By Christopher Capone
Wicked Cool Games
OSR
Levels 2-3
Long Ago, the folk of Rhu made an agreement with a witch to save their tree-thorp from destruction. She honored the agreement, but the folk broke their promise. Soon the village was razed. Now, years later, the adventurers must delve into Rhu to find a lost friend and deal with the evil still lurking within the ruins.
This 34 page adventure uses about four pages to describe a burned down village with ten locations. It wants a creepy horror vibe, but the lack of much evocative content lends itself to more of an abstracted vibe. Too bad because it’s got a nice premise.
Ah, a tale as old as time: the town didn’t pay their dealer. Specifically, they bargain with a witch to save the town from attack, she keeps up her end and then they don’t give her the baby teeth that they agreed to. They didn’t even have to yank em out! She was content with them falling out naturally. The kids go missing and when they come back, with amnesia, they are carrying these little sack dolls. And then one night the dolls murder everyone and burn the town down. Oops. We’ve got a witch, murderous little sack dolls with knives that turn you to dirt if they kill you, baby teeth … good stuff! But the adventure doesn’t really know what to do with it all. This kind of excellent horror/folklore vibe just doesn’t come through. The burned down town doesn’t feel like a burned down town at all. The creepy little dolls get a “giggle when they run away” thing, but thats it. The entire horror vibe, along with a ghost child or two, just isn’t creepy.
It’s hard, I gotcha, to write some evocative text and transfer the vibe, the intent in your head, on to the written page in such a way that the DM on the other side can pick it up and run with it. But, also, that’s a decent chunk of what folks are paying for in an adventure … to get the vibe that the designer is putting down.
That’s not what we get here though. There is a lot of lead in. A starting village with people to talk to … which doesn’t really lead anywhere. There’s no real mystery to solve. There’s no amulet to burn or anything. You’re there for [pretext] and the entire framing, the entire backstory, is just there to explain the presence of the little sack monsters. Thus all o the NPC interactions in town are for nought. The wilderness encounters as well. Those don’t have to lead to something, but, also, they don’t So all of those pages, all of that text, is for nothing. What if, instead of all of the useless town material, and the description of a forest that the party will never enter, instead that effort was put in to the burned down village? To bring it alive? To give the party something to do in the village except stab little sack monsters. There is a dead dude trapped in a soul gem, but he’s just there to explicitly provide monologue and explanations, to bring out the backstory. Likewise the little ghost child, there’s nothing to really be done with him. He wants Bloody Tear, his sack doll, back, but if you do so then … he just goes away.
Nothing here contributes to anything other than the backstory of why the monsters are here. There is no real tragedy to bring forth and no triumph to be had, the witch is not present and you can’t really accomplish anything. It’s as if you wrote LotR as a backstory and the adventure was “pick a flower from Mt Doom” and there are a couple of orcs there. Ok, sure, I understand why the orcs and Mt Doom are there, but nothing contributes to the NOW of the adventure.
“Apple barn: Processing & storage area for apples & mead. Slight sweet & rotting smell. Many overturned barrels and crates with a mushroom-infested sludge.” This would be a typical description of one of the areas in the adventure. There is more, but it mostly consists of sack dolls dropping from a ceiling and stabbing you before they run away giggling. There’s just not much to work with in that description. The sweet and rotting smell is a highlight of this description, and of the adventure. There’s just not enough of that. The burned down town. The tragedy of the parents being little piles of dirt (Ala On the Beach) … the children themselves. There is just not enough of the horror element here, not enough of descriptions that ground the place.
The witch, the teeth, th children, the ever present mist … not really used in any way, not leaned in to. It’s not that it’s BAD, it just ends up being a whole of backstory for an adventure that amounts to little other than stabbing little sack monsters and an ant-lion ala sarlacc pit.
This is $4 at DriveThru. The preview is seven pages. I got excited with the NPC summary, but nothing goes anywhere. It needs a better preview, of the actual encounter keys, to give a better feel of the core of the adventure.
https://www.drivethrurpg.com/en/product/522590/ashes-of-rhu?1892600
By Petras VaznelisArchon GamesGeneric/UniversalLevel 0? Though the omens chime of certain doom, there are those…
By Ben GibsonColdlight Press1eLevels 5-7 Deep within the valley, where the high keening voices sound…
By Dougal CochraneSelf PublishedShadowdarkLevel 4 A Lost Ruin - The Quiet Shrine lies half-buried and…
By Will FloraProp Cor GamesOSELevels 1-3 The magic of Diathea sits in disarray! The Emerald…
By Josh YoderCrimson Adder CuriositiesWeird Heroes of Public Access It’s time to hang ten, heroes—we…
View Comments
I can't help thinking of the Mob Rules (Black Sabbath) album cover when I see the jacket on this one.
Also the preview looks like a pretty goddamned good setup for an adventure. It just didn't quite get there. An Almost Orgasm. Those are the worst. Why WHY is the garage door going up at two in the morning? They came home from Youngstown early?
Shit. Jumping off the roof in February might break my ankle. Barefoot. Christ.
> Why WHY is the garage door going up at two in the morning? They came home from Youngstown early?
> Shit. Jumping off the roof in February might break my ankle. Barefoot. Christ.
Are you... having a stroke?
Her parents did come home early. Unannounced. It was a two-level home in the WashDC area; I scrambled for my gear, tore the screen out of her bedroom window, went out on the frozen/frosty garage rooftop, and did the best I could to tenderly jump off. I hit the frozen ground so hard I thought I had broken both of my ankles. I literally laid there with steam coming off my body under one of the spotlights of the house and waited for her (sorry kids, some old-school nomenclature here) big dumb Pollock father to come out in the night air and beat me to death with a golf club. That was 1991. Not quite a stroke, but every single second seemed like an eternity as I awaited a brutal death.
What are some good examples of horror in D&D?
I've been playing for 30-some years but have never ventured very far from fantasy and sci-fi. I find it hard to imagine horror being a genre that translates well to pencils, paper, and dice on the table top, but maybe I'm missing out!