HM3 – The Chaos Halls of Belzir

hm3

by Todd Hughes
Freely distributed by Dragonsfoot
AD&D
Levels 4-6

The ancient halls of a long lost wizardpriest of chaos Belzir have been rediscovered. Can the party discover this secrets and find his legendary amulet?

Behold, an adventure! This is a dungeoncrawl in the dungeon of a dead wizard to retrieve an artifact. It has flashes of good content and interesting things that are surrounded by poor content and boring things. It’s either the best bad adventure I’ve ever reviewed or the worst good adventure I’ve ever reviewed … I’m not sure which. It’s free, and worth a looksy if you time.

This module is frustrating. It has a decent amount of interesting things going on but it’s surrounded by things that make me cringe. Let’s take the hook as an example. There is a great four line conversation that the players will overhear in a tavern. Two old farmers gossiping and the line “Gold. Gold and lot;s of magic. That’s what he’s offering.” Woah! Perfect! As a PC I’m already interested! It continues “Yeah, Gold and magic and a fool’s quest. Everyone who’s gone has never returned.” Danger! Foreshadowing! Build up of tension! Ya Hoo! “Well, cept that first feller. He came back with that book.” Ooooo! The plot thickens! “Yeah, but just him. The other three didn’t come back did they?” O. M. G. As a player I would be absolutely DROOLING at this point. It’s short. It’s simple. There’s a lot of room to ad-lib and yet it provides enough for the DM to work with. An absolutely WONDERFUL hook for an adventure! Now, let’s fucking ruin it. “Mitner” the sage in town (ug) is offering a reward (ug) for people that go to an old dungeon and explore it for him (ug). The book was a diary “ug” and the sage wants you to fetch him an amulet in the dungeon so he can keep it safe cause it might be a danger (ug). He warns the characters not to suffer from temptation and take the amulet but hat he will reward them with a whole bunch of magic items if they return it to him. (ug) This is terrible! Absolutely terrible! Why not let the players make their own decisions? Why send them on this mission from a patron? Why not just drop hints of gold, magic, and a POWERFUL ARTIFACT. Cause that’s what the amulet is, an artifact-like magic item. That doesn’t come across at ALL until almost the last page of the adventure. The tavern hook, combined with rumors of the artifact and its powers, maybe combined with a STUPID low offer from the sage, would be enough to get the PLAYERS going. And that’s what a good hook does, motivate the players.

The village of Rashtan, where the previous two modules in this series have taken place, is almost usable as something more than a throw-away. A recent gold rush has caused the place to grow in the last couple of months. There’s not 23 locations, instead of 4, including a dive bar. There’s still not much going on and the descriptions are pretty lame. The guy that runs the Sink Hole, the dive bar, is named Boris One-Ear. It then notes that one of his ears has been torn off. Seriously? I need you to tell me that? That’s the kind of wonders you can expect in the town description. Actually, no, that’s a highlight of the town descriptions. A good town description concentrates on the RELATIONSHIPS between the people in town. Who hates who, who’s in love with who, and how the people in the town interact. That’s what brings a town to life and there’s none of that here. Unless … there’s a 20-entry rumor table. You could take this table, as well as a cross-section of the town, and work up some matrix, using the rumor table as a kind of “whats going on in town” table … which is probably what they should all represent anyway. Rumor 9 is that the new priests in town are all really devil worshipers. Let’s work with that … the laypeople of the old church in town are spreading that rumor without the knowledge of the old priests … in fact, it’s all been started by old Widow Harlock who is a bitter, shrew of a person. Or maybe she’s in league with one of the old priests? Ooooo … they are secret lovers! NOW you’ve got the start of some good town action. Go to the next rumor ands repeat. Thus you now have 20 subplots in an otherwise boring town. But you are going to have to invest time. Like I said, Frustrating.

The wilderness journey to the dungeon has one of the most boring wandering monster tables of all time. It looks just like it was copied verbatim from the 1E DMG wilderness tables. Just a random assortment of animals, humanoids, and vermin. It adds nothing. The journey also includes a couple of programmed encounters. The first has the group finding a wagon on the side of the road, tilting to one side because it’s busted a wheel, while some women look on and some men try in vain to shift the wagon to fix it. Meta-gaming time! Something is going to happen … either the group os going to get attacked by ogres or something or … Yes! the wagon people are actually a bandit group that’s out to waylay the party! It’s not a bad encounter but it takes up WAY too much space at almost a half column AND it has a 3rd level assassin assassinating the party MU. Ouch! I always hated the assassin class. The other encounter is also with bandits but it’s more of a “traditional pit trap in the wilderness with bandits attacking” sort of thing with nothing special. There’s also a bandit lair that has a second entrance to the wizards dungeon. Cool! Not only can the party track back/torture the monster lair out of the killed/captured bandits but they can also find another entrance to the dungeon! And … the bandit lair sucks. Simple layout and just boring old rooms with a couple of traps stuffed with bandits to hack. Orcs & human bandits. There is a brief note on how the bandits react to attack and who comes to the aid of others and rallies. I like these things in intelligent/humanoid lairs since cuts down on my searching through the module to see who responds when the inevitable Alarm Gong gets rung.

The main dungeon is two levels with maybe 21 room son the first level and another 10 or so on the second level. Kind of. It’s hard to count because of the Pocket Dimensions! Maybe I’m excited about pocket dimensions because of the whole Bottle City and Machine level thing I’ve been seeing lately online. Maybe not. They do FEEL different than the pocket dimensions I’ve seen in other products, even though they are all pretty simple affairs.

The dungeon starts with … a welcome mat. That’s my kind of humor. 🙂 The rooms have a kind of light/mild funhouse feel to them, which is probably why I like many of them. They have a certain OSR feel to them. A statue that animates. A pool of water that can bump stats, heal you, kill you, etc. There’s a statue who’s arms you can move to do things, and another room with levers that move GIANT blocks of stone to block off some hallways and open up others. There are a few more examples of things like that in the dungeon. I like that kind of interactivity in my dungeons. It gives the players something to do, dares them, tempts them, and gives then an environment that they can try to use to their advantage. Several of the rooms have some clumsy elements, like plaques on the walls that are the equivalent of ‘Eat Me’ messages. There’s also a decent number of very boring combats in boring rooms with boring treasure. This is VERY frustrating after the Change Pool, the State Arms, or the Block levers. The pocket dimensions are really not much more than a bunch of wandering monsters checks through a wilderness interspersed with a couple of set encounters and ending in some encounter where you get part of a key and get teleported back to the main dungeon.

There are a few decent non-standard magic items int he adventure. A ring that gives you bow proficiency, a nice intelligent sword, and THE AMULET, which is essentially an artifact. Otherwise it’s all book standard items and even the ring/sword don’t have very good descriptions associated with them. The mundane treasures are just piles of even numbered coin amounts and gems. There are a number of new monsters, and a lot of new undead to mix things up a bit for the players. New monsters mean the players don’t know what to expect and good treasure makes the game magical.

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HM-2 The Hunt for Istan

hm2

by Todd Hughes
Freely distributed by Dragonsfoot
AD&D
Levels 2-4

This follow-up adventure to “The Disappearance of Harold the Hedge Mage” sees the PCs return to the village of Rashtan.

Hang on here, let me copy/paste most of my (poorly done) review of Harold the Hedge Mage … Ok, not as much reuse as I had hoped.

This is a short little adventure that feels a lot like a quest you’d get in a D&D video game. A PS2 video game. It also brings a decent little bit of flavor and color. Those bits keep it from being a complete waste of time but there are better things floating around. Skip to the end for the good parts.

The party, in a small village, somehow takes it upon themselves to go find the missing asshole Ishtan. It’s totally not clear why the party give a shit, but they do. The sheriff, who the guy escaped from, certainly doesn’t seem to care. A diary (yes, a fucking diary. Talk about overuse of a trope that was crappy to begin with) in Ishtans shop directs the party where to go. On the way they they visit a Company Town, take sides in an Eagle Claw dispute, and kill a patrol. They then clear out a very simple hack-n-slash dungeon. The best parts are on the road to the dungeon.

The adventure is super simple. The wilderness wandering monster table could have come straight out of the book and is therefore probably unnecessary. There’s a rumor table; can’t have an OSR adventure without a rumor table. It struck me today that, while the rymor table was nothing special, you could use rumor tables to kind of flesh out villages. A false rumor about the priest being in league with Orcus? Then something must be going on; somebody hates the priest for some reason, legitimate or otherwise, or hte priest is doing something strange. That kind of thing. In which case I’ve been giving most villages, at least those with rumor tables, a bad rap. The whole adventure is rife with read-aloud text, but it’s REALLY quaint read-aloud text. All of the shops have a little bit and they all end with the shopkeep saying “How can I help you?”And it’s still read-aloud text and it still sucks. Ich liebes du nicht Du liebes me nicht. Da Da Da.

The mine map is super simple also. The mines have a simple branching layout with most of the rooms just having some humanoids in them waiting to attack and/or get slaughtered. A LOT of humanoids. We’re talking Caves of Chaos orc caves here, at least. It reminds me a lot of the orcs caves in B2 … if there was read-aloud in every room and no orc babies to kill. IE: boring. Just a straight up hack in rooms that have nothing else going on. Boring. VERY boring. At least most of the read-aloud is very short. In fact, it’s almost written like younger players were GM’ing and playing.

There are some good parts here. There’s an enemy encampment in which the party can collapse a cliffside on to most of them. That’s some nice terrain involvement. There’s also a good encounter with two giant eagles attacking a hill giant and ogre who were trying to have their eggs for breakfast. The giant is yelling for HELP, which is what brings their attention to the party. The encounter is written to assume that the party helps the eagles, but the eagles give no boon if the party does so. It would be MUCH cooler if the party helped the giant/ogre! That would be AWESOME! You might even get a hill giant or ogre ally, which is going to be more useful in a dungeon and a lot more fun overall then a couple of eagles who telepathically say “thank you” and fly off. That’s fucking lame. The least they could do is let the party ride them. Gwaihir is supposed to be cool, not a jerk.

Finally there is the Company Town the party comes to in their first day of travel. It’s a quarry town with everyone essentially in debt to the quarry owner. He sets the party up to get killed by ogres and it’s assumed the party comes back to deal with him. The owner ends up groveling before the party and as the group leaves they see a mob of villagers/workers rioting in the village, looting the company tavern and beating its barkeep. Then they come up the hill to the owners manse in full on mob/torches/pitchfork mode. It’s the best village mob scene I’ve ever seen. The writing is tight and evocative and feels right. This sort of actions/consequences thing is also something tat rarely gets covered in modules. There was something similar in my recent review of Har’s Point: the party solves the immediate problem but probably not the larger issue and then the village suffers for it. In that case it’s offered as an off-stage epilogue and in this case the party is witness to what is about to happen as they are leaving. This is VERY good stuff.
After all is said and done it was right for you to run.

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HM-1 The Disappearance of Harold the Hedge Mage

hm1

by Todd Hughes
Freely distributed by Dragonsfoot
AD&D
Levels 1-3

The hamlet of Rashtan is missing it’s Hedge Mage. Can the PC’s track him down?

This is a short little adventure in a house and mine that feels a lot like a quest you’d get in a D&D video game. A PS2 video game. It also brings a decent little bit of flavor and color. Those bits keep it from being a complete waste of time but there are better things floating around.

Bob Herzog and I have something in common. In my Monday ‘Uh … are we sure this is a zombie apocalypse?’ game my 42 year old overweight lazy suburban housewife has executed 2 cops with shots to the head for mouthing off to her. Susan don’t take no shit from NPC’s.

The players come in to a town and the 1/2 orc barkeep tells them about his buddy, Harold the Hedge Mage, who he hasn’t seen in awhile. He, and Harolds niece, ask the party to go check on him. He lives a day away. He’ll give you 50gp each. The barkeep can’t be bothered to check on his buddy personally though because … I don’t know, maybe this is like Brewsters Millions and he has to get rid of all his money or something. The sheriff was informed but he can’t check on Harold either. You see there’s this magic line outside the village that the sheriff can’t cross or he turns in to  pile of poo. No, wait, tat’s not it. Oh, right: the sheriff can’t go BECAUSE. Why even put a sheriff in? Why raise the issue? Who knows. Anyway the group goes to Harolds house which is some kind of mansion out in the woods even though it’s a day outside of town and monsters prowl the woods. Inside they party finds .. monsters! Killing them leads the party to an old mine where they find more monsters. After killing a bunch of orcs and hobgoblins the party finds out that someone sold out Harold, a rival, but there’s no sign of Harold. Going back to the village the group finds Harold in the tavern talking to the barkeep and his niece. It turns out he went off to town for a few weeks. Then Susan knifed him in the throat and used his wand to shove it through the barkeeps ocular window and grabbed the niece by the hair and slapped her repeatedly while shouting “WHO THE FUCK IS MISSING NOW BITCH!” … Susan don’t take no shit from NPC’s.

The adventure is super simple. The wandering monster table could have come straight out of the book and is therefore probably unnecessary. There’s a rumor table; can’t have an OSR adventure without a rumor table. The whole adventure is rife with read-aloud text, but it’s REALLY quaint read-aloud text. All of the shops have a little bit and they all end with the shopkeep saying “How can I help you?”And it’s still read-aloud text and it still sucks. Ich liebes du nicht Du liebes me nicht. Da Da Da. There’s a really nice little bit in the village about a rival potion maker and the names he gives his potions and what they look and taste like. It’s PERFECT for what it’s describing. It adds that touch of flavor that should really make it stand out in the players minds.

The house and mine maps are super simple also. They house is just a bunch of looted rooms with some orcs in the basement waiting in ambush while the mines have a simple branching layout with most of the rooms just having some humanoids in them waiting to attack and/or get slaughtered. A LOT of humanoids. We’re talking Caves of Chaos orc caves here, at least. Two of the encounters stand out. One is an encounter with a next of stirges. In their room is the dried out and desiccated body of an orc. Yes, that qualifies as ‘Standing Out’ in this adventure. The second is  hole in the wall of a rom that leads to large cave with a 9-headed hydra in it. WHAT?!?!?! Oh yeah! Now the adventures getting interesting! Come on! Gimme more More MORE! Alas, there is no more. The hydra doesn’t even have anything cool, just some coins. Still, I like the imagery of a hole broken through a wall that you crawl through to find a large cave … with a hydra in it! THAT’S a classic D&D moment. The adventure needs more like it. It reminds me a lot of the orcs caves in B2 … if there was read-aloud in every room and no orc babies to kill. IE: boring. Just a straight up hack in rooms that have nothing else going on.

There are a couple of decent magic items. A ring that lets you hit monsters that can only be hit by +1 weapons and some homebrew healing potions. Again, I REALLY like the whole potion thing that’s going on in this adventure. “Ishta’s Wondrous Elixer tastes like dirt, because it has dirt in it, and you have to make a con check or retch and vomit. It heals 1hp. 🙂

After all is said and done it was right for you to run.

 

These super-short Dragonsfoot adventurers are starting to get to me.

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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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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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