Get 10% off of Into the AM apparel: bit.ly/IntoTheAM10 Get it in PDF (free!): bit.ly/SepulchreofSevenPDF Get it in Print: bit.ly/SepulchreofSevenPrint Patreon: bit.ly/QBPatreon
Thank you very much for the review! It means a lot. I really wish I had the space to put mini-maps on each spread too BUT, if it's any help, the PDF is fully linked, including the map itself, allowing to quickly go back and forth between maps, rooms and encounter table. Anyway thanks again for all the kind words :)
@@mattjackson Thanks! I've said it before, but your awesome map provided both the initial spark and ongoing inspiration. I wouldn't have done *anything*, if I hadn't stumbled upon it!
Noticed in the Magic items appendix at 16min 22: "Candy Color: Deep Purple - Turn into a slow moving cloud of black smoke for d8 turns" ..I see what the author did there lol
ALSO OF NOTE: in the free PDF, the map is fully linked to the room descriptions and vice versa, less "flipping"/scrolling needed, full nav details below. Looks like a great time, and with Dyson maps to boot! PDF navigation ► Clicking on the map (or the legend below) links to the corresponding section. ► Numbered area titles link back to the maps. ► Page numbers link to the Table of contents. ► The symbol links to the random encounter table. ► Page and area numbers within the text are also links.
I just re-read this adventure, it's fantastic! The digital PDF is also fantastic; every room on the map can be clicked to skip right to that page, and vice-versa, plus every citation of the appendix is also a clickable link. It makes navigating the adventure online a breeze.
...oh my god, these are Tucker's Kobolds! Their leader is named Tucker, and their tactic is optimized to hurt higher level characters at zero risk to them.
Excellent review! I think something important that wasn’t mentioned is that the dungeon is a mystery adventure at its heart - that explains that complicated flow chart of relationships shared between the dungeon’s inhabitants. Everyone is suspicious of everyone else and no one really knows the full story. The players will have to speak to everyone and piece the puzzle together. And all the while you are interacting socially with the broken souls of eons past, unreliable narrators with unknown intentions, and holding court to decide on the guilt of a murdererer with no recollection of the incident. And Tucker’s kobolds cameo at the start of the dungeon!
That is a fine observation! I would add, though, that it is not required to play it that way. Even I don't think of it as a murder mystery, because the PCs certainly can navigate the dungeon without engaging fully with this narrative (although they will probably unravel a few threads, hopefully in a satisfying way). But the pieces are there, and the dungeon can be "solved socially", with a healthy dose of doubt, as the PCs figure out that the "dead heroes" they're helping have a questionnable past. Other ways are perfectly valid (you can force the "final door" open, before even realizing what's going on), and most runs will probably fall in-between, if only because of dumb luck and reaction rolls. That being said, a referee could run this primarily as a murder mystery, without forcing the PCs' hand too much. It's probably the best way to go, with PCs of lower levels, too.
Thank you for recommending this. I spent about an hour looking at the PDF today, and it’s awesome. I’ll have to drop the creator a line telling them how much I appreciated it.
I have a real issue with dungeons being so tightly packed. It is hard to imagine factions, wandering monsters etc all coexisting in something smaller than your local mall.
@@joshualee6559 Me too, that can get weird fast. For this dungeon, in practice the encounters are sensible and rare enough that they don't clash that way. The trolls don't even show up on the table, instead being rolled for only in specific rooms. (Source: ran the adventure)
Get 10% off of Into the AM apparel: bit.ly/IntoTheAM10
Get it in PDF (free!): bit.ly/SepulchreofSevenPDF
Get it in Print: bit.ly/SepulchreofSevenPrint
Patreon: bit.ly/QBPatreon
Thank you very much for the review! It means a lot.
I really wish I had the space to put mini-maps on each spread too BUT, if it's any help, the PDF is fully linked, including the map itself, allowing to quickly go back and forth between maps, rooms and encounter table.
Anyway thanks again for all the kind words :)
Pretty cool how many people love your adventure, well worth the praise, it truly is great!
@@mattjackson Thanks! I've said it before, but your awesome map provided both the initial spark and ongoing inspiration. I wouldn't have done *anything*, if I hadn't stumbled upon it!
As a lover of print media, this channel is extremely dangerous to my wallet.
Here here. Old boy owes me HUNDREDS!
Seriously. I discovered OSR because of Questing Beast and I have an entire shelf of his recommended books/zines.
Thank you for the shoutout on the map, I’m glad you liked it.
- Signed some other cartographer
Noticed in the Magic items appendix at 16min 22: "Candy Color: Deep Purple - Turn into a slow moving cloud of black smoke for d8 turns" ..I see what the author did there lol
"As it turns out most of the adventuring hero's are not really nice guys" Nice to see somebody realize how most games go.
ALSO OF NOTE: in the free PDF, the map is fully linked to the room descriptions and vice versa, less "flipping"/scrolling needed, full nav details below. Looks like a great time, and with Dyson maps to boot!
PDF navigation
► Clicking on the map (or the legend below) links to the corresponding section.
► Numbered area titles link back to the
maps.
► Page numbers link to the Table of
contents.
► The symbol links to the random
encounter table.
► Page and area numbers within the text
are also links.
I just re-read this adventure, it's fantastic! The digital PDF is also fantastic; every room on the map can be clicked to skip right to that page, and vice-versa, plus every citation of the appendix is also a clickable link. It makes navigating the adventure online a breeze.
...oh my god, these are Tucker's Kobolds!
Their leader is named Tucker, and their tactic is optimized to hurt higher level characters at zero risk to them.
Those mutha tuckers
Excellent review! I think something important that wasn’t mentioned is that the dungeon is a mystery adventure at its heart - that explains that complicated flow chart of relationships shared between the dungeon’s inhabitants.
Everyone is suspicious of everyone else and no one really knows the full story. The players will have to speak to everyone and piece the puzzle together. And all the while you are interacting socially with the broken souls of eons past, unreliable narrators with unknown intentions, and holding court to decide on the guilt of a murdererer with no recollection of the incident.
And Tucker’s kobolds cameo at the start of the dungeon!
That is a fine observation!
I would add, though, that it is not required to play it that way. Even I don't think of it as a murder mystery, because the PCs certainly can navigate the dungeon without engaging fully with this narrative (although they will probably unravel a few threads, hopefully in a satisfying way). But the pieces are there, and the dungeon can be "solved socially", with a healthy dose of doubt, as the PCs figure out that the "dead heroes" they're helping have a questionnable past.
Other ways are perfectly valid (you can force the "final door" open, before even realizing what's going on), and most runs will probably fall in-between, if only because of dumb luck and reaction rolls.
That being said, a referee could run this primarily as a murder mystery, without forcing the PCs' hand too much. It's probably the best way to go, with PCs of lower levels, too.
Thank you for recommending this. I spent about an hour looking at the PDF today, and it’s awesome. I’ll have to drop the creator a line telling them how much I appreciated it.
What a wonderfully detailed material. So glad to see the improvements that OSE brought being replicated. This is the way to write a module!
🎵 The hero of Canton, the half-deer centaur they call Jayne! 🎶
Was looking for a higher level adventure to stick in my upcoming hexcrawl and I think I found it!
Very creative npcs and story to uncover
The other cartographer is MATT JACKSON!
Interesting! I have grabbed a copy to add to my OSE collection of adventures... looking forward to running it when my group gets high enough.
Looks like a great book. I just downloaded it and will give it a read-through
I'm interested in this new monster, the terran-tella.
Great overview, thanks! Looks like it could also serve as a great idea mine.
This looks like a great fit for Dolmenwood.
Thanks for reviewing this. Nabbed it!
Thanks for the video!
Sweet, thanks for showing off something else awesome 🙏
Fantastic adventure!
This looks like some good shit. Thanks for bringing it to my attention!
Dang, sold!
Promptly downloaded
Downloaded!
Judge Tsedek is a funny name, "Tzedek" translates to "Justice" in Hebrew.
It seems like there is a whole lot of (cool) stuff going on in such a small two-level dungeon. How does that work out?
I have a real issue with dungeons being so tightly packed. It is hard to imagine factions, wandering monsters etc all coexisting in something smaller than your local mall.
@@joshualee6559 Me too, that can get weird fast. For this dungeon, in practice the encounters are sensible and rare enough that they don't clash that way. The trolls don't even show up on the table, instead being rolled for only in specific rooms. (Source: ran the adventure)
When was this game published?