Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique modules from the perspective of my own table and to learn for my own module design. They’re stream of consciousness and unedited critiques. I’m writing them on my phone in the bath.
Mystery on Big Rock Candy Mountain (hereafter Mystery) is a 42 page module for Cairn by RUN DMG released as part of the A Town, A Forest, A Dungeon Jam. I’m looking at select jam entries as a way of highlighting up and coming authors. It’s inspired by the titular song, and asks if in fact it was a cautionary tale?

Mystery is as decadent as the story it tells. There is an overabundance of words. Before you get to the adventure, you’re reading three full prose pages of text. The voice is conversational, which also means it could be significantly terser. I think that I’d find the generous prose more forgivable if they’d leaned a little harder into the regional dialects they’re referring to in their themes and in the title, but they sadly don’t. The sense of place doesn’t shine through through the narrative voice.
Where it does shine through, though, is the descriptions themselves. While they would benefit from a good scissor cut, what you find them describing is quirky, interesting characters — a Reverend who “uses his age, place of reverence in the community, and wits to get outsiders to do him favors” — clear differentiated locations — “Cool, damp, and strange. The smell of rust is heavy in the air.” and weird tasty creatures (Wampus Cat! Alchoholic Bears!). Here the place is weird and decadent with a distinct flavour that feels Appalachian from a distance and through candy coloured glasses.
The dungeon map is half point crawl and half traditional dungeon map, and it’s pretty, and I like the mini maps in theory, but I really struggle to make sense of it all. Each location gets exit details, but I wish they had signs of what were down those halls as well, so there was more guidance for the PCs. It’s a very linear dungeon as well, leading straight to the Bossman without much capacity for side tracks, sneaking or retreating. The locations within it though, are as flavourful as ever. The final boss feels very prescribed and one-note, although fun. I wish that he were not the final thing you find, but rather a despicable figure you could choose to be ally or enemy during the adventure instead of just afterwards. Placing these moral quandaries in the centre of the module make for more interesting outcomes than placing them at the end; I feel like this is obvious, we’ve just had the poison of multiple ending videogames deep into module design. Remember! We can do what we want!
If I were to describe the graphic design in Mystery in one word it would be whiplash. It leverages public domain art often to create vibrant clashing color-switched pages especially for maps, creating in some spaces a very dynamic feeling DIY zine vibe. But more pages than not are monochrome, single column graphic design drudgery where even the monumental amount of spot art fail to create interest. Now, perhaps perpetuating the gorgeous look that some pages have would make the product challenging to use (like it was in Beast of Borgenwold), but I think the creator could have leant into the striking style even if it was out of necessity. The dark framing on the less-designed pages feel claustrophobic, not because the margins are fine, but because they’re crowded in with the border art. There are six of so sometimes clashing font choices here, which also contributes to the collage zine vibe, but could be leveraged more to increase usability in terms of headings and wayfinding. I found the structure quite challenging to follow, not realising the overarching structure of the module until about halfway through.
Mystery on Big Rock Candy Mountain is a mixed bag for me. There is a lot to love, here. Some of it — the narrative voice, the graphic design — needed to go harder, but falls short. Some of it — the actual contents — is really interesting. Nothing here is irredeemable at all; I think for me it comes down to being a little more challenging to run than I’d like because of the cumulative effects of the choices made. There are at least two other Big Rock Candy Mountain themed adventures out there, so it’s stiff competition. This is however the longest and most thorough, and probably the one I’d most likely run at my table if I wanted to run an Appalachian sidetrek for an ongoing campaign. I just wish they’d taken the extra time to polish — one big negative of jam deadlines. This could’ve been very special with some extra attention.
9th November, 2023
Idle Cartulary







