If Russell and Jeramy thought the hard part was getting to The Forest Oracle, in part three the module takes great pains to remind them that it still has a lot of weird left in the tank.
The hard won cure for the curse in hand, they head back toward The Downs, dealing with a band of bougie bugbears and the world’s cuddliest yeti only to discover the module’s climactic “twist.” Saving The Downs for REAL requires one final detour that kinda, sorta renders most of the adventure pointless. WHOOPS!
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If Russell and Jeramy thought the hard part was getting to The Forest Oracle, in part three the module takes great pains to remind them that it still has a lot of weird left in the tank.
The hard won cure for the curse in hand, they head back toward The Downs, dealing with a band of bougie bugbears and the world’s cuddliest yeti only to discover the module’s climactic “twist.” Saving The Downs for REAL requires one final detour that kinda, sorta renders most of the adventure pointless. WHOOPS!
The titular Keep gives way to the iconic Caves of Chaos as Russell and Jeramy venture forth into a veritable buffet of classic D&D foes: featuring clueless goblins, oily kobolds, entrepreneurial bugbears, and literal s#&! eating rats. In the end, they’re left with just one question: who are the real monsters here?
The Analog Dungeon Podcast
If Russell and Jeramy thought the hard part was getting to The Forest Oracle, in part three the module takes great pains to remind them that it still has a lot of weird left in the tank.
The hard won cure for the curse in hand, they head back toward The Downs, dealing with a band of bougie bugbears and the world’s cuddliest yeti only to discover the module’s climactic “twist.” Saving The Downs for REAL requires one final detour that kinda, sorta renders most of the adventure pointless. WHOOPS!