Whispers from the Sky-Spire

2026 Reviews - Trouble in Twin Lakes

Over the past few years I've been running quite a bit of Cairn, especially with the release of the game's second edition, and while I've pretty much lost track of most of the third-party adventures, I've definitely been enjoying the piecemeal release of the "Cairn Adventure Series", which this review will return to. I've previously reviewed the second entry in the series, but the first one was the second one I got my hands on. Everyone up to speed? Onto the review of "Trouble in Twin Lakes".

The cover of "Trouble in Twin Lakes", featuring a human hand sticking up out of a muddy sinkhole

This adventure was written by Yochai Gal, with art by Ari-Matti Toivonen. It was designed for use with Cairn, naturally, and that is the system that I ran it with-- this particular group was a mix of new and old characters who had survived previous adventures.

The general premise is a slight twist on the "town with a problem" trope-- for the most part, this particular town doesn't exactly realize that it has a problem yet. Two different people involved with the town have disappeared in recent weeks, and while some people suspect that the disappearances are connected, they're really both clues that lead to two different plots which the players may investigate. In one instance, an ancient evil is attempting to recover her strength by consuming human hearts, and in the other a witch is seeking to power up a relic in the hopes of ripping open a gate to the Roots which will unleash untold havoc on the surrounding area. In both cases, the potential problem will only get worse over time if the PCs do not intervene in some way.

Getting it to the Table

One thing I really enjoy about adventures that Yochai is written is that he pays a tremendous amount of attention to smart layout that strives to make the adventure easy to run straight from the book. He has definitely done that here, and there is a great deal of useful information efficiently presented in about 22 pages including two full-page maps.

Opening with a spread of background and recent events leading up to the adventure, we're given a good baseline for what is really happening (including the classic "What's Really Going On Here?" heading), and we are also given the timeline for each of the problems. The witch's plot will mature at the next full moon (two days away), and the ancient evil (Vuk, the lich queen) is a much more imminent danger in that it results in additional townsfolk disappearing-- one heart has already been consumed and she only needs two more. There is a handy little table of potential victims to go with the timeline/procedure for advancing her plot.

Next we have a roster of "Important NPCs", each with their own list of bullet points indicating what they know and how they will interact with other NPCs and the PCs. Also included in this section are certain important facts that can be uncovered as the PCs investigate the events happening in the town. Following this is an overview of the region where Isthmus Town is located, along with some rumors and random encounters that occur when PCs are traveling around the lakes.

Much of the remaining pages are devoted to descriptions of the various areas that PCs can explore, including the dungeon sunken beneath The Downs. Each of these areas is presented in a very terse and precise manner with nested bullet points indicating what can be discovered through further investigation. Where appropriate, hazards and monsters that might be encountered have their stat blocks included for ease of reference. New relics are also detailed where they are found, and they are also collected and reprinted in an appendix at the end of the booklet. Overall, this section is very clean and efficient and is a perfect example of this kind of concise keying that really makes it simple for a GM to pick up and run the game with minimal prep. That said, a certain amount of prep is needed-- more on that later.

The dungeon itself was an interesting change of pace from what began as a fairly straightforward investigative adventure, which in itself was a nice change of pace from the things that I usually run. There is plenty of interactivity baked into the dungeon, with lots of opportunity for smart planning and alternate routes when one became too dangerous due to the wandering monsters that could be awoken. I also enjoyed the fact that there were really no questions answered about the significance of this dungeon; it remains an enigma that could easily be turned into hooks for further play outside the scope of the adventure.

What Worked?

What Didn't Work?

Final Thoughts

Overall this was an intriguing adventure to let my players loose in, especially once I shook things up a bit and gave things a little nudge to keep them in town after they had ostensibly "completed" their part of the adventure.

You can get the PDF of "Trouble in Twin Lakes" for free on Yochai's itch.io page. Thanks for reading!

#adventure #cairn #dungeon #mystery