In 2025 I’m reviewing zungeon zines. They’re stream of consciousness and unedited critiques, just like Bathtub Reviews, but they’ll be a little briefer. The goal here is a little different: I want to spotlight what a craft-based, just-do-it approach to module writing can do.
Bloodhoney is a 10 page zungeon for Cairn by Ari-Matti Toivonen. In it, you investigate the ruins of a manor, destroyed after its owner dabbled with demons. Still, people are disappearing in the manor ruins’ surrounds.

We start with an excellent two column timeline, covering what the players and the referee knows. Which is followed by the gimmick of the dungeon — the bloodhoney — which is a drug, initially euphoric, then mutating, then transforming you into the primary antagonistic minion, the thrall, which has some interesting features such as being repelled by salt. The mutations are excellent little examples of growth as detailed by Cairn 2e’s Warden’s Guide. I like starting with the hook and the two-part timeline, it’s really compelling.
The rumours here, are mostly pretty excellent, all but one giving a different action or direction the players will likely take if provided it. I really love when a rumour redirects play — so much thought is given to replayability, but having clever rumours and hooks is the best and least intrusive way to make a module replayable. I’d just skip the low-impact banditry rumour.
The keying of the dungeon is pretty stellar. I love how immediately compelling the basic description of the dungeon is — “All around gurgling, dripping and occasional bangs and metallic knocks can be heard.”, for example. I really like how half of the random encounters are tied to specific locations — an excellent way of ensuring relationships form in a small dungeon. The key itself is a bulleted key, using judicious flagging and 1 level of hierarchy to make details very clear. The character descriptions in particular all are great: “Human-like arms hold a silver vessel of blood. Speaks courteusly with a strained, whining voice.”, “Overarticulates every word. Promises a handsome reward for his rescue, though his family is destitute.”
The only thing lacking in this dungeon is the presence of any puzzle element — this is a dungeon that carries itself on vibes, danger and mystery, And that’s fine, it doesn’t need to aspire to anything more than that. It’s an interconnected, small dungeon, filled with interesting horrors.
The layout and art, as well, is excellent — the best I’ve seen in a zungeon so far. Toivonen is an experienced artist and it shows in the layout and art. Just impeccable choices here. Easy to read and pretty, while being creepy as hell.
As it is, Bloodhoney is a hell of a dungeon, giving you 1 or 2 sessions of compelling horror, and the potential for a dangerous evil to be let loose into the world, as well as the characters be permanently changed. You couldn’t wish for more in a Cairn 2e module. It’s pay what you want; I’d pay for this one, and I wouldn’t hesitate to pick Bloodhoney up now.
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