An introductory adventure for both new players and Old-School veterans alike. Explore an insect-haunted thieves guild secreted beneath a lighthouse. Claim the loot but beware the Skitterlord!
25 keyed locations
Written for the Old-School Essentials (OSE) rule system
This adventure doesn't have any pending change requests.
LowKeyTTRPG has played this adventure and would recommend it.
Ran this adventure for some friends in Shadowdark as our first foray using that system. The adventure is clearly written, wll thought out with easily accessible and referencable information. I found the adventure easy to run - with localized maps of the dungeon on every room description page. After reading the adventure once to figure it out it took us 4 sessions to play through it all (would probably go faster if you were more familiar with your system of choice) and required almost no prep for me in the interveneing weeks.
The sinister secret in this module is original, dangerous, and the writing is at times funny. Our party lost two PCs - but it was a good learning experience for our table.
I made a couple of videos about our experience on my YouTube channel if you want to check them out here: https://youtu.be/OKTc8OhXuL4 and here: https://youtu.be/C4AuqoAJ_Lg
All in all, this is an easy recommendation and I'm told the other adventures in the anthology Wyvern Songs are also quite good! I can't wait to ru n them all.
coincidentia_oppositorum has played this adventure and would recommend it.
Both morbid and whimsical and it works. I've run the adventure three times with Old-School Essentials. Players who are not managing risk well will lose characters as written, but there is no point where the adventure felt capricious.
I have a few criticisms. One, it doesn't make sense that Philbert is still alive if the halfling on the shelf has been starving for days -- he's got to sleep at some point. Two, capturing the golden beetle could use some detail. Three, it's very hard to put together that music matters if you don't know that there's a music box somewhere in the dungeon, even then many players will not think of it. That is fine but less is too little. Four, some of the traps or mechanisms could be improved -- the secret door to the boudoir is hard to interact with and the axe traps as well -- I replaced them with ropes tied to crossbows.
All of that is fixable. Make sure players have ways of finding out about the sea cave entrance because they're perfectly capable of getting stuck at the lighthouse cellar.