
By Scott_m
First Era Adventures
OSRIC
Levels 2-4
Ten years ago, the new rector went insane and burned down the town chapel, killing his fellow priests. No one knows why he did it, but superstitious townsfolk just wanted the whole sad affair to go away, so they turned a blind eye. The scene of this terrible crime was abandoned, yet evil abides. Locals believe the site remains cursed, haunted by ghosts of the murdered priests. Now, after mysterious events have befallen the town in recent weeks, many look to the ruined chapel as the source of their ill fortune. Somewhere below the ruins, the fate of the temple’s holy relic may hold the answer to this disturbing mystery.
This 21 page adventure presents a burned out chapel and undercroft with about fifty locations. There are a couple of interesting subplots going on, with evocative descriptions, decent interactivity, and it being well formatted. A fine adventure. How often do I get to say that?
You know that bag of potatoes in your pantry? The one that’s been for awhile? You know how it’s begun to rot and stink up the place? Clean up your fucking churchs when they burn down!
I don’t know where to start. I want to talk about a couple of points, but I think I should cover the heart of the adventure first. There is a little background and a few hooks that kind of paint a scene of the surrounding town, but it’s VERY minimal. This is, essentially, just a site to adventure in with almost not surrounding info. And that’s fine. This works well as a site-based adventure that you can drop in almost anywhere and there IS just enough to hook it in a little deeper. The reeves teen boy is missing and someone you find in the dungeon could be the kid. And, really, not much more than this and the local legend in the marketing blurb.
The language use here is pretty decent. “Rusted iron gates screech open onto a flagstone courtyard, its edges overtaken with dirt and weeds. The stones are broken and shifted; tall weeds clump in the cracks.” Overtaken, edges, shifted, rusted. The words chosen are good. In another place there is this as a description “Dusty paths encircle scores of old gravestones squatting among the dry, rustling grass.” That could, I think, almost be the platonic ideal of a decent room description. It’s terse, evocative. It uses its word count wisely. It’s the kind of description that makes me think someone who was VERY adept with their vocab imagined a scene and then wrote it down, rather than working the other way around. “Hmmm, graveyard, what words can I use?” There’s a kind of ease that comes from the descriptions, as if they were effortlessly written. The words click together well to build on each other. That’s evocative writing. It does slip in a purple word now and again, like that “rusted iron gates SCREECH open upon” … that’s not read-aloud or second person, it’s trying to use an adverb. I applaud the attempt and I think adverb usage can REALLY work well, but it’s either a smash hit or a failure in my experience in a description. Still, there’s not much of it.
Formatting is good also. This is a standard paragraph style, with certain words bolded to cal attention to them, like creatures or other things that the party might notice, a glint ,a marble font, etc. Each paragraph might have two or three sentences with a room averaging one to two paragraphs. And, those paragraphs are well written. They are not padded out. The important stuff comes up front. One room, I’m thinking of, stretches to a column of text, quite unusual for this adventure. But, it’s quite manageable. It builds. It’s easy to locate information. One paragraph might have the “marble font” bolded and then the very next describes the font encounter information. I don’t know, maybe it’s an accident, but I doubt it. It is, for lack of a better phrase, subtly formatted and organized.
The maps,supporting play, range from great to good. The outside map, of the ruined chapel and grounds, is really nice. Almost an overlay on top of an art piece that doesn’t loose it ability to be clear. The undercroft map is clear as well, although it has a kind of symmetrical vibe to it that I almost always have a visceral response to. It’s NOT wholly symmetrical, but, also, when a map tends to the symmetrical I do enjoy seeing a secret placed on the map that rewards players who pay attention. A fully mapped dungeon, the known areas, would reveal one curious space unaccounted for, leading to a major treasure. Monsters are noted on the map, which is great for helping a DM react to noisy characters. There is a third level, some rat tunnels, that is a neato little extra, simple but nice to have also. Exit locations, and where they lead to, are noted as well, with … six entry/exits to the undercroft. Sweet!
There is some interesting interactivity as well. I’m going to note one of them, as an example. Up top, in the grounds, is a cemetery. At one point you can find four broken in to tombs of knights, with their heraldry, names, etc. Down below you can meet four skeleton knights, and by paying attention and drawing some inferences, they are the same dudes. Calling out to them with their names, etc, can let anyone kind of “turn” them, with a chance. This is the old trope of “i know the real you is really in there!” Finally, if you do the right thing and return their bones to their crypts then a golden trumpet appears midair. A nice kind of symbolism there with the knights and a church. And it turns out to be a horn of valhalla, allowing you to summon them 1d4 4hd knights. It all works together, and builds upon itself. OF COURSE that will happen, right? It what you WANT to happen, as a D&D player. Another example is an skull icon that cn talk (oh, Mort, you cast a long shadow) and if you say a prayer, give alms, etc, then you are rewarded. Again, a kind of free-flowing interactive play, not necessarily tied to casting the right spell but just doing what SHOULD be done. And then the skull responds “Your gesture comforts my eternal soul; Brother Denton has something for you” … so keep an eye open for his ossuary. In the main ruined church. “The cavernous interior space once soared to (60’h) down the center line. Huge rubble piles obscure sightlines deeper into the hall unless someone mounts one of the heaps” And some notes on the “valleys” between the rubble and on climbing them. A pretty good environment.
There’s a place or two that I would have liked an extra word or two. “Scattered on the basin’s bottom are the bones of two missing townsfolk.” That could have used a couple of words more, a missing teen couple dating or some such. Nothing wrong here, but just a yearning for more specificity, given the quality of the rest of the adventure it seems out of place.
Lastly, I want to talk a little bit about the setup. This site is a fine stand-alone adventuring site and doesn’t need more, a surrounding town or some such. But, it’s teased a little, and, again, that makes me want more. “Livestock and stores have gone missing; shadowy, hooded figures are said to roam the fields at night; ghostly lights were seen (from a distance) in the chapel ruins, etc. Worse still, quite a few locals and itinerant laborers have gone missing over the last few weeks.” This is pretty much a platonic setup for a small village getting creeped out. Bad omens and strange happenings. Throw in some sour milk and a lame calf and you’ve got the motherload. This nothing more to this, in the adventure, than what I pasted in and, sure, I’d like to see some specificity here, but, it does make me wonder. I’ve not really been impressed by those “101 subplots for game!” type products, the content never turns out to be what I want. (Well, other than Pembrocktonshire and Petty Gods.) A giant compendium of quick hits for a game, with specificity. Full of lame calves, sour milk, disappearing teens, sudden appearance of hoof and mouth, hank the drunk saw a weird shadow stumbling home. Perfect little quick hits, with specificity, for a DM to tosses in to their games to help bring the context around these site adventures to life.
Anyway, enough rambling. This adventure reminds me of the nostalgia of the original adventures. Not what they actually were, but what you remember them to be, the same as the old sledding hill being flour feet tall when you remember it being humongous. This adventure lives up to the memories of the old ones, meaning it exceeds them.
This is $5 at DriveThru. The preview is ten pages and you get to see themain maps and several encounters. Great preview.
https://www.drivethrurpg.com/en/product/567410/the-heart-of-st-althus?1892600