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Paced at roughly a single session, EotBS is a three page mini-dungeon for D&D/Pathfinder/OSR type games. It concretizes the atmosphere and environmental expectations for a buried tomb in a way that would allow a GM to rapidly insert it into an ongoing campaign with minimal prep time.

Interconnectivity between rooms is great for such a small map! There are a bunch of different ways the party could progress, depending on how much time they're willing to spend digging around or searching. 

A few elements could be improved upon. Qitar the summoner knight seems underdeveloped, as are the three assassins who have agreed to hang out in his underground lair with a bunch of ghouls, hiding in coffins and the like. (Both boil down to stat blocks and basic battle tactics.)  There are a handful of different 'groups' present, but they seem to exist without friction given the map layout and text. There's no level recommendation, which would be hard, given how swingy the final fight would be if executed as written. (One lose-your-turn Magic Save per round, or four? It's all up to a die roll early in the conflict.) Qitar is listed as having 60 Hit Die, which is hopefully a typo. The exits listed in room 9 don't align with the map itself. Combat seems to be predicated on stunlocking the PCs, which is usually not much fun at the table. (I recommend letting paralysed PCs choose to act, if they take 1d4 damage for doing so.) Traps, as written, don't have tells or interesting choices for the players to make so much as existing to do damage based on luck.

Gripes aside, I think fun could easily be had with this one, and it'd be quicker to flesh it out and adjust it to your liking than to improvise or spin up your own deadly crypt. If I had an ongoing hack-and-slash, I'd print this out and keep it in my last-minute binder.

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Excellent feedback. Thank you for taking the time to review.

Yes, I mixed up my East and West for one of the exits in Rm 9. And Qitar was with 60 HP in mind (not HD) and I see how I could have made that more clear. 

I do like your idea about how to handle 'paralyzed' characters, I agree that having players just sit and skip turns is generally a bummer around the table. I also try to keep them involved, maybe it is doing something with disadvantage, maybe they can move or attack, or do one thing, but the important thing is to keep them involved. 

Anyway, I appreciate your insights and taking the time! If you do end up using any part of it, I hope it serves you well. 

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I feel like my review was a bit criticism heavy, but I was impressed by the pick up and play ease of use and the room layout in particular. You're like two review/edit cycles from a "Man, this is awesome!" minidungeon. Thanks for putting this out there!

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Globinpunch had a good expoundation on ghouls and paralysis on their blog, ifn you want to see a better articulation of my brief suggestion : https://goblinpunch.blogspot.com/2019/10/scraps-of-undeath.html?m=1

Ah, I appreciate that, too. I'll check out the link. I'm a one man show over here and I play games with the same group of friends I've known for decades. A little feedback and input from someone outside my group is helpful. I do periodically return back to my projects, do some updates, and improve formatting, and everything else. You've given me some valuable considerations.