Bathtub Reviews are an excuse for me to read modules a little more closely. I’m doing them to critique a wide range of 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.
The Cairn Adventure Anthology (Volume 1) consists 3 modules, each about 20 pages in length, the first by Amanda P, the second by Brad Kerr and the third by Zedeck Siew, all for Cairn 2nd Edition. I got this as part of the recent Cairn crowdfunding campaign. Disclaimer: Both Amanda and Zedeck are friends of mine, who I play with regularly, and you’ve read reviews by myself of their work before, so if you think I’m biased…that’s fine. I think it’s more we’re friends because we’re on the same wavelength, so I’d approach this knowing that.

Dread Hospitality
In Dread Hospitality by Amanda P., you venture into a 14 room mansion full of gruesome horrors. It appears very intentionally simplified: Tightly framed with 1 hook, a series of rumours that are all true, and clear goals for entry and escape. The player characters aren’t here to solve the problems in the manor, they’re here to get in, attain their target, and get out. The main complication is that events take place on a timer, associated with some significant barriers to achieving the players goals and making major changes to the environment. This is a pretty elegant system (although I’d scrap the randomisation) and adds a lot of depth to a small and simple location. I would prefer if all of these were in a clear list, though: Large changes require tracking on the map, which while being more realistic and organic, are more complicated as well.
The main barrier to running this module is the 11 “factions”. Only 2 of these are actually factions, and the rest characters: This is a hell of a social dungeon. These characters are all pretty compelling, individually, but as a whole it’s a lot to swallow. I’d struggle to know at the drop of a hat exactly what Jensen Wilthorn’s goals in an encounter would be, so some visual highlighting or subtitles would go a long way towards having these characters at my fingertips.
The key uses the same (or at least close) to the format used in Beyond the Pale, something I favour a variation of in my own modules, and Amanda P’s writing is as flavourful and concrete as always; their characters inhabit the world so vividly: “She uses a kitchen knife’s reflection to peek around corners”. The key itself is a deep one: Lots of interactivity, lots of opportunity to waste time and bring on the consequences of wasting time.
There are a few key movements here that lack clarity, though. How do you change the music being played? It clarifies that the organists’ boiler needs refilling once it is empty, but can you just switch out the sheet music otherwise? And is the automaton suit as likely to explode in its makers’ hands as yours? I can wing this, of course, but they’re misteps I think for this fairly complex clockwork style of module.
Overall, though, this is a fun session or two of play, and while there are heavy themes here, they’re deep enough in subtext that you don’t need to surface them if that’s not your group’s jam. Dead Hospitality would make an excellent Halloween one-shot.
Bloodmarm Barrow
In Bloodmarm Barrow by Brad Kerr, you venture into a burial mound to do away with some bandits, only to discover it’s the lair of a fearful creature from beyond the veil. It’s an 18-room dungeon, with a deadly timer.
Bloodmarm Barrow is an altogether different beast from Dreadful Hospitality, a tour into a twisted realm that only gets stranger the deeper you get. The twist of course is that the goal is right there a few rooms into the dungeon; you’re just more likely to get it and move forward and accidentally deeper than back again. A clever and swift party will get in and get out, with little concern as there are no random encounters and no signal that the main foe on the first floor will leave her room.
All the pressure is dependent on the timer that brings that bandits back to the barrow. The return of the bandits is not foreshadowed by much, is random but will probably occur within 6 turns, and will likely result in the players being thrown in the prison pit. The goal of this is get past the inciting incident of the bandits — not really what this story is about — and place the player characters into contact with the Bloodmarm, while discouraging them from taking the easy way out. But in doing so, it steals agency from the players, something I wince at a little in this case. I think if I were to run this, I’d explain that there’s a chance of you being stonewalled into certain decisions, and make sure the table was ok with that.
The other bone I have to pick here is the “extra barrow” that’s tagged on with minimal explanation. I just feel like such things need to be — as is tradition — sealed off passages the referee can choose to fill, or left out all together. What it should be given its simplicity, is a second exit, and actually on the map. I’m not sure why it’s not, to be honest. It wouldn’t have been hard. But also, it’s unnecessary and muddies already muddy water.
The reason I feel the water is so muddy, is that the three factions here — Bandits, Bloodmarm, and Barrow-wights (effectively, they’re not called that) have no connection to speak of. So, you simply stumble from one’s territory to another’s until you retreat, or you encounter all or most of the scenes that have been written.
Now, adventure tourism is certainly a style of adventure that some people enjoy — it’s just not for me. And you do have spatial choice here, at least — aside from being forced down, you get options regarding where to explore next. But I think this would be better framed explicitly as a funnel, because that’s kind of what it feels like, and I strongly suspect that none of the peasant family the player characters are supposed to escort to safety would reasonably make it through that funnel.
While the theming and horror here is striking, I probably wouldn’t bring this to my table. It’s just not my kind of module; it’s not why I run. But I know plenty of people are just there for the ride, and an adventure tour like this is very appealing for them. It’s a beer-and-pretzels module, if there ever was one, and that’s not a bad thing. One thing I wouldn’t do is run it for players who are strongly attached to their characters, because it’s the kind of horror show that’s unlikely to be survived en mass.That said, with the degree of horror here, it would make for yet another pretty fun Halloween one-shot.
A Tide Returns
A Tide Returns by Zedeck Siew breaks form and is, rather than a dungeon, a 12-hex wilderness. The King, and more importantly his magical scepter, is missing. Recover it or the kingdom is doomed.
A Tide Returns is at once a far simpler set up — go forth into the wilderness and see what happens — with simpler complications — your rival will compete with you and steal your glory if he can. The meat of the hex-crawl is unlikely to be retrieving the scepter, but likely choosing to side with the indigenous or the colonisers. There is a grand total cast of only four characters that drive that more complex plot, and each of these have multiple clear goals (“to be together”, “to escalate the war”). It’s immensely elegant and brief, and features Siews’ elegant style from the get go.
Honestly, in terms of imagination, beauty and elegance, I think this might be Siews’ best work. Certainly, unchained by the complexities and expectations that plagued Reach of the Roach God, and with many years of experience atop Lorn Song of the Bachelor and Spy in the House of Eth, this tackles Siew’s recurring themes elegantly, his prose sings to the point I had to reduce the amount of time in this review praising it, and despite the unconventional structure and presentation it feels eminently useable. If you’re a fan of his previous work, this is worth picking up.
That said, the complexity does snowball over time, and I feel like by the time I get to the wilderness itself, I wish there were a better presentation of the recurring information that I have to track while running the module. This may not have been at its best in this anthology, but presented by itself, given more space to breathe, and with more supplementary materials than it does. As is, I’m printing a lot off, or copying it into summaries, or making a screen — something — to keep all the balls in the air. But the wide grin I got just reading the bestiary and random encounter table — maybe that would all be worth it.
And after all, that’s the bulk of what you need to know — the hexes themselves, most of them, are very brief. The largest are a page, and most are a third of a page. Once you realise that really this is an exploration of a few people’s desires and their actions in response to them, in the context of a long and slow war scarring members of all sides, you realise that the emphasis is squarely where it needs to be, it just is hard to lay it out clearly.
A Tide Returns is much larger in scale than the other two modules here, in only a few more pages, and provides a lot more interaction and long-term play. As a mangrove setting, I’d dare say you could weave in the two modules I mentioned into that world, or jury-rig it after you’ve ended this story.
A Tide Returns is a module that requires study to run, and requires placing yourself in the shoes of characters both villainous and comprehensible — if you’re willing to do that work, though, you’ve got potential for a complex and long-running setting here.
Conclusions
There’s not a lot of art in this anthology — Bloodmarm Barrow gets 4 illustrations, The Tide Returning gets 3 illustrations, and Dead Hospitality gets none — but they’re good while they’re there, and despite the consistent artist — Ripley Matthews — they’re matched well for the subject matters. The maps, though, for all three of these, are absolutely stellar. I noticed Ripley Matthew’s maps recently in Raid in the Obsidian Keep, but her work is even better here. Excellent maps, well used. Layout is a simple, consistent 2-column affair until A Tide Returning, with fonts and other flourishes changing between modules for effective flashing and navigation throughout the book, but sometimes not in the best interests for the specific mostly — I don’t think the monotype choices for Bloodmarm make sense thematically or read well. Dead Hospital fares the best here, although A Tide Returning clearly pulls inspiration from the stellar layouts of Siew’s previous work, to its’ benefit.
One interesting side-effect of reading these the modules for Cairn back to back, is that you see how some of the typical assumptions for module writing fall apart when writing especially for a system that leans into diagetic advancement as a core principle. The gold incentives in Dread Hospitality ring a little cold — the “a player is the heir” alternative is far more engaging, but the goal within the dungeon is not to connect loot. Bloodmarm on the other hand offers property, a more Cairn-ish reward for participation, and also provides a clear non-loot reason to venture deeper. A Tide Returns is (typically of Siews’ work) disinterested in details of this nature, and to its benefit. It’s good to see modules whose reasons to delve go deeper than gold or treasure, even in the presence of social contract.
One thing that’s clear though, is that while the quality within this anthology varies, these three authors are very good choices for Cairn’s ouvre, and these modules play to its strengths. One big disappointment with the anthology is that it is thematically broad enough that they aren’t compatible — I’d love to have been able to drop the first and second into the world of the third easily, but alas. That said, it broadens the appeal to a degree, which I understand. The Cairn Adventure Anthology is the equivalent of a tasting menu at a restaurant: Not everything you’d have ordered yourself, but you’ll find something new and exciting that’ll stay with you, and everything is a great example of the best the restaurant has on offer.
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