By Louis Kahn Starry Knight Press OSRIC Levels 8-10
Hidden in a wooded vale lie the remains of Bernhold Keep. Beneath this ancient fastness dwell the spirits of its original inhabitants, betrayers who turned away from the Light and embraced Chaos in a climactic battle that rent this land asunder. Cursed to everlasting unlife, they wait below, ready to claim the lives of all those foolish enough to venture into their demesne. Are you brave enough to delve Beneath Bernhold?
This 54 page digest adventure uses 24 pages to describe a dungeon with fourteen rooms. Yes, as that page count would suggest, it’s padded to fuck and back with conversational writing, background data, and myriad other issues. The text is hiding a mostly linear dungeon with traps and undead. *sigh*
Your level 8-10 party is hired by some sage for 4000gp to go explore some ruins. Why you’re doing this at level ten I don’t know. I guess you’re suckers. On the way you meet a wandering monster table that takes multiple lines for each entry because each entry starts with what is essentially “it comes out from behind a tree and attacks.” Oh, and the treasure? The DM is left to determine appropriate treasure for the party.
This hints at the major issue of the adventure (beyond dungeon design choices) : the padding. Meaningless padding. It feels like every sentence, every phrase, every room is padded out. Every little thing needs the DMs hand held. “If the players search then they find …” we are told. This is the classic quantum padding I’ve referenced so many times in the past. An if/then statement that should be reworded to just explicitly state what is going on. Or “The treasure found is as follows …” This is just pure padding, having no use at all in making the adventure clearer. “If the players are not carrying illumination …” the adventure tells us, then they can’t see. Well no fucking shit. That IS how fucking D&D works, isn’t it? Or, rather, how LIGHT works? If there’s no light you can’t see? “If the players don’t breathe then they die of suffocation” is, thankfully left out of the room description for each room.
The adventure goes on and on in this conversations style. Room backgrounds and histories that have no purpose in the adventure. “Lord Bob had a sliding floor trap placed to foil prisoner escapes.” You can’t even argue that this might, in some way, cause the DM to put in some extra feature or be able to answer some player inquiry, like “this room used to be a kitchen” sort of thing might be, in some possible, arguable. On and on and on it goes, every sentence in a conversation style.
This leads to, of course, a wall of text issue where all of the text runs together and the DM can’t actually use the adventure for its main purpose: as a reference tool to run the adventure. This is, of course, one of the main conceits of this blog. The Adventure is a reference tool for the DM running it. The DM uses it to run the adventure, and thus it must be formatted, and the writing put down on the page, in such a way that facilitates the DM running it. Spending minutes reading a room description, and fumbling through it during play in order to pull out the details you need to run the room, is not a reference tool. It’s something to be read, perhaps. The greatest sin an adventure can make.
And the gimping. *sigh*. Undead cannot be turned. No commune spells work. A trap “cannot be detected as a trap because it is not one.” You put a fucking needle inside of a mouth in which you put your hand in to. Sure, it may be a door lock, pricking you to get blood so the fucking door will open, but, that CANT be detected as a trap? Seriously?
I don’t know what else to say. Sticking your monsters in the second paragraph, or deeper, so the DM will overlook them? “Oh, uh, wait, sorry, there’s actually eight skeletons in this rooms glowing with unholy fire.”
The text, padded as it is, is devoid of actual descriptions of things. Just plain jane words with few adjectives and adverbs, much less evocative ones.
It makes my heart yearn for what it was meant to be. Not the garbage thats in front of me, but what the vision was. The art is there, you can see it on the cover, and on a few pieces inside. It was clearly an act of effort to do layout. To use the formatting that was used. And yet the editing is not there, in any way shape or form. And then, the actual DESIGN of the adventure? The traps and encounters and how they work together? No. This kind of product just hurts my soul and makes me wonder why I do this shit. To be reminded, every day, or the meaningless of it all? And yet, we must imagine Sisyphus as happy …
“If the players don’t remember when you described the green mist going through the fireplace then remind them so that the adventure can continue.
I thought, maybe, that Starry Knight had improved. Maybe I’ll try again next year.
This is $6.50 at DriveThru. There is no real preview.