This is a very fun little dungeon crawl. I love that it puts non-combat resolutions as a focus because I think that narratively you'd come out with a really unique story of your party's adventure through the dungeon. It does have full stats for all encounters however, so if Plan A fails you can always hoist an axe and see if Plan B succeeds.
The mechanics underpinning the adventure's design ensure that you should get at least two unique playthroughs (if you somehow manage to get entirely new sets of doors on your second run), but realistically, I could see three or four runs still providing new doors for your characters to walk through.
If you're a Cairn GM who runs quick sessions for several groups, you could put this to each group individually and walk away with unique resolutions from every single game... and there are enough loose narrative threads around that you could very easily tug on to springboard yourself into new adventures if you chose to explore them.
I really like the way this reads, and I intend to at least try a solo run of this, and possibly run it for a group if I can get them to give Cairn a go! I'll update/edit my review as I do so.
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hi there
Just wondering if any more community copies will be available?
Kind regards
I upload a new one for each copy sold, but I can put you at the front of the list and send you a code as soon as the next sale occurs!
thank you so much, I really appreciate it
Still interested in that community copy?
yes please
Get it quick!
This is a very fun little dungeon crawl. I love that it puts non-combat resolutions as a focus because I think that narratively you'd come out with a really unique story of your party's adventure through the dungeon. It does have full stats for all encounters however, so if Plan A fails you can always hoist an axe and see if Plan B succeeds.
The mechanics underpinning the adventure's design ensure that you should get at least two unique playthroughs (if you somehow manage to get entirely new sets of doors on your second run), but realistically, I could see three or four runs still providing new doors for your characters to walk through.
If you're a Cairn GM who runs quick sessions for several groups, you could put this to each group individually and walk away with unique resolutions from every single game... and there are enough loose narrative threads around that you could very easily tug on to springboard yourself into new adventures if you chose to explore them.
I really like the way this reads, and I intend to at least try a solo run of this, and possibly run it for a group if I can get them to give Cairn a go! I'll update/edit my review as I do so.
5/5 for an initial read-through.
Thank you kindly for such a thoughtful & thorough review!