Sky-Blind Spire Review

I have not run a lot of one-page adventures that went well. Usually they lack an overall plot, unifying elements, or just enough information to actually make them fun to run. It can be done, the hexes and dungeons in Summer End prove that, and I’m happy to say that this one does to.

The story of the module is simple: there’s a wizard tower and you need to go raid it. It’s very straightforward, and there’s some dynamics going on inside the dungeon between some goblins, some giants, and some dire pelicans. AND there’s a cohesive through-line throughout the dungeon that is pretty cool.

There are combat encounters, social encounters, and a few puzzles as well. There’s also a few environmental hazards that can be exploited (and my players did), so there’s a lot to work with here, especially for a one-pager.

Where it’s lacking points is that the vast majority of rooms in the dungeon are total walk-through rooms with nothing going on. There’s not even descriptions for them, which isn’t the worst because their are illustrations, but still, it’s not very exciting. It’s clearly a space issue, and it’s why most one-pagers usually don’t have a ton of rooms.

That, and, the giants really didn’t do it for me. I found them confusing on why they were stuck, but that’s mostly a usability complaint. The content side is that one is able to drink and spit molten lead so does he just like, have molten lead on him? Or is this just a fun fact? It was strange to bring up in practice.

Not only is there an image of the entire layout of the dungeon, but there’s supplementary images of tower exterior. ALSO, across the art are a series of helpful reminders (which window is which, which room is what number, etc).

The art is really well drawn, and makes up for the lack of text in a lot of the rooms. Overall, perfect score for art, this is what we like to see.

  • For the Ricalu Thieves, it seems to work like a cloak of invisibility
  • For the Giants, the blue tapestries seem to blend into the wall and look like stone
  • For the Dire Pelicans, it seems to have no effect because they can still fly around outside and hunt in the lake

Speaking of the lake outside, how the heck does water work? Or the sky for that matter? I just described them as black voids (but they can still see clouds), but neither of those make sense with the other examples given so far. Do the players see through the sky and into space?

It’s an above average adventure that could have been made great with a different social encounter and a better description for sky-blindness. Here’s my pitches to cover down on those:

  • Instead of the giants, they are normal adventurers, a party of four, that has grown in size due to the Changeling Cone in room 15. They’re roasting a dire pelican over a fire and arguing about jumping out the windows.
  • The front gate is painted blue. Once the blindness sets in, it looks like a stone wall.

Thank you for reading!

Until we meet again,

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