Shipwreck at Har’s Point

har

by R.N. Bailey
Distributed freely by Dragonsfoot
AD&D
Levels 2-4

A few weeks ago a ship was wrecked off the hamlet of Har’s Point. Rumours abound that the ships was carrying wealth, and the unhappy spirits of the dead sailors walk the nearby beaches.

This short adventure reminds me more of a Harn adventure than D&D. It has monsters in it to slay, unlike Harn, but it focuses on setting an environment in which an adventure takes place rather than just providing a set of keyed encounters. The adventure has a generic feel to it but the designer is in the right state.

There’s been a shipwreck off the coast of Har’s Point and the locales are abuzz with rumors of the treasure they think it contained. This draws the Murder Hobos in and they soon learn that some folk have seen the dead sailors walking on the beach at night, burying their treasure. The group will poke around the village, beach, and wreck long enough that some Sahuagin will show and it’s likely they’ll be contacted for help by a Selkie. There is a nice little section at the end suggesting various consequences as a result of the players actions. It’s pretty good and most of what the players do will ultimately just solve the short-term problem and eventually lead to the destruction of the village. I don’t mean to suggest that this is a rail-road at all, but rather the side-effects of Murder Hobos: they fix a symptom and don’t cure the illness, in general.

What the adventure provides is a bare bones description of a cliffside fishing village. A small map of the village, very brief descriptions of the mayor, general store, church, and tavern. This all takes up about a page, if the map is ignored, and is completely generic. The most interesting part is that the mayor is a fisherman, works six days a week, and hangs out in the tavern on the seventh to do his mayor’ing. A short timeline is provided to help with action taking over over the few days the group will be in the village. This isn’t a railroad set of events but rather it describes what the Sahuagin will be doing during their evening activities. The bad guys are out searching for something they lost so they spend a lot of time wandering around and searching at night. Sometimes they run in to villagers. The events have a number of disappearances and culminate with a full on assault on the village as the Sahuagins desperation finally wins out. The event list is very nice and plays well of the coastal region, as does the 12-entry rumors list.

The rest of the adventure is a description of the areas in and around the village. The looks like a typical encounters key but in reality it is describing each area much more like, say, a regional setting would. The shipwreck area is described. The wreck is described. How to get on to it, how to not fall out, what the players find, what happens if they fall in the water, what’s different at night vs. the day. Chances that the Sahuagin will be there when the party is, and so on. The total effect of the five or 6 locations described this way is that you get a decent region that you can run in a very free-from manner; very nonlinear. I very much like having the adventure laid out this way. It gives me the ability to run the adventure on-the-fly, rolling with the punches the party throws at me. I can improvise what’s going on and deduce what should happen and fill in the extras. It’s a good way to lay things out and is what I’m referring to when I talk about it being Harn-like.

Of course the content is almost all completely generic and uninteresting. Sahuagun near a coast village. They have sharks. They attack people. And eat them. Woah! That’s new! Usually the fish-men are just described as being depraved and evil but nothing more is said. In this module they are all about eating people. They eat fellow Sahuagin. They eat villagers. I’m sure they would eat the Selkie if they could. That extra little bit of flavor text stands out and helps bring the Sahuagin to life. Nice. There’s also a nice little encounter on the beach with a couple of fishermen/beach bums looking for treasure. They are wary of party, since they want the treasure for themselves, but may eventually warm up. The whole thing does a good job of painting these two guys, though rather broadly, and again gives me enough to build them up and add to the encounter.

The sites descriptions do suffer from the problem of being overly long. There’s a lot of detail in each one. Mini-rules for getting a boat close to the ship, for experienced and non-experiences sailors. Mini-rules for getting from the groups boat to the rock/reef the ship is run-around on. Mini-rules for getting from the rock to the ship. Mini-rules for falling of the ship. Mini-rules for what happens if you fall in the water. Mini-rules for the appearance of Sahuagin on the ship. Rolls for finding hidden objects in the wreck. It adds up quickly and turns in to just a mass of text. The encounters are also pretty tough. 15 2HD Sahuagin, 2 5HD sharks, a 5HD giant eel … all while suffering through the water environment and the penalties it imposes. 2nd level characters are dead men swimming. The magic items and mundane treasures are nothing special. +1 ring of protections, +2 daggers, oil of sharpness (actually, I like that book item …) and small gemstones/pearls/coral worth money. The one exception is the item the Sahuagin are looking for, the Crown of the Briny Deep, and it can only be used by Sahuagin. Phooey! The magic & mundane treasure needs to be spiced up so the players will actually get excited about them and want to keep/use them.

Short adventure. Nice try but way too generic.

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DF14a – Moonless Night 2 – Faces of Love

df14a

by Lorne Marshall
Freely distributed by Dragonsfoot
AD&D
Levels 1-3

I like some things a lot. Megadungeons. Barrows. Fey. Gonzo. Weird. I dislike some things a lot. ‘The 2E Style’ may be at the top of that list.

This is a railroad tavern murder mystery that ends the way these things usually do: with the villain hiding out in the dungeon. This time it’s a doppleganger behind things. There’s tons and tons and tons of backstory and read-aloud. There’s very little monetary wealth and therefore XP. It does a couple of things right, so I’m going to cover that first so you don’t have to read the rest.

First, there’s a magic sword in the adventure that the players can find. It’s a good item. Multiple bonuses, speaks, has extra powers, gets a decent physical description (albeit in a different location), has some local mythology surrounding it, nice flavor text ability on the sword (it’s a goblin-slayer and ‘salivates’ when used against goblins, shedding droplets of water that fizzle loudly in to stem. Cool!) It’s a REALLY good write up of magic sword and is EXACTLY the kind of shit that drives players wild when they find it. Power Fantasy, Ho! I’d prefer it if it also had some kind of drawback, but I’m not going to bitch too much. It’s one of the best magic items I’ve ever seen written up. This is the kind of thing that excites players and makes them giddy.

Second nice thing: The sword is hidden in the dungeon WITH A CLUE TO WHERE IT IS. It’s hidden somewhere that is pretty obvious, once the players figure it out. That’s kind of cool. “Oh! THAT’S why that thing is special. Duh!” The clue is the good part though. Not the exact clue used but rather the fact that there IS a clue. Something the players find gives a hint that there is something hidden in a part of the dungeon the players have already hidden. That’s the kind of stuff I like. The place is not just a collection of rooms but has a kind of … mechanic? to it. One room impacts another. You have to backtrack. THings in one area lead to the discovery of things in a a different one. It only happens once in this adventure but it IS a nice impact.

Third nice thing: There’s a brief couple of bullet paragraphs on conducting a barroom brawl. Mugs of ale, punching, benches, buckets of scum, and mutton legs are all covered. All of the classics. Nice!

That’s it for the parts I liked. This thing is, otherwise, a 2E abomination.

Two pages of DM backstory that explains the emotional state and background of the doppleganger. Half a page of read-aloud to describe a tavern brawl starting. Half a page of text that describes the need for the DM to railroad the party and presents a variety of solutions to that age-old demon of all plot bullcrappery: the pesky ‘Party Free Will’ problem. The brawl is a pretext to get two NPC’s to appear to hate each other and have them both get out of the tavern so one can die in a field a few moments later. This sets the second one up as the murderer, since he’s got no alibi. The doppleganger is counting on the patsy to get hanged for the crime so he can woo the barmaid that he thinks he’s in love with. Of course, he could have just killed the other suitor outright but then there would be no plot.

So dude 1 that snuck out turns up dead and witnesses saw dude 2 kill him. They go through a whole ‘verified by magically lie detection’ shit THAT I ABHORE. This is the ‘magical society’ 2E view of D&D village life and I hate it. I hate the way it tries to explain things. I hate the way it tries to set things up. I hate it when magic is commonplace in society. It devalues magic. That should be the realm of the party and vile sorcerers. The magical lie detection reveals everyone is telling the truth: the witnesses did see dude 2 and dude 2 is telling the truth when he says he didn’t kill the guy. Oops. Sherlock Holmes time for the party; they get to question everyone. Too many pages later the DM is just encouraged to tell the party “No one has mentioned Myathas. That’s unusual. Maybe you should go investigate his home.” That has to be in there because the whole thing is so convoluted that even Poirot couldn’t follow it. They go to the guys house. Ohs Nos! It’s guarded by the town guard! And they won’t let the party in! The party goes back to town to complain to the Reeve, only to see most of the guard come back for the night. Yeah! They can now to back to the house! Only to find 2 militia guys there guarding, who defer totally to the PCs. IE: there had to be a way to telegraph that the guard captain was evil/obstructing, even though that is completely meaningless to the adventure.

Hey, you know how a bunch of older editions had henchmen & hirelings in them? And you know how it was pretty much a staple of survival to hire a bunch and take them with you to the dungeon/adventure? Well, the designer thinks that sucks. He thinks you should be a hero. Heroes don’t treat the two henchmen the party just received like the henchmen they are. Heroes don’t make them accompany the party. Heroes don’t send them in to the home first. Oh, and if the party does then the DM is directed to have the monsters inside NOT attack the guardsmen but rather direct the kobold attacks on the party. WHAT. THE. FUCK.

Inside the party finds a DIARY! Yes, that old staple of crappy design makes an appearance here. And while fucking around the house the doppleganger has kidnapped the bar maid and taken her to his dungeon lair. A dungeon lair with such a bad reputation that none of the guardsmen, militia, or baronial guard in town will pursue. What evs. The room descriptions for the farm range from half a page to a page each. More lengthy read aloud. A wilderness travel adventure to the dungeon in which the DM is encouraged to go easy on the party so they arrive at the dungeon at nearly full strength, etc. The dungeon is full of read-aloud and lengthy DM description, maybe 3 rooms to the page on average. They don’t really have anything interesting going on. The second level has some ‘Tuckers Kobolds’ action before the battle with the doppleganger.

The party receives a grand total of about 300cp from completing this adventure. Good luck leveling.

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Challenge of the Frog Idol

frogidol

by Dyson Logos
Self-published & distributed freely
Labyrinth Lord
Levels 3-5

The Frog Idol has stood in the Black Mire for ages untold – an idol of an ancient and forgotten god who now only manifests through this ancient rock in a forgotten place. However, with the conquest of the dwarven citadel of Kuln by the giants, adventurers have been seen again in the city of Coruvon. And from Coruvon, the Black Mire is always in sight.
This is a hex crawl in a swamp. It’s terse and is PACKED with enough flavor for any DM to work with. It would be well worth having even if it were not free. This is mostly a great example of what an RPG adventure should contain What Logos has done in this module is amazing. He tosses out history, background, and flavor as if it’s second nature. It’s not presented as a mass of text that hits you in the face but rather it’s all integrated in to the adventure, mentioned in passing, which causes your mind to race and has you screaming “I WANT TO KNOW MORE!!!” That, my Swedish friends, is good content.

The introductory text is minimal and the largest portion of it is quoted above as the publishers blurb. Read it again. Frog idols? Ancient and forgotten gods? Conquest of a dwarven citadel by giants?! That background text brings the noise and it does it in only three sentences. There’s not much more to the introduction. “The party arrives in Coruvon. Each member gets to roll once on each of the following three rumor tables.” Uh … TIGHT. The rumor tables deal with the city, the fortress of Kuln, and the Black Mire Swamp. The city is where the players swamp, the swamp is the focus of this adventure, and Kuln is, in this adventure, the parties ultimate objective. The module is 23 pages pages and the city gets a good three pages of description. Single column large font description, so it’s overly long. What’s interesting are what’s been chosen to be described. What’s been chosen to be described are the INTERESTING things about the city. There a section on the racial makeup of the inhabitants which might as well come from any product … except it mentions “…only a scattering of dwarves who live in quiet shame that they are not either trying to re- claim Kuln or were slain defending it.” BAM! That tells the DM a lot and gives me loads to work with. How about the small economy section? “As such, just about everything except for fish, prostitutes and cheap beer and wine commands a higher price here than elsewhere.” Exactly what I need to know to run the city. And those are not even the good examples! There’s a section on the Arena, the garrison troops, and the Red Lantern district that are REALLY interesting. This one sections of the adventure exemplifies what makes this a good product. It’s terse and vivid. As a DM my imagination races. Why? What’s up with that? Who is he? I can fill ALL of that in on my own on the fly, I just needed a push. The designer gives you a rocket-assisted shove. I’m seriously impressed.

The party picks up the hook in town. They are contacted by the Oracle and asked to seek out her husband, the Frog Idol. He knows how to get past the giants in Kuln. The group will journey through the swamp to find the idol, do a fetch quest for it, and then get an amulet. Pretty standard shit. Remember that “terse and vivid” thing I commented on earlier? That’s what sets this apart. The oracle is a pure white woman, a living Alabaster Statue, served by hunch-backed lizard-men messengers who was once the bride of the Frog God. Uh … that’s something you don’t see every day. Mr Frog God/Idol wants some old tokens from his marriage: a rose and a basket of amber. Hmmm, ok. There’s a giant island made of corpses in the swamp that’s rules over by the Zombie Master who’s dungeon inside is made of bodies which continually grab and reach for people walking through it. Uh … There’s a tribe of trogs that is describe more as being degenerate humans than reptilemen. Pretty good imagery there even measured upon the standards of this module alone. Even the McGuffins are cool. A GIANT iron rose, 10 feet tall. HUGE chunks of amber. The basket is the size of a boat. When it’s good this module is among the best ever.

And when it’s bad it’s typical module D&D nonsense. It’s a hex crawl with 6 mile hexes, about 18 by 18 hexes. The wandering monsters are just a table with some generic swamp creatures on them. The magic items are all book items: +1 shield, potion of healing, etc. There is a single exception and that one item is nice: A potion of mage blood that you throw like oil and gives targets a -2 to their saves against the next spell cast them. Good Item. The amount of mundane treasure seems a bit light considering the level range and just isn’t interesting at all:”silver necklace set with sapphires.” There’s a tacked on section at the end that details an old dwarven guardpost on the road to Kuln. It adds nothing to the adventure, is boring, and feels tacked on at the last minute.

One of the very nice things about this adventure is that you can drop in anywhere. Your group needs to go [insert place] and are worried about it? Well then, how about a statue contacts them and sends them to a frog idol who will help them if they help him? It’s PERFECT for just dropping in on the fly. Get it?!?! Get It?!?! Fly?!?!? Frog God/Idol?!?! Fly??!

It’s free. Go download it. Bask in its glory.

Posted in Level 3, Reviews, The Best | 5 Comments

S7 – The Howling Hills

hh

by Charley Phipps
Freely distributed by Dragonsfoot
AD&D
Level 10-14

Far to the North, in the upper reaches of the land of dread Iuz, lies one of the possible resting places of the ancient evil sorcerer, Acererak. Rumored to lie inside are deadly traps and terrific treasures, but all pales in comparison to the awesome power of the Demi-Lich.

This is a short 11-page module that channels the Tomb of Horrors. It is just about as close to the Tomb as you can get. Sequel. Preqel. Whatever … it’s another Tomb and it’s related to the first since it Acererak designed it to be a false tomb. 21 rooms, linear layout. Demons summoned if you go astral/ethereal, false doors, mosaics on the floors, ceilings, two false entrances and a real one. It’s all here. If you want to play the Tomb of Horrors 2 then this is the module for you. I hate Tomb of Horrors. I recognize it for what it is and the role it plays but FAR too many people think that the thing is the ‘right’ way to design and run an adventure.

Given a page of maps, an intro page, a new monsters page and 1.5 pages of background, this thing is pretty terse even though all of the rooms are essentially complicated set pieces, just as with the original. The journey to the tomb and background are about as detailed as the Gygax version. What is different, or perhaps what I don’t remember, is the wandering monster table for encounters on the way to the tomb location. This chat is NOT messing around. 30-120 orcs. 1-10 hill giants. 20-80 gnolls. Patrols of 150 soldiers. That’s some bad ass encounter tables right there. Several of the encounters are expanded upon briefly, which is I prefer to just a single line entry on a table. The context helps me run it better.

The map is linear, just like the Tomb. There are some dead-end corridors, just like the Tomb. There’s a whole lot of text to describe each the set pieces in each room. (Although that’s relative, I guess. It’s still a short module.)

I’m not sure what else to say about this. It’s the Tomb of Horrors. There are some mechanisms I don’t agree with. Pits with a 100% chance you fall in. One monster, undead, has an amulet that does the whole “-6 levels to turning” thing. I hate that. Just bump his level or make him a Vampyr or Vampire Lord, or Demon Lord or something. But don’t just throw in a stupid gimp for the players. Likewise, perhaps the tomb should be extra-dimensional instead of just declaring you can’t tunnel in to it with spells? I don’t know, that seems lame also. Otherwise the encounters and layout and rooms channel the spirit of the Tomb perfectly. “A light mist of acid dissolves your gear” but you don’t notice it until it’s too late. A page long backstory of an NPC that leads to some other hook for further adventure.

It’s the Tomb. Do you like the Tomb? Do you want an adventure like the Tomb? Would you like to expand on the Tomb? Then this is for you. Just please, dear lord, do the D&D world a favor and never tell anyone you think the Tomb is good. It has a purpose but that purpose is limited.

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TBG-1 The Manse on Murder Hill

tbg1

by Joe Johnston
for Taskboy Games
Labyrinth Lord
Levels 1-3

Several children of Little Flanders have gone missing near an abandoned house of evil repute. A desperate town has begged your heroes to exorcise the house of evil spirits and rescue the children. Will you brave the dangers of the Manse on Murder Hill?

I reviewed and provided some comments on an early draft of this, as a $0 cost favor, so be warned. I’m sure I commented on several things but all I can remember now is a bit of backstory.

This is an exploration of a “Haunted House” which is haunted in much the same way that Saltmarch was haunted. The party is recruited to go find some children that have disappeared in to a haunted house. The local villagers would but, well, the kids fathers formed an impromptu mob and charged in … only to be found hacked to bits the next morning and hanging from the massive old tree out front. So, yeah … not a place for villagers to tread. [The early draft had the villagers waiting passively for the adventurers to go get their kids, which I commented was unrealistic. The villagers would form a mob and go get them. Clearly, the designer took this to heart and sorted it out with a nice tidy massacre of the mob taking place in the background. Pretty sweet. It also gives the party a bit of foreshadowing: something in that house kills shit and they could be next. I find that sort of thing is always good for getting the party on edge and I was happy to see it. Anyway, the sheriff knows he’s in over his head and asks the murder hobos to go get the kids. The party is going to go in to the house, meet the haunters, maybe save the kids, and then face a nasty twist at the end.

There’s a nice, and long, rumor table, and a decent number of local villagers detailed. This comes to about four “businesses” and a few local families. The families are the ones whose children have disappeared … and whose husbands are now dead. Uh … it’s actually a little depressing to read about how the widows and orphans are fairing … AND THAT’S AWESOME! The whole village is about 2.5 pages and a page of that is the AWESOME rumor table.

The house has two stories and a basement. The downstairs is all boarded up and the only entrance is up a rickety stair to the second story. The house has two wings and a central section, with about 14 room on the second floor and about 16 or so more on the first, with seven or so in the basement. The second floor is pretty linear, with it’s two wings, and the first is more of a “shotgun shack” with doors off the hallways. The basement is almost a maze of doors and hallways. These are not exactly amazing maps but it does allow for a bit of variety. A 2-story foyer, a balcony, and so on.

There are about seven encounters to the page, so there’s a decent amount of details in the two-column layout. The second is more of an exploration/spooky house adventure. Right outside the front door is a skeleton pinned against the door by an arrow. The place has some illusions scattered around by the inhabitants but they are very well done. None of this is blatant but (mostly) pretty subtle. Furtive shadows. Footsteps behind the party. Low moaning and heavy breathing. Walls full of mildew and the corners of rooms with cobwebs. Dark pools of blood coming out from under doors or small repellent idols. The encounters are well done but the upper floor seems a bit slow. It’s a build-up, with mostly a few vermin in the rooms. This build up is tad spoiled by the existence of kobolds on the wandering monster table.

The second level is going to turn in to a pitched or running battle with the humanoid bandits are some point, and an order of battle is presented for when that happens. I find these useful for when things degenerate in to the monsters running for the help and the party is yelling and screaming and pulling agro on everything in a 20 minute radius. The rooms on the first floor continue to have a decent amount of flavor without an overabundance of description. I prefer things this way; it gives me enough to work with but it’s still short enough that I can pick out the information I need to run the room. The whole thing has a really good social set up, with the leaders of the humanoids having some good, but short, write-ups and little details. One example: one of the kids was being a pain and wouldn’t stop taunting the bandits so they shoved her in to the “bad” part of the basement. This story is related by the other children, and the party has probably learned from the families in town that the child in question is a pain in the ass. Instilling a little sympathy for the monsters is nice. 🙂 Kids saved (or killed by the humanoid bandits) then the party can return to town.

But Wait! There’s more! That’s right, a real act 3! The party has been finding signs all over the place that the house was once used as a cult headquarters. It turns out that they were sacrificing people to bring back their demon lord. Guess what! The party ended up killing enough of the bandits that the demon lord can now reappear! The house goes in to full on Poltergeist mode complete with the disembodied demon demanding that the party bring him a child in one of the Summoning Circle rooms. Either they do it and the demon lord shows up or they destroy the circles (or go get help from the monks in town in doing so.) Either way, having an act 3 is nice. Escape from the Dungeon is usually glossed over and it’s nice to see that here. There’s also a short bit at he end about what the villagers do in the various scenarios (all kids saved, some died, all dies, etc.) The townspeople laud the characters is they save all the kids. More adventures should do things like that, especially for murder hobos.

This is a solid little adventure. I’m not a real fan of Haunted House modules, but this one if flavorful enough, and certainly better than Saltmarsh. The act 3 portion, combined with the social elements and the decent, and shot, backstory, adds a lot to the setting and really makes the village and setting come alive. I prefer my bandits to be human, and I don’t really see a reason for them to be humanoid in this module. Human bandits force the moral issue (resolution: just kill them anyway) and better offset monstrous things when they do appear. Like a demon.

This is available on DriveThru.

https://www.drivethrurpg.com/product/105712/The-Manse-on-Murder-Hill?affiliate_id=1892600

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

DFT2 – Battle for Gib Rus

dft2

by Michael Haskell
Freely distributed by Dragonsfoot
AD&D
Levels 5-7

The forces of darkness threaten the natural splendour of Gib Rus. Do you have what it takes to save this idyllic corner of the world?

This is a four-part tournament module, without scoring, with some diversity of locations and encounter types that I found interesting. It’s a railroad, but then again it’s also a tournament module, so … yeah. I wouldn’t say it a good tournament module, nor is it a bad campaign module. It’s more like something you would pull out of your ass free-form (which isn’t a bad thing) with a couple of interesting parts.

Oh mighty wizard Synopsis, we call on thy wisdom! … because Bryce is running out of steam when it comes to these Dragonsfoot adventurers.

“Go to the druid forest. Go inside. Get the relics in the glade/tomb. Fight a big battle vs. the Big Bad.”

Aieeee! Aieee! The barbarian hordes of Hyperbole descend upon us! Aiieeee!

It takes seven pages to get to the adventure, three of which are read-aloud text. I know it’s a tournament module, but shouldn’t you give the party a chance to do something besides listen to soliloquy? Especially one that includes things like “Lord Dipshit questions each of you about your background and deeds and seems very impressed with your responses.” Hey, let’s contrast the intro with another product. How about … G1? I like G1. What was the intro there? One paragraph? “Mixed giants are raiding the lands. Make them stop and find out who’s behind it or we’ll behead you.” Hmmmm … one of the best modules of all time. Short intro. This module has one of the longest read-alouds ever … but it’s not the worst module Ive ever seen, once the read loud is gotten past. In fact, it’s not too bad. Not great, but not bad. Mostly because of a couple of areas near the end.

There are five encounters in the first section of the module, the journey to the wild druid forest, the Gib Rus. It has a pretty interesting, and very long, set piece that is interesting but is otherwise a pretty boring section. The players have been told that the druids in the Gib Rus forest/valley have gone nuts and to look in to it. The first section is the journey to the Gib Rus region, or rather, trying to find an entrance to the area. You see, the druids have surrounded it with a massive thrown wall. There are a couple of of troll encounters that can be had while scouting around the wall, as well as a deadly Giant Dragonfly encounter on a steep/narrow/deadly mountain trail, but the main attraction of this section is the encounter with a Hangman Tree. It’s a crazy detailed encounter, a little over two pages, so describe a hangman tree and a Shade that hangs out next to it. This is a decent little encounter that may not actually occur during play and that needs some SERIOUS editing to tighten it up. Two pages for an encounter that might not happen is just WAY too much. Anyway, that encounter is nice one as is the dragonflies trying to knock people off a treacherous trail.

Once in to the forest things get … not very interesting? There’s one encounter with some giants attacking druids, and perhaps some wandering encounters before/after it. Maybe. This part seems very disconnected from the rest. It’s meant to put the party in contact with the druids and to get the next part of their mission but it seems REALLY short for a 4hr tournament slot.

Part three is the exploration of a Good-aligned tomb. The ‘dungeon’ is fairly simple and contains mostly traps. There are two unicorns and a guardian naga protecting the relics. Despite the simple nature this part kind of worked for me. The keyed encounters are generally long, which I don’t like, but the place is different than many others. It’s a ‘good’ tomb and is very sylvan/elfish. I found it a refreshing change of pace. The unicorns are also perhaps the best examples of them being used that I’ve ever seen. It’s still rather simplistic but it does give you a sense of what the creatures are capable of and how they can be used. For once the LG creatures are not corrupt. Yeah!

The final part is a running battle with the leader of an evil army. He is leading a task force to the druids grove to wipe things out and grab the relics. The players have two or three opportunities to set up ambushes and whittle down his forces before facing off with the Death Knight. An actual Death Knight. Again, this section is done better than many like it in other modules. The death knight seems ‘more real’ and fights intelligently, along with his minions. It’s a nice little section, even if it is a complete railroad and more at home in 4e than 1e.

For a three-part tournament this would be a decent little module, especially if you added a scoring system. The first part is, unfortunately, the weakest, and the other two are not going to set any standards, but it’s still a decent little bit of workmanship. The tomb portion, in particular, might be well worth stealing for your home game.

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DFT1 – Trident Rock

dft1

by Michael Martin
Freely distributed by Dragonsfoot
AD&D
Levels 5-7

Can you unravel the mysteries of the island of Trident Rock?

Must I?

This module gave me a headache. This review is not going have the pretense of being objective.

An Investigation? A social adventure? A dungeon crawl? A mess of a module. It’s laid out ok but the various sections don’t tie together well. Nor does the introduction tie in with the rest of the module. It tries to do too much and ends up not doing very well at any of it.

There is this noble family that lives in some ruins on an island. They are cursed to live on the island forever, dying once they leave it. Most of them are super duper evil, according to their descriptions, and full of plots and schemes. Each of the eight named NPC’s get a paragraph of explanation in the front of the book and some stats in the back. The DM is warned time and again that these are complex people and that they should be very familiar with them in order to run the complex set of interactions that the module has.

Wait, let’s back up. Why is the party on the island in the first place? No reason. No pretext. Nothing. It’s an island out in the ocean and the party is there. It’s implied a couple of times that the party is there to investigate/break the rumored curse. WTF? So I’m sitting at home one day having some beluga and six dudes with guns show up and say they want to hang out and investigate the Bryce Lynch “Bad Module” curse. Can I put them up for a few days? Huh? And I say Yes?!?! Oh yeah, and I’m super rich and live in a burned out shell of a house. Come on man … Oh, and the party is randomly attacked by gnolls and ghouls while in the lands around the ruins on their way to the ruined castle. That’s background information. “You’re randomly attacked by an increasing number of ghoul and gnoll groups on your way to the castle.” You know why I fucking hate read-aloud text? Go ahead take a guess. Did you guess “Because it has this kind of stupid background railroad shit in it Bryce?” If that WAS your answer then you’ve read too many reviews. So, no reason why the party is on the island or at best a silly one, an implausible reaction from the “complex” NPC family and a bullshit off-stage background journey. Joy.

Back to the family and NPC’s. They live in the remains of a ruined keep. “Ruined” as in “less than half of the buildings have not collapsed in to rubble”. Noble family … Right. Anyway, the family members each get a short paragraph of description that does almost nothing to help the DM. Bob is evil. Ok. Dan is scheming, gruff and grim. Frank like to plot and scheme. Betty is tricky. That’s the extent of it. No details on what their evil plans are. No schemes or plots for a DM to work with. Just a simple notation that they are Super Not-Nice people. “Dan will work against anyone who attempts to sabotage his plans.”” WHAT FUCKING PLANS?!

Up till this point you might be thinking this was a social adventure with lots of NPC interaction, etc. Well, no. The module says it is but does nothing to help the DM. One short paragraph per NPC, not plots or schemes, no details anywhere else in what the family is up to or how they react. Tra la la. … you see, this is actually just a slaughter fest. Pure. And. Simple. Hack. It terrible. It’s like I presented stats and maps for the people in a one-block radius of your house and said “Go kill them!” WHAT?!!? Oh, and the ruins? There are bugbears, ghouls, and a demon in them. In some cases LITERALLY right next to a building people live in. It’s insane. So, ok, after the NPC’s we start to get location descriptions in the module. Some for the Keep, some for the Goal, some for the Tombs, some for the Dungeon. Location descriptions involve something like 2-3 LONG paragraphs of read-aloud text followed by 3-4 paragraphs of DM only text, two or maybe three rooms to page. Seriously? People still do that? Oh, Oh, and the guards in the first two watch towers the party encounters have “magic gongs” that when rung alert everyone in the keep/ruins. And do they all have magic amulets that prevent ESP type shit also?? Oh, no. They all have magic amulets that prevent them from being attacked by the undead on the island. I SINCERELY feel sorry for people who A) Learned to play D&D this way B) Still play D&D this way.

Gaol is under the ruins. 29 rooms, most of which are empty cells. Demons, bugbears, ogres, jailer with Iron Bands of Bilarro, neo-otyugh, roper, minotaurs in a maze, rust monster & disenchanter room, water weird. Not even an attempt to put something together here. Just a seemingly random assortment of monsters that show up in the dungeon with some bullshit explanation. “Evil Bob brought the rust monster and disenchanter here to get rid of adventurer equipment.” DON’T TRY TO EXPLAIN THINGS! The statue talks BECAUSE. Fire envelops you BECAUSE. The sorcerer shoots red beams from his eyes BECAUSE. Don’t tie a spell to it. Don’t try to explain why magic happens. Fucking Victorians.

Tomb. Symmetrical layout. 14 rooms. Every room has undead. Wights, wraiths, shadows, zombies, coffer corpse, ghouls, ghasts, skeletons, mummies, Sons of Kyuss, Heucuva. I think every undead EVAR appears in this thing. “Blah blah blah read-aloud” THEY ATTACK!!!!!!!!

A dungeon? Yes, 24 rooms! What’s in it? Sahuagin. Margoyles. About a dozen other monster types. The map kind of looks like a tourney map, with a few sections to it. It’s the most interesting part because there are a couple of environmental features. A hallway alongside a chasm. Flooded areas, a decent classic trap or two. I love a classic trap. It’s like a big red button. “The rooms has holes on the floor and ceiling, you say? Please, Mr. DM, give me some pretext so that I may enter.” There’s a devil down in the dungeon, the last member of the family. And nothing about the family curse that I can see. Since the family gets pissed when you mess with any of them it’s pretty much going to be a total hack fest. Oh, and while labeled a tourny module there is no scoring information.

This thing is all over the place. Social? Dungeon? Tourny? Seemingly random monster assortments … It needs some SERIOUS tightening up in order to become playable.

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Dwimmermount (Draft) Review

by James Maliszewski
Labyrinth Lord/ACKS
Autarch? Grognardia Games?
Levels 1-10

The gates of Dwimmermount are opening. After years of rumors, it is time to discover the secrets of this legendary dungeon for yourself.

This review is based on a DRAFT copy of Dwimmermount. I don’t know how to review a draft. I’m going to ignore that and just jump right in. More disclaimers, product history, and other weasely shit at the end. This module doesn’t break much new ground. It’s got a kind of Vanilla D&D feel to it which is then combined with “Useless Description” syndrome. It’s at its best when channels OD&D through idiosyncratic rules and non-standard elements. It leans HEAVILY to the vanilla. That’s not my bag baby. It DOES generate a certain feeling of continuity that is built up, level after level. That’s a very good thing.

The raw WORD draft copy is 218 pages long. This is BEFORE it goes in to layout. The only part of the book for which layout seems complete is level 1. For comparison, the first dungeon level takes up about 10 pages in the raw WORD doc and the “Layout complete” version of dungeon level 1 would be 11 pages without the map of level 1, and maybe 9 or 10 without the art. To me this means about 220 pages or so of content in the finished product. The actual keyed entries for the dungeon runs about 111 pages long, starting around page 34. Prior to this is mostly background and tacked on to the end are the usual new monsters, new spells, new items, etc.

There’s about five pages on the history of the dungeon. I don’t like long backgrounds and this is just about at the limits of my tolerance level. This section DOES help put the rest of the dungeon in to context though, and it’s NOT in the form of a short story. Putting the dungeon in to context, or rather maybe “Explaining how the dungeon fits together” is a critical part of a megadungeon. There’s a LOT going on in a megadungeon and the DM needs a good overview. The background here does a decent job of helping to do that. For comparison, I also think Stonehell did a decent job while Rappan Athuk sucks donkey balls in this regard. There’s also a six page section later on in the introduction/background which goes level by level through the dungeon and explains all of the factions on that level and what they are doing. This is VERY helpful to getting a feel for what’s going on and is something Rappan Athuk desperately needs. It’s lacking rivalry information though. How do the gnolls, orcs, ghouls Thulians, and Varaze on Level X feel about each other, and outsiders? The plotting and scheming, and a hook or two seem to not be present, which I find disappointing. That would have made the history and faction information really stand out. As is, it still does a good job at it’s intended purpose. It’s approaching my tolerance for length but it maybe that just something you have to get used to in a megadungeon. Stonehell gave this to you in bite-sized chunks and Rappan Athuk ignored it.

The rest of the introduction (~ 20 pages?) is not too useful. The player overview section has some common knowledge about the place as well as some rumors for the party to pick up. That’s probably the best of the rest of the introduction. The adventure seeds are short and not very interesting; mostly fetch quests or some other type of assigned mission. I’m not in favor of Holy Quest or Save the World or Be A Hero type adventures/seeds. The goal of a good seed should be to motivate the PLAYERS not the characters, and these don’t do that. Dropping some hints about the the Throne of the Gods being at the bottom, or something like that, works much better IMO. You remember the last time you gamed with this group of players? What did they want to thwart you? Put that at the bottom and let them know it’s there. You’ll have to beat them off with a stick with all the enthusiasm.

There’s a section on gods/religion which is useless. Just a bunch of gods with two or three sentences each describing some boring-ass typical D&D stuff. Gods of law, gods of chaos, don’t like each other, like each other, blah blah blah boring boring boring. I’m not buying a product to get a realistic world-view of religion. I’m buying a product to help spark my imagination and present to me ideas I’ve not thought of before. Things that get me excited. The same-old same-old view on gods doesn’t do that. “Bob is the god of Craftsmen. He’s friends with the God of Heroes. Their clerics often cooperate. His priests wander with no permanent home.” Compare to the insane AI gods of ASE1 and their random electric temples. “But this isn’t Gonzo!” I don’t care about gonzo. I care about fun. The gods sections adds nothing to D&D and just reiterates things we’ve all seen a thousand times before.

There’s an adventuring home base town presented in the introduction: Muntburg. It’s not very interesting. Just a listing of various buildings, the name and stats of who runs the place, and some text detailing what they can do for adventurers. It feel hollow and without life. The people don’t have much personality and have almost no goals, motivations, or inter-personal relationships presented. The descriptions are just that, descriptions. There’s no seeds present, nothing interesting going on. No rivalries, no love triangles. Nothing to spark a DM’s imagination or springboard them in to something new and fun while in town. The quality of a town or village is based almost entirely on how the villagers relate to each other and to the party. That’s what creates the fun in town. That’s not here. And don’t give me any of that “the DM needs add their own flavor to bring it to life” nonsense. That works when the supplement describes 12 buildings on a page … and even them most of those types have some good stuff to work with . If I’m wading through long descriptions then the designer needs to include some interpersonal relationships, some hooks, and some bizarre things for me to work with.

There’s more throw-away material related to the surrounding countryside/world. Five or six pages describing towns and villages nearby and wilderness areas, etc. More boring descriptions, though short this time. “Winterburg lies in ruins having been destroyed by a marauding army of orcs supposedly led by a demon.” Uh … ok. Lets see, that’s like the 8 millionth time something like that has appeared in a D&D supplement. That’s not interesting. The players have seen that shit before. They seen it A LOT. There’s nothing there to motivate the players to go there OR the DM to expand it. There are a couple of adventuring sites noted, such as the Cursed Chateau and the Tower of the Stargazer. And a temple to Saint Gaxyg the Gray. *sigh*

All that content is just dross. Some kind of value-add to main event: the dungeon. If it’s good it expands and contributes to the fun and if it’s boring it can just be ignored. Kontent is King. The first part of the dungeon is the map. A good map contributes MAJORLY to the adventure. Loops, intersections, varied terrain, same-level stairs, lots of inter-level connections … these things work their ways subtly upon the players, much like the Psychetecture in Mister X. The darkness presses in from all sides and it’s claustrophobic even though you’re in a great chamber. You don’t know … is your map right or are you actually lost? Can you even get out again? What’s down those other hallways? Is something going to come down them and attack from behind, or above or below from that dark hole we left behind us? THE UNKNOWN is everywhere and it probably wants to kill you. Lots of intersections can help with the feeling, as can terrain, varied elevation, same-leve stairs, and LOTS of inter-level connections. Symmetrical dungeons, small dungeons … these things help kill that feeling. The players should never feel safe and never feel as if they’ve explored everything. Bowman and Pogue have done some outstanding maps. Stone did some good maps. The maps for level 6 and 7 seem to do a very good job; they have a complex design with lots of alternate routes. These can allow players to bypass encounters, ambush monsters, and be ambushed by monsters. The rest of the levels fall somewhere else on the scale. They generally do a pretty good job … I think. There’s 70 or so rooms on some levels so it’s going to be hard to NOT do a good job. Level 7, some caverns, would be a high point with lots of terrain, lots of side passages, and lots of interesting features. Level 1 may be the worst, or maybe level 8. Level 1 has hints of symmetry and at least one long linear cavern section, while level 8 has a lot of linear sections with some side rooms. There’s not much on most of the levels in the way of same-level elevation changes/stairs/etc. Many of the maps seem to almost have a generic “dungeon geomorph” feel to them. Except for level 8, the lower level maps seem to feel better than the higher level ones. There’s more variety and they feel less generic. Some o the maps in Castle of the Mad Archmage had this kind of generic feel to them. Something like this: http://www.cartographersguild.com/attachments/dungeon-subterranean-mapping/10510d1234978451-%5Bcc3-dd3%5D-old-school-dungeon-maps-castle-mad-archmage-level02ne.png

It fulfills some technical requirements of being a good map but seems to lack a soul. That’s how many of the upper levels feel. The lower levels tend to do a much better job of presenting an interesting environment to explore. Most maps have about 60 or 70 keyed encounters. Most levels have suck-ass wandering tables. Just a list of wanderers on the level. Kobolds, rats, orcs, spiders, centipedes, fire beetles, slime, and … NPC Party! This is mostly a lost opportunity to add flavor. I like my wanderers to be doing something rather than just be random sword fodder. I’m happy to see an NPC party on the table; those always add a lot of fun to a big dungeon. Basically I want something to add some flavor and not just be another generic monster fight. I appreciate modules which provide a little extra detail in this area. I’ve also got a copy of Shams “What are the monsters doing” table next to me at the table to help out … meaning almost no module provides this extra flavor.

Adventure Time! This is a Maliszewski dungeon. If you’re familiar with his other work them you’ll be mostly familiar with this. It doesn’t deviate much from his usual style. The best parts are when it does. He’s got a kind of bog-standard D&D vibe going on that I don’t really get in to. Knights, brave paladins, holy clerics, etc. Not quite the nonsense I equate with 2E, but more of a non-weird 1E style. IE: Boring. This feel is exacerbated by the O M G LAME room descriptions. He’s got this style where he describes meaningless detail. Something like “This room was once a vestibule” followed by several sentences of what it was once used for and what it once contained. That’s then followed by something like “but it’s now filled with just some wooden scraps and debris.” WTF dude? What’s the point of the description provided? It did nothing to help me run the room or inspire me, the DM, to greatness. There is A LOT of space wasted on this kind of thing. Here’s an example from the text: “6. Trophy Room This large room once contained trophies commemorating Thulian military victories. There were plaques, statues, and other similar ornaments all long since looted and removed to other parts of the fortress. There are indentations in the walls, shelves, and brackets that all give evidence to their former presence. Also in the room are the bodies of two dwarves, both quite fresh though cold to the touch. They wear chain mail and carry axes, but the rest of their belongings (if any) are no longer present.” That’s once of the most useless room descriptions I’ve ever seen. It’s long, boring, and does nothing to help the DM with the room. The vast majority of the rooms have this problem. It’s almost like …. idk, the fluff text that appears in those fluff supplements. I loved the “Eye, Tyrant” book, but its not a dungeon supplement. In a dungeon description I need to be able to find information quickly and I need the information convey general ideas about the room. Things to spark my own creativity. That trophy room description does none of that. It’s just text that has to be slogged through, for fear of missing something, in order to run a boring room. That room did not make my job as a DM easier. It did the opposite. Most of the rooms have this problem. I don’t usually comment on layout/etc, all I generally care about is content. I’m going to make an exception here because the style chosen makes the problem worse. I’m not sure if James or Autarch are doing the layout, but it stinks. It takes these long, boring, meaningless text blocks and turns them in to giant text blocks. I believe the style is called Full Justification. ANY soul in the rooms descriptions are completely killed off by this style. You can’t quickly pick out anything important. It’s just a mass of fully justified text. If you’re lucky there’s a second paragraph. HATE.

There are brief flashes of interesting content scattered throughout. There’s a storeroom with a mini-rule about stirring up the dust. I like the image of stirring up dust, I like mini-rules, and I like the choking/coughing/wandering monster checks it can force. It combines “something non-standard” with an idiosyncratic mechanism for running it. I love that kind of thing in my D&D games. That’s a major part of the fun. There are more than few of these things scattered about. There’s a whole statue thing going on where you can replace the heads of some statues and find rooms of statue heads,all to get some temporary or permanent effect. That’s a good thing … even though the first room in the dungeon totally blows it. The room is full of statues, all with the wrong heads, and replacing them does nothing. Maybe it’s meant to be a red herring. I think it’s a missed opportunity to teach the players that exploring and doing things is rewarded. There are a scattering of these things, like pools that can cause spell levels to be modified, much in the same way that many Gygax products has things which modified attributes permanently. I want a party that’s curios and willing to play with things in the dungeon and I’m happy to see some of that appear in Dwimmermount. I don’t think there’s enough if it. Ultimately it doesn’t feel like the place has a soul. It doesn’t feel alive. There are notations about monsters retreating to their rooms, and some throw-off tactics comments, but even then the dungeon doesn’t seem like a living breathing place. Monsters stand guard. They don’t live. Recall those two dwarf bodies in the trophy room? That’s a good attempt to make the place seem alive. I’m probably giving too negative an impression of the amount of interesting things (IE: not generic monster encounters) but overall that’s the impression have. It’s mostly boring. Boring with a touch of arms/armor mania. Many corpses have a note of what weapon/armor the bodies have an in what condition they are in. Enough of them anyway that it stood out in my mind. Weird.

Many of the new monsters are not new. ‘New’ means ‘not in the LL rulebook’ it seems. Is a Mimic, Babau, or Balor new? I think not. There may be a few actual new ones scattered in but I’m not a monster expert so I wouldn’t know. I like new monsters. They contribute to that air of mystery and the unknown I mentioned earlier. The party doesn’t know what to expect. Do we need to burn it? Is it resistant? Will it fuck up our stats? FEAR OF THE UNKNOWN. Orcs don’t generate that effect. I note that so much of what I’m looking for is an attempt to recreate the feelings of those first few times you played D&D, before it all become known, and therefore boring. This modules monsters don’t really help contribute to that new & fresh feeling that I’m looking for. Nor do the encounters. It’s nostalgic in that it recreates the environment of those early D&D days. You fight kobolds and orcs and undead. But it doesn’t recreate the FEEL of encountering a ghoul for the first time. The fear. The dread, uncertainty and excitement.

The treasure is another poor showing. It’s pretty terrible. In Bryce-speak that means “straight out of the book.” A gem worth 50gp. A gold statue. Earrings. A hairpin. A brooch. A silver chain. That’s crap. It’s one step above the jewelry in G1. Recall, it stated “6 pieces of jewelry each worth 1d6x1000 gp.” The standard in mundane treasure is “does the player want to keep it for his character?” If the answer is yes then it’s a good item. A 1,000 piece fine dinner setting for 12, including olive spoons, oyster forks, and 6 type of forks, with intricate carved handles and long tines, made in gold & platinum with a different gemstone in each setting is the kind of treasure a players says “Fuck Yeah! I’m putting this shit in my house! Can’t wait to invite that asshole Mayor over for dinner!” Earrings: 900gp does none of that. Rare woods, ivory, bolts of cloth … all of that would have been appreciated but are few & far between in Dwimmermount. The magical treasure is just as bad. It’s all straight out of the books. +1 shield. +1 sword. Potion of ESP. +1 plate mail. No descriptions. No unusual effects. B O R I N G. If the player has a character keep a magic item long after more powerful things have been found then you know you’ve done a good job with the description of the earlier item. Any idiot can roll on a magic item table and put in a +1 sword. I’m buying a product to get access to the designers imagination, not because he rolled on the damn table instead of making me do it. There are some exceptions, but again they are few and far between. Too few and too far between. Masks that let you breath poison air. Jumpsuits that mage can wear to lower their AC. Yeah, I know it’s a robe of protection, but it was customized and given a different explanation. See, I’m not THAT hard to please, but you do have to make at least a token effort at imagination. And calling a Javelin of Lighting or Pearl of Power ‘new’ is stretching things a bit. There are a few actual new items and those are very good. But there’s not enough. By far.

Time for the weasel comments.

This is a review of a DRAFT. The final product can change. It’s not complete; there’s a lot I didn’t mention: restocking, NPC parties, etc. Don’t be a dick about something sucking because I didn’t mention it.
I don’t really pay attention to a lot going on in the OSR. I buy modules, do reviews, and look for ideas to steal for my own games. Sometimes something catches my attention and Dwimmermounts kickstarter status did so. I kickstart a lot of adventure modules but I don’t pay much attention after that. The last update on Dwimmermount DID catch my attention, which caused me to review the other mail and do some searches. To be polite, there may have been some confusion during the funding campaign regarding how complete the manuscript was. The project is late and the designer does not seem to be communicating. Update #43 from Autarch suggested that the backers with access to the content play, explore, and enjoy it. I do that through reviews. Hence this one. From what I’ve seen, the situation does not look conducive to a published booklet ever appearing.

I don’t follow blogs like the designers, Grognardia. I did, but then unsubbed. I’m looking for content, like The Dungeon Dozen, and Grognardia is mostly nostalgia. There’s nothing wrong with nostalgia but I get mine through Space: 1970. I’ve seen the designers work in a couple of other products I’ve reviewed, from his dungeons in Fight On! to the Cursed Chateau. They were not my thing. Maybe they’re your thing. IDK. I’m pretty sure I like a play style that is VERY different from the designers. There are not a lot of megadungeons out there. This is one. It doesn’t suck.

This is available on DriveThru.

https://www.drivethrurpg.com/product/133746/Dwimmermount-Labyrinth-Lord-version?affiliate_id=1892600

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DF30 – The Village with No Name

vill

by Robert James
Freely distributed by Dragonsfoot
AD&D
Levels 1-3

 Along the road in a distant location is a village with no name but with citizens under siege by a gang of evil rogues, adventurers, and rubes. Who will confront these men and their leaders? And what twist of fate awaits the PC’s?

This is an adventure in a village that has been taken over by ruffians. It is part social and part combat. There are some decent social elements in this one that make it worth checking out, but the entire thing could use more local color and more social interactions. It’s almost like everything is ALMOST complete. And I don’t mean in that way in which all DMs need to fill in details. There’s a twist to the adventure but very little is done with it or the consequences.  It’s ALMOST a pretty good adventure.

There’s no hook here. It’s just a village. The introduction mentions that the DM should drop some hints about the village to get the characters there but that’s really just throw-away advice. This is a place. Something is happening here. Give the frequency that parties visit villages I’m not sure a DM needs much more. It can just be dropped in, which is the best kind of supplement/adventure. Screw hooks. Hooks are PhAT L00T and _Adventure_. This does that. Nuff said. Oh, wait, there’s also no need to really be a hero here. That’s not assumed although there are opportunities for it. There’s also “do the hookers” and “rob the place blind” opportunities. LOT’s of options for play. My kind of place.

The village has three kinds of buildings. Some have just villagers in them that are either just keeping their heads down or are anxious to help he party get rid of the bandits. This can range from someone who just is willing to answer questions to hookers willing to provide a nice reward, to those villagers willing to join in combat with the party to evict the bandits. The second type of building has just ruffians in it. These range from cold-blooded killers who will shake the party down to other guys who don’t really give a shit. Finally there are the buildings which have both villagers and bandits. Good examples are the inn and tavern. Townspeople run the place and there are bandits visiting the place. The villager-only places and the mixed joints tend to be the more interesting places since they have role-playing opportunities in addition to combat, while the bandit-only places tend to be less interesting. Theres a decent range of flavor across the villagers and bandits, even the combat-only bandits. You really get a decent range of opportunities to play with in terms of personalities.

There are maybe two issues I could point to.. First, many of the combat-only bandits/buildings don’t really do a good job in foreshadowing their occupants. I think this is critical to building suspense in players. There are several decent bandits who could use more explicit hints dropped. A teen bandit known as The Cannibal lives in a place with a couple of scraggly dogs. If the party just shows up and kills him then where’s the anticipation? But if they hear some stories of him, see the other bandits defer to him or give him a wide berth, well then you’ve really got some dread built up in the party. That sort of thing isn’t really done very well at all and there are several bandits could benefit by it. Secondly, there’s not a lot of interaction between the various buildings. The villagers don’t have many/any relationships with people outside of their own building and the bandits don’t really move around much/at all. Inter-building relationships and sub-plots are critical for a village to feel like a real place. Both intra-bandit/intra-villager and inter-mixed relationships are missing and would bring much more flavor to the adventure. How about a love triangle between a villager, one of the hookers, and one of the bandits? There are many good NPC personalities in here but they mostly feel static.

There are a couple of plot elements in the adventures. Actually, let;s say “timeline” instead since that has less of a negative connotation. Plot is railroad. Timeline is stuff going on around the players that make it seem like the place is a real living and breathing environment. There’s one major timeline element. Uh … I don’t think there are any others .That one element is meant, I suspect, to make all hell break loose in the town. It feels flat though. The adventure could use a few more suggestions on how the bandits react to the players, how the bandits and villagers react to the twist, and things like that. I’m not looking to be spoon-fed but I would like a little more to work with. Not 2 pages of text, but a brief section of general advice would be nice.

There are a couple of decent magic items that are non-standard but for the most part it’s just book items. That’s disappointing. There are also a couple of gimp items that show up. These are meant to allow some notable NPC’s to escape butchering at the hands of the party. LAME-O! I should mention also that he adventure features assassins, a troll, and a monster that can only be hit by magic items. That’s some pretty hefty challenge for a first level party. That’s not a problem in general but probably does need a little more foreshadowing.

I like village adventurers that are done well and I like failed villages. There was a Troll Lord adventure that had several in it that I also really enjoyed With some work this one could be turned in to something better and really worthwhile. But it IS going to take some work.

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DF29 – Ruins of the White Watch

ww

by Andrew Hamilton
Freely Distributed by Dragonsfoot
AD&D
Levels 5-8

Centuries ago the White Watch defended the land. Then it fell and it’s location was lost… until now. Who knows what treasures could be found in its depths.

This is the exploration os a small ruined keep. The default hook has the characters recruited by a mage who wants them to go recover magical scrolls, books, etc. He’ll let the party have everything but in return he want to examine all of the magical lore. This is not my favorite type of hook however it can be made to work. I find that replacing the words “adventurers” with “mercenaries” helps me get in to the right mood with these types of things. The wizard is a goody goody type and wants to geas neutral and chaotic parties and won’t deal at all with evil parties. Oh, and he’s 18th level so no fucking with him. This is SUCH a major turn-off for me to see in modules. Why not just make him a greedy asshole wizard who obviously shoots meteor swarms out of his butt? I really dislike seeing this kind of stuff stat’d up with all sort of logical reasons provided for why X does Y and is a good-goody and ensures his needs are met by Z … and here’s the stat block with his Medallion of Mind Masking to go with it. Oh Well … at least it can be fixed easily enough, even if FAR too much space is wasted on the introduction, read-aloud, and the like. The read-aloud alone is fully a page long with a lot of setting-specific information. None of the setting-stuff is a deal breaker, it just the standard “once mighty empire now ruined and everyone has forgotten” stuff and has no impact on the adventure. Which begs the question: why include it, or the painfully long read-aloud?

Theoretically there’s a wilderness adventure to get to the ruins, but the map and encounters really stink. The map shows one area a bit to the south of the ruins but doesn’t show it’s relationship to the nearest settlements, etc. Where’s the start? Who Knows! The Bramble Run is detailed quite a bit. It takes up one teeny tiny portion of the map. The Ash Wood is detailed quite a bit, but it runs off the southern border of the map page so there’s no telling how/where the party enters the forest. The hill area where the ruins are are not detailed at all. The wandering monster tables don’t have a frequency and are quite boring. Songbird. Game. A wereboar. A brown bear. That sort of thing. I like to see animals and the like but I would have liked to have seen a bit more detail on the encounters. WHat are they doing? Why are they there? It’s not that they are bad, and they do in fact do a decent job of giving a flavor, but there’s just nothing to them. Lest the party get bored there are, however, four preprogrammed encounters in the wilderness. No locations given, just whenever the DM wants to use them. Bad Designer! No cookie for you! Forcing players in to encounters sucks majorly and shouldn’t happen. You want to write events then go write a stage play. Now that I’ve ranted about them … they are also not bad for what they are. Two of these are essentially environmental: ticks and a thunderstorm. Both are pretty decent examples of providing environmental encounters to the party, although both do have a bit of “punish the non-OCD characters.” No gaiters? Ticks! Got food and dry tents to wait out the thunderstorm? I hope so! Did you bring a pot to piss in, or at least one to cook in? No hot gruel for you!

There is one combat encounter here that is indicative of most of the rest of the module. The party encounters 14 were-wolves. They use hit and run tactics, take out mounts to delay the party, and so on. IE: they are smart and there are a lot of them. This sort of thing will show up over and over again in the module. Large number of opponents will encounter the party. They will use good tactics, outlined in the encounter. They fight smart, withdraw when things go badly, and set up ambushes. They attack at inopportune times, such as when the party has encountered a trap … that the creatures have set. They fight with spears to get at back ranks and keep their distance. They do swooping raking attacks form the skies. They attack while the party is in the middle of another combat. And there are A LOT of them. Large pitched battles could be a routine occurrence. That’s some pretty bad ass stuff and reminds me a lot of some of the human-centric I-series modules from Troll Lords. Oh, and they generally have a LOT of HD, making the fights even tougher.

The rest of the module is … not so good. The ruins are just watch-post so they are not too complex. Nine or so locations in the fortifications with maybe three of them expanding in to small and simple maps to explore. Not too much exciting there, although probably realistic. I prefer fun over realism. I can appreciate that it’s realistic, and challenging, but I want the players to enjoy themselves and realism can be a deterrent to that. There needs to be enough to buy in but not so much that a player feels they are gonna get screwed over for not bringing 99.5% pure salt to deal with the leeches. (That’s not en example from this module.)

The the locations can provide for some decent combats, especially with the intelligent opponents and they listed tactics, the rooms otherwise are devoid of interesting things. Not much to interact with and not many interesting features. Again, realism to the detriment of fun. I don’t really care about what a room was once used for, or yet another description of old dusty books. I’m buying a module to help me spark my own imagination and to get great new ideas from someone else. That’s not really present here. The main enemy, the SwordWraith, also leave me a bit cold. (get it?! Get it?! Cold?!?! Wraith?! Cold!! … Nevermind.) Undead traitors, they have a mess hall and lockers for their possessions, etc. This doesn’t seem like cool unholy undead stuff. It seems like an excuse to put a lot of undead in a module … which you have to do otherwise it won’t be realistic. There’s another strange thing … some bones that rise up as undead. There’s some hefty penalties to turning them because of the ‘unholy ground’ nonsense that’s frequently trotted out. Except there’s not really any references anywhere, except that one statement, that he place is particularly evil or unholy. Just another rationalization. Bleech. The treasure can be light, with only two real rooms anything significant in mundane treasure … and even one of those might be light for a group of 8th level characters.The descriptions of both the mundane and the magical items are none too exciting. I prefer more detail; SOmething to get the players excited about their characters have found. That’s not present here. The magical items are almost all book items with the only bright spots being (the two?) which are not: a simple magical helmet and a Ring of Twilight. It’s a rationalization also, for someone who doesn’t like the sun, but at least the party can loot it.

I’m not sure I’ve seen a module with combat encounters like this one. Maybe Tharzidun and the norkers? But still, even they didn’t have stairs, balconies, and the like with advice on how to run things. The combats here are interesting and challenging and I like that. The rest … doesn’t do a very good of providing evocative settings or things to get a DM’s imagination fired up.

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