, very colorful, rife with illustrations and quirkiness and odd little stories. It’s all written very conversational single-column, headers are bright and clear, and the editor is also credited as emotional support. You know what we’re getting. Heck, taking a single look at the twee art style, we all know what we’re getting:

   The story here is that a town was suspicious of a random druid lady off in the woods whose house occasionally fills with screams. Councilman Dude arrests Druid Lady, looks for a sliver of evidence linking…well, any crimes at all to this lady. Party aids out of the goodness of their hearts because they otherwise won’t be playing tonight. Explore the druid lair (which is really just a weird house), get into wacky trouble, realize she’s actually a werewolf (nice variety who chains herself into a cell every month), get back to town before she transforms and slaughters/turns d6/d4 townies, or her werewolf family finds her and slaughters considerably more people while capturing her, because while she’s Nice Werewolf, the others aren’t. Fair enough, so far, so Twilight.
    There are details that rise to what I liked level, namely that the husks of a giant caterpillar can be used as a gross version of the Reincarnate spell and how the wolf idol interacts when prayed to. Otherwise, meh.
   What can be improved first is the map, as you might expect given size. Isometric and top-down are both provided but neither one is very needed. Nothing about it screams “druid lives here”, it’s just a collection of several weird disconnected rooms to bumble from with no particular exploration direction. The thin excuse does give your little RPG players excuses to be loot-goblins. Magic items and spells and monsters are all pretty standard, except for a horrifying giant invisible caterpillar who is addicted to a sauna. It’s all very 2014 in how contemporary everyone is being. I like the threat of a full moon slaughter and all but it’s an obscured timer, which is the worst kind of timer.
   Your best use case here is to run this for a table full of Carin 2E players, they deserve this and even worse for being Cairn 2E players. Not a lot useful to extract even devoid of context, you can steal the magic items and spells but they’re just plagiarized and simplified versions of D&D items and spells anyway, so that’s a little pointless. Definitely don’t use the map, there’s not any exploration there.
   Final Rating? */***** and a migraine from the twee illustration style. It’s not very good, but at least it’s not absurdly long.
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Living Darkness Vol. 1: Legacy of the Shadow Princess

4/23/2026

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 Four(ish) adventures for levels many, by Matthew Austin\
​Written for Shadowdark
Ah, a good ole’ compilation. Been a minute since I’ve gotten one of these in my “to review” pile. This one’s a review copy sent by online friend Lord Matteus, including one that’s a modification/reprint of an itch.io module I bumped into a while ago. In this compilation, we’re looking at four adventures (okay, three and a smaller scenario/trap room) written over for over a hundred thirty pages. It’s…a lot. I don’t object to the plan here, but I do get a little nervous when I see high page-to-site ratios. Still, there’s some Art Stuff and Layout happening here, so it’s not heavy blocks of text. Let’s dive in.
First, a caveat. These are, by and large, horror adventures. I don’t usually go in for horror-focused adventures. Touches, sure, and I’m not particularly squeamish, but it’s not something that’s a core appeal to me. So, when I’m reviewing these adventures, it’s going to be primarily me looking for them as adventures qua adventures. I leave the judgement to how hard the horror hits to the LotFP fans and other such enthusiasts. Fortunately, all of these are legitimate locations to explore, so this lens should be fruitful.
Before going into adventures, the module does make a point to explain the elements of horror. Obviously given its Shadowdark there’s a strong recommendation to heavily use torch timers and the menace of darkness. The game master is also instructed to focus on depleting resources steadily, limiting agency naturalistically, and to give false hope before making the situation even worse. All of these are more module-design than game running, but the final bit of advice, to play up descriptions in lieu of shorthand…it’s not a zombie, it’s a rotting corpse, etc. All good advice/goals for the given set of objectives. It’s a short one-pager and then we’re off to the races…
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 Adventure 1: The Haunting of Ashtonshire Keep
Probably the most traditional adventure, this one’s your classic “ruined keep haunted by dead witch” setup. In this case the witch was a baroness who’d sunk her claws into the noble and good Baron Ashton and got herself hanged for her troubles. As usual, the hanging didn’t quite take…now children are being enticed in dreams, mists and shadows arise, all good signs that more fightin’ is needed. The village nearby is given enough description to run as a base for expeditions along with a few clues about what’s going on if the players are sleuth types. Hooks are a good mix of “you’re noble”, “you’re hapless bumblers”, and more interestingly “lost knight” and “lost heirloom”. All fair, c’mon, it’s a ruin, let’s explore because otherwise we don’t have Shadowdark tonight.
Maps are solid. As is standard with realistic fortification maps, layout is pretty stolid and predictable, broken up by the fires’ destruction in some places. The two-story keep and dungeons beneath do have multiple linkages, which is good, and chimneys are also noted for climbing. Exploration of the site’s twenty-eight rooms should take up a good solid session, or maybe two if the players waste a lot of village time and need to retreat once or twice. It won’t be a highly pressured trip, at least…
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    Because this is a dead ruin. You know what that means…undead and vermin as monsters. No interactive/intelligent creatures to talk with, which is correct for the atmosphere going with, but it means the gameplay can be somewhat languid. Despite the static nature of the location the fights are reasonably dynamic once an individual room gets wandered into. Random encounters aren’t monsters, it’s “witch is messing with us” effects for spooky portents, torch/morale effects, and at the top end a sudden witch appearance to attack for one round. Much anger to the players, but a good way to show the endboss early. The final confrontation happens if a noose is hung on a tree, which can stop the witch from respawning every single equinox. Nasty fight, but the real cost is the fact that the noose is also a valuable magic item.
I note with approval that unlike most horror adventures, this one is not treasured like a one-shot. This dungeon has legit treasure, both in cash (just remember to increase amounts if used in gp=XP systems) and in magic items. A righteous hammer is given at the outset, a magic shield can be found in the biggest-loot room, there’s the noose, the witch’s spellbook is a nice boon for chaotic witch characters or can be otherwise burned for XP. Solid mix and distribution.
Use in games will be campaign-dependent. I dig the map layout and I think the spooky ruin atmosphere is something I’d run with, the witch herself is a good fight-monster. The lower dungeon has relatively understated but still obvious theme of child torture/sacrifice, which ain’t a subject matter I host at my table. Easily elided, however, and if that’s your jam then that’s something to add to the horror. Good solid adventure site.  
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 Adventure 2: Return of the White Wizard
So I’ve reviewed an old version of this one before; it’s a transmutation adventure themed around blobby-squick mutations. This version does a lot more in the initial setup, with a the titular White Wizard, having Returned, spreading mutation-effects among the locals, including the PCs if you want a really hooky darn hook. The mutation table is pretty gnarly, with some genuinely beneficial results but definitely averaging on the terrible. A 2d6 table, snake eyes means you die and boxcars means you become a possessed thrall. Yeah, that’s some motivation to go down the ol’ goop-hole. I’m using this table.
Before reaching the lair, there’s a lot going on with the hex its within. The local village is given a brief sketch, mostly boiling down to “this sucks, we’re all mutating”, but then you travel through a woodland with the local wildlife also full of mutations and some of the local points of interest quite interesting. The mutant couple is just kind of gross but I like the rival adventure party camped out and confused what to do with one of their number turned into a monster-mutant-thrall. Good method of building tension and showing stakes.
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NOW we're in proper dungeon territory.
    The lair proper, a ruined two-story structure with two levels of dungeon underneath, has a simple but effective map. I like the teleporters making the uppermost story the default way into the belowground. It’s more linear than Ashtonshire Keep but there’s also a little more room in general, with enough nooks and crannies to make a satisfying two-session exploration by default…although a sufficiently panicked/determined party in a hurry to cure Dave’s dwarf might make it to the end in four hours. The cure is for the infection only by default, but kind GMs are told to let it undo mutations if the players hate ‘em.
This dungeon is most assuredly not a dead one. Random encounters are a whole gamut of custom mutant monsters (plus dire rats or gibbering mouthers, natch), plus plenty of nasty goop-beasts among the room keys. Traps are mostly in the “mess with the vat” style, making for an extremely hazardous environment. It’s a high level (well, by Shadowdark standards) adventure, that’s fine, your PCs are big boys. The final boss is once again Traxar the White Wizard, an evil bald bearded elf(!) loaded down with custom transmutation spells (and yes, his spellbook is available). He’s not an easy fight, and we’re in lich territory with him not being fully destroyed unless his clones and brain are destroyed along with his robes.
Oh yeah, the White Robes are back from the first edition. It was my favorite bit of the original and I think they’re my favorite once again…wearing the robes gives a huge set of bonuses, but each adventuring day there’s a Charisma check or the wearer starts turning into Traxar. Nice. The other treasure is a bit low on cash but good on magic items, there are some excellent weapons along with stuff like a master-crafted loom to make enchanted cloth and the spellbooks.
There are quite a few added transmutation spells here too. Most are in the “touch to make goopy” or buff/debuff type, but those are good. To replace the Shadowdark-standard wizard magic mishap table there’s a much nastier (and more flavorful) transmutation mishap table. Powerful magic around but again this is big-boy level.
Campaign integration on this one is pretty easy. It’s a hex troubled by a problem who happens to also own a ton of filthy lucre, we’re in every game’s happy spot. Content-wise, the gross stuff isn’t nearly as easy to sidestep as the dead kids were before, so groups comprised of 90’s kids traumatized by Nickelodeon programming might want to skip, but it’s otherwise a well-written adventure/site.  
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Love the scale. Love the scope. 10/10 would loot again.
 Adventure 3: She (The Final Rehearsal)
So, how do you feel about Suspiria? If you’re most people, the answer is “what’s that?” If you’re a smaller number of people, then it’s “oh yeah, that’s the trippy 70’s movie, right?” If you’re the smaller number of people who answer “heck yeah” then I think this adventure is for you. That’s not to say its not broadly applicable, but it means we’re definitely in cult classic territory.
Speaking of cults, this is one of those. In particular this is a cult dedicated the She of the Eternal Spring, a demoness who oversees a ritual that drains youth from dancers for adherents to imbibe. This cult is designed to be a big campaign-spanning organization, complete with networks of various levels of eternally youthful patrons and artists. It’s an entire campaign plot, essentially, with enough details to run an urban 0-10 campaign with this as one of the main antagonist factions. Or, it can be more minor, even just the Academy of St. Hebe as the cult locus. There’s a unique Shadowdark class, the Warlock of She, who is all about being pretty and eating youth.
St. Hebe is a school of art run by these metaphorical vampires, and boy howdy it is big. Massive realistic two-story 19th-century building map, designed to be wandered through as guests, students, or sneak-thieves. Given scale and openness of the environment, full of living people, this is not a place to treat like a dungeon, it’s more of a setting.
As is most important with an open/social setting, St. Hebe’s inhabitants are the focus. The various teachers and headmistresses and such all supernaturally beautiful and youthful and evil, and the students are mostly victims, which leads to the actual adventure part…
The Final Rehearsal, which is set up as a 0th-level gauntlet where your player characters are prospective initiates or sacrificial victims. This is a social adventure, so there’s a whole subsystem dealing with favor points and earning benefits via performance or artistry while ideally the players figure out what’s going on. Gauntlet adventures are supposed to be highly lethal, so I dig that there’s a “you get sacrificed” failure state but its going to be a very complicated thing to run. Which is probably a plus if you want to be running a social campaign in an urban milieu, might as well toss you into the deep in.
If you want this kind of thing, this is exactly the best example of this kind of thing. If you’re just going to want to dungeon crawl, the big maps are nice but it’s not statted or looted ideally for that (frankly wasteful) use case.  
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 Adventure 4: I Like You
This isn’t really a full adventure; this is an escape room. The setup is that this is a catastrophically negative result on the Shadowdark carousing table, where a demon grabs the party while drunk and they wake up in a Saw movie. It’s a tiny sub-dimension in Hell, just the size of a room, packed with pain-causing deathtraps. The puzzles are all pretty solid, the demon is enjoying the pain anytime a PC screws up, and if the players succeed they escape. It’s a very specific, very punishing, encounter/trap, which is what the module says. If you have multiple players who love puzzles, this is heaven for them. If you, as most of us, have a table where there One Puzzle Guy and everyone else wants to just go stab…maybe this is for 1-on-1 play. Or, just use the puzzles in other dungeons as parts of a greater whole. The demoness is statted and a decent fight.

​The whole compilation is hard to break down on simple star ratings, because as is so often the case with horror, it’s going to be up to you and your table how much you want. The horror can be genuinely horrific and moody if leaned in to, but it can also be pulled back, especially in the first couple of adventures. Everything is well-executed, and I think I’ll have use for pieces from every single one of them even as Not Particularly a Horror Guy, which you can take as an endorsement. It’s one heck of an accomplishment regarding its scale and ambition, and also an easy-to-parse module. Well done there.  

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​Crapshoot Monday: This Free Thing I Found on Itch.io…Lair of the Frost Witch

4/20/2026

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A dungeon by Andrew Cavanagh, for levels diegetic
Written for Cairn
   When you’ve been doing this gig as long as I have, you’re able to identify danger signs with itch.io adventures. Chief amongst those danger signs, I regret to inform you, is the dreadful word “Cairn 2E”. As in all things, however, there can be mitigating factors. Eight pages for a thirteen-room dungeon? Better ratio. Using a Dyson map? Better than normal dreck. Lots of information loaded onto tables? Better conveyance than normal, too. It’s a dungeon adventure, which is a lot harder to mess up than an outdoor hex-or-point-crawl. Let’s head in cautiously hopeful.
   …and UH OH, BAD SIGNAL…we have a list of possible quests and d4 different potential titular Frost Witches. My usual answer for these things is “it’s all of them”, and there’s some coherence if we do that. A local horrible warlord’s son has been stolen, but the son is actual the witch’s originally and was stolen by the village mayor’s cult, also there’s encroaching ice from her ritual magic staff but there ritual is stopped by holding this icy heart thing and also there’s a noble frozen by the witch who’s really nice but he’s secretly a wight. This is a lot. I ain’t gonna hate on it.
   What I liked first was this merry stew of potential interest all meeting together in a tiny little map, if it was played in a real system you could in fact have fun with it. I liked most of the quests well enough, and there’s potential there for most of them to turn into something a lot more interesting in a fleshed-out region. I like how there’s a player map of the site with in-universe notes of dubious helpfulness, that’s a good artifact. Axe that attacks based on WIL but then keeps you awake with visions of bloodlust is neat. Witch freezing and breaking non-magical weapons that damage her is also a nice defensive ability.
   Alas, the map itself in my “what can be improved” bucket. It’s functional, but the “open site with several side-passages” doesn’t mesh well with the keys, it makes instead for an awkward flow through the site. This isn’t actually a dungeon, functionally, it’s a few lairs co-located with a linked theme. As always when you don’t have a single story/character but a table with multiple options, some of them are also much much more compelling than others, cull those options down. There are also some very Cairn-esque moments of diegetic fuzziness where some rules would be good. The witch has had some kind of trauma causing her to go all trauma, but it’s left iffy as to how that’s done. There’s a mirror that shows the worst memory of a person’s life for…some effect. Storygame fodder, but storygames need more setup.
   Best use case on this one is probably to use this as a lair/adventure in a real system, there are also a few mechanical bits and bobs (like the witchy freeze armor and the warlord’s axe) that can be taken for other games. Not quite the buffalo, usable in all parts, but there’s stuff to pull.
   Final rating? **/***** with a small bonus if you like the themes. It’s workable and not hateful, sometimes that’s all we can ask from these things. 
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