A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths.
To solve the mysteries of Baltron's Beacon, the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign
Now this is more my speed. Mostly a dungeon, sure, but one that feels alive with layers of history and tense, competing factions. Bonus points for being set in a swamp. The answers to the puzzles seem a little arbitrary and frustrating--maybe not quite so many doors are necessary. But there's a lot of good stuff here, guidelines for making allies and enemies of the denizens, multiple interesting ways to traverse the spaces, and a chance you might come out of the dungeon victorious only to find yourself as the defenders in a siege against potentially thousands of lizardfolk. Fun!
Not sure why goodreads has the author as Barbara Deer; it's clear on the cover that it's by Philip Meyers.
An interesting module with a setting in a swamp, tower, and dungeon. Some of the combats seem particularly deadly if the party does not approach the "dungeon" with stealth, and the final "trap and puzzle" level seems designed to frustrate parties and probably kill a few characters. Still, it gets points for creativity and originality, as well as a theme which holds together well for the module and encounters which fit the setting. It would probably be fun with the right party but other players would hate the puzzles, depending on play style.
If you like Tomb of Horrors, but history and overplay and memes have altogether spoiled it for you and your party, drop them into this one. It's got a similar level of difficulty going on but feels, to me at least, a touch more fair.