I've been getting a lot of good use out of The Ruined Tower of Zenopus. I've run it a half dozen times for one-shots, and have also been using it as the central dungeon in a campaign. It's worked admirably in both capacities. One-Shot Observations When I run this at the local library, I usually start with the hook that smugglers have kidnapped Lemunda, daughter of Portown nobility, and drop the rumor that maybe they could sneak up on the smugglers through the tunnels under the old ruins. Interestingly enough, the one-shot parties always turn to the left at the first intersection. I recall reading that customers usually turn left as soon as they enter a store, but I had no idea this might apply to mentally entering a two-dimensional map. If this really is as consistent a behavior as it appears, that is something to take into consideration when designing dungeons. After turning left, they usually stick to a pretty westward path, aiming in the direction of the sea caves. They
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