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Stairway of V'dreen
Publisher: Kort'thalis Publishing
by Thilo G. [Featured Reviewer]
Date Added: 10/12/2017 03:53:49

An Endzeitgeist.com review

The latest module for Venger’s Crimson Dragon Slayer rules-lite old-school RPG clocks in at 19 pages, 1 page front cover, 1 page Kort’thalis glyph, ½ page editorial, leaving us with 16 ½ pages of content, so let’s take a look!

So, the adventure begins with the PCs seeking shelter – whether from a meteor shower or something else; thankfully, there is a conveniently-located half-buried hunk of metal there. What could go wrong?

Ahem, well, a lot. This being an adventure-review, the following contains SPOILERS. Potential players should jump ahead to the conclusion.



All righty, only referees around? Great! It is no surprise that the PCs will find the hunk of metal occupied – within, Dr. Ebzub is performing an experiment of utmost importance – the planar and dimensional traveler is calibrating a portal and PC interference may have pretty fatal and unpleasant consequences. The random table provided does allow for devastating explosions or stranger things yet, including the skipping of the whole module, requiring some referee mojo to get back on track. If the portal is opened, hwoever, the important mission of the doctor may well bring the PCs to V’dreen, where the thin air can provide some hindrance, depending on the luck of the PC – a d4-roll determines whether and how the PC is affected, ranging from continuous, asthmatic gasping for air to not being affected at all. Weird: RAW, being winded imposes disadvantage on physical activities until you rest, whereas not being able to properly breathe only requires a rest, sans the rules-relevant repercussions. Pretty sure that’s an oversight.

V’dreen has been abandoned by the gods and thus, a table of 12 strange susurrations carried by the wind can be found; the biggest city of the world, laarzdyn, come with 30 sample professions, which include the makers of invisible nets and being a colorist of artificial fish. Beyond these, we have a random encounter table that lets us randomly generate genetic experiments gone horribly wrong – determine base shape with a d10, type (including T-rex and bunny rabbit) with a d12 and weird feature with a d8 – the latter includes, obviously, tentacles, mutations or being vampiric. It should be noted that you still have to determine the basic stats and rules-wise, there are no default repercussions – “tremendous bite”, for example, is reliant on referee judgment to determine what it does. There are also 6 sample stranded NPCs to encounter, which range from stranded dark elves to Miskatonic researchers, pirates, a lecherous old captain and Ro-Dan, the raging mutoid. These write-ups are creative, fun and cool – but once again, fluff only – you’ll need to provide/improvise stats yourself.

Okay, so those would be the free-floating complications/supplemental pieces of information, let’s move to the adventure proper: V’dreen is a world the gods forgot – and as such, it is fading at its rims, getting smaller…and the good doctor proceeds to whip out a device, visibly excited…before, quite likely, being disintegrated by an arrow of bone jade fired by the fully statted Maura’kai raiders – one of the factions of this strange place, a race of insectoid humanoid savages at war with another faction of this place. Whether the PCs hold them back or are brought to their encampment, sooner or later they should realize that, unless they do something they may vanish with this strange world – investigation of the edges of the world will yield an impression not unlike graph paper, stretching to infinity – and a promise of falling forever if you step into oblivion. Watching the blank infinity promises madness, as a Great old One is lurking there…and just as the PCs may want to leave, they’ll encounter black-skinned goblin-like creatures with a taste for human flesh…

There are three factions here: Beyond the aforementioned Maura’kai, there are the Klyngon star elves and the B’xeeru, sentient clouds of semi-corporeal flesh; The Mauru’kai worship the Beast of V’dreen, a tentacle, tiger-striped arachnosaur that breathes paralytic gas. And yes, we get both artworks and stats for this horrid monstrosity. Hint: That’s one of the instances where PCs should GTFO…and it usually can be found at the base of the mystical steps that may lead from this place. The star elves hate and loathe the stairway and the beast, but are also afraid of the latter; finally, the b’xeeru despise the mauru’kai and want to keep the star elves away from the stair.

Among the wonders of V’dreen are strange thinsg – the mauru’kai, for example, worship and fear the Faceless Demon, sealed and out of phase in his ancient temple…who, surprisingly, just wants to PCs to ascend the staircase and press a purple button, fixing the world. (Obviously, this is a ploy – but he’s willing to give the PCs an extremely potent, intelligent tri-bladed sword. The first creature killed with it will determine the strength of the demon as he manifests, so unsurprisingly, it wants the PCs to try to kill the legendary beast of V’dreen with it… There also is a garden containing three marble statues, which represent immortals lying in wait – defacing them can yield dire consequences, but oddly, not stats are provided – sure, they are immortal, but no information on attacks and tricks they have? There also is a massive one-eyed monolith, the nexus of worship for the fading world, where a d%-table and some guiding questions allow you to determine on the fly magic item-effects. That is, you interpret e.g. entries like “Spheres of Yog-Soggoth.” And yes, considering the beast’s stats, you better come up with some potent tricks for your PCs here. There also would be the slaver warlord Seejo Tulon, who provides the option to save some damsels in distress – neither is chain of hopelessness, nor his fear-inducing gauntlet have precise mechanical effects.

Finally, there would be a way to escape, beyond ascending the stairs - a temporally disjointed wizard who may or may not have been eaten by a crudzu, a strange plant monster, does have a strange device and with it, they potentially may return…if the referee so desires, that is.

If the PCs make it past the dread beast, they’ll find room 23, where they can witness the gods of V’dreen Dave, Jim, Phil, Ginny, Tom and Aleister thinking about the fate the of the world – and, in a funny jab at the horrid endings of Deus Ex 3 and similar games, 3 buttons that decide the fate of V’dreen- annihilation, integration into the purple islands or restoration.


Editing and formatting are very good, though the rules-language is often a bit less precise and prone to requiring interpretation than what I personally prefer. Layout adheres to a red-veined, two-column full-color standard and the pdf sports a second, more printer-friendly version. Kudos! The artworks are original pieces in b/w and absolutely amazing. The pdf comes with extensive, nested bookmarks. Personally, I was disappointed to get no cool map of V’dreen – to me, it very much feels like a free-form hexploration and the lack of a map makes it all feel a bit opaque.

Venger As’Nas Satanis’ Stairway of V’dreen feels very much like a fever-dream to me; I mean this as both a compliment and a criticism. On the one hand, we have a daunting, creative vision that is a pleasure to behold. The world feels primordial, strange and creative, and the graph-paper/fading world angle is amazing. This deserves heartfelt praise for its glorious ideas; none of the encounters/set-pieces featured herein are bland. That being said, at the same time, when rated as a commercial adventure, it feels a bit disjointed and sketch-like: Neither the star-elves, nor the b’xeeru are mentioned or explained in any depth beyond the brief, fluffy introductions. No stats or the like; they feel like afterthoughts to the mauru’kai. While we learn of the strange town of Laarzdyn, we do not learn what its populace is – mauru’kai? Star elves? B’xeeru? A blend? Something else?

I can accept Venger’s philosophy of requiring referee interpretation in his system; Crimson Dragon Slayer is rules-lite enough that this doesn’t necessarily break the game. But at the same time, here, there is a lot left to referee. The genetic experiments, the marble demons, the regular inhabitants…all require statting by the referee. Getting any sense of the place and its geography, in lack of a map, requires some serious close reading by the referee as well. Sure, I do get the idea here – make everything blurry, haze-like, allow the referee to move at his/her own pace. My contention is, however, that both the way in which stats and rules-text are missing in some instances and the lack of a map (even a point-crawl-y one would have worked!) conspire to generate a haze; the module, ultimately, becomes harder to use than it should be. The lack of a synopsis also adds to this, making a piece of inspired writing harder on the referee to run that it should be.

The beast of V’dreen is amazing and the primary obstacle of the module, with its ridiculous amounts of hit points. The PCs can even get a McGuffin blade to slay it. But what if they want to lead the star elves into an attack on it? Well, you’d need to improvise stats for them. The magic items the PCs will very much need to have a chance against the beast, require some serious, spontaneous Referee-mojo. Chances are, you don’t have a preconceived idea of what the eye of K’tulu does, after all. It is in these instances where I really wished the pdf would be more precise, would provide more guidance, a bit more structure. Combined with the lack of a map, we get an impression of a hazy fever-dream – a brilliant, far-out and creative environment and great set-pieces. But from a structural point of view, the module also, alas, sports the imprecise and slightly confusing nature of that dream.

This is really hard for me. As a private person, I absolutely loved this adventure. I adore its creativity. The beast is glorious and so are all the components of V’dreen – the setting and ideas are fresh and fun. As a reviewer, however, I also have to take into account the structural weaknesses that haunt the module and its at times annoying opacity. I have tried in my review to reduce this as much as possible, but in the pdf, we jump from the mauru’kai ambush to notes on their camp to the factions to the edge of the world, to Seejo Tulan…you get the idea. The structure of the presentation, as much as its minor oversights, constitutes a major drawback, particularly for less experienced referees – it is, in lack of a unifying backdrop and courtesy of its inspired weirdness, more opaque and hazy than Venger’s Revelry in Torth.

If you’re a veteran with great improvisational skills, then get this! This is an inspired little sandbox! However, if you want something to take up and play, if you have a hard time dealing with sandboxy environments, then this will challenge you more than most comparable modules, courtesy of a lack of summary or detailed presentation of its components. Personally, I had a blast with this – while I was annoyed by the amount of work I had to do to fill in the blanks, more so than even in many large-scale hexcrawls, the imaginative vision of this module remained strong enough for me to make it worthwhile. I can see this fail horribly, though – novices or referees accustomed to more hand-holding when running a module should probably think twice before embarking on the journey to V’dreen. Ultimately, my final verdict will hence clock in at 4 stars.

Endzeitgeist out.

[4 of 5 Stars!]
Stairway of V'dreen
Publisher: Kort'thalis Publishing
by Tim B. [Verified Purchaser]
Date Added: 09/29/2017 12:20:38

A neuronphaser.com review.

Content 3/5

Like so many of Kort’thalis Publishing’s products, Stairway packs an optimal amount of adventure hooks and encounters in a minimum of space, cleverly leaving a fair amount of work up to random tables and minimizing background- and motivation-oriented text for NPCs and creatures so that the GM has just enough to run things but with plenty of room to riff on their own ideas. This also makes the adventure replayable to a great degree.

Unlike the previous outing we reviewed — Slaves of Tsathoggua — Stairway is not a dungeon crawl. Nor is it a hexcrawl, since the territory the party is going to explore is not mapped and is in fact beginning to dissipate at its outer edges into an obliterating void of nothingness. Instead, this adventure quickly drops the party into this ever-shrinking land, provides a couple set encounters, a couple of adventure sites, and a handful of factions the party can interact with. The GM is given all the pertinent details, but it’s up to them and the decisions of their players as to what order things will operate in, and where the party might wander off to.

Adventure Intro: Getting to V’dreen

The adventure opens with the party being forced to find cover — from what is up to them, and can be anything from a terrible storm to a rampaging kaiju — and in so doing they stumble onto a mad scientist that opens a portal to V’dreen and it’s pretty much assumed the party heads through. This part’s a railroad to get to the rest of the adventure, which I always personally take issue with, but it’s evocative and there’s a random table in case the party tries to screw with the portal that could result in folks getting killed or whisked off to other worlds, so if the players are intent on avoiding the adventure, they still might die. Very old school, and quite hilarious.

The World of V’dreen

Once everyone heads through the portal, they come upon a world that is slowly eroding: civilizations have fallen and disappeared, geography is fading, even the air is thinning and can lead to penalties for characters that exert themselves too hard. Although several sections follow with specific encounters, locales, and events, there’s a bevy of tables to help build the details and feel of the setting, including:

  • A table for the effects of strenuous activity in the thinning air environment.
  • Random half-heard whispers from the gods that abandoned this setting (hinting at the origin of the world and foreshadowing the finale of the adventure).
  • Typical professions of the V’dreen residents of the ghost town of Laarzdyn, many of which are truly bizarre.
  • Three tables that provide bizarre features for randomly encountered monsters.
  • A list of non-player characters that are stranded in this realm.

We then get a brief overview of what V’dreen is, but no map or artistic rendering, which is really the only major flaw in this product.

The lack of a map, general layout, or artistic representation of what V’dreen looks like is a miss. Few of the art pieces in the book evoke anything about the scenery, instead concentrating on the monsters and characters the party meets, and because of that there’s a real problem for those of us that are more visual when it comes to picturing the bizarre, extremely fun landscape elements of the setting. That said, the following encounters and locations provide for some pretty evocative fuel for a sandbox adventure.

Encounters: Fractious Factions and Scary Sites

The factions the party may face include:

  • Insectoid raiders and slavers that attempt to kill the mad scientist that pulled the party through the portal in the first place.
  • A group of Star Elves AKA Klyngon Elves (yeah, Klingons) seeking to use the mysterious Stairway of V’dreen.
  • The B’xeeru, sentient clouds that protect the stairway.
  • Zobleez, which are basically flesh-eating goblins.
  • A masked warlord seeking slaves.

Then there are several sites the party may explore:

  • The edge of the world, which is basically a drop off into nothingness (actually, it looks ominously like graph paper…).
  • A temple inhabited by a demon that promises the party a powerful sword in exchange for carrying out a quest that will restore V’dreen (surprise: this is a lie).
  • A garden of statues wherein hides three immortal former-servitors of the demon in the temple.
  • A monolith that grants magical powers.
  • A time-traveling wizard who lives in a cave.

And, of course, the stairway itself, which is guarded by a massive, nightmarish beast that combines all the worst features of a spider and a tyrannosaurus rex. The stairway leads to a stunning conclusion that has been well built-up by the various events, locations, and random tables throughout this adventure, which is great because that level of consistency often doesn’t show up in old school adventures: too often, random tables just feel random and don’t reinforce any particular theme. Not so here: everything comes together.

There’s a lot to like here — even if you don’t like the Klingon reference — because the groups are all framed with regard to how they view the stairway and the beast that guards it, and this makes it very clear how everyone interacts. There’s enough templates and stats for NPCs that you have a fair amount of enemies to work with, but I can’t help that the lack of a visual guide to the land also pervades the overall content: there’s just not enough presented for most of the factions (the Star Elves and B’xeeru have no stats or examples), and the adventure sites are pretty basic, likely not good for much more than an hour of play each at the absolute most, and that’s with a lot of riffing and throwing random encounters at the party (which incidentally there isn’t a table for). Ultimately, it feels like a great outline, but lacks enough detail to really sing once the players start really interacting with the people and places in V’dreen.

Conclusion: Ascending the Stairway


The stairway leads to a window that looks into the real world, revealing the “gods” to be a group of roleplayers who created and adventured in V’dreen but who’ve probably since moved on to other games or campaign worlds. Three buttons exist at this window and allow the PCs to swap V’dreen for another campaign setting (Venger’s Purple Islands, which are the subject of a couple modules he’s since authored) and unleash the demon from the temple, revitalize V’dreen, or completely obliterate V’dreen (and perhaps the real world).



It’s worth noting that this adventure — like anything for Crimson Dragon Slayer — is easily portable to your OSR system of choice. This does shore up some of Stairway‘s lack of depth because throwing in any encounter from any product for games like Castles & Crusades, Swords & Wizardry, or Labyrinth Lord (as well as anything OD&D and AD&D derived) is going to be a snap.

Form 5/5

A 19-page PDF, Stairway of V’dreen comes with both full color and printer-friendly versions that are cleanly laid out in two columns and are easy on the eyes.

The artwork is a great mix of gorgeous pieces of horrors beyond this world and a few that are more evocative of old school fantasy gaming, but they all fit seamlessly together and enhance the content. As previously mentioned, the only thing missing here is a map or stylized layout of the world of V’dreen, and this remains perhaps the only real flaw in the presentation of this product.

For more reviews, advice, releases, and free downloads, check out neuronphaser.com

[3 of 5 Stars!]
Stairway of V'dreen
Publisher: Kort'thalis Publishing
by Timothy B. [Featured Reviewer]
Date Added: 07/21/2017 12:16:29

Originally Posted here: http://theotherside.timsbrannan.com/2017/07/adventures-with-venger-asnas-satanis.html

This adventure for Crimson Dragon Slayer (or any OSR/Fantasy game really) starts In media res with the PCs needing to find shelter. Here they meet Doctor Ebzub and his almost completed experiment. What happens next is ... well ... ok the PCs end up in V'dreen. But is V'dreen is left to some questions. It feels like some in-between world where PCs encounter the remnants of gods that were, or could be. V'dreen is a dying world. Not in the Jack Vance sense but in the it is rotting right before your eyes. The PCs must either save it or euthinize it. There is a fair bit of meta to this adventure and a lot more that can be added by any group. This is the type of adventure that works best with a group that has been playing together a long time, but maybe the first time with these particular characters. The adventure can be played for bizare laughs or as deadly serious. Either way it will be a lot of fun.

[4 of 5 Stars!]
Stairway of V'dreen
Publisher: Kort'thalis Publishing
by Joel B. [Verified Purchaser]
Date Added: 07/20/2017 08:16:10

This adventure module is 19 pages long and is one of the latest of works by Venger Satanis for the Crimson Dragon Slayer RPG.

My review was a read through of the PDF (not a play-through, sadly).

Layout and readability

The cover and interior page backgrounds (watermarks) are in full colour. All of the illustrations are in black and white or grey-scale. The print friendly version has no watermarks and is clean, crisp and crystal clear.

Kudos once again to Glynn Seal of MonkeyBlood Design. The text is nicely readable, the headings clear and obvious, the stat blocks distinct. The watermarked backgrounds did not interfere with the text too much: occasionally the blood stains made me squint at the tables. However, Glynn and Venger have supplied a print-friendly version without any watermarks which is wonderful (for both actual printing or better readability at the table). Then again, the eerie blood vessels are gore stains on every page part of the experience.

A nice looking product that balances style with readability.


All good stuff by familiar artists. Most of the subject matter is disturbing tentacled horrors or fantasy/post-apocalyptic scenes evocative of Heavy Metal magazine.

There is one image with some cheesecake (a masked goon with a trio of chained female prisoners) but they’re looking bored or tired rather than distressed.

The adventure

The whole thing gives me vibes of the original Star Trek series. The environmental colour scheme and the situations make me envision typical planets seen on that 60s TV show. It helps that there are a more than a few references to Star Trek as well.

The adventure kicks off with the PCs needing to seek out shelter immediately from some lethal effect of the DM’s choosing. It’s hilariously straightforward. Practically speaking, it could be used in the middle of any campaign in just about any environment.

Shortly after, the PCs voluntarily (or involuntarily) choose to enter a portal that leads to the realm of the titular V’dreen.

V’dreen is a fantasy world that is vanishing; its borders are literally fading away to a void resembling graph paper!

There are some rules using random tables to set up the setting of V’dreen, including:

  • strange voices on the “wind”, some of which kind of break the 4th wall. Very funny.
  • a table to generate beings for random encounters. As usual, they’re a mix of gonzo weirdness and generic, so you’ll have some contrast. Example: sure you could end up with a zombie or skeleton, but they could be made of pizza or be a Ghost-Dinosaur.
  • A few random NPCs. After reading the rest of the module, I saw several opportunities to use them for unnamed extras features in a few encounters.

There are a few hooks, but this module is very loose with only a few clear goals. Not a bad thing, just that I would need to fill many gaps myself (which I don’t mind doing, personally).

There is a fiendishly powerful monster called the Arachnosaur (such an awesome name) that the party might encounter, a Demon that wants to barter with the party to help him get free (who the hell ever falls for that) and a town populated by V’Dreen’s three factions: insect people, Klingon elves and amorphous blob creatures. Good on Venger for going beyond Tolkienisms or Barsoom… uh… isms.

Overall impressions

This module is surreal, schlock and gonzo. I actually see myself using this product (and perhaps a few other of Venger’s works) to fill out the many gaps in Carcosa (from Lamentations of the Flame Princess). Perhaps replacing some of the more horrific and disturbing elements of that setting with the more light-hearted, tongue-in-cheek material by Venger.

While I like shorter modules, I tend to prefer a more narrow focus and smaller setting. In such a small page count, I would rather use it as a one-shot. There are a lot of characters and encounters here that are open-ended and without player buy-in to be creative, goofy and fun, they could turn out a little stale. I think that a DM should heavily use the random tables in this module to add some unpredictability to every encounter.

Finally, I wish that there was a map of some kind. The module is meant to be loose, but I think that it would have benefited greatly by having some cartography. Not necessarily full-on hexes; even a simple point crawl or sketch would have been appreciated. I’d probably draw one up myself during prep. Venger’s maps are always great.


I’d recommend this to anyone who’s already a fan of Venger’s “Mythos”. It contains lots of tie-ins into his other products, especially the Islands of Purple Putrescence (review here). On it’s own, it has some fun ideas but I think that it is dependant on the core game (and other books by Venger for thematic random tables that really make his works sing).

[4 of 5 Stars!]
Stairway of V'dreen
Publisher: Kort'thalis Publishing
by Justin I. [Verified Purchaser]
Date Added: 06/08/2017 19:26:51

Stairway to V'dreen is the newest Crimson Dragon Slayer offering by Venger Satanis (who was cool enough to give me a review copy).

The adventure starts in media res. The party has to seek cover/protection from something and discovered Doctor Ebzub and his almost completed experiment. This (most likely) leads them to the dying world of V'dreen. On this planet, which is literally fading out of existence, the players will randomly hear faint echos of the forgetful gods that created the world (the worst kinds of gods... tabletop gamers). The party must venture through the world, encountering strange and potentially powerful denizens (such as the Beast of V'Dreen and the Faceless Demon) until finally ascending the Stairway of V'dreen. Here they can infect with the purple, revitalize it, or put it out of its misery.

The adventure has all of hallmarks of Venger's work: creative and gonzo encounters, interesting descriptions, and just the right amount of sleaze (I'm looking at you Seejo Tulon). Venger's style is for Venger (he said so himself), but it's enjoyable for anyone who doesn't take everything too seriously.

While the adventure is designed for Crimson Dragon Slayer (which you should grab), it could easily be converted to any OSR game (or newer edition designed from the classics).

[5 of 5 Stars!]
Stairway of V'dreen
Publisher: Kort'thalis Publishing
by Eric F. [Verified Purchaser]
Date Added: 05/31/2017 10:09:00

"Find a place to hide! Luckily, such a place happens to be nearby. Approximately 50' away from where the adventurers currently stand is a half-buried hunk of metal the size of a small village. Various metallic parts of the thing are halfway sunk into the ground. The large metal structure is tilted slightly downward." The PC's find a mad scientist Dr. Ebzub in the middle of an experiment will open a gateway to "a place the gods have forgotten." the forbidden Stairway of V'dreen e Stairway of V'dreen From Kort'thalis Publishing. You can think of the Stairway of V'dreen as a mid level adventure/setting for Crimson Dragon Slayer rpg & its easily adaptable to any OSR retroclone rpg system. This adventure is a throw back to those Eighties setting books that we got for many old school system games. The overview from the adventure's Trinity of Awesome Returns Kickstarer best describes the other dimensional setting;"

Each PC will have his own reason for visiting V'dreen - a random table will personalize every character's desire/need. Reaching the stairway, V'dreen's greatest treasure, will not be easy - alien, mutant dreamland hazards bar the way!

This location will be the most bizarre thing I've come up with yet. The main Kickstarter picture above gives you an idea of what's in store. But I've got some additional details and a b/w illustration directly below...

Fruiting bodies. The scent of V'dreen is that of a corpse blooming with strawberry and apricot preserves. A fragrance that one cannot easily forget. Pungent jam and jelly intermingling with the sweat of human fornication.

Rumored tales of V'dreen: a magical timepiece is buried in the ground, preventing this place from aging, neither evolving nor decaying. However, some believe the timepiece to be broken in some way - or perhaps it had always been corrupted - because slavering demons roam free, wizards scry and watch and influence life on V'dreen with their little knobs and levers and buttons... my God, even the tentacles have tentacles!

The stairway leads to an even more distant realm. It is a personal voyage... the discovery of self-annihilation, where travelers lick savage dreams and ride bareback upon the sparkling-scaled magenta snake-thing with golden eyes coiled at the heart of eternity."

So basically this is a part setting, part adventure location that echoes with the Eighties horror/sci fi Lovecraftian horror that Venger loves to mix with his rpg systems. The Stairway of V'dreen is a type of adventure that rarely comes along a mix of dark fantasy, comedy, & lovecraftian weirdness all around the usual Venger quality. It clocks in at nineteen pages & reminds me a bit of the Eighties film 'From Beyond' with a bit of body horror mixed in with an old school style adventure. Because of the very nature of the dark fantasy of the The Stairway of V'dreen its really useful for other OSR systems such as Lamentations of the Flame Princess or other OSR systems. This is partially because of the random monster generators & the random magic items that can be created from similar generators. The vary fact of this unpredictable factor is going to keep those jaded & long time players reaching for their Advanced Dungeons & Dragons Dungeon Master's Guides. I can easily see adding in the The Stairway of V'dreen to a game of Lamentations of the Flame Princes as adventure location or a game of Labyrinth Lord. The setting technically could be used as a twisted Lovecraftian domain for Adventurer,Conqueror, King. But I would using this as an adventure location for Astonishing Swordsmen & Sorcerers of Hyperborea. The pulpy flavor is very strong in the the The Stairway of V'dreen . The Stairway of V'dreen is the type of setting that you could potentially drop in a bunch of Mutant Future PC's or any old school adventurers into & not break it at all. There's the usual Venger Satanis sleaze but much of the setting is far more geared toward the dark fantasy/Lovecraftian vibe. Its well written and balanced for a far more experienced group of PC's to come into in my opinion. I really enjoyed thumbing through this one. Can't wait to subject my players to this adventure/setting. Five out of five.

[5 of 5 Stars!]
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