Barrow of the Five Kings

By Dougal Cochrane
Self Published
Dolmenwood
Levels 3-4

Recent events have awakened the antler-crowned wraiths and the ancient mound now yawns open. The Antler Wraiths have begun kidnapping victims to bolster the ranks of the Wights that guard an ancient secret within the barrow. Bold adventurers descending into the tomb must navigate the perils of its haunted halls, and risk the wrath of the Antler Wraiths and Wights interred within. Time is short. The prisoners are running out of air.

This 23 page adventure presents a small barrow with about 25 rooms. Nicely themes, lots of rock edifices and ankle-high mist throughout with an abundance of wights and, of course, the five barrow kings. Actions have consequences, so good luck figuring out what to do. 

Hey man, here’s your warning: I like barrows. 

There are a couple of lameo hooks associated with this. Archeologists who are scared. LAME! No archeologists in our D&D. Or maybe The Church Needs You! Again, LAME. We don’t hire out. We are independent HR contractor who post our tomb diving on tik -ok, not middle-class wage slaves cleaning tombs for the church. But, also, there’s a decent hook here. At dawn you hear screams in the distance, leading to a wounded elf knight and warhorse at the crown of the barrow hill. “Earnest and honourable, besotted with her lost love, speaks in the manner of a Shakespearean play. Begs for assistance in rescuing her beloved Marion from the barrow. She made the mistake of crushing bones hanging from the central dolmen at Marion’s behest. “ Fuck yeah man! We  got some Polaris shit in that, yeah! We got maybe a magic sword loaned out to us also, Daisy Cutter, which is perfect for an elf knight named Sun On The Meadow. That’s a  fucking hook for a barrow full of antler-headed wraiths! A barrow mound, five dolmens atop it, a trilithon doorway of granite slab on the side of the hilltop, and in the middle of the five dolmen “Mist cascades from the hole like the smoking caldera of a volcano. “ Fuck yeah! Barrow time BITCHES! Lets kill those fucking wights and wraiths and barrow kings! Torches are fucking primed and the cleric is warming up the holy symbol! No more abductions of villagers! It’s clobbering time!

Oh. Except. 

Awhile back, as these things go, a bunch of tribesmen prevented an incursion from the Fey. They drew lots and five of them agreed to be interred alive, with some men, to guard the gate, an eternal vigil, preventing the ice giants and other fey from invading the land. From time to time they need new guardians for the vigil, hence the abductions and conversion to undead/wights. Kind of noble, eh? Not corrupt evil blah blah blah. This is all supported with some interesting rumors on the rumors table and all the weights carrying, like, cold iron spears and such. Hmmm, why would they do that? It all comes together in a kind of revelation over time as you are exploring the barrow And hacking down the guardians. Oops. It’s a more complicated situation than the princess is actually evil and the dragon the good guy, but, it does use blundering PC’s as a catalyst for change and consequences, much in the same way some Lamentations adventure do. The nuance is good.

Barrow exploration, above and below ground, is supported by some decent tables of weirdo shit, like birds falling dead from the sky mists and so on. “If any retainers or henchman are present, a randomly selected one will be swallowed by shadows.” Nice effect there, no quite insta death since you can rescue them, but, I like swallowed by shadows bit. 

Descriptions can be decent as well “Ragged roots and broken earth hang from the wound torn through the mound. Chunks of stone and wet soil litter the floor of an irregular chamber in the shape of a cross. Freezing fog seeps down through the breach, filling the room at ankle height.” Now, which of you fuckers have dead souls and don’t like ankle-height mist? Or, how about “Mist hangs beneath a forest of spear shafts thrust into a floor of packed earth. Each spear has a severed head impaled upon it like some unholy fruit. Groans and muttering drift softly through chamber” . Heads on stakes, also in a mist? Sign me up! Groans, muttering, ragged root, broken earth hanging. Great imagery in these descriptions. Some decent magic to be had as well, on point “Bag of Secrets (1,500gp) Contains 3 skulls trailing mandrake roots. If planted, each skull grows into a Root Thing (DMB) that serves for a single day before withering to ash” as well as more than few followers to picked up inside for those of you are chill with making friends with the dead. That bag could use a better description, but the contents are great!

Formatting here is decent. Nice little overview paragraphs of a couple of sentences followed up by bolded bullets with more information about certain aspects of the room, each with a couple of sentences also. We’re look at, general, about a column of text for each room, maybe a full page for the bigger rooms. So, for example, a few words about “4 bronze sconces” and “iron pots” and “heavy stone maces” and “south mural” and “north mural.” It’s fine, and the column long text is padded out a bit with whitespace so it’s not QUITE a column of text. It IS getting a bit long, but it’s nothing you can’t handle. 

There are, in places, some things that are out of order. One room has “Icy air rolls from chamber lit by wavering blue light” and this room is entered RIGHT off of another room. SO, that other room should really have that description, yes? We help the DM out by noting obvious things around us in the place they’ll be seen/heard/smelled, etc, not in the place that is generating them. (Or, ALSO in the place that is generating them.) 

Oh, hey, and some good surprises in here as well. One of the hooks, the church one,  has the party finding bodies at the top of the barrow mound, the former expedition the party is looking for. “At the summit of the mound at A3. they find a dog furiously barking at the corpses of two dead warriors, their icy flesh grey and withered. “ Oh, that’s nice. “2 rounds after the PCs arrive, the corpses rise as Wights” Gah! Kill it with fire! Better pay more attention to the fucking dog, eh? It feels right. It feels natural. Of course they are gonna rise and of course the dog is gonna bark at the unnatural thing. DId you pay the fuck attention? No? Then get your ass eviscerated. 

Big fan here. Love me some barrows. And, love me some complicated situations. It never feels abusive to the players, or retaliatory. It’s not really a set up. It’s the complexities of real life and all of its messiness. Should they be abducting people to turn them in to wights? No. But, also, hey, fey army incursion and the coming winter invasion if they don’t? This is all left unresolved. You can fuck things up by killing people. You can leave them alone to let them bolster their ranks again to guard their gate. But you can’t solve the underlying problem, there is no solution available that stops the abductions and keeps the fey at bay. This, the adventure notes, is something for the larger context of the game. Have you made friends or discovered resources in your previous exploration of the Dolmenwood Or in future games? This is where the ultimate solution to the issue will be found, buy the party putting something together on their own, as am onward goal. That’s fucking great. 

This is $7 at DriveThru. The preview is fourteen pages. More than enough to see the backgrounds, freaky rumors and effects and more than a few rooms. Great preview.

https://www.drivethrurpg.com/en/product/574438/barrow-of-the-five-kings?1892600

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The Thing in the Well

By Mario Barbati
0one Games
Shadowdark
Levels 2-3

They say the well ran dry generations ago. They do not say why. They say the Pickmans have always been good stewards of this land. They do not say at what price. The villagers go on tending their fields and burying their dead, as their grandfathers did, and their grandfathers before them — and they ask no questions of the hours between midnight and dawn, when the shadows move against the moon and something scrapes its way up old Stones. But the bargain is fraying. The kidnappings have begun. A child has drawn a face she should never have seen. And in the lightless places beneath the village, a patient, brainhungry thing has remembered the taste of fresh thought. You have been called to investigate. You will wish you had not.

This 28 page adventure presents a small investigation and eleven room dungeon with a decent number of ghouls. It’s got a couple of interesting ideas, but the dungeon, proper, as well as the investigation kind of falls down with little flavour to help deliver on its promise.

I am gently dipping my toes in Shadowdark again, if the theme seems particularly appealing, under the premise, yet to be proven, that Shadowdark and OSE are kissing cousins. I love a well. Just like waterfalls, chandeliers, bookcases and chasms, there should always be something in the well. And I’m down for it! I like things. I like wells. I find things in wells appealing, generally.

You show up to a village where there have been  disappearances recently, people snatched in the night and no one seems to know what is going on, but they are scared. It doesn’t help that the local lord and his heir died recently during a hunting accident and his brother, next in line, is travelling and not due back for some time. I wonder, maybe, if you might like to help?

I’m really liking a couple of things going on in this one even though the totality of the package is not great. First, it’s doing a great job with monster descriptions. Right before the stat block we get a little description like “Gray-skinned, slavering undead with whipping tongues and flat, reptilian faces.” or “A giant canine with a gray pelt, yellow eyes, and dripping jaws. “ That’s the way you write a fucking monster entry! None of this ecology bullshit but something directly applicable to the game at the the table. That’s what I want to relate to the players. Not “2 ghouls attack!” but rather a couple of naked dudes, grey skins, loping, flat faces, long tongues sticking out. Or I want to note some yellow eyes staring out from the forest in the dark. Monster descriptions should focus on how the party will experience them. This helps the DM bring the encounter to life and turns it from a rote encounter with a coupe of wolves in to something more than that. Great job on the monster descriptions!

There’s also a couple of events presented that can help the DM add some life to the adventure. The third and last is that the missing brother shows up with his henchment. So, to be clear, the local lord and direct heir of his are dead from a legit hunting accident with a bear in the woods. Witnessed by several people with them and the bear was killed. Shit happens, you know? But now the lord brother, and therefore legit heir, has returned from travelling with his retinue of, uh, thugs? Hangers-on? His friends and henchmen. And he, gentle readers, is intent on the status quo. Come see the violence inherent in the system as the hobos, and townfolk, see that might makes right when you’re the dude with the title and the violent men to back it up. I fucking love this. It’s a decent pretext for the local lord not being present and handling the situation and it brings home, perhaps, the shadows and corners that the party need eek a living out of, out of sight by those in power. At least until they are strong enough to be their own power. This is not handled well in the adventure, just a couple of notes, and it really should have been expanded upon to help complicate the situation, perhaps with some specific events and little more personality to the henchment and returning lord. But the concept here is great.

Turns out that the local lords family, a long time ago, made a deal with the monsters in the well. They give them the bodies of everyone who dies in the town and in return the monsters fuck off and it’s easy living in a fertile valley for everyone. When someone dies they go the next night to dig up their fresh grave and put the body in the well, with no one in the village the wiser. No harm no foul, eh? Except dude and his heir died so there’s no one left to send the bodies down the well. So the monsters in charge, and his ghoul minions, have been freelancing a bit When the lord brother returns he’s going to do what it takes to stay in power, which includes returning to sending bodies down the well. How does the party deal with this? Presumably, the party returns from their well trip about the time the dude returns. Who the townfolk gonna believe? What proof the party got? How much violence is willing to be waged? Who’s gonna let the party dig up the graveyard to show that all the graves are actually empty? You letting some dirty vagabonds  just in town less than a day dig up moms grave?Like I said, not enough is done with this, there are few specifics and even the tone is a little off in what there is, but the potential there is FUCKIGN GREAT. There’s always a power structure in place and the party is generally upsetting it when they show up to do whatever and thats gonna make those in power not pleased.

Other than that …

There’s supposed to be an investigation here. The name of the adventure is THE THING IN THE WELL. The cover has a monster crawling out of a well. The family name is Pickman. Like, an investigation? Really? We’re telegraphing a little hard here and I must question how much investigation there’s really going to be with all going on. Change the family name and don’t run from the physical booklet, I guess?

It’s got some decent ideas, but it doesn’t really know how to put them together in to a whole. How do you go from the mayor telling people have seen things to getting in to the well, much less unraveling what the Pickmans family involvement is? The family home is presented, over a couple of pages, for the party to snoop around in (along with windows, yeah!) but how do you get to that? Or the empty graveyard? (Although, the well, the lords home and the graveyard, as well as any churches, should be on every adventurers shortlist in every adventure.) When you meet with the mayor there’s a little girl drawing on her desk (DANGER WIL ROBINSON! DANGER!) Turns out shes the little Pickman daughter being watched by the mayor until her uncle shows back up in town. This then is your clue in to the adventure. Also, she sees a ghost in her house sometimes. Also she saw the monsters and drew a picture (the cover, with the ghouls coming out of the well.) So, you know, better make sure and question the little qirl. A lot. 

The pickmans house is decent, nothing really going on in terms of monsters but poking around finds a secret door, a ledger in the town hall room off all the dead in the village and few other subtle clues that supplement the secret door to the basement, which is what every party should be looking for. From there you can find a diary, collect some family heirlooms and conduct a ritual that lets you fight and kill the main baddie. Again, the elements here, from the heirlooms to the rituals to some special family pendants (non-magical) and so on are pretty decent. (And, vaguely CoC-like.) 

It is in the specifics that the adventure falls down. In particular int he dungeon, the room descriptions are not very well done at all. The fact that the main plot is “undone” with a diary is always lame. Designers need to convey information WITHOUT diaries and monologues. The descriptions have history, backstory, padding and so on, instead of evocative environments to adventure in. “The west wall of this room has collapsed, and a terrible Carcass Eater coming from the neighboring caves has made its nest here. The animal tries to steal food from the ghouls when it can, and often fights against them” All of that to justify it’s at half hit points. Sometimes there’s are weird “you” statements in the adventure, like “. You cannot say for certain, but you seem to read on that distorted and deformed face an expression of surprise mixed with hope.”

The dungeon rooms need an overhaul. There need to be more events and situations and little vignettes and so on. There’s LOTS of ghouls here (how many ghouls is too many for a level 2-3 OSE party?), this could cause a retreat … maybe the ghouls raid while the party is resting? This just needs more integration in to the village, in to real life. It’s ALMOST there in certain ways, there really IS a ghost, but not the one the little girl saw. That’s cool! 

The intro information, before the keys, is all over the place. It’s like one of my reviews. 😉 Just information mixed in without seemingly reason. It doesn’t flow logically. The keys ARE easy to read but when it comes to background information its just all over the palace, with information showing up all over the place. 

I like the concept of this adventure, and some of the things it is trying to do. Elements show a pretty decent understanding of how to complicate things and create a kind of interesting social environment to adventure in. The investigation portion, proper, is decent, but the supporting information around it is quite weak and disorganized. Hmmm, have I done a good job here? I think I’ve done a shitty job. Let me try again. The dungeon is a hack, along with a puzzle to solve, from the diary, a kind of “find the six keys” thing in order to kill the final boss. The descriptions in the dungeon are weak as well. But the content in which it takes paces, with the uncle, the major, the little girl, the gravedigger (who is great!) the ghost in the house but also there is a real ghost also … these things are great. But the play AROUND these things is not great. The village, the independent nature of the ghouls and their excursions, the meshing in of the mayor and little girl to the village and house and graveyard and adventure … these ties are tenuous and need some little vignettes or minor events to hel strengthen the fear and vibe of the village. I mean, that IS a part of an investigation, right? 

Pretty close on this one, in that the ideas are great but just poorly executed.

This is $7 at DriveThru. There is no preview. Boo! Boo! SHow up a few pages, especially the keys, so we can make an informed purchasing decision!

https://www.drivethrurpg.com/en/product/568481/the-thing-in-the-well?1892600

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Lair of the Swamp Beast

By Peter Jewicz
Mellow Golem Games
"OSR"
Level 5?

This twelve page adventure uses about three pages to describe four rooms in a hag lair. It sufferers from the generic/universal curse and relies on tables for a substantial portion of the adventure. Abstracted content with little specificity to help bring it alive. 

The legend of the beast is persistent in these parts, a terrible force that dwells deep in the swamp and strikes fear into the hearts of those who live nearby. Little do they know, the beast is but a pawn, for something far more sinister lurks within the bowls of the swamp.

Ah, the generic/universal adventure. They seldom fail to not disappoint, even when statted for “OSR”, as this one is. There is something about them that makes a designer seemingly fearful of providing anything concrete to it. The designer wanted an adventure in which the party shows up to a village on the edge of a swamp. Fearful and superstitious locals. Talk of The Beast, everywhere, the cause of all ills. And then a journey through a swamp, full of dread, before finally arriving at the beasts lair, only to find out Muhahahahaha! The beast is the pet of a swamp hag! 

Instead, we get little of that.

Adventure writing can be hard. As a designer you have to get out of your head what you are imagining and get that down on paper so that when someone reads it they can get close to what you intended. We get what the designer wanted here because they out right tell us “To get the full effect for this mini-adventure, make sure to play up the townsfolk’s fear of the beast.” That is, in principle, great! You want a town that seems immersive to that point. The adventure designer needs to help bring that about. This doesn’t do that. The village is quite minimal, just one line or so about the town being on stilts and moldy. That’s fine, but, what isn’t fine is the lack of the The Best present in their ramblings. Or any rambling at all. We might look to the rumors table, but all we get is abstracted information like “1 The swamp has been especially active lately.” or that the swamp spirits are angry. There’s nothing much here at all about The Beast. I love that it’s called The Beast, but there’s nothing more. None of its misdeeds or lame calves or anything. The designer needs to bring an adventure alive through specificity for things like this. Yes, the DMs job is to run with it and expand on it but you have to give them SOMETHING to work with. 

Then we get to the swamp. This also is abstracted away. Just roll on a page full of random tables. “3 A large depression that collects rainwater.” or a smell that “A salty taste, similar to being near an ocean.”  That’s what you have to work with here; it’s totally abstracted away. There IS an encounter table, or single line entries or so, and it does show some decent things in it. “A series of stick figures are attached to the trees. Until they are destroyed, those traversing this area of the swamp walk in circles always arriving back at the figures.” That’s creepy as all fuck. And it deserves more than a line on a d12 encounter table. The swamp needed to be fixed encounters, or a pointcrawl or something, with the entries worked to bring them to life. 

The lair, proper, is four rooms. You get The Beast room, a Catoblepas, and then a potion room. In the potion room you get told EXPLICITLY how to make a potion, by a journal, that gets you through a bramble corridor. Then you hit, surprise, Lareth the Beautiful! Err a swamp hag. No hints of a hag up to this point at all. It’s all wasted. 

Make the town afraid. Make the swamp a real area and bring life to the best of the encounters on the table. Hint at creepy things to foreshadow the hag. 

Tables ruin adventures. Yes, old school uses tables and randomness, but not to create the entire adventure from. 

This is $2 at DriveThru. The preview is four pages. You get to see the “village” and the “swamp”, or at least the dressing for it. The preview should have shown a bit more of the adventure, a lair page, for example. 

https://www.drivethrurpg.com/en/product/571424/lair-of-the-swamp-beast?1892600

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The Master of Puppets

By Gordy Higgens
Self Published
OSE
Levels 4-6

The ‘Toymaker’ has gone missing – and nobility across the realm are scrambling to get their hands on his highly sought-after dolls. Hauntingly beautiful, and scarily well made.

His workshop is hidden, deep within the ‘Whispering Woods’. A dark and desolate forest, that locals warn all who dare enter, never return… that is, all except the Toymaker. To find his workshop, you must navigate the pitch black wood, haunted by imprisoned demons, zealous lumberjack wardens, cursed werewolves, possessed dolls, an entitled elf prince and a gaggle of other monstrous horrors. The balance of power in the woods is shifting – will the evils that lay trapped here be released unto the world?

This 52 page adventure presents about thirteen hexes and a couple of dungeons with about thirty rooms total in a dark forest kind of fairytale vibe. Sinister plots abound while the party tries to navigate a lot of competing goals in an adventure built to run.

Ok, so, as I’m describing what’s going on I’m going to have to ask you put aside certain feelings you have. Like, when I say “toymaster” or “puppets.” I know we’ve all been indoctrinated to expect certain things from the use of those themes. I promise this one isn’t like those others. Also, I suspect that the cover art might be a bit offputting. The designer is also the artist, so, hey, sorry man! I think the interior art is fine but the cover, along with the title “master of puppets” both sort of lean in to some tonal and historical implications that we are ALL bad people for having but which are true nonetheless.

Let’s think of a dark forest fairy tale vibe, maybe with a touch of farce in it, similar to Gone Fishin. And there’s a lot going on in this place. The Whispering Woods are a kind of dark forest/mirkwood stand in. All ancient and old and dark and foreboding with rumors of ancient battles and demons. And that the woods will whisper to you. There are woodcutters in the forest, who were once a kind of border guard keeping an eye on the woods but over time are perhaps a little financially focused. Especially since their funding was cut. Funding? Yes, the elves used to fund them. Let’s think a more Fey-like elf than a Tolkein-elf. ANyway, the border guards get their funding cut and now the mission has degenerated. Why does it need border guards it’s a literal demon forest, the trees are demons. Some old elf king defeated an invading demon army long ago and turned them all to trees. His magic axe, along with his bloody handprint, is embedded in a tree stump in the middle of the woods. Also, the trees can’t be cut down. Let’s think a super strong ironwood. In to this comes the Toymaker, who lives in the woods and makes wooden dolls. Expensive wooden dolls. That everyone just loves to get for their rich ass trust fund kids, like some fairy tale stanley cup. Yeah, he figured out a way to cut down the trees and makes dolls from them and lets the border force sell the remaining wood. Also the dolls whisper things, an attempt by the toymaker to embed his little chukies in to the nobility in order to influence them and gain power because, yeah, the demon from the tree is now in the doll, kind of, bound by the doll clothes. A couple of the dolls get loose and the toymaker goes looking for them, only to get killed by some werewolves in the forest. Werewolves that are turning the border guards and whose curse starts from a different fey-elf that was kicked out of elflandia, is 143 in line for the throne, and now wants to take over the wood and thinks that a perfect way to start that is kicking everyone out starting with the border guards. I think I just wrote a page on that shit? And theres more people/groups running around in there. A slightly different framing of the toymaker would have hit better, but it all kind of makes sense in an evil consequences kind of way and is not as “pretext” as the length of description might otherwise imply. These are just things following from others naturally, if pushed just a little. 

The hooks are the usual lame hired/dream shit, but the first one reads “A local Count wants the doll he ordered for his daughter’s birthday, but the Toymaker failed to make his delivery last week.” This one, I think, could have been pushed more and be the center of the adventure, much the way Gone Fishin was. A little expansion, a little more farce. And it’s gonna fit in well with people you meet in the forest, cavalier mercenaries who are sent by THEIR patrons to get toys for THEIR kids. A little push here in the writing, the absurdity, a tinge of evil, future chukie foreshadowing, insane offers, this would have lent a nice opening vibe that would frame the rest of the adventure instead of having just some genero stuff. 

There are a decent number of NPC’s in this. They are well organized with wants, needs, knows, offers to the party, along with short little descriptions like “Wild red hair. Always shouts, unable to speak at a reasonable volume” or “A nude, 2’ tall, crudely made wooden puppet. Exclaims ‘oh boy!’ frequently.” Perfect little nudges for the DM. You can talk to a lot of people and things, including a termite queen who can be particularly useful in a forest full of evil wooden chuckies. Not everyone is friendly, and a lot of the situations are tense and almost all can lead to some combat, but the talky talky option is there for a smartie partie. Think of the cavalier mercenaries, as an example of talking and fighting. 

Magic items are decent. “Royal Ceremonial Sword – +2 Elven Glass Blade, with gold leaf details. Used in knighting ceremonies. On a critical hit (19-20) it shatters, doing maximum damage. Repairs itself in 1d6 turns” and “Thief’s Lantern – Emits an area of light only visible to the wielder, and others that touch them.” These are nice little examples. Interesting effects to be sure. Useful, fun, unusual. They FEEL magical, especially the lantern. 

The entries start with a little overview that could be a read-aloud (In fucking italics! Don’t do that!) with certain words underlined and bolded (I’d do one or the other, not both) and those bolded/underlined words are then followed up with in their own sections with more details. A Sentence or two for each keeps them each to scan and run. Descriptions are not winning awards but are still pretty good. “A large open-cut marble quarry. Filling with water from a spring on the northern cliff face. A dull glow emanates from the loudly bubbling depths. Red handprints cover a nearby marble boulder. “ I don’t like “large”, but, not a bad little description and it hints at many things to follow up an examination on. 

There is A LOT to get in to trouble with in this, mostly from the party fucking around. Not in a Museum Tour kind of way but just the party doing normal shit. The locations can be fantastic, like a buried titanic statue you enter through a mouth, filled with stac/tags inside. Some of the wanderers seem rough, like 2d6 werewolves, but, hey, it’s OSR. You’re going to be doing a lot of freeing people, questioning them, and so on to get information you need to find the workshop, itself a twenty room dungeon. All without getting screwed over by the captives and/or people you meet along the way. Can you, having discovered termites, put together that this is an excellent resource to take advantage of in a wood themed adventure? If so, the designer was ready for you. Or, you can just stab them. How shall you navigate the mercenary knights? “Contract knights, mounted on warhorses. Equipped with expensive weapons and armour. Annoyed they couldn’t just pay someone beneath them to fulfill their quest “ Overemployment has always been a thing man.

This is $10.50 at DriveThru. The preview is four pages, showing rooms keys. Great preview. 

https://www.drivethrurpg.com/en/product/569545/the-master-of-puppets?1892600

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The Hidden Citadel

By ND Hobbies, Ulises Martinez, Mauricio Rosel
ND Hobbies
1e
Levels 7-9

In the majestic dwarven capital of Runekaatara, the miners’ guild has made an unprecedented discovery. What are these dwarven miners hiding from the city authorities, and why are they desperately seeking the help of a group of adventurers who have just arrived in the capital? In The Hidden Citadel, adventurers will embark on a classic dungeon-crawling subterranean adventure to discover the secrets that an ancient citadel holds, the dangers that protect these secrets, and the reason why the citadel fell into disgrace in the first place

This 32 page adventure is a simple hack on a simple simple map with underpowered monsters and a weird tonal imbalance. Grist for the gristmill.

The cover blurb here says “A group of mining dwarves found the remains of an old and forgotten underground city. Everything indicates that it is a lost and ancestral citadel of dwarven origin.” So, of course the heads of the dwarf mining guild, in the dwarf capitol city, looking for the dwarf ancestral citadel of dwarven origin, hires non-dwarves to go find it. Also, the dwarf ancestral capitol and origin is like six levels, each with, I don’t know, about six rooms? Anyway, we’re gonna forget about all of that and look at the rest of the adventure.

So you end up in dwarflandia and in the marketplace you overhear shit like  “The governor doesn’t have to find out” “They say the pay is crazy” “It’s the discovery of the century, whoever goes there will be remembered forever” “What if Is there something down there?” and most importantly “They are in the Anvil tavern. Shall we venture?” This is from people in the market, all members of the miners guild, who beat the characters away from them. But, also, direct them to the Miners Guild inn if they need a place to stay. I do like the overheard snippets of conversation; it smacks of the in-voice rumor tables that I love that I think add a lot of color and framing for a DM to play off of. Arriving at the inn a dwarf, who turns out to be the guildmaster in disguise, drops a bag of gold in front of the party while passing through the room. If you return it to him then you’re honest and he wants you to go on the adventure. If you steal it then it shows daring and he wants you to go on the adventure. If you ignore it then a thief picks it up and runs over the parties table to get out, no doubt prompting the party to intervene, which shows the parties [something] and the guildmaster wants you to go on the adventure. Tell me again, is the illusion of choice a good thing or a bad thing in an adventure? I guess it’s just the hook. Hey, also, they only want 10% of the loot you find in the ancient dwarven capitol origin. For realisies. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.

I’ve mentioned that the map levels are rather small. Five rooms on a level, six rooms on a level. One has like thirteen rooms, an anomaly. They are done in a faux-art style so you’ve got cracks in the stonework and so on. The end result is that it’s hard to make out doorways and other features that you need to run the adventure. What’s a portcullis? What’s a door? What’s an open doorway? Good luck to you. Level entry/exits are not the clearest, from the maps, but there is an “overview” map in the back that has all of the levels on it and has some lines showing stairs from one location going to entry on another floor, so, that helps. But, also, putting it on the single page maps would have been better. The text says things like “ Room 2 is locked behind a closed portcullis and only accessible through Room 1.” Uh … no? Yes? Technically? The adventure seems to do this a lot. In another place we’re told “To continue delving into the dungeon, the adventurers will have to open the titanium gates that block the way to the Great Stairs.” Uh. I’m level nine? So, I guess the meaning of the text is that ONE of the room two entries has a portcullis in front of it and the other entrance is just open, the one from room one. It’s a strange way of writing it though. I’m sure there are EASL issues here, which I generally give a wide allowance for, but I think in this case it’s something else. It’s something like a lack of acknowledgement that you can go through the portcullis? Or the gates to the stairs to level two? There are no additional details, like bend bars/lift gates, or spells or anything. Which I guess you don’t need, it’s just a weird phrasing. Over and over again. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.

Looking at the enemies we’ve got a two hit die ooze. And a one hit die giant rat. ONE one hit die rat and ONE two hit die ooze. Eventually you get to fight like FIVE two hit die creatures. There’s a 4 hit die ghost. What’s the turning rules again? TWO three hit die orbs? There’s a gold golem. I guess he’s seven hit die. The boss is a twelver. I understand that we normally look at dungeon encounters that are tough, and give the “it’s OSR, run away” answer, but I’m not sure what we do in the opposite direction? There is the usual “doors slam shut’ stuff. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.

Writing is dull. The usual padding. “This room has several armored corpses, which in the past were dwarven guards.” THIS ROOM HAS is all padding. And then we run in to the usual historical survey of what the room was. It’s dull, long, multi paragraph with little in the way of formatting to help scan and run the adventure. Interactivity is generally stabbing something or a trap or “pull the two levels on the level to unlock the door to the next level.” I mentioned a gold golem earlier. Here is the entirety of that room: “This room is filled with gold and valuables, as if the noble dwarves had put their riches here to protect them in desperation. If someone takes a coin, several of them take on a humanoid form and will turn into a gold golem that protects this treasure.. Upon death, the golem becomes 355 gold coins.” That’s it. Nothing more. What do you think filled with gold and valuables means? 355 gold coins? Does it seem weird to mention the 355? Everything is like this. Missing information. Dull writing. Lengthy writing that leads to nothing. Anyway, we’re gonna forget about all of that and look at the rest of the adventure.

And then the tone changes, in one place. “This room is full of bags and suitcases, all arranged in a pile. Inside the suitcases there are souvenirs, family portraits, letters, and books. Everything is mundane, but each object represents someone who died in this place.” Uh …. The next room has a bunch of people in it, skeletons, bodies. Children sitting on mothers laps. People huddled. With the marks of slit wrists where they all killed themselves. Jesus man! So, yeah, there’s an emotional impact there. The antechamber, with the luggage, clearly is culturally overloaded. A mass suicide scene would not have as much impact as a mass suicide scene with some hints beforehand to really foreshadow and bring home the horror. “And we looted it?!” It’s the Lareth principal, done right. But, also, Jesus man! Here I was just killing rats and oozes and stabbing shit and pulling levers and you dump this on the players? But, whatever, it was good design even if tonally it is out of place.

There are also a few decent art pieces in this. Good art, in an adventure,helps the DM run the adventure. It helps clarify a room, or sets the mood for them, helping them riff on it. It’s evocative. David Arcila and Diana Rex are credited. I don’t know which one it is but I like them  for the purpose of inspiring the adventure. A nice barrier peaks vibe to it, that pulls you in. It’s not all the art, maybe four pieces or so, but those are good.

So, just kind of  generic adventure for the most part. Nothing very stand out in the writing or the room interactivity, with a notable exception. I’m not overly upset by it, but it’s just another of the large number of marginally poor adventures that flood the market.

This is $5 at DriveThru. There’s no preview, but you do get to see some page layout on the product marketing page. It needs a real preview, that shows real rooms, so potential buyers can get a read on if they want to purchase it or not.

https://www.drivethrurpg.com/en/product/482182/hidden-citadel?1892600

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Outcast Unseelie and the Ooze Between

By Jesse Winter
Slime Mind Studio
BECMI/Shadowdark
Levels 1-3

The mountain bled. Now powers from beyond slake their thirst. Bordering the long-abandoned Brackenhoorg mines, a lone gatehouse suffers both from the churn of a mysterious ooze and the encroaching domain of a fey lord. Test your mettle against a dungeon swamped by a potent arcane ooze and conniving fey vying for power. Will your players learn the secrets of the ooze—or need enough treasure to afford a priest?

This forty page adventures uses about 25 pages to describe about fifty rooms in a two level dungeon features slime, fey, and insects. And dwarves? It’s full of fantastic elements and does a good job with formatting even though I think the overall attempt at a “Timeline of events” doesn’t work very well. A good journeyman adventure.

I think this adventure is fascinating. First off, it’s an ok adventure. Which means I guess it’s great? In the sea of filth I usually see it’s not one of those. It’s doing almost everything right. I don’t think I’m excited to run it. And I think that sucks because it IS doing almost everything right and when you compare it to the absolute dreck that people publish it is light years beyond that shit. I mean, the designer deserves some admiration for that. If this was plopped down in front of me at a table and I was told to run it then I would and it would go great and I’d have a great time. I just don’t think I’d ever reach for this of my own free will. Maybe it’s something like marketing. I’m not saying it is marketing, but I’m drawing an analogy. Nothing made me excited by this. Except for the meta-discussion that it doesn’t suck. I’m super excited by that. Seriously. If every adventure in the world were as good as this one then I wouldn’t have the tenfootpole blog. Technically, it’s great. It just lacks a certain joie de vivre. That sucks. It’s like working for one of those shit ass companies in which being competent isn’t good enough. You have to suck off the boss verbally and engage in the kabuki of mouthpiecing the the mission, blah blah blah even though you’re really only there because hookers and blow cost money and you need money. That seems unfair?

The formatting here is nigh perfect. “Oh, Bryce cares too much about formatting!” No, dipshit, I do not. But I do seem to understand, which many of you do not, that formatting IS the great downfall of many adventures. My standards are quite low. Can I run the adventure? Ok, you get to squeak by. You can write the worlds best adventure and have shitty formatting and I’m still gonna call it the worlds the best adventure and grumble and recommend it. But, if you write a mediocre adventure and do a shit job at helping me run it then you can burn. The entries are clear and easy to scan. A little summary/read-aloud  with some words blended that are then called out with more detail in the bulleted sections below. Just a few sentences each. It’s also using a ? ? layout, so ? of the page, the left “column” is used for the keys while the right ? “column” is used for notes and other called out detail, like monster stats and so on. I think the format here is perfect. Easy to scan. It’s clear. It’s easy to find things, and to follow up on information. No notes. Well, ok. You can have your preferences with formats. You can prefer a paragraph style over say an OSE style. Both a paragraph style and an OSE style can be implemented poorly. But, ultimately, many formats styles can be used, anything, really, as long as they succeed in their purpose and this one does. It could, perhaps, be terser in paragraph form. Less whitespace and all of that. But it’s not overly long the way it is and it’s dumping three or four rooms to a digest page in this format, while maintaining an easy to read font size. It’s fucking good. Formatting.

And the map is decent also. Dyson is credited. I’m not sure if these are his free maps or this was a commission. They look a little more involved than I’ve seen many of his free maps. A little more complex, a little more involved. Same level stairs, tunnels present, and they even run above and below other passages. A kind of rubble-vibe to them.  Monsters are noted on the map, as well as entry/exit locations. (The level one map has six, I think, exist/entrances on it, out of 22 rooms total. That’s some decent map interconnectivity!) Monsters and traps are also noted on the map, and the lettering is generally clear with the keys, proper, being very clear. And the wandering table is ON the map also. This thing is close to being platonic! Maybe just tending a little bit to be busy, but, I’d take a look at the adventure just to see the maps in it and how they are done. Little minimaps are included on each page to orient you toward the room and exits. 

Descriptions are pretty decent, above average for sure. Terse, but evocative enough. “An emerald waterfall, frozen in time, suspends loose rock and a charred body. Green, soot-stained metal encrusts the floor and walls.” or “Green liquid oozes from a cracked stone wall and marble bricks ju??ing from the ceiling. It pools around a toppled stone statue “ These aren’t bad. Like, not rock star but certainly pretty good as a short description goes. The bricks jut and the liquid oozes. Dislodging a brick “spews warm verdigrint.” Spew. And warm. Ewwww! 

The rooms get noise and light pointers to rooms nearby, so you can hear things from the right or to the east or some such. Love it. Same with monsters reacting in certain situations. Attention is paid to the dungeon as a whole rather than a more room by room orientation. (Which, I suppose, is also mirrored in the entry/exits, both in quantity and in noting them on the map.)  There’s also this thing the adventure does with blocking exits. Normally we’d see a door. But in this there is a frozen emerald waterfall, as noted in the quote above. It blocks an exit if you hack it loose or unfreeze it. In another place there’s this kind of giant mass of flowers in a corridor … which it turns out is blocking a kind of Y intersection, growing in all directions. These particular flowers regrow FAST when fed blood and there just happens to be a dead body in the intersection that it can suck blood from. An interesting problem, yes? (Also, I really liked the art piece that went along with this. A kind of grayscale/monochrome  image of a ruined hallway with a mass of giant flower in it, with the petals done in a kind of muted red. It very much delivers the kind of striking impression that I think this encounter was going for.) There’s decent interactivity here. 

Randomly, the page count is misleading, there is almost NO padding in this at all. Excess pages are NPC descriptions for the dungeon. These are little paragraphs with  wants, fears and secrets called out and some keywords to help the DM quickly. “MYREROSE – SPITEFUL QUEEN. CALMLY SADISTIC. Master alchemist. Retains her fairy form by bathing in Blood Honey (made from perish lily pollen). The Gardener is her pawn: She gives him Blood Honey, lying that it will restore his True Name. Suspects Shiv, not Slaveral, created this mess. She rules from Bleedspire (V1) “

And those NPC’s are, I think, the downfall of the adventure, if it can be said to have one. Yeah, sure, the designer didn’t put the fucking level range in the marketing page or on the cover. Yeah, the hooks are fucking lameo hiring shit and the framing of the adventure could have had a little more thought. But, the NPC’s are the only thing here that I think doesn’t work well. 

The idea is that we’ve got this old mine/complex that hit an ooze vein and was abandoned. And then some shit went down in Fey land a group/manor of them got cursed in to bug-like creatures (again, good art!) and somehow their manor is now level two of this place. There is supposed to be intrigue among the fey, hence the wants/needs/secrets and expanded NPC sections for them. There’s even a timeline of events. But I don’t think ANY of it works AT ALL. Some individual encounters work out ok, like a room with covered mirrors and a dude can/will reach through an uncovered one to pull someone in if they can. But the lager intrigue thing just doesn’t come together. And the timeline doesn’t really impact the dungeon environs or the party in such a way as to impact play/the party to care about. “Meck accidentally blows up Lalizar. The cultists disband. Slaveral and Meck fly away to find Meck’s mother “ Sure thing. I guess fewer things to stab then? I mean, whats the impact in intrigue and, ultimately, the party interaction? 

There is also an overall … I don’t know, lack of … intent? Recall the dungeons exits and blocking exits and sounds/reactions, etc, all of which kind of give the dungeon a more wholistic feel. But, also, that wholistic feel is lacking in the way the dungeon rooms work together. The theming, of the fey anyway, doesn’t come through very well. The entire place, as a whole, isn’t left with an overall feeling. Yeah yeah, that a shit explanation. But, also, I wonder if thats not why I’m saying that the pace lacks a certain amount of joy and/or glee in it? My lack of enthusiasm for the place? 

This is doing almost everything right. It’s a good adventure. I’m going to dump this in to two categories until I can decide what I actually think about it. I’m happy to run this. I’m just not sure I’d go out of my way to run this. I think it is absolutely worth checking out.

This is $9 at DriveThru. The preview is thirteen pages, the first thirteen. You get to see the map, the NPC’s, the timeline, and three rooms. That’s a decent enough preview. 

https://www.drivethrurpg.com/en/product/566187/outcast-unseelie-and-the-ooze-between?1892600

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The Night of Falling Snow

By Jon Brackin
Brackin Adventuring Company
BECMI
Levels 3-5

On the hottest night of summer… it begins to snow. For as long as anyone can remember, the quiet village of Frosthollow has celebrated The Night of Falling Snow, an ancient midsummer festival unlike any other. White ribbons flutter from old trees. Candles burn in every window. Gifts are exchanged beneath a blazing summer sun while soft snow falls from a cloudless sky. The villagers call it a miracle. They have forgotten that it is a warning. This year, the snow arrives early… and it does not stop. As impossible winter spreads across the countryside, travelers find themselves drawn into a mystery buried beneath centuries of tradition. Forgotten journals, hidden chambers, and an ancient ritual reveal a terrifying truth: the festival was never meant to celebrate the snowfall. It was created to keep something from crossing the threshold into the world. And at the center of it all waits a smiling traveler known only as The Pale Guest. Will the heroes uncover the truth before midnight, restore a ritual no one remembers, or unknowingly open the door to an ancient horror?

This seventeen page adventure uses about eleven pages to describe about ten areas in a village about to reawaken an ancient entity. It’s sparse, with little specificity. There is an outline of an adventure but little to ground the characters actions or the DMs responses. 

I am continually mystified at the lack of adventure that passes for adventures. The barest outline of an adventure is somehow expanded to twenty pages and then a few dollar price tag slapped on it. We get little more than DM notes, time and again, the kind scribbled on my party tracker page ten minutes beforehand to run tonight’s game. What ends up being published is just anything that anyone could come up, with all of the specificity and adventure just not present, the stuff the designer SHOULD be working on to  help the DM bring the game alive. Yes, the DM needs to do work, but the designer is there to inspire them to greatness and provide the tools to do so. 

There’s this village where it snows on a day in the summer every year. The villagers hold this festival with a couple of traditions attached to it. Well, wouldn’t you know it, the snow doesn’t stop this year and gets VERY heavy. The party is there for [the usual lame reasons.] Oh no, people are missing! Poking about you find the basement of the inn has some old records, and the traditions are bastardized versions of a yearly ritual that has to be done to keep THE VISITOR away. The party must convince everyone in the village does a Whoville song and dance number and the entity will sleep for another year. Or, just stab the 12HD dude till it dies. 

The most specific thing in the adventure is, what a coincidence, also the most interesting. The villagers hang ribbons from a tree in the village with their names on it. (And, the missing villagers have ribbons there also, with their names faded away. I’m not sure how you know that given that the names are no longer there, but the concept is decent.) This is great. It’s like a line of text. It’s specific. It grounds the DM and gives them something to build on. This is by far the most interesting thing in the adventure.

The actual locations are given this description style that is … poetic? An attempt to be poetic? Let’s look at “Chamber Two: The Ice Archive”

A chamber sealed within magical frost.

Contains stone tablets.

These preserve the complete ritual.

Uh. Ok. How about another room, for comparison? The Hall of Forgotten Names:

Thousands of names carved into walls.

Reading them aloud causes spectral figures to appear.

Most are harmless.

Three become Snow Wraiths.

Meh. This borders on pretension. It’s the fucking idea for a room being sold as a room. Put in a fucking description. Look, I’m supportive of new ideas but also you gotta recognize when they don’t work and this don’t work. There’s nothing there! At some point we’re told “Eventually clues point toward old records beneath the inn.” What are these clues? Not present. Nothing. The DM gets to make them up. This is just some notes on a napkin about some major beats in a potential adventure. How about monsters? Here’s notes about an attack by Candle Guardians. Or,, maybe, Frostbound Remnants, both phrases are used: “Four Frostbound Remnants attack as soon as the door closes behind any person entering. “ What the fuck is a Candle Guardian? 

This is a ridiculously low effort adventure. I’m sure some work was put in to it, but its like the designer has somehow never seen what an actual adventure is and what one needs to run an adventure. Like what the fuck a monster is. 

This is Pay What You Want at DriveThru with a suggested price of $2. There is no preview. You gotta put in a preview man, so we can make an informed decision to purchase or not.

https://www.drivethrurpg.com/en/product/573268/the-night-of-falling-snow?1892600

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The Mine at Mt. Morris

By Greg Ferris
Talaraska
Generic/Universal
Level ... 3?

The hills making up the Archian border with Caledos are pocked with dozens of abandoned mines. These leave a lasting reminder of the rush for silver in the years prior to the rise of the Graun Empire. Without drawing much attention from local officials, a nebulous consortium of investors has been purchasing old dig sites throughout the region. The mine at Mt. Morris was one such purchase. About 12 months ago, a group of ten men reopened the dig, which locals were sure was folly. After spending a couple of weeks repairing the base camp, the team resumed the dig. None but the foreman had any previous mining experience. Most of the “miners” were farmhands or former members of the stevedores’ guild. None were strangers to hard work, but they were a motley crew to be certain. However, the strangers who came and offered them the job assured them that they would be paid handsomely. The past year had been difficult. The team had failed to find any substantial amount of ore and they often assumed that their work would soon come to an end. Despite this, the paymaster and his retinue of guards would appear every month and the dig continued.

This nine page adventure presents eleven rooms in an old mining camp & camp that has been “overrun” with undead. It’s pretty basic, with not much going on. 

I’m not super sure how this made it on my list. It must have either been in the OSR section on DriveThru or a request? I don’t think I see a request, so it must have been in the OSR section at DriveThru at one time, even though it’s labeled Generic/Universal. The marketing blurb advertises it as a flesh out adventure hook, but the adventure, proper, lists itself as an adventure. I don’t know, some way of framing it not having stats? I don’t think that matters. In any event, it has more life to it than the vast majority of adventures and even manages to present more rooms than the number of pages in the adventure. How far have we fallen to have that be some standard of success? What’s a spud to do? Anyway, ignoring most of the intro there’s a small adventure hidden in here that is relatively inoffensive. There’s not much interesting about it either, but, hey, it’s 2026 and I’m in a morose mood because somehow an uninteresting adventure with eleven rooms in nine pages somehow is better than most if the garbage I review. So, no stats and no treasure, just some “place treasure appropriate to your system” notes here and there.

There are some pretext reasons here for exploring, nothing very interesting. Hired to do blah blah blah, or local priest has visions blah blah blah. Getting to the site you find four outbuildings and then seven rooms in the mine. There are bodies about, partially eaten. A stable has horse bodies, and one stall padlocked with a living horse in it and extra water that has run out. One of the buildings has a survivor barricaded inside of it with a confusing story that doesn’t make sense. The idea is that the party will use the stable clue, as well as another clue in the bunkhouse, to understand that the dude knows more than he is saying and that they’ll press him for details. The details are not altogether interesting given the small size and stand along nature of the adventure combined with the generic/unival vibe. He was hired to run a mining crew, looking for a diary in a buried complex. He did some research on his own and found out that the dude was a necromancer and used animated bodies as guards. When the miners found a wall he gave his horse some water and locked himself in, fearing the worst. The miners break in, undead get out, the worst happens, everyone dies but him and his horse. It’s an interesting way to present a clue, without having to resort to a diary or monologue. And by interesting” I mean “correct.” We get to see the results of actions taken in the past that help explain the now, rather than listen to a droning monologue. The players gets to use their brains to put things together. Or not. 

The rooms inside the mine are uneventful. Generic alter room. Generic crypt. “There are 8 sarcophagi in this room. Four of these are open and empty. The remaining four are closed and hold inanimate skeletons. There is a small stone altar along the western wall. Beside it rests an open chest filled with gold and any treasures that would be appropriate for your game. “  Nothing really evocative about them, inside the mine or out. Nothing really stands out. A few ghouls/ghasts. Entries are padded out with things like “As the party moves in this direction, they are assailed by [an odor.]” There’s like five pages of intro to go with the four pages of room keys. There’s just nothing to this. “First, do no harm”, the slogan goes. And, for the most part, that was accomplished here. Sure, some padding, a decent amount of it. But, also, the rooms are still relatively terse and easy to scan. There’s still no way I would run this, there’s just nothing to it, but it IS still better than most adventures because it IS doing no harm.

This is $2 at DriveThru. There is no preview.

https://www.drivethrurpg.com/en/product/571820/the-mine-at-mt-morris?1892600

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The Old Man

By Kirk Kahoe
Crimson River Games LLC
Generic/Universal
Levels: Any

Warning! This is as close as you can get to being a Heartbreaker without actua;;y being a Heartbreaker.

An eternal horror haunts the woods, reaping an endless harvest of woe from those foolish or desperate enough to travel through them. Tired and injured, the party will have to not only face an endless onslaught from the horror but fatigue and madness as well, for there is no sleep in the Old Man’s realm other than the sleep of death.

This 169 page adventure is an overwritten railroad in which the best solution is leaving the table to have explosive bloody diarrhea in your hosts bathroom and then going home. Ok, that was mean. It’s a 169 pages of railroaded atmosphere in which you have no choices to make as a player and the DM must wade through an excruciating amount of text to run even the simplest encounters.

Page twenty of the intro text tells the DM that they should Describe, not define and then follows this statement up with “A shambling and decaying humanoid creature that stinks of ammonia is scary. Labeling this creature “Zombie” and adding specific statistics is a game mechanism. It is thus no longer a scary monster but a set of numbers to crunch and probabilities to consider.”  This is 100% correct. Not only does it follow the show and don’t tell mantra, but it adds that air of mystery that RPGs thrive on. I’m a big big fan of this attitude and it bolstered my spirits seeing it. 

Oh! Oh! I forgot! You can get Hep! That’s right! Hep! That’s BAD AZZ! “So, what did I get? Another plague? Yellow squirting zombie fever or something?” “No, you got Hep.” Fucking christ ma! That’s great! I love it! Next time you roll through a village you find out 15% of them are dead from cholera. That’s nicely visceral and I do love a reaction from the players. Which, I might note, is exactly what the adventure is trying to do with its horror. 

Great, I’ve said something nice, even if I did include the backhanded “page twenty” reference. 

There’s a dude who is the only worshipper of a god and he’s constructed this obtuse parallel reality death trap in a forest to select sacrifices worthy of his god. As the adventure tells us “Due to the depth of role-playing required to deliver the Old Man and the complexity of fatigue’s impact on gameplay …” It’s a test/challenge dungeon. That’s it. 169 pages of test/challenge dungeon. You know how those things work. It’s an alternate reality blah blah blah, you can’t leave, blah blah blah, he controls everything blah blah blah. “In the event (which happens often) that the Old Man (or his copies) are somehow killed in any of the encounters before the final encounter at his hovel, he is instead fully healed and moved to the subsequent encounter.” Cause hes wearing this fucking ring that brings him back. Worry not, DM afraid the railroad will stop, “In all cases, the presence of the ring should not be noted due to the grime and darkness until the last encounter.” Ain’t nothing like having no choices that really brings home the immersion. Time and again we see this. This reliance on a test/challenge environment as a pretext for all of the setup the baddie has done. Time and again we see these mechanical contrivances, like the ring, used as an excuse to justify an effect. Time and again we see these railroads as an attempt to tell a story and get an effect. You can’t fucking do it that way. One of the keys to a roleplaying game is the ability to make choices. Once you take that away you might as well be watching a movie with a predetermined outcome. Sure, I can roll a die. Will the DM let me die or force me to suffer through the entirety of their story? Players check out when they can’t do anything. When they can’t make a decision. Sure, there’s a time and a place for “the RPG adventure as an Activity” instead of “the RPG adventure as a Game”, but, Baron Munchhausen did this a long long time ago. 

In spite of the adventures words implying it’s a show don’t tell piece, it relies on mechanics and read-aloud to bring the horror, telling instead of showing. A fatigue mechanic. Mountains and mountains and mountains of read-aloud. No one wants to listen to your half page read-aloud man. You don’t set a mood by using a lot of read-aloud. Yes, the writing should be evocative, but it should not be lengthy. You get a few sentences, three or four, and that’s it. You need to really work those sentences to bring the effect, the impact you are going for. Yes, it is not easy. It is, I think, the hardest part of adventure writing. More is not better. Player attention drifts. You make it harder on the DM to focus. You can’t use mechanics to fill in either. Sanity, in CoC, is just another pull of hit points, campaign hit points, as to say. It is up to the designer to put something together that FEELS like fatigue without relying on mechanics to accomplish that.

So, yeah, railroad. The adventure starts at a little trade town. Caravans leaving, to go over the pass. Wanna join? SURE you don’t want to join? Ok, so, no, you decide to wait at the trade town over the winter? Ok, then bandits keep attacking. Eventually you see over a 100 bandits about to attack and the entire town, whats left, flee in to the hill. Along the caravan route. Heh. So, yeah, you’re going on the adventure. Then you’re in the alternate reality shit where the dude controls everything and you’ve got exactly one path to go on. Just follow it and make skill check after skill check as: there’s a rock fall. There’s a bridge collapse. The wagon is stuck. Blah blah blah. I don’t know, there’s about fifty locations, between the overland and like a manor and such. 

There is an EXTENSIVE amount of information presented for each area. There’s a section for environment, then a section for topography. Then a boxed text section for the read-aloud, then a section for monsters/traps, then a section for encounter mechanics, then a section for notes, and a section for treasure, and a section for game master notes. There is EXTENSIVE repetition, which is great because with so much information, a long paragraph or more for each section, the area is then spread across multiple pages. There is NO WAY a DM can keep this shit together for a meaningful encounter. And this stuff is present for almost every area. Time and again, DO NOT use such a rigid format. Leave shit out if you don’t need it. Do NOT do shit like tell us the door, walls, light, smell, taste for each and every room. The purpose of formatting is to help bring clarity and help a DM when they scan the adventure looking for pertinent information. Used in mechanical fashion though, as it is here, is instead obfuscates and works against the goals it is trying to achieve.

It’s just weird, the way things come together in this. In one read-aloud section it says “They have knowledge of the mountains and what supplies are needed, and they can provide basic information about the mountain road. This sound slike DM notes, not read-aloud. And that’s not an isolated example, I’m not cherry picking. In another section there is a Treasure heading that reads “Treasure – Supplies from the abandoned wagons (See Treasure section).” Isn’t THIS the treasure section? (Turns out, no. It’s _A_ treasure section. FLipping to an appendix we can find a Treasure appendix with a listing for “Wagon Contents” which is full of mundane supplies.)

It’s just crammed with so much extraneous and repetitive information. And then the encounters are so humdrum. Oh, make a skill check! Ok, get a fatigue. Yawn. The final battle with th dude is anticlimactic as fuck. He attacks, eventually you drive him off. You find him in his hut and kill him there. End. Given this is 170 pages long and like almost fifty railroad encounters I would have expected just a little more in the way of flavour than a couple of sentences saying “he attacks you.” The horror element here just doesn’t work, hardly anywhere in the adventure. Mechanics and read-aloud doesn’t do it. The Hep C cant save an overwritten adventure in which the horror element is reduced to mechanics. 

This is $5 at DriveThru. The preview is the first seventeen pages. Which doesn’t show any of the encounters because there’s a LONG intro and background info and so on and so on and so on. A preview needs to show some of the encounters so a buyer can make an informed decision about the purchase. That’s the purpose of the preview.

https://www.drivethrurpg.com/en/product/564568/the-old-man-of-the-woods?1892600

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Danger in the Delta

By Demi ElGato
Possum Print Games
OSE
Level 1?

The Delta has long been a dangerous place. Most citizens tend not to stray too far from the port city of Mirkell. When times were not so tough, barges, caravans and other travelers braving the wilds of the province would be well staffed with armed guards. However, as coin purses lightened, the extra expense couldn’t always be justified. Opportunists, both men and monsters, take every chance for an easy payday, or an easy meal.

This 120 page adventure presents a small region with about ten adventuring sites (taking about forty pages), a couple of towns, and a few other locations.  I love the premise and setup of the region but the core dungeon locations are beset with clumsy writing and lacks a certain life to the encounters. 

Ok, look, I’ll get to the review, but I need a moment to diatribe first. In this we’ve got a new king, a Good Guy” “He established a parliament, limiting his own powers, and fully recognized the citizens of the Delta as members of the kingdom.” Kings don’t do this. Well, they do, but only when their barons have quite strong armies and are not pleased with the king. That’s just not what the job of king entails, giving away your absolute rights derived from god. But, then, also “Recently talks of secession have been heard in the Delta. King Nicolai will not abide such murmurings.” Well king dipshit, what the fuck does your parliment have to say about that? After all, you ceded rights to them. We’re gonna ignore this little bit of contradictory realpolitik for the rest of the review; it’s really the only truly dumb ass thing the adventure says. Not being internally consistent breaks immersion. Pick a direction and go, for real reasons that are relatable, not this scattershot shit. But, again, not a big deal, which is why I’m leading off with it and ranting about it ?

The really strong point to this adventure is the factions and their timelines. You’ve got loyalists and successionists, anti-humans, researchers, nihilist death cult, and the Old Guard Rich & Powerful. Oh, look, the Teamsters (The Delta works best when we say Union Yes!) want more money and better conditions. Oh, look, the old boys club isn’t happy about changes to the status quo. Oh, and some agtators who think the Delta would be better without a remote king. And the kings men who disagree. Oh, and now there’s a death cult type thing mixing in with crowds and throwing firebombs, literally and metaphorically. This amps up feelings on all sides. And mixed in to this we’ve got some rc town assholes and dedicated researchers and the usual array of bandits. There’s a rough timeline of events that can kind of help set the tone during the game, such as “A police force, only answering to the Noble Stewards, is established in Mirkell. The Secessionists have a protest outside of Town Hall in Mirkell. The Cult of Saint Hideo will begin attacking and burning barges on the river. The Segregationists will begin importing mass amounts of arms and armor.” This isn’t a set of specific events but it does outline the general situation and the vibe. I SUSPECT thats enough. Just reading that I can think of a lot of things I can drop in to a game as little side things, and that’s generally what I’m looking for from a designer: enough to get ME going to create and drop in things. We can see crackdowns, brutality both accidental and intentional, accidents that are real and imagined. What do you do when a crate of bows spills out of a wagon? “Uh, it’s for fishing” says the fisherman hailing it. It’s a great little set up thing and a good way to use a death cult. “Yeah, there were death cult agitators in the crowd.”  “Yeah, that’s what you WOULD say! Death cult! As if!”  I love it when the party explores “Big Als Fireworks & Open Barrel of Gasoline Emporium.” 

There are other tidbits here and there that are great as well. There’s a rival adventuring party that shows up form time to time in the wanderers table and in other places. “They are always kind and helpful unless given reason not to be. They travel with their mule, Bee,and little treasure (hoard type D).” Their mule, Bee. That’s a nice touch. Good grounding. And good job sprinkling them in to places to give the world that lived in feel. Good design. And, here’s a magic item “The Golden Eel Mouthpiece An exquisite, hollow golden eel. When held in the mouth, the wielder can breath underwater and swim twice as fast as usual. However, these effects only work in saltwater.” That feels real, yeah? The description, proper, is quite short but great, and while it mentions an effect it doesn’t belabour mechanics. Great magic item!

There are a few things that seem out of place, before I get to my major issue.

There are these graves of saints scattered around. Maybe twenty of them? Basically if you show up and do something for them then you get a magic item or boon or something. It feels a little … I don’t know, video-gamey? In that they are all basically the same mechanic? Or slight variations on the same mechanic? It’s like you’re touching all the totems on the map in Far Cry 19. And, then, one of them has a very specific morality test they ask you. “A poor beggar child is caught stealing bread. He is arrested by the town guard and hung for his crimes. Who committed wrong here? The child? The guard? The hangman?” Bonus test: this is a saint of the god Zakon, who believes that “cultural tradition and legal authority are inherently holy.” Make a guess. Did you guess? I SAID FUCKING GUESS! The child and guard are wrong but the hangman acted justly. I guess there’s room for interpretation in the holy tenets, even among the sainted of Zakon. 

All of the intro and supporting information (and there is a lot of it, given that only about forty pages are dungeon) in this is either easily ignored or pretty decent. I wish, perhaps, it were trimmed back. A LOT. But, it is what it is and it’s generally inoffensive when its not great.

The dungeons, though, are something else. Maybe, I don’t know, about twenty rooms in each of the ten dungeon locations? There’s something weird going on with the entries, but, also, it’s hard to point to what exactly. Here’s an example “Bloody Hall The scrabble on the floor here

makes quiet movement nearly impossible. The stalactites here are smaller and are not dripping.

There is a bloody Drag mark here, leading to Room 4. There is also a Pile of stones along the northern wall.” (Bold has more information) So, this should be pretty chill. Bloody drag marks. The text above is the “at a glance’ information, so, not exactly read-aloud. It’s just … blah. “There is a …” repeated multiple times. The tites are smaller and not dripping. “Here makes quiet movement …” I don’t know. Here is a blah Here is a blah Here is a blah. Here is not a blah. The core here, though, I think you can recognize from what I’ve pasted in, is not bad. Hard to be quite, tites, and bloody tracks.  Somehow, though, the language, and the follow up language, diminishes the interactivity in te room. Or the evocative nature? It’s weird. I’m not sure I see this too often.” It’s like having a decent idea and putting it down on paper in the most uninspiring manner possible while the concept still comes through. It’s not padded out in a meaningless way, maybe just in an … ignorant way? As in the designer didn’t know a better way to phrase what the room looked like in a more dynamic manner? And room after room is like this. The neato things going on are just so … BLEH. The follow on, for the bolded words, are fine, and the formatting is fine. It’s just all so, I don’t know, both padded out with pad phrasing and then, uninspiring? The formatting is fine. The interactivity is varied. I just have NO desire. 

The dungeons, and the adventure might be fine but I’d rather run something else. It’s all just cumbersome. The NPC’s are listed in the back of the book, and are relatively terse, but there’s no way I’m flipping back there to run them. The dungeon are ok, but lack enthusiasm. Even something like the stricture of the regions and adventures. There are hooks for the ten adventures, or, perhaps, ways to get involved. I’d just list them all up front, rather than right in front of the adventure, as shit going non in town or the village or something. Everything all at once, or tied to the timeline. Cut a shit load of text and instead focus on putting the NPC’s together with the timeline together with the hooks, to make the entire regional flow together better as a cohesive flow. 

This is, I think, the designers first real adventure/publication. And, given that, it shows. The rooms are not overly written, while the regions is perhaps a little excessively written. The rooms ARE padded out with simple language padding while the regional data has some decent specificity here and there. A strong focus on specificity in the region, trimming a lot of the boilerplate fantasy stuff, and reworking the rooms in the dungeons to eliminate padded out phrasing and bring in more adjective and specificity would make this pretty decent.

This is Pay What You Want at DriveThru with a suggested price of $7.77. The preview is 25 pages and mostly fluff. Page 19/14 has the factions and their timeline, which is the best of the more interesting possibilities with this. It should really have had a few dungeon pages as well. 

https://www.drivethrurpg.com/en/product/569417/danger-in-the-delta?1892600

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