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One Page Dungeon 2021 Reviews 41-50

41 Tower of the Time Thief By Zach Trent, Adam Nyhoff,

and Noah Morriss

Scary time looping horror keeps taking new victims. The village hopes the players can go in to put an end to whatever fell magic has rooted in the chapel. The problem is that there isn’t a solution given, so I have to assume that they must simply kill the giant baby, which the players may not try given that most of the other enemies here are infinitely reset. Luckily most traps and puzzles aren’t immediately harmful, as there aren’t any clues for the players to use on how they work or how to solve them except by trial and error that resets everything outside the correct solutions.

42 The Damned Colony of Japheth III By Ray Pompon

This entry feels like a one-shot basis for a mish-mash of post apocalypse and sci-fi adventure but it lacks a solid ending. It does seem odd to have so many different technology levels, some mere tens of miles apart, so much that I would have liked to see even a flimsy in-game reason for it like menonites, anti-tech AI patrols, or the like. Such forces could even have made for an interesting recurring foe. As it stands, the players are simply going to wander the hexes here until they finally hit a run of bad luck and can’t find any more parts for their vehicle.

43 FATE AT WORK By Marco Salogni

A clever and fun little maze that works as a single or maybe co-op player game. The plan is to try and navigate the maze, while balancing your fighting ability and hearts with gathering the sequence locking items to finally fight the end boss. Some of the items are a little hard to tell, particularly what I assume is the bridge piece W needed to cross the broken bridge. What would put this entry over the top, I would have liked to see an iconic piece of treasure or magic item. For something like this, it could even be a mix-n-match small roll table with silly trophies that your hero won from the hoard of the dragon. 

44 Crime at Carapascire By Steffen Blake

Players in this entry are called in to investigate a series of brutal murders in an insect-folk city. I had some minor issues with things like the city being deep underground but having a main industry of large airships or that random out of towners are given badges to help, but I think overall the author did a great job bringing a crime investigation to a single page. Single pages just don’t offer enough space though to really flesh out a free-form investigation, it only really has space to list specific places and some clues in a railroad lineup, rather than offering scores of clues for the players to track down one-by-one until narrowing their suspect list down. There just isn’t enough space to really do a crime drama justice.

45 Medusas Prison By Rachel Adams

An old trap has confined a powerful medusa here for a long time, but the order guarding it has fallen to their hubris. I would have liked to see more clues for the players to be able to figure out how to open the gate and what lies beyond it. Doing it this way would ensure that the players go in covering their eyes, to really make a fight with her minions more dangerous. I did like the idea that the medusa has been worn down over time to now be killable, where the order before was only able to confine her. 

46 Old Man Azimuths Map By Larry Z. Pennyworth

The setup of an old man’s inaccurate treasure map for his ‘white whale’ of treasure in an abandoned mine is great. What I don’t like is the lack of any real encounters in the mine, as the kobolds and goblins have both since died off. Only a stationary pool with an angler and the hill giants outside are the threats. Without encounters, not including the random ones, this is just a slow exploration and mining mission using a map. 

47 The Crumbling Temple By Leah Huemmrich, Jenn Kearney,

and Denny Petronio

Stumbling upon this old, ruined temple of Tiamat, the players can explore at their own risk. The theming is a bit odd, with the river styx having broken in to the old temple, without much happening besides some water damage to the ruined temple itself. The text is very small and the statue’s entry is almost unreadable. The room descriptions could have been slimmed down and had their text upsized a bit. Also, the references to outside materials make this dungeon hard to run as a one-page entry, as the DM has to reference multiple other books. Some iconic treasure inside the cool dragon puzzle box (very on theme for a draconic god of evil requiring blood and claw of a dragon, however obtained) would have really helped this entry pop.

48 Unseen Hall By Robin Gibson

Oh the hubris of the illusionist. The dungeon plays around with just about everything being invisible, with some special items that make them visible, if the players can figure out the trick. I would say that more hints or clues could be given for the use of the prisms, but honestly, since the dungeon is constantly playing the invisibility trick, they should be curious about these visible prisms and start assuming that every room has something invisible in it. The treasure is clever and gives a hint as to what happened to the previous owner of this hideout. All in all, I consider this an excellent dungeon.

49 The Eternal Construction Site By Gregor Belogour

This dungeon entry is a construction site almost comically full of traps. A misguided prayer has set this place on a daily repeat that the players must investigate. Most of their goals will see them wandering about, until they run into the architect to try and tell him what has occurred. I don’t see any reason that the players wouldn’t immediately tell the innocent architect, as there is no tension or opposed goals that they would need to convince the dwarf to abandon. Also, the golems need some stat blocks on how powerful they are intended to be, considering they are the main antagonists to the players reaching the dwarf. 

50 THE OLD ARTIFICERS DUNGEON By Andrey Plisko

Tale as old as time, man creates mechanical servants, and evil witch tricks him to try and take control herself but the servants turn on her. The mechanics of the small dungeon complex and the flavor of the encounters all mesh incredibly well except for the lack of subtle clues about the witch’s betrayal. Many of the descriptors are worded in terms of what the DM will know behind the scenes but no clues that can help the players put together that knowledge.

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