Through Ultan’s Door #1


By Ben Laurence
Through Ultan’s Door
OSR

Go through Ultan’s door in this inaugural issue into the Ruins of the Inquisitor’s Theater, a 30 room dungeon replete with oneiric puddings, delicate shadow puppets, giggling white swine, and much more. This 36 page zine contains everything you need to launch a D&D campaign in the Zyan, flying city of the dreamlands.

This forty page “zine” contains a thirty page dungeon and the supporting monsters, spells, etc. Lush, rich prose, the ruins of a decadent empire, and heavy opium clouds bring the OD&D HARD. Digest format is as digest format does. It’s good. I’m also predisposed to this kind of shit.

I didn’t think people still used opium in the US. This adventure proves me wrongs. Yes, that’s a compliment. It’s important, I think, that I communicate the vibe of this adventure. There’s this thing that some of the Psychedelic Fantasy adventures fell in to, and some of the Calithena/Bowman Darkness Beneath adventure briefly hit upon. It’s also present in in some of the pointcrawl work of Slumbering Ursine and those world weary decadent elves of that setting. From the Vats, Operation Unfathomable, Blue Medusa and some other Patrick shit, the city from ASE1, a touch of Tekumel, and Lapis Observatory. There’s this lush, sometimes lurid, velvety decadance … sometimes in the writing, sometimes in the environment, sometimes in the imagination behind the encounters. There’s this intro to a Frankie Goes to Hollywood mix, cribbed from Nietzsche I think, that gives me a certain feeling when I listen to it and this adventure reminds me of that feeling.

A part of this is the OD&D thing it’s got going. By that I mean, in part, the monsters are new. You don’t know what a new monsters will do. It’s powers are unknown. That creates apprehension in the players and that’s usually a great thing for an adventure to do. Not only are the monsters new, the descriptions focus entirely on the actual play of the creatures. Descriptions are: Sinuous white swine, with children’s hands, and mischievous human eyes, or Each is a tangle of raven’s wings with no body or head, flitting erratically like a quick moving bat. In the center of the conjoined wings is a single staring eye that gives baleful glares like cutting knives or worse. That’s what the characters encounter so that’s what the description says. The only addition to that description is their spoor (hints to come) and the monster stats. No bullshit history or crap to clog up the adventure … just pure impact for the players. Fucking. Perfect.

There’s another part of the OD&D vibe that tends to concentrate on the non-standard encounter. I’m not saying it well, but there tends to be this de rigeur way of writing encounters. It almost seems like there’s this hidden formula that people follow to create a boring encounter thats the same as every other boring encounter. Tolkien genericism. I’m not bitching about orcs, I’m bitching that they always appear the same way, as do pit traps, etc. There’s this emphasis on mechanics, as if they come first “a 100’ pit trap”, and then the rest follows. When I talk about OD&D encounters/imagination I’m then I’m talking about that being flipped There’s some weird ass scene imagined … that’s the focus, and then some mechanics are are lightly bolted on. There’s this room, smelling of decay, with a straw floor, and a balcony up above, and three bodies hanging from it with hoods over their heads … and a bear trap in straw under each body. Balcony with hanging bodies and bear trap … just a little twist that keeps it fresh. And this adventure does that over and over again.

The descriptions are lush and rich with great imagery. A door of cerulean blue and gold leaf glittering in the candlelight. Or, to directly quote: “The statue at the end of the room is made of basalt. It depicts a robed figure, with a long beaked mask. She pulls apart her robes, and dozens of small- er beaked masks peer forth form the darkness beneath, pressing out. Lapis Lazuli borders her robes, and the eyes of the masks sparkle with polished carnelians and peridots.” That’s a pretty cool thing that I’m DYING to run! Which is exactly what I’m looking for. I want to be excited. Ben jabbed an idea in to my head and I can fill in the rest effortlessly because of his ability to communicate the seed to me, the DM. WHich I can them have a much better chance of doing the same for my players … and communicate my enthusiasm to them. Nd, as an aside, much of the treasure is great also. A necklace of bismuth stones strung on a chain of platinum, each stone a miniature rainbow labyrinth. Fuck Yeah I want that thing man! If you have treasure that the players want to keep, wear, and use, instead of just abstracting away in to gp, then you’ve done a good job and this is a good job.

Twenty-ish rooms means the map isn’t too large, but it’s good enough, and it appears that the next “issue” will be the next level of the dungeon. My only major complaint is that the room numbering is not as trivially legible as I would prefer.

Ben’s got an overview of the game world this comes from, a kind of Dreamlands-ish thing, on his blog. That should give you an idea of what you are getting yourself in to. These days Dreamlands makes me think “arbitrary”, but that’s not the case here. This is a concrete, real adventure.
http://maziriansgarden.blogspot.com/2017/09/two-years-through-ultans-door-zyan.html

Another great example of a “going to a freaky place” adventure … with the door signaling that the rules are all wrong and every perversion is justified in the mythic underworld … communicated via the door transition.

This is $5 at DriveThru. The preview is ok. Showing some of the rooms, or wandering table, would have been better. The general fluff stuff is ok, amd gives you a view in to the writing style, but the actual rooms and wanders give you and better view in to the FOCUS that the actual rooms give, and encounter types. As is, what’s previewed seems to imply a longer writing style than is actually encountered and not as much of the OD&D style. It’s more setting than adventure in the preview.
https://www.drivethrurpg.com/product/254659/Through-Ultans-Door-Issue-1?affiliate_id=1892600

It is, of course, Frankie, and Frankie only …

Posted in Level 1, Reviews, The Best | 19 Comments

(5e) A Night in Seyvoth manor

By David Flor
By Darklight Interactive
5e
Level 6

…Throughout the years, the village has had its share of disappearances; most of them had been blamed on the harsh environment of the surrounding forest and the natural dangers of the world we live in, but recent evidence leads to the doorstep of the Seyvoth estate. And when the two young daughters of a prominent noble go missing and the village sends out search parties to the surrounding area, two separate search parties passed through the iron gate at the entrance to the estate and have yet to return….

This 44 page adventure describes a an evil/vampire manor with about eighteen rooms. Realizing the promise of the 4e adventure… but written in 5e, this thing is essentially eighteen set pieces strung together. It attempts to marry the more open ended styles of play with the rich room encounters that were a hallmark of the 4e style. If you can accept that, and its implications, then the amount of odiousness it engages in is minimal. Maybe. I can’t decide if its arbitrary. Or, rather, if the arbitrariness it engages in is any different than normal D&D arbitrariness.

There’s a tournament component of this that is … strange. The party is given four hours to complete the mission to find the girls in the manor. You can keep playing, but after that they turn in to a werewolf and vampire. There’s also a scoring system. Fifty points for this and ten points for this other thing. And if you die you start back at the front doors with scoring penalty. It just comes out of nowhere, with no explanation. “If you die you start back at the front door with a scoring penalty.” Huh? Like I said, out of nowhere. It’s more than a little disconcerting, as if you’ve missed something. If I digress here, to talk about this adventure as a tournament adventure, I’d say it’s one of the best. Most tourney adventures tend to be rather linear, in fact, the most linear. This isn’t that. It’s a real deal “explore the house as you will” adventure, up to and including reasons to revists certain areas. And it’s completely usable as a non-tournament adventure also. David has done a good job at duel use.

It can be a more traditional “explore” adventure and a tournament adventure because, more than almost any other adventure I’ve seen, this thing is CONSTRUCTED. Getting to the secret room requires you place a necklace on a statue. But first it has to be “blessed” by the ghost it belonged to. And you have to find it first. And if you give the WRONG thing to the ghost lady, like the jewelry of the maid her husband has been fooling around with, well .. you can imagine. And that’s but one of the interconnected things. A ghost girl wants her dolly. There are a lot of dolls around the house … and she’s not going to be happy if you give her the wrong one. But there are pictures, etc around the house that provide clues. And there’s a ghost composer who’s like his sheet music back … getting him all of it distracts some of the ghosts as he plays, providing some assistance later on. This doesn’t FEEL like a fetch quest. It feels more like “Oh! This is related to that other thing we saw!” That’s the sort of discovery that always good for a D&D adventure.

The rooms, proper, are RICH. They are LONG, with multiple elements in each room. We’re talking at least a page per room. It manages to put multiple elements in the room, some of which have no relation to each other, and make each room a place where the players can explore quite a bit. I note that this can be difficult to achieve and still be scannable … but this adventure manages to mainly accomplish that. It starts with bullets that give an overview, and then sections that are, essentially, tied to each bullet. These have good use of bolding and whitespace to make finding those sections easier. The individual sections DO get a bit long, but I think it’s manageable. The Graveyard, for example, has a cliff edge, graves, a fountain, sarcophagi, a gazebo (with ghost), and statues. Then there’s a long multi-paragraph section on the main event, the ghost, and another long section on “Encounter” which means potential combat with some of the previous room elements. THEN column long stat blocks. It’s a lot, but manageable. The formatting, as well as the emphasis on playable content, rather than mentioning trivia. Keeps it on track. The long text in the individual elements is related to the EXPANSIVE hand holding. Lots of text on opening doors, disarming traps, and so on. Almost a defined template/schema that is being followed, that is closer to the SPI end of the spectrum than I can comfortable with,

There is definitely some abstracted D&D here, from the 3e/4e era, that shows and stands out as being crappy. There’s an emphasis on skill checks to discover things. If you have a DC13 per check you can see that the statues arm is hinged at the elbow. This is SUBSTANTIALLY different than telling the party that the elbow is hinged in response to them saying they are examining the statue, or looking closely, or something. That’s shitty D&D. I know people like skill checks these dys to tie your shoes, but they are overused. Unless it’s really hard/hidden, and even then, if they ask you should be telling them. The answer is not in the build on your character sheet. The adventure relies on this shit over and over again. It’s easy enough to ignore and play the right way. (That’s right, I said THE RIGHT WAY.)

It can also be arbitrary at times. All D&D is arbitrary, to a certain extent. It’s a part of the game. You don’t know what’s behind the door. There are parts of this though that seem a little more than that. If you give the ghost the wrong thing she freaks the fuck out. She doesn’t actually tell you that she’s looking for a necklace … and I’m not real sure that the maid/infidelity thing is related very strongly. This allows the party to engage in what they think is the right thing, but are then punished for. It’s important to not set up a situation in which the party just never tries because it’s not worth it, based on past experiences. Sometimes warnings about what will happen this is done with foreshadowing, or warnings from others. A pile of dead bodies holding shitty jewelry, around the ghost, for example. From that we can learn of the horrible consequences. There’s another part, in this same thread, where another ghost tries to trick the party in to taking the wrong necklace, it pretends to look like the ghost in question. (In a mirror, ghostly pointing. Really well done.) But at this point it’s hard to tell that you are doing the wrong thing. In fact, you’re being told it IS the right thing … and it’s not clear to me that there are cues you are on the wrong path to success. Wizards and Clerics have “are we doing the right thing” spells, but without a strong history of the party using them that’s not really the way a lot of modern D&D is played. (Shame!)

You know, there’s also not an actual map. Oh, there are lots of tactical battle maps, one for each room in fact, in order to solve the “I see a map! That means combat!” metagaming from the party. But there’s not an overall map. That’s bullshit, and by far the most impactful issue when trying to play this.

There’s also this weird emphasis on handing out cards that represent treasure. Everything together (that long text, remember?) gives this a very boardgamey vibe. There’s a clear lineage to 4e … but lets say 4e done right … but written for 5e.

I’m a fan of this. I’m surprised myself to say this. I think it’s an interesting approach to writing an adventure. I find it interesting for that reason alone, but I also think you can actually run it easily. Is it The Best? Sure, why not, if we’re grading on the 5e curve.

This is $10 at DriveThru. There’s no preview? Really? That’s kind of toolish.
https://www.drivethrurpg.com/product/253742/A-Night-in-Seyvoth-Manor-DnD-5E?affiliate_id=1892600

Posted in Level 6, Reviews, The Best | 4 Comments

The Sunken Fort


Nickolas Z Brown
Five Cataclysms
OSR
Levels 1-4

On the edge of a swamp beneath an old forest lay an even older fort, constructed for some ancient and unknowable purpose. The shadows are stronger here, and the scent of madness lingers in the air. The fort may seem mundane at first glance, but you will learn soon enough that something is not quite right…

This 27 page funhouse dungeon has eighty rooms. Imaginative, terse and well organized it brings the OD&D vibe with unique monsters and a metric fuckton of shit to get in to trouble with. Your enjoyment of this is going to be directly related to your view of funhouses. I like funhouses, they are just not the easiest to use sometimes.

This thing knows what it is doing. Funhouses are not set piece dungeons, even though they have lots (and LOTS) of little self-contained rooms. They are not challenge dungeons where some higher power is testing the mettle of the party. They are not riddle dungeons or trap dungeons. They are a curious mix of things that make sense and not. Most of all, I think they are tend to be Push Your Luck dungeons, or Temptation dungeons.

There is a certain type of … Gleeful D&D. In this style everyone is grinning and everyone is on on the secret. Imagine a room empty but for a skeleton on a throne .. and it’s holding a big fat ruby in its hands. Fuck it, maybe you even have to put your hand in a mouth of something to reach it. The DM knows that the room is a set up. The players all know that the room is a setup. The DM knows that the players know … and the players know this also. And everyone is sitting around grinning at each other. “Well, You wanna stick your hand in and grab it?” says the DM. “Looks like it might give you enough XP to … Level.” This isn’t really adversarial D&D, but really everyone kind of knows what’s gonna go down. That mouth is gonna close and that skeleton WILL be animating. Push your luck, take a chance, there’s not really hidden information. That’s a good dungeon room. And a good funhouse dungeon is stuffed full of them. And this is a good funhouse.

There’s an art to writing them to get them right. Imaginative situations, clear setups and consequences pretty clearly implied. These are done right. They are mostly pretty simple. Open a door, set a gold statues with ruby eyes floating towards you. Oh course, it’s got a floating clear ooze surrounding it that’s initially hard to see … but, of course, everyone knows SOMETHING is up with it. It’s just a matter of what. This dungeon executes over and over again. Big big fan.

OD&D style has a strong element of the new and interesting for monsters and treasure, and this is most definitely OD&D. No orcs but lots of new monsters with new gimmicks. I love that because the players have to figure out new things to do to defeat them. They instill apprehension, if not outright fear, in the party. And those fuckers always need a bit of fear to keep them in line. OD&D thrives on the non-traditional. It’s the anti-Tolkein. Or. maybe, thrives closer to Bill & Berts issues with sunlight. Talk to the monsters, and get the KICK ASS magic item when you get them turned to stone.

The map is nice and large. Eighty rooms in 27 pages means a terse writing style. There’s enough text to get the DM going and it’s organized well, with bolding and paragraph breaks and general text leading to more specific. It’s RIGHT on the (wrong) side of providing GREAT room descriptions. So close to being really magnificent … but still very good and NOT falling in to the verbosity trap. The monsters, in particular, have great descriptions that take a heartbeat longer than “perfect 10” to get the DM’s imagination going. Exploding Ethereal Skull. A lizard of scrap metal that reeks of machine oil. Bloated firebats are “A fat winged creature that has gorged itself on fire oil and transformed into a flying orange blob.” Imagine it barely able to fly, dripping big flaming globs of oil. That’s where my imagination went.

It’s even got a GREAT hook, with villagers getting their shadows ripped from their bodies by some pale creature with a description straight out of a nightmare. It’s fucking WONDERFUL.

It could be better. The descriptions are about a heartbeat behind perfect. Some of the rooms are not perfectly organized. Room two is an example, with statues being missed in the initial description … and then the “a,b,c” elements of room not standing out as well as they could in the text. A lot of the mundane treasure is “a pile of 1200gp and 80 gems worth 800 gp” … not the soul of evocativeness. It also lacks a certain … theming? Both players and DM need theming to put certain logic to use (for differing purposes) in the dungeon. There’s a lack of a cohesive story in a funhouse dungeon. Now, I’m talking 5e story, but more a many Gates of the Gann story. An element of the entire dungeon kind of working together. That is, I think, what separate this from, say, The Upper Caves of the Darkness Beneath. (Well, that element and a few other things.)

This thing is fun. It can work as a one-shot, for beer & pretzels, or at a con. It can also ABSOLUTELY work in a normal campaign. There’s not a lot of “modern” puzzles, etc that break immersion. Yeah, not everything makes sense to be in a dungeon .. but it’s not some fucked up mish-mash of an elevator puzzle either.

This is $5 at DriveThru. You get to see the map (yeah!) the wander monster table/descriptions (yeah!) and the first page of rooms (yeah!) It does whata preview needs to do.
https://www.drivethrurpg.com/product/248347/The-Sunken-Fort?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 7 Comments

Murder Knights of Corvendark


By Glynn Seal
MonkeyBlood Design
Swords & Wizardry
Level 4

No one knows from where they came. All feathers and spite. Their vile beaks spit angry screeches, and beneath their wing beats, acrid miasmas swirl. […] Since the coming of this otherworldly realm, the Grimwater Lake region has been plagued by the atrocities of the ‘harpies’ — as they have been incorrectly named — regularly raiding the surface lands. None have been ravaged more so than Wychington, a small town on the northern lake edge at the mouth of the Lesselling River. […] The Lord of Wychington, Corben Truss, has sent out word of the need for aid and assistance to any that will heed it. Maybe, just maybe, that is you?

This 49 page adventure describes a couple of adventuring locations with about seventy rooms. A small town gets attacked by things they think are harpies, but are actually crowmen. It’s vaguely interesting, but hard to get in to. Something is wrong and I don’t know what.

This should be a cool adventure. The crowman thing is interesting. The maps looks good, both the color regional ones and the location maps. It’s got some decent ideas in it. The town has some barely covered viscera and blood from the attack the night before. The crowmen burn people alive. They feed on innards. “The attack is as violent and damaging as it can be for the townsfolk.” That’s pretty nice. Good advice for the DM to convey a mood.

But … when I look at this my reactions is that it’s a combination of hipster story-game adventure and some Pathfinder adventure. And I can’t point to ANYTHING that makes me think that. It doesn’t click, or resonate. The descriptions might feel flat? I don’t know.

Here’s one for a certain room: “This chamber is covered in niches with burning red candles. Bits of viscera cover the floor and rusting iron chains hang from the ceiling with half-eaten cadavers hanging on blood- soaked hooks.” That’s one of the better descriptions, and I’m not sure I would characterize it as sanitized … but it also doesn’t come off as … I care about?

I don’t know what the fuck it wrong.

I DO know that other bots are misses. The DM is advised to have the characters arrive in town at dusk and if not then fuck with them with attacks, horses running off, etc, until they do arrive at dusk. And that’s not for any real reason that I can tell. Yeah, the first attack happens at night, but … so? There’s viscera over town, people are cleaning up, but there’s no advice on what they relate and so on … which would seem to be a natural question if you walked in to town and saw a bunch of blood being cleaned up all over the place. The actual night attack in town doesn’t happen until page 18, so the adventure can get a bit long in tooth in relating irrelevant things. The town map is not helpful, separating the key from the map, and the town entries are not in any kind of order I can detect … just a rando list of place names to dig through to find something. And some rooms go on WAY too long, like the one with the exhaustive list of what two dead adventurers are carrying.

But the main issue is that fucking text. I don’t know. Font, background images, spacing and margins … it all points to something too interested in itself. But that’s not something that impacts the text. It actually gives decent advice in places, like an order of battle for how the crowmen react to incursions.

Here’s another bit of text: “A three-day old, disembowelled human female corpse lies here caked in blood and bits of guts. This is a Wychington villager that was dragged down here as a later meal.” What a fun introduction to a new location!

Maybe they feel abstracted, or disconnected from the rest of the text?

You know, it feels flat. Even with the more colorful descriptions. Flat in the way that Barrowmaze sequel, Spider Caves? felt flat. Or maybe it doesn’t feel cohesive?

So, look, it’s probably a fine adventure. I’m probably just off today. Maybe.

I have no idea what to think about this. It has parts that seem cool … but it just doesn’t click for me. At $5, with no preview, it’s kind of much to take a chance on. If you’re rolling in cash, buy it and tell me whats wrong with it. My eyes glaze over.

This is $5 on DriveThru. The preview is broken.https://www.drivethrurpg.com/product/254507/Murder-Knights-of-Corvendark?affiliate_id=1892600

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In the Dungeon of the Wizard Lord Keraptis


By Tim Krause
Tomorrow River Games
3e/5e
Level 10

… The party has already delved into the depths of the mountain and stand at a crossroads where they have difficult choices. They have already defeated almost all of the creatures at Lord Keraptis’ command, rendering him far less sinister or capable of exherting his influence on the land. But do they risk it all and delve deeper into the mountain to eliminate Lord Keraptis for good? What if something more sinister awaits them?

This 86 page adventure is a compendium of three different ones; three levels of a dungeon, with about 80 or so rooms overall. It’s about Keraptis, from White Plume Mountain, with the first level written back in the 80’s and the other two more recently. Tending to the minimal side of things, it’s pretty your basic low-grade ToH. It got some goofiness to it, in the log, in the same way a jr high adventure does. An arbitrariness.

Well, I just don’t know where to start.

This thing has some minimalism going on. Not the extreme kind found in VAmpire Queen, but a very plan facts like style. One of the rooms tells us that “The passage seems to end here in dense vines and the trunks of three large trees. The vines are from a Lurker Above and the tree trunks are Xorn.” That’s the room, all of it. Page after page of that, which is how the designer gets 75+ rooms in to about 20 pages … while still including big art pieces.

It is, essentially, only the mechanics that are included. “This is no saving throw or ability for the players to find this trap. It till instantly teleport them to …” is a phrase written more than once. There’s a certain minimalistic charm to this style. Kind of like one of those modern home living rooms that are all white with one simple L couch in the middle. Ok, yes, It fulfills the basic purpose I guess. But can’t we do just a little more to make it livable? “This room contains no creatures but has all of the implements to torture poor victims.” is not exactly Joyce.

There’s no real joy to this. The descriptions don’t really spark the DM much at all. A chest contains “It contains 30 pieces of jewelry, 40,000 gold pieces and three randomly determined magic items.” Well, ok, yes, I guess that’s a 4e treasure-parcel kind of thing? It’s the journey, not the destination in D&D. All of that gold and shit, yeah, we want it for XP, but it’s the fun of it that we’re really after. And “30 pieces of jewelry” isn’t really very fun. (Nor is an exhaustive list. Oh no! Adventure writing can be hard! Especially at high levels!”)

There’s this goofy simplistic thing it’s got going on also. An almost arbitrary thing. A dragon tries to surrender, if you almost kill him. If you DO kill him then his treasure just disappears. If you walk through a certain wall you take damage. But if you then jump in a river with your armor on you get healed. Its just … disconnected? This weird sort of logic. I know, I say don’t explain shit, it’s magic”, but there’s this sense of the arbitrary that I don’t like. Not explaining why is different from things just being arbitrary.

Wandering monsters happen on a 10% chance every turn. But … if you short/long rest then it’s only 10% every hour. This being 5e I’m sure that’s an attempt to control the resource game, but, still, man, that’s a little rough eh?

This is COMPLETELY unlike any other 5e adventure I’ve seen. It’s got a very “i made this in jr high and then edited it as an adult” thing going on. It feels more like an art project, like that kickstarter that made book of jr high published adventures. A curiosity, nothing more.

This is Pay What You Want at DriveThru, with a currently suggested price of $2. There’s no preview.https://www.drivethrurpg.com/product/253687/In-the-Dungeon-of-the-Wizard-Lord-Keraptis?affiliate_id=1892600

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Kellerin’s Rumble


By Malrex
Merciless Merchants
Gold & Glory
Level 3-5

Congratulations!! Someone in your party won/found/bequeathed a deed to a warehouse inside the protective walls of Illanter, City of Broken Swords. Another bonus, while visiting said warehouse, you are invited to the mysterious Kellerin’s Rumble, an annual gambling event. Your group is the talk of the town! Gossip and rumors are flying around the city about the event….and YOU. Let the games begin!

This 27 page adventure describes a warehouse, sewers, and manor located in a small city. It’s centered around the manor, an invitation to gamble there, and several side quests. It’s organized well, is easy to scan, and has A LOT going on in it. It feels like a lot of the encounters can lead to other things … leaving everything feeling full of potential and hooks and things to follow up on. It ain’t gonna change your life, but it is certainly a very high level of quality with lots of potential for fun … and that’s what I’m usually looking for. I wish every adventure were at least this good. Also: I REALLY like city adventures and this is that, so, I’m predisposed to gush.

You get the deed to the warehouse, and the sewers have several connections, with short city-life events/NPC’s thrown in to add some color. Several potential hooks pop up, all meant to get you in to the manor and poking around. I get the overall feeling that a lot of of the encounters lead to something else. There’s a leper in the sewers being eaten by a blob which can turn in to an NPC. There’s a ship captain being dunked in the water by his crew because he owes them money. Who ya gonna side with? The main manor dude wears a ring that looks like a ring someone may have contacted the party over …

You know, there was this Nike “Just Do It” commercial once. It showed various scenes, over and over, in quick cuts, of people getting ready to do things. Runners on the line rearing up right before the gun went off. Swimmers getting in to their positions moments before they dove in. Things like that. Moments captured right before the action started … but never showing the action. That’s what this feels like. So many of the encounters feel like “Oh man! It’s about to go down!” But in a “set piece” kind of way. Friends or foes to make, no right or wrong choices, just situations that pop up in front of the party. Inciting action … over and over again. It makes the thing feel packed and ALIVE. Which is exactly the fuck how a city is supposed to feel.

For each location you get a short little description, a couple of sentences, and then a few bullets pointing out obvious stuff. It’s a great format to use, easy to scan. The descriptions generally tend to be punchy … not teeming with evocativeness but certainly a cut above and not bad. The bullets concentrate on important things. Treasure, traps, potentials for getting in to trouble, etc. It’s not trivia. It’s things that are important to the players. LUV.

There’s rando NPC tables for the town, there’s a NPC summary sheet for the other gamblers at the party. The maps are interesting. There are important things mentioned, like ow often guard patrols pass a certain point in the manor home. RELEVANT. There’s this little section on a wish that doesn’t allow you to talk about what’s going on inside the house once you leave. Even that’s handled well, with various methods to circumvent it that are NOT another wish.

I could mention a few negative things. Primarily, I feel like this thing is missing maybe two more paragraphs of text. One an overview of the adventure proper. What’s missing is “the party gets a deed to a warehouse to get tem in to the city and invested, and there’s fun stuff inside to make the first visit a good time, The sewers connect points A&B and are natural. The main adventure point is the manor house gambling, which A, B, and C tie in to.”

The second is something more about ‘the house at rest.” Windows & roof fun, more guard paths, a little more on sound travel, and roleplaying “ought oh were caught!” bluffs. There’s a bit of this, but feels a more ad-hoc and it needs some more concrete overview.

I saw this was an example product of what you get when you Patreon Malrex. “Ug, here comes the shit …” I thought. Oh, how wrong I was! Also, man, a fuck ton of lepers in this city! Didn’t I review another one like that at some point?

This is Pay What You Want at DriveThru, with a current suggested price of $5. The level is on the cover but not in the product description (Naughty!) The oreview is eight pages. You can see a rando NPC table, with short NPC descriptions, and the entirety of the warehouse and sewer descriptions. There’s also the additional hook stuff before the warehouse and the lack of the overview can be seen.Note warehouse rooms two and eleven!
https://www.drivethrurpg.com/product/250834/City-of-Illanter-Kellerins-Rumble?affiliate_id=1892600

Posted in Level 3, Reviews, The Best | 7 Comments

Hidden Hand of the Horla


By RJ Thompson
Appendix N Entertainment
OSR/Gateway To Adventure
Levels1-3

Legends tell of the Hand Mage’s Tower that once stood at the edge of the realm. Within the Hand Mage experimented and hoarded his magical treasures. The tower stood for many years until one day it mysteriously vanished. Rumors spread that the mage had offended the gods and had been eradicated from existence, or else had made a pact with a demon prince and was now paying his due. Whatever the case, the tales became legend and all but the oldest elves were unsure if the tower had ever existed at all. Now the tower has reappeared where it once stood. Will you dare to enter the ancient tower in search of riches and magical secrets?

This twenty two page adventure describes a fourteen room wizards town in the shape of a hand. Only about five pages have room descriptions, the rest being background, new spells, monsters, etc. It’s pretty basic. Goat-people are a highlight, but not even they can save it from its mundanity.

Single column. Have I ever reviewed a single column adventure that was good? I don’t recall doing so. I doubt it. It’s certainly possible, but I think folks using single column generally out themselves as someone who doesn’t really understand the adventure format. As always, we’re after usability at the table, and single column doesn’t lend itself to that. And see one footprint in the mud usually means there’s a trail of misinformed decisions.

Mostly, the adventure is just not that interesting. Yes, it’s 2018, and we’ve now seen many decades of adventures. This isn’t just the same old nothing new under the sun. Tropes and standard adventures can be enjoyable, even if the idea has been done a thousand times before. But it does need to bring some quality to the table. Thus “not interesting” doesn’t mean that it’s just the same thing we’ve seen before, but rather it’s the same slightly GENERIC thing we’ve seen before. Vanilla isn’t bad but generic is boring. And that’s what we have here, mostly.

It’s a kitchen with a rust monster. Environments that are just “a dining room with a table and chairs and a painting” or a wizards bedroom with a bed and table and drawers. This is not interesting. The writing is not evocative AT ALL and that is, after all, a major part of being useful at the table and adding value. It’s got to be scannable and it has to make you visualize it. That’s why adjectives and adverbs exist. And there’s just nothing here. A room, generically described. The kitchen tells us that there is a counter on the east wall. It’s irrelevant. The writing is boring.

There’s also come pretty heavy misses in added resources for the DM. We’re told in the beginning that there are some doors up high in the crumbling tower to get in, but offered no further advice about it. I guess we can rely on the rules for climbing, but it’s a serious miss to present something idiosyncratic for those wanting access.

Likewise we’re told, in the meat of the room three description, that you can hear the creature while you are in room one. Well … isn’t that really something for the roo mone description? I’m a good DM, but not a precog. 🙂 You have to put information where the DM will find it.

It feels like a lot of time was spent on the backstory, but not on the actual adventure or hooking the adventure in to the backstory very much.

This is Pay What You Want at DriveThru, with a current suggested price of $0. The preview is siz pages, and the adventure free. Taking a look at the last page of the preview you can see one of the middle-length rooms, room one, and the kind of generic description and “all over the place” formatting in one paragraph. Important things first, details in separate paragraphs!https://www.drivethrurpg.com/product/253499/Hidden-Hand-of-the-Horla?affiliate_id=1892600

Posted in Reviews | 6 Comments

(5e) Pudding Faire


By Will Doyle, Shawn Merwin, Cindy Moore
Self-published
5e
Levels 3

BREAK A CURSE THAT ECHOES THROUGH TIME! You awaken on the morning of the Pudding Faire: just as you did yesterday… and the day before that… and the day before that! To escape the loop, you must break a curse that strikes to the heart of halfling and gnome lore.

This 24 page adventure deals a time loop ala Groundhogs Day, with a halfling and gnome god poking at each other. Not a total shit show and better than average, it looks like either it was actually playtested or some serious thought went in to organization, or both. Long but not really overly verbose, it handles “time travel contingencies” about as well as it can. It is non-trivial, but the overlapping events seems like a lot of fun.

Halfling goddess won’t let the (evil) gnome god of trickery join in the pudding eating at a local halfling/gone fair they are both attending, so he curses the village to relive the same day, while he tries to convince her each day to let him try the pudding. Solutions are to help her by keeping him from casting the curse, or convince her to let him also eat the pudding.

Bonus points for Gods. Modern D&D relies too much on piling kits on monsters to communicate the fantastic and not enough on the old folklore elements … and mixing it up with gods could be either folklorish or S&S/DCC-ish, depending on their treatment. It does a good job of handling the gods, covering blasting players with spells and why they don’t, etc. It supports the DM covering this as well as farming XP, gold, etc. “These are unusual situations, let’s give the DM a couple of words of advice on each.” That’s good work.

And that extends to other areas of support the adventure offers the DM. There’s a decent amount of advice about running the time travel elements that doesn’t get too in the weeds. Guidelines that get in and out fast. Then there’s a nice one-page summary at the end that has NPC’s, the problems/situations they face, along with a little personality and a location. That’s GREAT to see. It’s a perfect example of the designer including support material for the DM based on the idiosyncratic needs of the adventure they’ve written. Be it from playtesting or otherwise the support material thoughtfulness and advice shines through.

There’s about two dozen locations in the adventure. Each has a little description, some have a key event that happens at a certain time each day. Some have a little situation that happens the first day but not other days, and other have events that happen in response to other events and/or the parties actions.

That, in a nutshell, is the problem with these time travel adventures. They have to account for the initial situation as well as the parties, and other NPC”s meddling in things. That can make for some long descriptions. These are not necessarily verbose, but the pure volume of events makes the description drag out. They COULD be shorter, with some really dedicated editing. And the headings could be much better. Right now there’s a “Significant Event” heading for those locations that have one. It would have been better to use more descriptive headings, like “SI: Mayor Turned in to a Toad” or some such. While the SI heading provides you the ability to find the SI section easily, you want to overload the data when possible to cue and orient the DM. The same goes for the other events headings. Further, there could be some bolding or better use of bullet points. The ability to scan the text quickly is important. If we assume the DM has read it once, then at the table we’re looking to job their memory … which bolding and bullet points can do well … and which this adventure does not do well.

It does a decent job with presenting some nuanced NPC’s … in some cases. There’s a thief to redeem … but also a gang of outlaws that can’t be reasoned with. You can help either god to break the curse, but the good god is clearly MUCH easier. The adventure even goes so far as to say the outlaws will never help the good guys and it should be VERY hard for the players to convince the good god to allow the evil one to eat some pudding.

I’ve got some problems with that. The adventure does a good enough job of being open ended that these discrepancies stand out. I remember a Deus Ex game in which you complete without violence … except for this one farmed-out boss battle that you had to fight. The outlaw gang stands out here. They have a mortally injured member and go so far as to kidnap an herbalist to save them … and its even mentioned that only divine magic can save him. But they will never side with the good god. Not even if she promises to save their buddy? And the whole good good good god pudding thing is kid of lame also. Gods has a historical basis in kind of getting along, even when they don’t like each other. Is it really so much to ask that the gnome god be allowed to partake in the pudding feast?

That accompanies some bad advice in places, like “throwing some skulks at the party when things are lagging.” That’s never a good idea.

But, still in all, much better than I was expecting. I was prepared to make a disparaging remark about the Adept level DMSguild stuff, having encountered at least one stinker, but so far I’m two for three for them not being total shitshows. That’s MUCH higher than usual for me, and ridiculous when considering the depths of despair general DMSGuild adventures send me to. It actually MIGHT be worth checking them out! I’ve also decided I’m grading this 5e/Pathfinder shit on a curve from now on.

This is $5 at DMSGuild. The fucking preview doesn’t fucking work!
https://www.dmsguild.com/product/249757/Pudding-Faire

Posted in Level 3, No Regerts, Reviews | 1 Comment

In the Depths of EldHeim


By Quentin Acord
Pentagon Games
OSR
Level 1 Dwarves

For generations the subterranean city of Eldheim was the eternal home of the Dwarves, until the faithful day spoke of in legend. Fyor Blackhand, who’s clan was responsible for mining precious ores from the deepest depths of the mountain uncovered an ancient evil. The Entity promised him power in exchange for his service and that of his clan. Blackhand agreed, and in doing so became the first of the betrayers (called Duergar in the Dwarven Tongue).

My reviewing life is frequently a living hell.

This fifteen page pointcrawl has ten essentially linear locations. Forced fights, single column, lots of italic read-aloud, with a style that is more Storgame than OSR.

I know I take shit sometimes for my taxonomy. Yeah, sure, it’s OSR if you say its OSR. Meanwhile, those of us spending money on the shit want some expectation of confidence in what they are buying. If I buy something with “OSR” on it and it turns out to be a one page Fiasco playset of London gangsters, well … You can expect me to be upset.

I know the lines are not always as clearcut. If you stat something for OD&D, did you just write an OSR adventure, no matter its similarity to London Gangster playsets? Maybe you wrote a D&D adventure (and therefore an OSR adventure …) but it’s just a REALLY REALLY bad adventure. Maybe?

Anyway, this adventure shows little understanding of how D&D works, especially older styles of play. Everyone is a level 1 dwarf and you’re sent in to the ancestral home to find a kidnapped dwarf prince. You’ve got a hidden stat, Honor, which means that someone will “win” (get to the kings heir) based on an accidental following of what the designer thinks is honorable.

Tear down evil banners, get some honor. Loot centuries old abandoned market stalls? Loose honor. Unless their your clans, then no honor gain or loss. This is shit.

First, you can’t assume. Even in 2018 it’s not fucking clear what good and evil and right and wrong is. Peter Singer says you’re shit for drinking anything other than water and donating the savings to helping unfortunate people around the world. -1 Honor for drinking the coffee! Second, that kind of mechanic only works if the choice is meaningful. Meaning that the players have to understand the consequences of their choices. “You want to tear them down? That’s an honorable act … do you want to?” or “Looting the stalls could be seen as a dishonorable act, looting the dead. Do you want to? NOW the players have some choices to make and it is, after all, about them making choices for their characters. But that’s also kind of shit, right? I mean, if you tell them then they will (probably) game the system and only choose “good” action. That’s why there needs to be consequences. Sure, you can loot the Axe of the Dwarvish Lords from the old kings tomb … but there will be a massive honor cost … Now it’s a delicious choice. This adventure don’t do none of that. Just take your fucking lumps and move on. It’s shit, with no interesting choices or consequences.

Back to Ye Olde Fiasco playset, what’s your position on forced fights? D&D, early D&D, is fucking deadly as hell. Players needs to navigate risk v reward and all of that jazz. When you force a fight (in the second fucking room) you are forcing their hand. You are telling them that exploration, roleplaying, and everything else is secondary to tactics. Low and behold everyone min/maxes for combat and 4e shows up the day. It’s a fundamental lack of understanding about D&D. The same with treasure. Old D&D is a gold for XP system. This abstracts nearly all of the treasure. “If they loot the stalls they get treasure.” What treasure? Who knows! That’s up to the DM! Hey, I just paid you five fucking dollars, how about you lift your pinky or glance sideways as we pass Big Ben in order to provide some fucking value?

It’s all single column, which, as we all should know by now, is not easy to read and run at the table. THEN it makes us suffer through LONG read aloud. No one pays attention to long read aloud. Know why players are on their phones? THEY ARE BORED BY YOUR FUCKING GAME AND ITS READ ALOUD. And, it’s in italics. I fucking hate long sections of italics. It’s impossible to read and makes my head hurt. No, it’s not just me. It’s a readability/usability thing.

One rooms read aloud tells us that the forges has “a cooling station enchanted to never be empty and be full of blessed water.” Uh … how do we know that? Hey, how about a little interactivity? Lets the characters investigate, find out it nevers empties and is blessed? No? Just want to tell us everything inthe read-aloud? FUNDAMENTAL LACK OF UNDERSTANDING.

No. Redeeming. Qualities.

This is $5 at DriveThru. The last page of the adventure shows you the first three rooms, one of which isn’t even on the pointcrawl map. Enjoy the blessed water room.https://www.drivethrurpg.com/product/252878/In-The-Depths-Of-EldHeim?affiliate_id=1892600

Posted in Reviews, The Worst EVAR? | 3 Comments

The Gray Ribs


By Mark A Thomaas
PBE Games
Generic

Hexed Places are outdoor locations and encounters based on the classic six-mile hex format and OSR sensibilities. Use these locales as a quick side adventure, to fill out your campaign sandbox, or expand upon them to create a multi-session campaign. Each includes an overview of the region, expanded one-mile per hex maps for players and GMs (PDF and VTT format), encounter and rumor tables, and descriptions of individual locations, encounters, and features within the hex. Files are available for individual download and as a single zip file. … This Hexed Places locale is mountainous and rugged, with a few patches of woods and hills. The Bugbears of Stoneroot Village trade iron, coal, and silver for the slaves needed to work Dragor’s Mine.

Well, that was a fucking waste.

This fourteen page hex crawl contains a 9×7 hex map from hexographer, with a 1 mile per hex scale, with six of the hexes expanded upon. And by “expanded upon” I mean “minimal description expanded in to minimal longer description. Minimal expansion is a bane.

There’s not much to this. A players map, a DM’s map, and twelve pages of text, two of which are wanderers and two of which contain hex details. The descriptions are minimally expansive.

Minimally expansive is where you take a short description and then make it longer without really adding anything of value. I usually bitch about this in dungeon rooms that exhaustively describe a mundane bedroom and list its contents. The key to this style is to not add anything of value to actually running the adventure.

Let’s take a hex crawl; we’ll use Wilderlands as a kind of platonic example. Wilderlands might say something like “A tribe of dwarves buys slaves to mine gold.” They are always on the lookout for new workers.” Wilderlands was good at embedding action. There was something in the description, usually, that was some kind of call to action and enabled interactivity. The dwarves want slaves, maybe they buy them and maybe they want to capture the party. Maybe they are greedy, as dwarves are want to be. The use of the word “workers” might imply some cornish american west gold miner/slave-in-all-but-name stuff. There’s enough for the DM to use context with the implied situation to build an interesting little interactive thing for the party to get in to trouble with. It was terse writing with lots of potential entry embedded in it. (I’m also romanticizing it a bit, I’m sure.)

Now, what if the Wilderlands description were longer? What if it named a few of the key dwarves, listed their treasure, and told us how many pickaxes their were and told us there were some twelve wooden buildings, like a smelter and an ore-processing place and a communal barracks. I think I can make a good argument that nothing of value has been added. It’s all either pretty obvious and doesn’t really add anything interactive or interesting.

That’s what this does. It expands a basic idea in to nothing. A generic cave hex has a chance for wandering monsters. Good thing that was told to us! The bugbear mining camp has a couple of names and the dozen wooden buildings/barracks detail, as well as a treasure list. There’s nothing to this.

Added value would be implied talking or tension, maybe a faction, some personality quirks. SOMETHING. One hex has a treant who hides unless the party fucks with the forest, and then it animates some trees. That’s not really much value. It’s not devoid, but, really, there’s nothing to that.

The two pages of wanderers are the same. No potential energy. The gnoll slavers are looking for slaves. Joy. I guess I should be happy they have the “slaver” descriptor, which is better than nothing But, really, it’s the added description I’m bitching about. There’s nothing there. Just pick a random adjective/adverb from the dictionary to add to some monster you picked out at rando and stick it in the adventure. Then describe what the adjective means.

Seriously, just grab a map and a random encounter generator online and you’ll have essentially the same content this provides.

There’s No Added Value beyond that.

Someday I’ll get around to producing a hex crawl guide. But, in the words of Theoden King, Not this day. Maybe in eight or so more years at my current rate of writing.

This is $3 at DriveThru. The preview shows you everything, so you can check out the hex descriptions for yourself easily enough.https://www.drivethrurpg.com/product/140291/Hexed-Places–The-Gray-Ribs?affiliate_id=1892600

Posted in Reviews | 4 Comments