Mini-Dungeon: What the Dickens

Mini-Dungeon: What the Dickens

This pdf clocks in at 2 pages and is a mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains…*drumroll* a .jpg-version of the map, in both GM and player-friendly versions!


Since this product line’s goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!


This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.



Still here?

All right!

Okay, so in a masterstroke of the old adage of „opportunity creates thieves“, a young pick-pocket named Dodger managed to steal an amulet. Problem #1): The target is a marais rakshasa. Problem #2): The amulet is actually a raktavarna raksaha. The evil outsiders, alas, have failed to reclaim the “amulet” and as such, they have set up a mini thieves’ guild, a coaching service for aspiring criminals of sorts, one that obviously resonates with the Dickensian overtones that you expected from the title. This is, once you think about it, rather hilarious, and indeed, when the pdf notes how one of the rakshasa in disguise looks after his “little wascals”, of the mighty marais disguised as a bawdy cockney gal, you’ll be hard-pressed to swallow your inevitable chuckle.


The adventure itself begins when the rakshasa asks the PCs to “stop the thief” – actually, she finally noticed dodger and attacked him, but he managed to escape. Provided the PCs survive catching up with Dodger, they’ll have to deal with “Nancy” – and after that, the adventure flips and has Dodger recruit the PCs to free his fellow young thieves from the new “guild.” Infiltrating the guild and stopping the evil outsiders will not be an easy job.



Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.


This is an utterly delightful, hilarious example of an excellent mini-dungeon; full of literary allusions, as seen through the lens of gaming, this is challenging, hilarious, challenging and utterly amazing, ranking as one of the best mini-dungeons in the whole line. It is baffling how much flavor is crammed into these 2 pages. Oh, and it’s been written by none other than Richard Develyn, you know, the man who writes the 4 Dollar Dungeons; the brilliant author whose modules regularly manage to get the first spot on my Top Ten lists. (Yes, you should absolutely own all of his modules; apart from his first one, they’re all masterpieces in one way or another.) Yeah, once you realize that, you probably won’t be surprised by how good this is. 5 stars + seal of approval, given without any hesitation.


You can get this cool, hilarious little adventure here on OBS!


Endzeitgeist out.



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