Categories: Reviews

Castle of the Veiled Queen

By Kuba Skurzy?ski
Nerd Sirens
OSR
Levels: Low to Mind

[…]  To protect St. Honegund’s holy site, stone wall and tower were built. Tower became inhabited by owls over one, full-moon night. From that date onward, the full moon was a special moment for the inhabitants of the fortress, as during these nights the foundations of the so-called Moon Tower would light up with a blue glow, as a sign of the divine providence over the castle. Imperial guards still repeat a frightful prophecy to each other, that when no more owls will be nesting here, the whole Karpaki shall be flooded by the infernal heat of the Eastern Sun. So far, legend has never been verified, as despite many sieges of the castle, the Moon Tower has not fallen to ruin, and owls have always been around.

This 44 page thing is not a adventure. Maybe a setting? A castle description? It’s Wall of Text, that’s for sure, with many issues that stem, perhaps, fro a lack of understanding of what the thing they were writing IS and thus how to write for it.

It’s a castle in some pseudo-historical-like central european setting. Gunpowder, Kaiser-moustauches and so on, mixed in with fairies and medieval markets. But, it’s not really an adventure. It’s like you included the Keep portion of Keep on the Borderlands but not the Chaos Caves, but then padded out to many more pages the keep. There are castle rumors. “The tower will fall when the owls leave the roosting!” Hmm, sounds familiar. Anyway, shit like that. Some rumors about the castle, some rumors from servants in the castle, a random guard generator as well as a random prisoner generator. And, a nice little section on the guards. Their hour, rotations, how they respond, and a note that they can also be lazy, corrupt, and don’t necessarily dislike the prisoners so they can be lax and give special favours at times. That’s a nice bit of realism and a nice little appeal to the party interacting with both groups, both to exploit or make friends with. There’s also a decent little wandering table, with things like a soldier or servent trying to witness something suspicious/illegal and wanting to report it to their patron. Decent. A situation, which is what things in adventures should be. Something for the party to exploit and a nice appeal to richer interactivity inside the castle. 

I’m assuming that this is an EASL adventure and it shows through in a place or two in some awkwardness in the language. “The old well was drilled for sieges – on a daily basis it’s secured by brass plate and the castle crew does not draw water from it.” I’m not quite sure what is being communicated here. It IS or IS NOT ever unlocked? The phrases seem to contradict itself. These DO tend to be the things I care more for, I’m chill with some awkwardness but when I can’t figure out what’s going on in it then problems arise. And there were a lot of people associated with this in production. Weird

That’s it for the first floor description …

But, really, the core issue with this “adventure” is that it lacks a purpose. And that the way the adventure is formatted/laid out/described can’t then match the purpose/objective of that part of the booklet/adventure/whatever. We know, for example, that a map/key format is great for a kind of exploratory dungeon. And that other types of adventures, like investigations, or social adventures have other formats that work better for them. But this booklet doesn’t really know what it is so it can’t really match its formatting to it. 

It is supposed to be, I think, a castle setting? This is the local major castle in the area. These are the people who live there. These are various general parts of the castle. And, then, for each part of the castle, these are some Things Going On. So, bandits hiding in one area, caves underneath with more. The blacksmith and carpentry shop. 

There’s no real thrust to any of this. In this way it is very similar to the Keep. You could, if you were so inclined, do something with the various parts. If the part is visiting then you could drop in part of it, or, rather, use some part of it to spice up their visit. But there are a couple of issues. Unlike The Keep, there’s no real reason to visit. In B2 it’s natural to visit the Keep as a home base, and, even, some of the rulers and such have a reason to eventually interact with the party. That larger framing is absent here, so it really is just a place for you tp drop in and use. But, also, it’s not on the borderlands; it’s a fairly major place. So we’re looking more at civilized play/intrigue. And then the various areas inside are not really set up for intrigue. Theres prisoners, in the jail underneath, but no one and nothing to hook you in as a small todo or such. IF you wanted to include a prisoner for your own game then you could insert them and create some play from it, but this is all just a general framing. Do you want to explore the included Moon Tower part of the keep? Why? Well, there’s not much here. Yo uCOuLD place the McGuffin there, or give the party some need to go there and thus do it. Or create your own intrigues in the political realm and thus give the party a reason to hobnob. But, again, with little purpose to it from the product proper.

So, we get the various parts of the castle explained in a very general way. There’s specificity here but no interactivity to speak of. Its missing things to get something going, but provides a setting if you want to add your own. And, thusly, not an adventure but rather a setting. And, given the lack of interactivity in the product, a kind of weaker one at that. 

And, given this focus, or lack thereof, the formatting it off. General descriptions, with some specificity. Lots of overviews and bullets, to the point that I think it becomes kind of a wall of text in places. They are used as paragraph break rather than calling attention to important things and summaries of them. 

The closest I can get here, I think, in comparison is the fortress supplements from MERP. Here’s a place. You could do something here but we’re not really going to provide an incitement to do so. 

This is $10.50 at DriveThru. There’s no preview. Sucker.

https://www.drivethrurpg.com/en/product/532586/castle-of-the-veiled-queen?1892600

Bryce Lynch

View Comments

  • Apparently, this is not AI. Rather, there was a kickstarter to expand on a PWYW adventure (that might have gone off the rails at some point?)

    • Thanks, detective! I love reading about AI in every single review comment section, even for adventures that don’t use it!

  • Yeah the best thing about this site is that it is no longer about adventures- but about hysterical accusations and sober reflections on AI in every. single. fucking. adventure.

    Bryce, make a decision one way or the other to either just filter that shit out in whatever way you feel appropriate (several have been suggested).

    Or this place becomes a fascinating study into human paranoia of r3plicants taking over our creative spaces. Like tears in rain. Or cesareans firing off the coats of Ohio. Lost, all of it lost like rears on the train.

    • Sorry... My non "localisation" is showing.
      What does "Or cesareans firing off the coats of Ohio" mean?
      At least I'll expand my vocabulary while dredging the forums ;-)

  • "We know, for example, that a map/key format is great for a kind of exploratory dungeon. And that other types of adventures, like investigations, or social adventures have other formats that work better for them."

    Like what? What is a format that works for investigations? Genuine question, since this adventure is extremely similar to one I am writing right now (castle investigation). I am keying the rooms right now and it feels off. Because it's not really a dungeon. One doesn't expect the players to go room by room to investigate, right? So what format could work for such an adventure?

    • Seconding this - I've just released a very similar adventure and I ended up using some pretty 'hacky' workarounds to make it feel less like a procession of rooms (random events, a crude day/night cycle, NPC schedules), but ultimately it does feel like a constraint of the format.

      Ditto with the 'Here’s a place. You could do something here' problem - that's fine for a dungeon full of treasure, less fine for somewhere with more complex/'story-driven' goals, like an investigation.

      Very curious if Bryce/others have any ideas for best practice here.

      • At the moment I have both. The schedules, events and so on... on top of the keyed rooms. It just feels like the keys will be redundant? Like, even if the PCs hear a rumor that X is happening in Y room and go there to investigate, sure, they'll play out the room, but i dont think there is the incentive to continue opening doors after they are done, like the'd do in a dungeon. In any case, I'm about to playtest a preliminary version tonight and see how it goes.

        • That sounds like the right balance. The room key should be very bare bones, so as not to obscure what the adventure is actually about. I seem to remember this was done well in "Kidnap the Archpriest"; not so well in the Cthulhu Medieval adventure "The Lord of Nombrecht".
          Terror at Trollmarsh White Dwarf 74 for AD&D is a good one.

    • I have a good example of a mystery adventure *not* to emulate, "Huddle Farm" from Dungeon #12. All the information is buried in the map/key format. When I ran it I had to practically rewrite it.

      I think for mystery style adventures, you'll want an NPC list, with everyone they know, everything they expect, etc. You'll also want an event schedule, if that's important. Finally, even though the room keys are minimal, you may want to highlight clues that are available in each room. Better yet, maybe in the NPC section you might include a blurb on how so-and-so will react if confronted with "clue #1 in room 6". And maybe an 'order of battle' for the villain(s) when the jig is up.

      The Heretic

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Bryce Lynch

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