I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Tuesday, September 02, 2025

Manic at the Monastery (OSE adventure review)

Disclosure: The author has contacted me to offer a review copy.

From the blurb:

Manic at the Monastery is an old-school adventure for character levels 1-3 that has players exploring the secrets of an ancient monastery wracked with a psychedelic affliction. Rumors are spreading that the enigmatic Veiled Emperor has returned to Glynmoor, and there have been strange happenings near the monastery. Brave the horrors within and uncover the source of the madness before it spreads.

Manic at the Monastery comes with an Old-School Essentials version and a Worlds Without Number version. I've only read the OSE version. I'd suggest level 3 is more appropriate, which becomes obvious with a quick look at the bestiary—there are also several deadly traps that will certainly kill most level 1 (and probably level 2) parties before they explore most of the module.


This adventure has all the traits that are expected in an OSE adventure: random encounters, random events, rooms described in bullet points, good opportunities of exploration, combat and role-playing, a clean layout and terse language. 

The art is a bit sparse, most of it is simple, B&W and not particularly impressive. The maps are straightforward enough and some sections are duplicated for ease of reference.

So, what makes this adventure stand out? First, it is very grounded and setting-agnostic, which I enjoy. There are no orcs or dwarves here, only humans. The monastery is easily adaptable to any setting or even to a real-world-inspired scenario.

It has good thematic coherence, with one single threat being the source of most problems. It doesn't have the successive rooms of skeletons, giant bats and goblins that I usually find tiresome.


The adventure is a bit gritty; there is real risk here, even for 3rd-level characters. It contains a "ticking clock" of sorts; spending too long in the dungeon is dangerous. I find this very useful. 

It can serve as a good introduction for a campaign as it has some indications of an incoming doom of sorts, although this is not described in detail here (the author is planning on sequels).

I might have used this module in my campaign, come to think of it. Maybe one day I will; right now, the PCs are level 7-8 and it would be too easy.

It reminded me of The God That Crawls at first, mostly because of the religious setting (and because it would apparently kill the level 1-2 PCs that are supposed to enter it), but I think there is one useful comparison to be made with that famous module. While TGTC is full of weirdness and stuff that can affect your entire campaign, MATM is smaller, safer, terser, easier to run and to insert in your setting without much hassle.

If that's is what you're looking for, I'd recommend checking Manic at the Monastery out.

* By purchasing stuff through affiliate links you're helping to support this blog.