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Finding Adventures in the Dark

Crapshoot Monday: This Free Thing I Found on Itch.io....The Caverns of the Savage Sorcerer

3/16/2026

2 Comments

 
Picture
​A dungeon by Matt Barninger, level 1
Written for Shadowdark
   Writing tip. The string "of the" is usually a sign of prose that can be cut. "The BLANK of the BLANKETY BLANK" in particular, while working in dialog or a title, should probably be something like "Savage Sorcerer's Caverns" in prose. Just a random thought.
   Oh, the adventure format? You know the Shadowdark Standard (or The Standard of the Shadowdark)...eight double-column pages for technically seventeen keyed locations (13-17 are "dead ends"). Rumors, hooks, random encounters, keys, bestiary, map, and finally a credits page that includes font for some dang reason. It's fine, writing is clear, layout is generous. I don't talk about it a lot for Shadowdarkian adventures because it is a pretty usable standard.
   Story is the usual "band-of-kobolds-allied-with-giant-spiders-sacrifices-magical-forest-guardian-unicorns". A slightly different twist is that the giant spiders' leader is a merchant's daughter wearing a cursed helm that turns the wearer into a spider, that's a fun and horrifying little thing. Rewards on offer are the merchant's $100 (yeah, players are definitely going to kill that lady accidentally) and a ranger with Bracers of Being a Gooder Archer. As is kind of normal for unicorn adventures, the best reward is probably the alliance of a magical horse that comes to a point. In this case, unicorns heal using horns. Cool.
   I'm not mad at a first level adventure having somewhat pitiful threats, what I liked here is that the random encounter table doesn't pull too many punches. Giant spider, 1d4 spiders, or 1d6 kobolds can lead to some interest. That there's also the Shadowdark Official Blow-Out-Your-Torch result won't raise too much ire. Ginger the Spider (transformed daughter) is pretty nasty, 2x bites with high damage and poison, whew. Always love to see rickety bridges over a chasm, the map has two of those:
Picture
   ...that said, what can be improved otherwise with the map (beyond "more verticality") is actually a bit more intelligent design with regards to flow. The final confrontation with the titular Savage Sorcerer? Room 7. That's...kind of fast. Also, outside of the random encounters, those chasm bridges are very likely to be fought atop, disappointing. Then, on to poor ol' Ginger, the text itself is unclear about how anyone is supposed to figure out that she's the merchant's daughter. A little telegraphing would be nice, else we just murder the lass and say "oops" afterward. Finally, treasure lacks a certain pizazz. It's just piles of 100gp or 2gp bits on the kobolds. I know, not a gold-for-XP system really, but still...
   I kind of wind down on the best use case for "play as a level 1 Shadowdark adventure". Sadly, there's not a lot either memorable or special to this one, like with the unicorns being given no personality, the transforming helmet being unclear, the situations being generic...there's an auto typing feel there that might indicate LLM but I'm going to be charitable and call it lack of playtesting. Not a lot of individual encounters or treasure bits to extract, either. 
   Final Rating? */***** without rancor or even annoyance. It's just all a bit generic. You can have fun with it because TTRPGs are fun, but it's not like the warrens of itch.io aren't rife with a thousand other low-level Shadowdark adventures. 
2 Comments
Jacob72
3/16/2026 10:37:01 am

That's a cheerful little map, but the scale isn't clear. If it's 1sq=5ft then some of the chasm sections looks as though they could be jumped. If it's 1sq=10ft then some of the passages are very wide.

After reading through some of the small humanoids types in the Fiend Folio, a thing I've started to really think about in cave adventures is ceiling height and whether humanoids such as kobold or goblins would really have 10ft wide, 10ft high ceilings. Scaling these features to the inhabitants' level makes a dungeon environment, particularly cave ones more hazardous for the party. It also keeps kobolds in the game beyond levels 1 & 2, maybe as high as 4-5.

Reply
B Gibson
3/17/2026 02:33:42 pm

This is the way. 2.5x2.5 tunnels are a nightmare for PCs but make perfect sense for kobolds.

Reply



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