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Friday, 7 August 2026

Friday Fantasy: The Grotesques’ Grotto

Up in the hills there is a grotto out of which a babbling spring rises where it is said that ghostly echoes of lurid ritual mania from millennia ago can be heard. Folklore says that the grotto hides a temple to Iakos, the ancient wild god who blessed the site and his followers with the power of delirium-inducing prophetic visions. The temple was sealed long ago after his worship was outlawed, but its hidden entrance was revealed two weeks ago when an earthquake hit the area. Drawn by the spreading news of the seal to the temple having been broken, four royal witch hunters—Aida, Crawe, Ric, and Oswin—arrived in a nearby town and set out to investigate. They have since entered the temple in an effort to suppress its heathen influence, but are yet to return. In response to this situation, perhaps the Player Characters are hired to go after them and rescue them; perhaps they are hired by a decadent noble to help bring about a prophecy associated with the temple and its destruction that would bring about a new world; or having learned of the temple having been unsealed and the witch hunters gone inside, the Player Characters simply want to follow them in and loot the place of its treasure and relics. This is the set-up and hooks for Quick Delve #2: The Grotesques’ Grotto.

Quick Delve #2: The Grotesques’ Grotto is an adventure for Old School Essentials from Necrotic Gnome and is designed to be played with six Player Characters of Second Level to Fourth Level. The scenario is the second in the publisher’s ‘Quick Delve’ series, following on from Quick Delve #1: Milk. Each is designed for one or two sessions’ worth of play and is intended to be perfect for side quests, one-shots, and conventions, as well as easily into any campaign. The scenario begins with the Player Characters outside the grotto. Inside is a temple that has long fallen into misuse, but more recently, extensively damaged by the earthquake. This also limited the Player Characters movement through the temple, effectively limiting them to edges before they can make their way into the middle. It has a strange, woozy atmosphere primarily because of three ‘Grotesques’ of the title, the servants of Iakos who have been trapped in the temple since it was sealed and desperately, monstrously welcome the arrival of interlopers after centuries. The creepy trio include Mu, Grotesque of Keeping, starved for new secrets to hoard; Thee, Grotesque of Disclosure, starved for new secrets to reveal; and Los, Grotesque of Revelation. The first of these has a hole where its face should be, the second has mouth framed by numerous empty eye sockets, and they both hate each other; whilst the third’s eyeless face sloughs off and regrows every five minutes (he is also the only one not to be illustrated). Their desires and rivalries will drive much of the Player Characters’ exploration of the temple and provide much of the scenario’s potential roleplaying.

Unfortunately, this leaves the rest of NPCs in the scenario—the surviving royal witch hunters and an NPC or two—markedly underserved in terms of roleplaying potential. They are sadly underwritten, leaving little for the Game Master to work from in terms of their portrayal, but possibly leaving lots of room to develop from that might fit her campaign. Another issue with the writing is the descriptions given of the various locations. The writing is sparse and punchy, but the boxes of descriptive text often veer into details that should not be initially apparent to the Player Characters. For example, the boxed text for the Crypt reads, “A large Martyr sits cross-legged atop an imposing stone sarcophagus. The east and south walls are lined with niches. Most are empty but 4 contain inanimate Martyrs. The archway north (to Area 12) is draped in strands of glowing moss, a humid, noisome atmosphere wafting through it.” It seems odd for this text to mention the presence of Martyrs when that instead should be information for the players and their characters to discover. What it also means is that what should be in other scenarios, boxes of descriptive text there for the Game Master to read out, fail to serve that function in Quick Delve #2: The Grotesques’ Grotto. As a consequence, Quick Delve #2: The Grotesques’ Grotto requires just a bit more effort to prepare than it really should—all of which could have been addressed during the development and editing process for the scenario.

Physically, Quick Delve #2: The Grotesques’ Grotto is generally well presented. Barring the issue with the boxed text, it is decently written. The cartography is good, but the artwork is better. In fact, the artwork is excellent and really capture the feel and atmosphere of the individual encounters in the dungeon. The depiction of two of the three Grotesques is appropriately disturbing, but the most unsettling illustration is of the near-cadaverous Nymph, Pity, as she preys on a victim ready to drown him.

Quick Delve #2: The Grotesques’ Grotto feels inspired by the Oracle of Delphi at the Temple of Apollo on Mount Parnassus, its trio of Grotesques echoing also the three Fates, but the scenario otherwise avoids being inspired by Ancient Greece. Its primary storytelling impetus for the Player Characters will be how they react to the drives of the three Grotesques. If they ignore them, the scenario is likely to be an underwhelming experience for the Player Characters. Engage in them and there are definite consequences, ones that are entertaining, but will not affect a campaign without unpinning and sending it wheeling in another direction. Quick Delve #2: The Grotesques’ Grotto is underdeveloped in places, but not fatally so, in what is otherwise a solid scenario easily dropped into a campaign.

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