A few years ago, I was running a weird west Dungeon Crawl Classics campaign where I went searching for mine-themed adventures to reskin and convert to DCC. I used Melancholies & Mirth’s Abandoned Mines Above the Caverns procedural generator, reskinned Into the Odd’s Iron Coral as “The Irontown Corral,” and even started in on Goodberry Monthly’s Goldsoul Mines before my play group moved on to other things. If I had known about “Dust Remains” at that time, it definitely would have made my list to try, and might have beaten out one of the others.
Christian Kessler pushes the two-page format to probably its absolute limit, giving us a mini-setting on one page and SIX mini dungeons on the other. In the extra space, Christian finds room to give us a table of encounters, four new monsters, a list of ghosts, a random table of minor treasures, and 11 unique magic items and spells, all written up for Troika and other descendants of Fighting Fantasy.
“Dust Remains” presents us with a series of ancient tombs, left over from an empire of cruel wizard kings, carved into the cliff faces of a winding canyon. The area is still haunted by elemental spirits who escaped from their long-ago enslavement, and by the zebra riding nomads who claim to be the empire’s only survivors. Some of these details, along with the names of the tombs - “Vault of Enuliki” or “Vault of Mazzolamus” for example - make me think the setting is meant to be fantasy Africa. There’s a tent city of wannabe tomb robbers and the various merchants and traders that accompany any gold rush, and a second camp of “rich fucks desiring ancient artifacts as status symbols” who provide an immediate market.
The flavor of the various treasures and the activities of the ghosts (which show typical actions of the long-dead imperials) help to communicate the distant culture of the ancient empire. The dungeon keys consist mostly of traps and puzzles, plus a list of treasures behind the final door at the back of each vault. The variety Christian presents is impressive, although the referee will likely want to add a bit more to each dungeon to bring them to life and give them a true sense of exploration. The referee will also need to create NPCs to populate the groups described in the setting introduction. Given all that Christian manages to fit into the available space though, I think these limitations are understandable.
The greatest flaw in “Dust Remains” is the maps, which are almost unreadable. The region contains two different encampments plus all six dungeons. I’m not sure which camp is shown or where the second one is located. The dungeon maps are reproduced in slightly smaller form on the second page, where a handful of the rooms are keyed. At that size, and with the very thin font used on the key, it’s very difficult to make out where anything is supposed to be. Christian’s instructions for randomly stocking any unkeyed rooms also ask the referee to differentiate between “accessible” and “inaccessible” rooms, a distinction I’m not sure I can make quickly at a glance.
If I had a second quibble, it would be that the anticipated time frame of the “Events & Encounters” table isn’t specified and seems unclear. I would guess you’re meant to check daily, because that’s the only way certain results make sense, but others seem a better fit for checking on expedition time.
Christian Kessler pushes the two-page format to probably its absolute limit, giving us a mini-setting on one page and SIX mini dungeons on the other. In the extra space, Christian finds room to give us a table of encounters, four new monsters, a list of ghosts, a random table of minor treasures, and 11 unique magic items and spells, all written up for Troika and other descendants of Fighting Fantasy.
“Dust Remains” presents us with a series of ancient tombs, left over from an empire of cruel wizard kings, carved into the cliff faces of a winding canyon. The area is still haunted by elemental spirits who escaped from their long-ago enslavement, and by the zebra riding nomads who claim to be the empire’s only survivors. Some of these details, along with the names of the tombs - “Vault of Enuliki” or “Vault of Mazzolamus” for example - make me think the setting is meant to be fantasy Africa. There’s a tent city of wannabe tomb robbers and the various merchants and traders that accompany any gold rush, and a second camp of “rich fucks desiring ancient artifacts as status symbols” who provide an immediate market.
The flavor of the various treasures and the activities of the ghosts (which show typical actions of the long-dead imperials) help to communicate the distant culture of the ancient empire. The dungeon keys consist mostly of traps and puzzles, plus a list of treasures behind the final door at the back of each vault. The variety Christian presents is impressive, although the referee will likely want to add a bit more to each dungeon to bring them to life and give them a true sense of exploration. The referee will also need to create NPCs to populate the groups described in the setting introduction. Given all that Christian manages to fit into the available space though, I think these limitations are understandable.
The greatest flaw in “Dust Remains” is the maps, which are almost unreadable. The region contains two different encampments plus all six dungeons. I’m not sure which camp is shown or where the second one is located. The dungeon maps are reproduced in slightly smaller form on the second page, where a handful of the rooms are keyed. At that size, and with the very thin font used on the key, it’s very difficult to make out where anything is supposed to be. Christian’s instructions for randomly stocking any unkeyed rooms also ask the referee to differentiate between “accessible” and “inaccessible” rooms, a distinction I’m not sure I can make quickly at a glance.
If I had a second quibble, it would be that the anticipated time frame of the “Events & Encounters” table isn’t specified and seems unclear. I would guess you’re meant to check daily, because that’s the only way certain results make sense, but others seem a better fit for checking on expedition time.
(Dissident Whispers is an anthology of 58 TTRPG adventures, produced by Tuesday Knight Games in collaboration with the Whisper Collective, made possible through the collaboration of over 90 artists, writers, editors and designers.)

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