Out of the Abyss

oota
by Christopher Perkins, Adam Lee, Richard Whitters
WOTC
5E
Level 1

The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!

This is a 250 page two-part adventure in the underdark that is, ostensibly, centered around demonlords. Some jackass drow cast a spell and now the demonlords have appeared in the underdark … but no one really knows that yet. The party starts off as prisoners, escapes, and makes their way out of the underdark, all in part one. In part two the party goes back into mess up the demonlords. It ends with a Royal Rumble, with each of the demonlords duking it out in a mass giant demonlord melee … that the party can determine the location of.

WOTC has given a couple of interviews in which they compare the underdark in this adventure to Alice in Wonderland. That is marketing nonsense; there is none/very little of that in this product. It is a serviceable adventure that will takes mountains of time to prep to play. It does a much better job than Hoard/Princes in presenting an adventuring environment, and even shines at times in some of the things it puts forward, especially with NPC’s and factions. It is quite weak in two ways: organization and what I’m calling, today, evocative specificity. In spite of this is manages to do an ok job presenting a sandboxy like environment with a plot. It’s light on railroads and heavy on needed DM prep … but maybe there is a way around that. As with all modern WOTC products, no one who has ever run a game at the table seems to have been involved in this product.

Let’s get the negative out of the way first and we’ll start with the organization of the product. There are roughly thirteen underdark locations descriptions, each in a separate chapter. There are also three of so “events” that get a separate chapter. Finally there are two chapters, one for the first “escape” half and one for the second “invade” half, that describe moving through the underdark. What there is not is an introduction or overview of the adventure to help you figure out what the F is going on. I’m a HUGE fan of plot coming out during play. Deep Carbon Observatory did this wonderfully. It was also much shorter and had no plot embedded in it. For a 250 page adventure with a plot there needs to be an overview that tells you how things work together.

The second part of the organizational problem lies with the chapters themselves, and more specifically with the locale chapters, which make up the majority of the book. They are laid out terribly. Each of these chapters is trying to do two things: describe the location and describe what happens at the location … to the party. This is the principal mechanism in which this sandbox has plot. You get to choose where you go, and what you do there, but there are events and motivations there as well, all related to the plot. The locale descriptions revolve around places, personalities, and factions … and it’s generally mixed in the plot portion. What you end up with a disconnected eventi-sh based description of the location. If the party doesn’t follow the script you’re left hunting the wumpus. Separating the two types of data would have been a much wiser decision, and allowed for better organization … which means better support for the DM. This is combined with ABSOLUTELY TERRIBLE layout templates that WOTC is using for these. The headings, colors, size, break-outs, etc all run together. It is terrible from a “easy on the eyes/picking out what I need to” standpoint. I’m pretty sure Princes and Hoard used the same layout.

The end result of this is that the chapters are hard to read and understand. This is not an adventure you are going to be able to pick up, read through, and run at the table. There will be a lot of rereading, photocopying, note taking, reference sheet preparing, and so on. Combined with the sandbox nature, that MAY mean you need to do that for several locations at the same time in order to be able to deal with the party’s free will. Maybe. The one saving grace here is the “Travel in the underdark” chapters. The chapter locations are relatively far apart. Two to three weeks of travel to get between locations is not uncommon. This COULD mean that you could roll some random encounters in the Travelling chapter, etc, and that can serve as a breakpoint for the DM, giving them enough time to run content until the end of the evening and, presumably, a week off to prep the next location chapter. That’s not a valid excuse for the crap organization job of the chapters, but it is a decent workaround.

The second issue is a general lack of detail, or, perhaps, misplaced detail. The drow guards sleep on pallets. Gee, that’s exciting. Wouldn’t it be much cooler if they slept in spiderweb hammocks, or maybe cocoon pods? That would reinforce the Alice in Wonderland nature that WOTC claims to be present in the product. There are multiple examples of this all over the book. Choices are made to describe something in length and detail which is completely unjustified. Meanwhile, other things are left a little too open-ended for my tastes. For example, there’s an EXCELLENT wandering encounter with The Society of Brilliance. There are some “monsters”, each of which has an 18 int and is fluent in multiple languages. They are dedicated to solving the problems of the underdark. That’s about it. That’s a GREAT encounter, but with just a little more it would have been even better. Instead of paragraph after paragraph of detail that is meaningless, a sentence on the NPC’s personality and maybe the problem they are specializing in? That would have really brought these folks to life. There’s this fine line in providing inspiration to the DM. It’s easy to provide too little and, perhaps, claim it’s left to the DM. Frequently when something is TOO open-ended the mind can’t focus. By constraining things just a little the mind can then explode onward. Not a paragraph. Not “Doing the DMs job for them.” Not a bunch of read-aloud. Just a sentence more to narrow things down a bit. This adventure is much better than Hoard/Rise/Princes in this respect, but still pales in comparison to a well written adventure. Another nice example of this is the madness that is infecting the underdark as the demonlords influence grows. There was a great opportunity here to provide some bizarre examples in each locations of freaky stuff going on. Instead the madness manifests as “psychotic rampage” … over and over again. No OCD scenes. No random mandelbrots in blood, while blind. Nope, just Monster Screaming Demonlord Battlecry and Attacking. Seriously, just about every time they yell “For the faceless one!” and attack, or something similar. They didn’t even try and make it interesting. L>A>M>E The magic items are almost always just as lame. No Alice/demontainted stuff here. Generic book treasure. Yawn.

Obvious railroads are few, but jarring when you run into them. The locations are, otherwise a little formulaic. There’s this “random” cave in of the tunnel which blocks off your access, front and rear, but opens a side passage to a temple next door to the tunnel. Uh huh. Nice one there. [Aside: the temple is in the process of flooding. It could have been just a bit more obvious that you NEED to make it flood to get out.] There’s a second one also, AN EVENT, that clearly represents someone in a meeting saying “We really need a big finish for the first part of this adventure. What can you give me?” There’s this “the drow are chasing us” mechanic going on through the first half of the adventure. Choices the party makes will cause the drow to get closer or fall further behind. It’s GREAT … if only partially implemented. The location chapters have details on actions to cause the drow to advance/get lost, but they don’t have much in the way of how that manifests. As a result the party doesn’t really know they are being chased until the drow catch them. A small table at each location for how the various chase levels manifest would have been great. That’s that lack of detail thing again. Anyway, I digress. As the party are leaving he underdark they are attacked by the following drow who have caught up to them! That is a TERRIBLE thing to do. None of the parties choices have been meaningful. They’ve all been taken away in an instant because some jackass wanted a big combat scene as the party exit the underdark. That’s stupid and insulting. It stinks of the Hoard/Rise style instead of a more open-ended style from Phandelver and most of this adventure.

Things DO get a bit formulaic as well. Show up at a location. They try to capture you as slaves/arrest you/offer you a job. One factions, the leaders, want to suppress another faction …. invariably the one touched by the demonlords madness. It seriously happens every time in the first half. Capture you, offer you freedom if you kill the other faction. There ARE factions, sometimes more than two, and that’s GREAT. It offers wonderful opportunities. The lame captured/arrested/hired mission style of play IS one way to add plot to a sandbox … but it’s far too formulaic in this. The worse example is the dwarf city in which EVERYONE is trying to capture you as slaves or arrest you for any reason … so you can get offered your freedom in you go on a mission.

That’s a lot of negative, and I do tend to focus on the negative. On the positive side it IS a more open and less linear style of adventure and that’s very refreshing coming from WOTC. The presence of the factions EVERYWHERE is a great thing. There are memorable NPC’s, quite a few of which are willing to join your party. How about an intelligent gelatinous cube as a hireling? The first chapter, the prison break, starts you off in this regard with a HOST of fellow prisoners with different personalities, goals, and are quite memorable. [Too much of a good thing? The DM could get saddled with too many extras to run. Anything smelling remotely like “DM pet NPC” sets off a hair trigger for me.] The fungus level is a nice little place that is the closest to a “Bizarre/Alice” theme. The end of the adventure has each party member taking control of a demonlord for a titanic battle royale among the various demonlords. That alone is a nice end cap to a campaign. It DOES manage to marry plot to sandbox in at least a halfway decent manner that is NOT completely full of railroads. It does stretch its legs sometimes and get VERY good, such as with portions of the Society of Brilliance.

It’s worth noting as well that the adventure uses quite a few of “minor rules.” Madness, exhaustion, downtime activities … all are represented in the adventure. They’ve done a fairly good job integrating them in. Crossing an underground river? I bet someone wants to make a raft! Downtime activities. Similarly, the madness rules are used to help represent the incursion of chaos from the abyss and the impact it has on those nearby. These minor rules are presented well and integrated well into the adventure. They don’t feel like a tack on. Nor do they feel onerous as, say, the rules from Wilderness Survival Guide did. Instead they are abstracted to a degree that they are not a burden to play and, in fact, support it. Nicely done.

I would suggest that it’s the best adventure from WOTC since Phandelver. It’s going to take MAJOR work to prep the chapters/locations, but in the end you’d have something halfway decent to run. I just wish WOTC didn’t you work so hard to have fun. 🙁

This is available on Amazon.

https://www.amazon.com/Out-Abyss-D-Accessory/dp/0786965819/ref=sr_1_1?&_encoding=UTF8&tag=tenfootpole-20&linkCode=ur2&linkId=119e03f84e594146a85750096bee3191&camp=1789&creative=9325

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Dungeon Magazine #56

d56
Briocht
by Willie Walsh
AD&D
Levels 10-12

This long-winded Celtic affair details the retrieval of a helmet from wizards lair. Saving the chieftains nephew and getting your mission takes many pages of text, after which follows a short jaunt through a forest. A simple wizards hut leads to a hidden wizard lair. The hook/chieftain part is VERY long, because everything has to be explained through Celtic light. The forest and hut are fantasy-lite, containing hints of what’s possible but never quite going all the way. The actual wizard’s lair is the most interesting part of this. It has lots of weird wizardy stuff to play with, a nice random library book table, a lab making healing potions, and so on. The imagery is pretty bland, but the attempt is there. The main enemy is a dragon that has taken over the house. Confronting the dragon is not necessary. There are a variety of options presented for follow-ons to the adventure; what the dragon does if the party does X, Y, or Z, for example. I like this. It feels like a third act is provided, even if it is just referenced slightly. Similar to the old “this passage goes to a cave of your own devision” thing from earlier modules, but more concrete. I’m big on providing gentle shoves to the DM and this is exactly the sort of thing I’m looking for at the end of an adventure. Guidelines. Anyway, good wizard lair bordering on funhouse, needing some descriptive help with a decent ending. The beginning is nice & Celtic, if overwrought.

Janx’s Jinx
by Kent Ertman
AD&D
Levels 1-2

This is a nice low-key adventure with strong social elements. Hmmm, low-key is the wrong word. The party is not saving the world from evil necromancers. The situations feel real, and yet there is the element of the fantastic to the adventure. I like gonzo. I like funhouse. I also like folklore and the stuff that real people tend to do. This falls into the last category. A village is worried because their cattle have the foaming disease. No big deal, the cattle will get better, but the cattle having it means that the forest wolves will have it also, and it makes the wolves very aggressive. Thus the pretext is the wolf problem in the village. Both the cattle aspect to this and the wolf aspect make it a very real situation. “Yes, X is happening, and seems serious, but it’s not. It’s actually Y, the wolves.” This is augmented by some strong NPC descriptions in the village. Short but good, the NPC’s can add a lot to the play, and this is further augmented by a nice rumor table. The descriptions of the NPC personalities are evocative and terse and perfect for a DM to riff off of. A table of personalities would have been nice, but thats perhaps too much to be asking of Dungeon. To the “normal” aspect of the adventure (we’ll all Harn-like up until this point) is then added an albino elf riding on a blink dog, and the dog has been infected. Further, a temple is added which has unusual properties (and a goddess that takes no shit if you try and abuse the effects!) An albino elf riding a dog has a strong folklore vibe going on, and the temple shows that the writer, Ertman, understands how to keep a party under control. The adventure is a bit wordy, and could use some support material, but it’s overall very real and very human. Mass wolf attacks on a village, with the human drama of a few farmer thrown in, is not low-key at all.

A Watery Death
by J. Lee Cunningham
AD&D
Levels 7-10

I loathe these sorts of things. It’s one combat with some water monsters on a bridge/in a lake/stream/ruined keep. The party undertakes a mission for 1000gp. They are 5 or 6 10th level characters doing a delivery run for 1000 gp? It’s hard to be objective when the pretext is so lame. Combined with the awful “this happens because they are wearing an amulet of blah and then this happens because they are …” … IE: the adventure feels the need to explain EVERYTHING. It’s like some Rube Goldberg type thing in it’s complexity in order to get something trivial to happen.

The Bigger They Are
by Steve Johnson
AD&D
Levels 2-4

Third verse same as the first. Just like the last one, this is a convoluted setup that involves a pitched battle with overly complicated plans. A quickling lures the party in to his home and then tries to capture them to feed to his giant spiders. It involves some of my favorite elements, such as: forcing the party to take a certain path by making the other path impossible to travel via DM fiat, a mushroom house with 18 different reason why the party can’t cut it or climb it or dig in it or do anything else they may want to do except go in the door like the DM wants them to, and a Drizzel Durden references. Fairies have an unfair reputation of being DM torture porn. This does nothing except annoy the characters for showing up that night to play.

Grave Circumstances
by Bill Slavicsek
Dark Sun
Levels 5-7

Hrumpf. A linear adventure to chase a defiler. Get sent on a mission north to find new city states. Have a couple of encounters. Make a rep, maybe. Rep gets the attention of a bandit lord. Bandit lord wants you to pursue defiler. Defiler is in temple in the wastes, with a troll. End. I know Dark Sun treasure is sparse, but it’s REALLY sparse in this. Trade caravans with nothing in them? Not on purpose, like it’s a fake caravan, but rather no details at all. At first this seemed like a great way to expand a campaign to the north to find more city states, but after the entire thing goes down it’s just another Also Ran. There’s nothing in this of substance. Just some encounters, loosely connected. Boring Dark Sun, who wouda a thunk it?

The Lane of Men with Tails
by David Howery
AD&D
Levels 5-7

A jungle adventure out of Fort Thunder. An important mans son has gone missing after searching for a golden idol in a lost city and you’re sent to bring him back. There are unfriendly headhunters and friendly pygmies along the way. The ruined city hosts an evil tribe. There are some large pitched battles in this, and an opportunity for stealth/a planned assault at the city ruins, both of which are very good elements. The imagery is hit & miss, with skulls piled around altars and corpses in trees being high points. It’s really wordy, but opened ended in a way that’s quite nice. I like the idea, but the implementation is not the greatest.

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DCC #87 – Against the Atomic Overlord

aao
by Edgar Johnson
Goodman Games
DCC
Level 5

For a thousand years Mezar-Kul has known only war, and now the Overlord reigns supreme. From his gargantuan metal fortress he rules the blasted remains of the planet’s last city. Hope seems lost – until visitors arrive from a distant world, bringing uncanny, magical powers. Your adventurers must pick a path through twisted ruins, ancient missile silos, strange monorail systems, and a conflict with four deadly factions to save a world – or destroy it!

This is a frustrating sandbox adventure set on another planet, with mostly technology/Gamma World theming. In a ruined city, with faction, the party is asked to seek out The Great Egg and use it against The Overlord. It is presented in some confusing style that is part sandbox and part linear. There’s something here, but it’s poorly organized … some maddingly generic-but-specific thing going on. My head hurts.

The party is transported to the ruined planet. The pretexts given are all pretty light. “They find a spaceship,” or “A book transports them.” While I’m sure that, yes, one of those things can/could happen, they are quite generic. For example “The party finds a device capable of transporting them to Mezar-Kul.” Well, yes, true. But really very interesting, is it?

That same sort of thing happens time & time again in the adventure. Very specific read-aloud for rooms the party is likely to never encounter, combined with generic imagery and prose. “Itai promises rich rewards from the Spider Goddess.” Well … While perhaps factually true it’s not very interesting for the DM. That last bit is supposed to be the main motivation for the party. It’s not very inspiring, for the DM, is it? From that you need to create some rich rewards for the party.

That little bit is from when the party meets the leader of the first of four factions in their area. When the party arrives on planet they are immediately attacked by The Overlords troops. (Faction: Evil Bad Guys.) This first faction, their arrival having been foretold, comes to the parties rescue, and escorts them to their leader whereupon they get their mission, Along the way are a couple of more Overlord attacks. The party isn’t forced to ally/accompany with the first faction, but it’s what most groups would probably do.More on this “sandbox but not” nature later.

The first factions base is weirdly described. The various rooms get, essentially, two descriptions: one if you came willingly and one if the group is invading. This sort of weirdly specific read-aloud/descriptions is present in many areas. It’s as if the adventure can’t decide what it wants to be: a sandbox or linear. The best possible reading is that a headquarters is presented for each of the factions, along with some descriptions of their mini-bases. The problem with this is the weirdly specific text, combined with the overall genericness. It’s like the emphasis of the development was given to the wrong areas.

The four factions are well-detailed in their motivations, goals, and how they react to the party and each other. It is a little repetitive, but the information on the factions is very good, even if the “bases” are ignored. They feel distinct and the information is more than enough to mox things up a bit with the players and work on an ad-hoc basis.

The adventure doesn’t tie itself together very well, or present much additional data beyond the linear path assumed to be taken. The “reward” section above is a good example. The directive for detonating the egg (the Mcguffin) , and controlling its energies, while key to the adventure, doesn’t seem to come out anywhere. Nor does the reaction between the first faction and the faction that has the egg. It’s almost like someone assumed that there would be an additional section of data/background provided, but it was never completed/included. You can kinda figure out what the plan was, but …

In addition, going off script doesn’t get much support. Yes, you can strike off on your own and there IS an encounter table, but it’s more of the same very high level generic stuff. Some additional flavor regarding faction encounters, or the like, would have been a welcome addition to the wandering tables.

This is a frustrating adventure. You can kind of figure out what is supposed to go on, but it clearly could have organized better. There’s also a distinct lack of relevant color & flavor. The bush gets described (your mileage may vary on the quality of the description) but the core elements gets abstracted in to boring facts. I like facts. I also like color. Two great tastes that go great together. But not here.

This is available on DriveThru.

https://www.drivethrurpg.com/product/154981/Dungeon-Crawl-Classics-87-Against-the-Atomic-Overlord?1892600

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DCC #86 – Hole in the Sky

dcc86
by Brendan LaSalle
Goodman Games
DCC
Level 0

The Lady in Blue, a mysterious figure of cosmic power, enlists a band of simple peasants for a strange task. They are to follow an invisible bridge until they arrive at a hole in the sky – and then jump through. Death awaits all but the bravest, strongest, and luckiest, but the Lady offers a reward beyond all the riches of the world: the chance to change the very stars these peasants were born under, and thus change their destiny.

Let’s get this out of the way. I like this adventure. It’s linear. It can be arbitrary. It’s also got a strong appeal to folklore, and I’m sure that’s why I like it. It feels like a tale from The Turnip Princess. And I like turnips. And princesses.

Your mob is contacted by an entity and asked to free an ally from a prison. You journey over an invisible bridge, into a bramble tower, and up a ladder, over a sleeping titan, to free someone in a birdcage. You can already see the strong appeal to folklore: the bramble tower, the birdcage, and the sleeping giant.

The hook here is “each of you knows you live a life you are not supposed to, and are haunted by dreams of someone telling you they can help you become your true self”, or something to that effect. A little different than the usual mob hook, but fine. What’s very interesting to me is the mood set by the introduction. It paints a picture and sets the mood perfectly. Frankly , the read-aloud is lame, but the words AROUND it, for the DM, are quite descriptive and evocative. Crazed, haggard, driven to find the cliff from their dreams. It’s a nice little bit and I’m sure inspired enough for the DM to communicate the vibe to the players.

Speaking of read-aloud …There’s too fucking much. The start has none paragraphs, some of which are quite long. In total about ¾ of a page. Bits and pieces are good: the Blue lady entity holds two severed in one hand and three in another and THOSE are what do the talking, simultaneously. Again, this seems to be an appeal to some ancient folklore, although what I don’t know. The various Perseus imagery come to mind, but it seems like something else also. In any event the entire start is quite … lyrical? Classical? A feast! Which includes some maggoty food as well, while a mythic entity talks to you and provides fantastic instructions, from stepping off of cliffs to blindly jumping in to holes in the sky. This same feeling continues through the rest of the encounters on the way to the bramble tower. The bramble tower has the party entering through a crack under the door, unable to open the door proper, and then a slumbering giant of monstrous size and countenance. High above is a birdcage … This stuff all SCREAMS folklore and should appeal to any player. In fact, I think it changes the player’s mindset. I think the folklore elements get the players out of their AD&D head and into a more make-believe mindset. That’s one of the reasons I like folklore elements so much.

The inside of the tower has an arbitrary element. There’s a monster that attack the party and eats people, and then retreats. It’s powerful. It attacks at several places in the tower, explicitly, and advice is given for it to attack more. It certainly drives the party forward; there can be little stalling for fear it will get another person. From this standpoint it’s a nice element. But I can’t help thinking it’s a little arbitrary. “Someone dies when you enter the tower.” or “Someone dies while you climb the ladder.” The impact of the monster is good. You DO get at least one round to save the person before they go into the flaming maw of a mouth, and then perhaps a round or two more as the creature retreats. Maybe something like “Tendrils are AC 15 and 5 HP?” That seems silly to have to say. I don’t know, maybe my own personal feelings while reading that section.

The adventure is almost completely linear, from start to finish. I love the encounter locations, but it’s still linear. Once again DCC earns it’s “Convention Game” reputation … as well as earning it’s “Best Fucking Games Ever” reputation. Someday someone will learn how to marry non-linear elements … a day of days to be sure.

The adventure also has one of my new favorite art pieces. The title page shows a tall bush, with a door in it. A little line of villagers walk towards it. Mixed in among the trowels and pitchforks is a haggered maid with an iron skillet. This image communicates my favorite thing about D&D: the common man going down into the hole in the ground; better to take a chance with the unknown and encounter the fantastic than face the mundanity of existence. Close to home, maybe?

The strong folklore elements bring this one home for me. It’s overly wordy in many places, including the read-aloud. But when it’s good it’s VERY VERY good.

This is available on DriveThru.

https://www.drivethrurpg.com/product/153387/Dungeon-Crawl-Classics-86-The-Hole-In-The-Sky?1892600

Posted in Level 0, No Regerts, Reviews | 1 Comment

Dungeon Magazine #55

d55
“I wore an onion on my belt; it was the style at the time.”
Also: I love it when the party has the option to talk to/work with “evil” monsters. One of the adventures in this issue has this.

Savage Beast
by Ron Poirier
AD&D
Levels 1-3

Nine pages that feel like twenty. The booking agent at a bard academy hires the party to search for a missing mistral. The party meet a friendly monster in the woods. If they party doesn’t believe the monster then some goblins attack so the DM can get the party to trust the monster. The monster ambushes the party at night while sleeping in camp. Then it and it’s mate ambush the party the next morning while the group searches for the lair. In the lair (one room) are three monster cubs. Adventure over. There’s a useless performance roll to be made by any bards while interviewing with the booking agent; the results are meaningless. There’s a morality problem when the cubs are discovered: kill them or not? The old “eat a regenerating troll” trick comes up as the monsters keep a dead body with a ring of regen on it, feeding each day. Perhaps the only good thing about this adventure is the advice at the end to give an XP bonus if the party finds some interesting way of dealing with the morality problem of the cubs. This doesn’t punish the party for killing the cubs but rather rewards them if they think of something else to do. Plus, there’s a possibility for monster pets/companions; not enough adventures do that. Really, an ambush at night and one during the day. Nine pages. I’m not sure but that may be a record for Dungeon.

Umbra
by Christopher Perkins
Planescape
Levels 6-9

This is an urban adventure in Sigil with factions and a hefty amount of social elements. It’s also nearly completely linear. It’s also got a lot of charm and could be converted, relatively easily to almost any urban game, from “big fantasy city” to Cyberpunk and Shadowrun. It has a couple of places where it’s not assumed that the players succeeded in the last portion, it’s got some decent “trap hints” in placing burned bodies in front of a trapped door. It’s got multiple options to take sides of one faction against of another. It’s got charm out the ass, from the demon/human-flesh restaurant to a dozen other throw-away comments that do wonders to add depth and realism to the adventure. If you took this, and six or so other good linear planescape adventures, and ran them all at the same time then you’d have something very interesting adventure with the appearance of free will. If there were a place for a linear adventure in my life then this one would be a strong candidate. Wordy, as is the style at the time. CUtting it down with a good edit, without loosing the charm, would be a worthwhile endeavor and generate a great game to run at a con.

Tulips of the Silver Moon
by Steve Loken
AD&D
Levels 5-7

There is some middle ground between comedy and straight. Farce-maybe? This should be a farce, but instead it’s straight, with no blackness at all. Someone has stolen three tulip bulbs worth 100,000gp. You’re paid 150 gp to go get them back. You look in to things art the estate, track the bandits through a forest, and then assault a keep. The bad guy has a hunchback. The adventure is laid out around the usual keyed encounters, but is more of an investigation or assault. Embedding detailed plans and NPC personalities and reaction in a keyed room like “Stable” is not an effective way to lay out an adventure like this.There are hints of farce in this, but it’s not nearly enough to make it worthwhile, even if it were not laid out like shit.

Sea Wolf
by Lisa Smedman
Ravenloft/Masque Red Death
Levels 4-6

MURDER! This shipboard murder mystery has a decidedly 1850’s flavor; the refined folk, and all that. But, there’s a werewolf killing people on a ship. And the wolf has a twin sister that is hiding her. But the twin doesn’t know she’s a werewolf. But the twin does know she’s a psycho killer (Qu’est-ce que c’est.) The usual spells are gimped to prevent a first act detect evil. [D&D spells are aligned to a certain style of play. Want a different style of play? You need a different spell list.] The keyed encounters are done pretty well for something like this. Brief to the point of having 24 to a page. A little more flavor might be nice, but they correctly do not take center stage and the adventure is not laid out around them. The emphasis is instead on the events, which is where it should be. Unfortunatly … it almost completely ignores the NPC’s; they get only slight mentions in the various events. This is a hard core social adventure and the social is given the shaft. The events are also a little … predictable? In most adventures when the DM reads boxed text then you draw weapons and prepare to kill any NPC’s with you, whilewatch the woodline/corridors/ceilings. In this adventure when the DM reads text then someone IMPORTANT is about to happen. There ar no events that are not IMPORTANT, which derails the mystery aspect. In theend, the werewolf attacks the party after the third scene. Everything the party did for naught … it’s really just a linear suckfest. That’s sad. The Masque setting is interesting a shipboard murder is a staple of the field. The setup with the twins is suitably byzantine. The form it all takes just ends up sucking.

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DCC #85: The Making of the Ghost Ring

tgc
by Michael Curtis
Goodman Games
DCC
Level 4

To save a soul and forge a ring! A ghostly enchantress calls for aid, her salvation hanging in the balance. Brave heroes are needed to complete the creation of a magical ring, a process that will take them from gritty city streets to sun-scorched deserts to the ruins of an ancient fortress atop a windswept peak. Are the adventurers up to the task or shall a sinister demon claim the souls of not only the enchantress but the heroes as well? Only luck, courage, and wits will triumph against adversity and allow the adventurers to claim the Ghost Ring for themselves!

This is a linear combat-oriented adventure that lives up to the “convention style” reputation that DCC has. Ghosty McGhosterson appears and asks you to go do three things for her. These three tasks will complete the construction of a magic ring and save her soul from the devil. In return you get the ring. While I’m put off by the fetch-quest nature of the adventure I must say that the twist here, you get the ring because the ghost has another prize in mind, is certainly nice to see. Ghosty teleports you to three places: a warehouse to rescue a kidnapped halfling, a short egyptian tomb to plunder, and a the lair of the tarrasque. FInally, you get ambushed on the way back by demons. Dishes Done.

Linear fetch quest is a linear fetch quest. I’m not sure there’s anything more to say about that. I will say that there is a little fit of free range thinking in the tomb, which is by far the best part. A polymorph “trap” can be exploited to explore further. I like that kind of thing, a sort of “DM neutral” environment for the characters to explore in and in which clever thinking is rewarded. There’s also some nice monsters in the form of Gas Spores (in the shape of mummies) and some disembodied limbs ala Tower of the Stargazer. The first and last sections with the urban warehouse and the tarrasque have nothing even approaching this level of … inventiveness?

The treasure found tends to be BIG, and because the party is travelling by teleport is is likely not lootable. I’m generally not into gimping the party, but a little “action item: go back to that warehouse” is not out of the question either. Of course, coin is generally meaningless in DCC but a few choice trophies would have been nice to see.

There does seem to be an excessive amount of read-aloud, and it’s generally of the uninspiring kind that adds little to the adventure. More importantly I found the environments a bit flat. Mighty Deeds work best in a dynamic environment in which there are things for the party (or DM) to riff off of. No chandelier means nothing to swing on. The combat encounters tend to take place in flat and uninteresting environments without a lot for Mighty Deeds to work with. There is an exception in a junk filled room, but others are just … flat? barren? Certainly devoid of interesting of interesting things. DCC can invoke an epic and awesome vibe. You can do this by making flying demons attack you in the caldera of a volcano or you can do this by providing an environment for the party to exploit. It’s hard to not provide a giant soup cauldron “on purpose”, but certainly having a fight in a “giants kitchen” provides cauldron, and other, opportunities for interesting Might Deeds while “fight in the middle of a barren plain” provides far fewer opportunities.

I like the tomb. There’s probably enough here to have a decent one-shot game. There’s not quite enough here for a more interesting game. And DCC adventures are still better than most being published.

This is available on DriveThru.

https://www.drivethrurpg.com/product/151823/Dungeon-Crawl-Classics-85-The-Making-of-the-Ghost-Ring?1892600

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Mischievous Monsters

mm

by Simon Forster
The Sky Full of Dust
OSR Systems
Low-levels

Several leagues off the main road is a portal to the realm of fairy; a ring of standing stones resting in a clearing surrounded by ancient trees. Once a year, from the full moon to the next full moon, this portal opens and allows the fairies to cross over, to wreck havoc and cause mischief in the mortal realm.

This is a very basic and bare-bones adventure with four locations. It’s a fetch-quest to get some items a few fairies have stolen from an inn. While staying at an inn some fairies sneak in and steal things. The next morning you’re offered a reward to get them back. The fairies left a trail that splits off into three directions. Each direction has a location to have an encounter in: a one room cave, a well in a clearing, and some standing stones in a clearing. There’s really not much to this at all. But …

It’s also an excellent example of a fine adventure design (if short …) for running at the table. There are about nine or so NPC’s at the inn with the characters. The designer summarizes them all in one table. What they do, who they are, a couple of words for personality, and so on. Every adventure should do something similar. Not necessarily a table, but some way to present them all to the DM in a manner in which they can EASILY refer to them and recall who/what they are. Help the DM. Cue them. It’s what the adventure is supposed to do … and it’s done here.

Another example of this design is the time-table. The monsters have plans of their own and is the party linger then the adventure changes as they summon their reinforcements and, eventually, the massacre that is to come. This is briefly presented in tabular format as well. While this sort of thing is not always appropriate to an adventure, for one with a plot it IS almost always appropriate. The result is that you get a places with some activities going on that the party can interact with, rather than a railroad in which The Party Interrupts At The Critical Moment Yet Again.

This adventure has great treasure descriptions. It has great magic items descriptions. It has great monster descriptions. If you read through it once you can easily run it from memory and only use the book for reference, which is easy to do. Every adventure should be like that. It’s a fine and perfectly serviceable journeyman one-shot … if a bit uninspiring.

I hesitated a lot in writing the rest of the review, below. It seems unfair to take this out on Simon’s adventure. His adventure DID cause me to think about these ideas, and I think it’s a very good example of what I’m going to talk about, but I don’t mean to pillory him. Let us instead view these comments as a more academic examination.

The adventure is presented in a … boring? manner, and, I’m going to assert, could have solved this with two minor change. As one reads this brief adventure the monsters are referred to as fairies, or Fir Darrig. This is the only description of them until the very end, in the New Monsters section. Once you get through the entire adventure and get to the end you come upon the description … and they are wonderful! Suddenly the boring generic “fairies” come to life as little child-like rat-men in frock coats and flat hats, with dandily dressed leaders. If I’d know this, prior to reading the adventure, I may have had a MUCH different view of the encounters. As presented they come off a bit, oh, I don’t know. “Generic” isn’t fair. Lacking in color? Indistinct in the mind? I think it’s this last one. I recall the encounters easily enough, but it’s indistinct in my head. Having had the descriptions beforehand I truly believe I would now be making up little stories in my head as I read the adventure, with the little pompous ass rat-men in their coats and hats screwing with the party. I might also point to the map in this regard. It’s a great map. Line draw and and looking like a “real” map, it’s actually an abstracted map. I really like it a lot. Again, I think having seen the map before the adventure would have … set the mood? better.

Maybe that’s the problem I’m having. Without setting the mood properly, with the DM, the adventure starts in a mundane manner: thefts at the inn. Rather than “fey adventure!” instead what comes to mind is “boring and generic inn hook.” By shifting the map to the beginning and maybe including a one line description of the fairies/creatures in the text, rather than at the end in the appendix, it would set the mood better and cement the style. I think this would have done a much better job of planting the seeds of good ideas in a DMs head. Really, that’s one of the key things I’m looking for. When I read the adventure does my mind race to fill in the details? Just those minor tweaks would have, I think, turned this around for me.

I see Simon is also doing a book of lairs. This adventure got me thinking about that. This adventure is a little shorter than I prefer, probably coming in at one session of gaming. But, if I were running a hex-crawl and came across an inn and wanted to fill in some details … I think a book of one and two page “adventures” organized to support a hex-crawl would be wonderful and this would fit in well to that. Similar to those Dungeon Magazine Side-Treks, but not sucking like they do. 20 “Inn” adventures. 20 ”villager” adventure, and so on. “I need an inn.” BAM! There it is.

[ARG! I bought the boring brown cover. I wish I had bought the full cover one I put in the review!]

This is available on DriveThru.

https://www.drivethrurpg.com/product/154149/Mischievous-Monsters?1892600

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Dungeon Magazine #54

d54
Unhallowed Ground
by Dan De Fazio
AD&D
Levels 2-4

“Name of the Rose” light.This is a railroad murder mystery in a monastery. Monks are turning up dead and the party is asked to help. The linear nature of the adventure (there is virtually no ability to impact the outcomes) is lame, and it could use MUCH better organization, but it also gets several things right. The motivations of the various monks are very human. They act out of spite, humiliation, and so on. That aspect is very well done. It also has some hooks which are open-ended enough to be interesting. Horse losing a shoe, inn’s full, wrong turns, etc. Finally, the adventure correctly recognizes that this is a social adventure and therefore the map, and keyed encounters, are not as important as they are in exploration adventures. It’s far too wordy, the NPC’s need shorter and more organized explanations, and portions are a complete railroad. It uses wordy boxed text to convey information to the party instead of noting facts to the DM for their use. All of this makes it cumbersome to use in practice. Also: when you mention a grave outside the monastery in the opening read-aloud you are guaranteed that the party will focus on it immediately. Perhaps not so wise to emphasize it so much? This would be another nice adventure to “fix,” if one had time and inclination.

Fetch
by Matthew Maaske
AD&D
Levels 3-5

A dog gets helps for his trapped master. That leads to a simple encounter with a bugbear and some hell hounds under a trapped rock outcropping. Why so much emphasis was given the Lassie portion is a mystery to me.

Fiends of Tethyr
by David Howrey
AD&D
Levels 6-8

A misdirection adventure in which the party fights raptors instead of demons … and then some demons show up at the end. Lame hook “Brave adventurers needed to combat demon outbreak in our town!”, a HUGE read-aloud monologue with the town council, NPC’s giving the party powerful magic items, and a confused hex section with only 2 encounters in it. It also has brief and good instructions for the monsters (they run out one door and behind the party) and some nice multi-level environments and map features to fight in/around. The room descriptions are very … free text, which makes it QUITE hard to tell how many monsters there are in a room. I know some people don’t like bolding, but just buriying the information in the text may be the worst possible way. There are some demons that show up in the end, to get revenge on the raptors, but they betray the party. LAME! LAME LAME LAME LAME LAME! It would be SO much better if they actually joined forces and the party had some potential demon buddies. Think of all the fun THAT would bring in a campaign! Nice misdirection in this one, with moron sages thinking the raptor footprints are Vrock. There’s a couple of gotcha moments also. AT one point there’s a loud noise if there’s a dwarf in the party, from an old dwarf temple. Out of nowhere this happens. Compare this to the armor/bucket on the well in Moria/Fellowship of the Ring. In one you have a chance to avoid and hilarity ensues. The other is just random punishment.

The Witch’s Fiddle
by Paul F. Culotta
AD&D
Levels 2-5

Misunderstandings abound! The party runs across some forest fey upset about a witch nearby that stole one of their fiddles, and now they can’t jam. The party finds her in a nearby cave trying to play the fiddle. And then some hook horrors attack from the rear of the cave. Turns out she’s an escaped slave and not a witch. There’s really not much to this one at all. Some fanciful read-aloud from the fey about the witch’s descriptions and a 1 room cave with a couple of traps.

Redcap’s Rampage
by Christopher Perkins
D&D
Levels 1-3

This is a little two part adventure that’s got some nice things going on in it. Villagers are being killed, a ruined keep is nearby, and …. well .. This thing has one major problem: The two parts of the adventure are not tied together very well. A redcap is killing people because he thinks his hat was stolen.. at the keep. And the redcap is mute. And invisible. The only tie to the keep is the mayor telling the party that strange things were going on at the ruined keep right before the killings. Since the redcap is invisible and mute there’s no real way to know that you should go to the keep. There are messages in blood about finding the hat, so if you you DO find the hat in the keep then it should be obvious that it needs to be brought back. The redcap is given the perfect array of magic items to avoid the party, the room descriptions are too long for a social/investigation adventure, and the rumor table is fact based rather than the more colorful ‘yokol-based’ tables that I prefer. In spite of all of this, I like the adventure. The NPC descriptions are generally quite good, and short. “Skaldar is a large friendly man with a serious mind for business. His shorter but heftier brother, Vaxalt, has little patience for customers who dicker over price.” Those are good descriptions for a DM. Short, and they give you what you need to know to run them. The wise-woman is an asshole. The normal rats, under the control of were-rats, still talk to the party and will sell out the rat-men for a bite to eat. Nice characters in this one, and good characters are a cornerstone for ALL social/own adventures and a lot of dungeon encounters. There are a few other nice things in this one: jack-o-lanterns in windows give an air of a “cursed village”, and the mayor rushing out to frantically grab the characters when they show up is a nice touch. FInally, the village cats are hunting the redcap, which is a nice touch AND could potentially lead to the wise-woman, who DOES have information to impart. This is another one of those adventures that desperately needs a rewrite to save it. Nice art in this one also, and I don’t usually mention art.

Eyes of Iceborn
by Jeff Crooks
AD&D
Solo 4-7

I don’t do solo’s. 🙁

Dark Thane Macbeth
by Mike Selinker
AD&D
Levels 9-10

Oh Jesus H Fucking Christ, seriously? What’s next, Waiting for Godot – The Al-Quadim Adventure? Yes, it’s fucking Macbeth. With grey & drow elves with names like Thane Macduff and Malcolm. And yes, there are are acts & scenes, just like in the play. Drow Macbeth Werewolves make an appearance. I guess also making them vampire liches would be too much? I read just over half of this crap-fest before giving up. Rather than play D&D let’s just roll a d6, on a 1-5 you win. On a 6 you roll again! Yeah Us! We played D&D! This is nothing but scenery moving past the characters. No better than the worst of the World of Darkness movie adventures, you get to watch, rolle a few dice, and await the inevitable outcome.

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DCC #88 – The 998th Conclave of Wizards

dcc88
by Jobe Bittman
DCC
Goodman Games
Level 6

Hail, wizard of Aereth! Forget everything you think you know about the magic. Mastery of the occult lies beyond the comprehension of your world’s primitive societies and warring kingdoms. Your cantrips and legerdemain are mere parlor tricks in the face of true power. The Star Cabal, peerless practitioners of the arcane arts, extends a rare invitation to join their ranks. Hurtling through the cosmos in a marvelous flying city, the magicians are revered as lords of creation by the spacefaring races of a thousand suns. Ascend to the stars and seize your rightful seat in the vaunted halls of power… if you dare.

This adventure has problems. Notably, I’m not entirely sure if it is an adventure. It’s probably closer to a setting book. Or maybe an adventure outline, much in the same way Hoard of the Dragon Queen was. I’m not opposed to fluff; I like fluff and think it’s great inspiration to creating your own game. My problem in this area revolves around expectations. When you expect X and you get Y then … well, not good. It’s also got some organization problems and can at times be maddeningly non-specific.

The book describes the conclave of wizards and their floating space city, as well as a bit of outer space around it. It tries to tie thing together by having an “adventure” of three scenes woven throughout it. The party gets an invitation to join the Conclave of Wizards, but has to seek out the portal to get there. Then the city is described, along with some NPC’s. Then a wizard duel is briefly described as part two of the parties initiation into the COnclave. Then they need to go to a planetoid for a briefly described part three. The organization of the three parts, woven throughout the fluff of the city/conclave, is a bit off putting and confusing. Compare this to Scourge of the Demon Wolf or Valley of the Five Fires which give you the setting up front and then spend a few pages detailing their adventures.The barrage of information mixed up in the book makes becoming familiar with the environment a pain and makes picking out the actual adventure a pain. Uncool.

The city/Conclave is an interesting place. A kind of techno/wizard enclave in space, visited by aliens, it comes off a bit like the city in Vault of the Drow, a cosmopolitan place full of wonder. It does a much better job than Vault in conveying that Wondrous vibe, and the Conclave comes to life much much much better than anything in Vault. A rearranging cityscape (Vornheim anyone?) combined with a mysterious wizards guild combined with aliens. All done DCC style so it’s not grim-dark but more Ankh-Morpork turned up to 11. (As DCC is wont to do.) The wizards of the conclave are wonderfully DCC, each different and with a touch of the bizarre. It really does a great job of conveying the weirdness of the city and of the wizards in the conclave.

Parts of the city though are frustrating non-specific, in the same way the 5E DMG adventure generator is. “Hmmm, [roll], there’s an invasion, ok, [roll], and the villain wants power. Hmmm. Ok …” In some ways the wandering table in Vault of Drow is better for conveying the weird of that place. ASE1 may be the gold standard here, with it’s tables providing a wonderful amount of colorful things, events, people, etc. In contrast this book gives us “1d8 cabal guard and 1 guardian” or “a band of rival initiates attacks.” This is part of what gives it the outline feel, as opposed to colorful things you can run at the table. I REALLY disliked Seclusium of Orphone, and this feels more like in that places than it does the more specific and colorfull far of a ‘normal’ DCC adventure.

The actual adventure is vaguely described, again leading to the outline comparisons. You get a message, maybe a bird drops it. You go to an island with a volcano. There’s a monster outside a tower. You go in the tower. End of part one. I’m obviously being hyperbolic here but there really isn’t much more than that. [Also, the amulet you need to gain entry to the tower is never given to you. Not a big deal, you can throw it in, but its absence is, I think, representative of the confusing nature of the organization.] The second part is perhaps even terser. It amounts to little more than “You need to challenge a wizard to a duel. The map of the arena is on page X.” Again, hyperbolic, but not overly so. The guidelines are “pick a wizard for the party to duel.” The third part of the adventure is longer, but again maddeningly generic. There are a dozen or so planetoids, a wandering table that doesn’t have enough to support a breadcrumbs adventure, and a finale location that, again, is more generic than evocative.

The book DOES do a good job of making Wizard characters feel special. From special quarters for the wizards to NPC’s referring to the rest of the party as hirelings, the wizard in the party will get a kick out of being special. The city and Conclave/guild is also a good plot hook device for launching the characters into grander adventures. In a sense, you’ve graduated from defending your planet and are involved in Bigger Things, Green Lantern of Earth.

It does have some nice DM advice, in particular explaining the hook and how characters might come to find out more about the rumors in it. The entire “adventure” is more of an outline. “Here’s a bunch of stuff. Pick one of these plots. Listen to your players and determine what happened to the missing NPC based on what the party is talking about.” Clever, but … unfulfilling?

This is a nice setting/locale supplement for DCC. You can certainly get a lot of inspiration from it, and it would be a much more interesting model for Sigil than I ever found any Planescape product to me.

I don’t often mention art. The cover is kick ass. It probably set expectations with me that could not be met.

Also, I’m now out of peach vodka. 🙁

This is available at DriveThru.

https://www.drivethrurpg.com/product/169644/Dungeon-Crawl-Classics-88-The-998th-Conclave-of-Wizards?1892600

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The Weird Worm-Ways of Saturn

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by Daniel Bishop
Moon Dice Games
DCC
Levels 5+

Saturn. Well known for the weird magnetic energies of its core, which attract even non-ferrous metals, and which pulled many a would-be Crawljammer to his doom in the early days of space exploration. Saturn. Legendary home of fierce Ape-Men and even fiercer giant worms, which devolved from a great civilization that once worshipped the vast demon-god Tsathoggua before the first great reptiles appeared to dominate long aeons upon the Earth. It is said that the collapse of that civilization caused the weird energies of Saturn’s magnetic core. Many, but not all, of that demon-haunted culture’s works were drawn into the planet’s crust, there to be crushed and consumed. Even so, there is a flux to that strange magnetic attraction. Once in several thousand years, the magnetic forces wane for a period, and ships may safely approach or land upon Saturn. The technomancer Satrampa, who has long made her cold dwelling upon the frozen ocean-moon Tethys, has predicted that such a time is near, and seeks adventurers willing to brave the ringed world’s dangers. There they must locate the Vault of Zin the Meticulous. She will pay a man’s weight in gold for the black onyx ring long-dead Zin once wore upon his right hand. Failing that, she will pay the same weight in silver for proof that the Idol of Tsathoggua which one strengthened the ancient sorcerer’s spells is no more.

I bought this based only the strength of the front cover. I’ve got some weird fascination with what I call “70’s fantasy art”, but which in reality probably spans the late 50’s to the early 80’s. Anyway … This is part one of a two part adventure. It represents the hex crawl with the Vault of Zin presumably appearing in part two. There is something appealing about this adventure … even though I find many of the elements difficult. It could be that I found some of the elements very appealing and am romanticizing them over the other content.

Saturn has intense magnetic fields and you can only be on the planet with metal items for a brief window every 1000 years or so. The amount of time the window stays open is variable, and even then using metal objects can be difficult. The party hears about the window and Zin and maybe even Satrampa, and goes to Saturn. A hex crawl ensues, from the Crawljammer landing site to the Vault of Zin.

The group could meet Satrampa at the beginning. They could not. She’s a very interesting NPC and it’s one of the elements I found appealing. Unknown to all, she’s Zin’s former lover. She spreads rumors/hires groups knowing that either they will recover Zin’s ring … and be possessed by him, thereby bringing him back to life to join her, or that their souls will be gobbled up in pursuit of the ring and thereby fuel Zin’s continuing undeath. I’ve seen “NPC sending the party to their doom” before, but this one appealed to me. A kind of melancholy “Killing an Arab” bit of mood, the enui that immortality brings, but with a purpose behind things. I also liked her guards and the mechanical brain controlling them. Nice opportunities for mighty deeds and built with weaknesses that the players can exploit. It’s too bad that this entire section may not get used. Nice fluff/background material for a Crawljammer game though.

The hex crawl is … not the strongest. Saturn is briefly described as a kind of Dakota badlands sort of environment. It’s not very interesting. Riverworld-like canyons run through it, and these represents the paths the characters will most likely take. The hex-crawl map is about 42×42, with each hex being ½ mile. In these 1764 hexes there are about 10 static encounters and a simple d7 wanderers table. If we are generous in saying only about 10% of the hexes have a chance to be realistically explored, then it’s still about a 5% hit rate for pre-programmed. I’m not a hex-crawl expert but it seems sparse with a far too small wandering table. I may be wrong here. The wandering table DOES give a nice activity, four or so, for each encounter. IE: a returning war party has four or five different things they could be engaged in. This bring the wandering table up to 30 or so entries, which IS enough to sustain play. Particularly with the social element of the ape-men emphasized the way it is. This social element, and the detail on the wandering table, is one of my favorite parts of the adventure.

Some of the ten static encounters are quite nice. Different sorts of ape-man villages, from friendly to war-like. A large decaying Dune-style sandworm. Nothing gonzo off the charts but nice solid little encounters. I particularly like the way the ape-men are portrayed. Not explicitly war-like … even the war parties. They got their own business going on. This lends an air of authenticity to them while still proving some contact opportunities in which the party can either get in to trouble with them or help them.

I’d like to call attention to something the adventure does that is important. The mechanical guards of Satrampa (that the party will likely never meet) have a weakness (or two) that the party can take advantage of. Likewise, the “evil” ape-men in the adventure have a weakness, built in. If the party is captured then they are taken for sacrifice. Not too surprising. But Bishop has built in an escape plan. Their idol reacts to the player’s presence by opening it’s mouth! Which scares the shit out of the evil ape-men villagers since they’ve never seen it before, their village being MUCH newer than the last time non-Ape men visited the statue. This is a nice way of building in an escape plan for the party. Both of these are good examples of a “neutral tone” for the adventure. (The social villagers, who don’t attack on sight, might be another good example of this) This reflects the DM as neutral judge rather than the adversarial relationship that some (most?) adventures tend to take. It’s refreshing to see.

The imagery in this is a little flat. The canyon-lands environment is not presented as … alive? as I think it could/should be, especially for being on Saturn. Otherwise, it’ a decent adventure. It’s right on the edge of something I would keep, I think. It’s got enough different elements though I think I’ll keep this one. Let’s hope part two lifts it up even more.

This is available at DriveThru.

https://www.drivethrurpg.com/product/150508/Crawljammer-The-WeirdWorm-Ways-of-Saturn?1892600

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