Tomb of the Tin Templar

By Jospeh R. Lewis
Dungeon Age
Cairn/OSE/5e
Levels ... 2-3?

The ancient world of Harth withers beneath its dying sun… but it’s not dead yet. Face off against electric jellyfish, tinker gnomes, and the rusted corpse of the noble Sir Tristan, as well as a few other creatures that have clawed their way into this marvelous mechanical vault. Discover windup toys, clockwork companions, and baffling devices. Negotiate with the guards and intruders alike, using clever words or whatever sharp objects are close at hand!

This six page adventure presents a small tomb dungeon with ten rooms. There are some interesting encounters, although the primary writing lacks the verve of, perhaps, a more intensive effort in evocative descriptions.

This is a small tomb of a kind of mechanical/low-fantasy steampunk paladin. The timing in emphasized with gears and steam in a few places, as well as rusty wall panels and a small troop of tinker gnomes. While I usually LOATHE tinker gnomes I’m giving them a pass here since they are not high fantasy but rather more akin to gnomes working in a workshop. It’s interesting to me that this reimagining of the tinker gnome has hit. King to the reboot of the Bond franchise with Casino Royale, it’s stripped off the more egregious streampunky aspects and is only a little jarring to see. I’m not sure they completely mesh with the mechanical man motif we’ve got going on here, but, also, that may be because things are a little weak in that department. 

It just doesn’t seem to ‘hit’ as hard as previous Dungeon Age entries in that regard. I think it’s because of the writing. The descriptions here seem a bit … mechanistic, perhaps in a “insert adjective here” sort of manner. I look at a description like “Cluttered wooden tables fill the room. Four small people sit on tall stools, working diligently.” Or even a better one like “Stone stairs spiral down, and stop at a steamy abyss. Shining metal platforms float in the darkness. Tiny blue lights glimmer all around.” I’m not sure either of those, even the second one, really bring home a really great image in the DMs head. Stone Stairs. Spiral Down. Tiny blue lights. I admit that I did the same in some of my efforts, but, also, I think there’s another step here. I think it’s taking your reworked sentences and then trying to put them together in to a cohesive whole. Something like – Now that I’ve got a better description, what does this evoke and how I can further rewrite this to bring it in to something that’s alive. I’m not telling anyone how to do things, I’m just trying to describe how I think that descriptions are close to being pretty good but just seem to be lacking that extra little reimagining that cements them. 

And that, I think, is part of what makes the mechanistic nature of the tomb so … disconnected? It just doesn’t seem to come together in any way that would lead you in to a consistent theming, in all but a paper way. Some of this may, also, be contributed to by the lack of an introduction. The intro is literally “This is a (very) small templar tomb full of treasure and danger, easily run as a one-shot or dropped into a larger campaign setting.” I think, perhaps, an additional sentence or two of lore would have helped quite a bit to set the stage and frame the content that was to come. Without that we’re relying on the weight of the descriptions to carry the load by themselves, which is possible in some cases but not overly successful here.

There are, however, some decent little encounters and vignettes. The opening to the dungeon is a cave mouth with a huge bronze gear set in to the floor with three smaller silver spheres set in to it. Solving that puzzle causes it to open up, revealing a spiral staircase going down. I think that certainly qualifies as a great appeal to a trope that brings the game to life and creates moments of awe and wonder. 

For a small dungeon, there are a couple of other nice room challenges also. That steaming abyss with its floating silver platforms … there’s water underwear and you jump from platform to platform. There are glowing blue jellyfish in the air and water, as well as a sapphire on each floating platform. Removing the jewel means the platform falls. That should be fun, both in the initial challenge and in figuring out how to collect the jewels. Those sorts of “Free form” challenges are by far my favorite. A puzzle without a solution. Left to the party to come up with a plan. Which will no doubt go wrong. THAT is one of the hearts of a good D&D game.

The jellyfish, also, is kind of fun. Slow. Numerous. Put them in a jar to act as a torch for a few hours! That’s a nice little addition! And, on a critical hit, you get shocked and your hair turns white, with a DEX loss. Nice way to push a real world effect in to the realm of fantasy. Small changes, not the end of the word changes, but a fun way to engage in play. I’m not saying every monster has to have a critical hit impact, but it was cute to see here. 

Treasure is probably light for an OSE game. There’s also a nice little “Templar Sword” that can absorb or reflect lightning damage. That’s fun … and has no plusses. No more description than that, which I enjoy. I’m looking for, overall, inspiration and not a mechanistic heavy magic item. 

This is an ok little dungeon. I’m not mad at it. It suffers, as to most small dungeons, from their lack of depth, there’s just no room to allow the environment o breathe. Maybe a nice little sub-level for an existing dungeon? I’m gonna regret this one, even though I have some reservations.

This is Pay What You Want at DriveThru with a suggested price of $1.

https://www.drivethrurpg.com/en/product/485014/tomb-of-the-tin-templar?1892600

Posted in No Regerts, Reviews | 53 Comments

Through the Weirdwood

By Jonah Lemkins
Self Published
Generic/Universal
Levels ?

The Old North Road goes through the Weirdwood. It’s too far to go around it at this point. The barmaid at the last tavern said, “Only the strangest of folk go romping through that wood, and IF they come back, they wind up even stranger than before.” Best keep your eyes peeled and your wits about you — you wouldn’t want to end up weird.

This fourteen page hex adventure details seven hexes in each of two different woods settings. “Details” is a strong word for “nothing is really present except some ideas that the DM may or may not turn in to something.” This is not a hex crawl. It’s nothing at all.

There’s no real intro to this adventure. It’s just four bullet points that say you might be escorting a wagon or looking to harvest magical flora and fauna and the like. Nothing more than that. And then the hexes start. No movement rules. No hex size. I guess there is a small table, in the back, of twelve encounters you could have.  But no indication of frequency or anything like that. Meh. Then the hexes start.

Fourteen pages and fourteen hexes; one per page, right? Nope. Hex two is the Coalition of Cognisant Creatures. It consists of four bullet points that take up a very small portion of the page real estate. “Magic items & scrolls litter the underside of Zulie’s tower, and their magics leached into the water. Many nearby animals are now brightly colored, sentient, and some have minor powers. The herbivores and carnivores are starting to bicker .Plan to bring all animals here to drink and rule the Weirdwood, but are beset by the Boogeygourd” Ok man, Go!  You get to make something out of that. If you can. And most of the hexes are just like that one. Something weird going on that is described in a few bullet points. 

If I were to look at that encounter in the context of, say, City State, then I might not have an issue with it. There are, literally, hundreds of other encounters to be had and the overwhelming force of them means that no single encounter has to carry the weight of the adventure on its shoulders. But this isn’t City State. Or, really, any sort of hex crawl. The size, and some of the inter-related hexes, would seem to dictate that each of these encounters must stand on their more, more like an individual encounter in the modern day. If you’re gonna have three encounters in the adventure then they should each be a good one. And those four bullets are not an adventure to be made. 

Let us look at another one of these hexes: “ Campfires, tents, dancing cultists, & vast cabbage patch surround an enormous brainlike cabbage. The Gigacabbage might be an eldritch entity with mind control powers, an unthinking weed spreading cabbage growths like a cancer, or maybe a friendly forest spirit with much to teach. Cultists are friendly unless you diss cabbage. Will warn PCs about the heretical members of the Sect of Sauerkraut hiding in the woods nearby. The Sect of Sauerkraut aim to become as gods by fermenting and eating the entire Gigacabbage” So, yeah, we should talk about tone. If this were just tossed in to some far off hex then, cool cool, a one off sort of thing to have fun with. But the tone here is not inconsistent with the rest of the adventure hexes, and, in fact, might a little on te tamer side of weird in the Weirdwood, especially once the Fey side of the house shows up. I get that some people are going to be ok with this sort of tone. And I am, as well, in VERY small doses. But too many encounters of this type and we devolve in to silliness, which this adventure is. 

Teeny tiny hex descriptions of three or four bullets. They generally have little for the party to interact with. Or, rather, there is little reason for the party to interact with the people in a hex. Wander by the hex, look at the weird thing in it, and then move on to the next hex and do the same thing. The hexes don’t really have any reason, at all, to interact with them. They don’t mess with you. Or have wealth. It’s just another aimless museum tour adventure  where you star at things and then move on to the next room.

This is $1 at DriveThru. The preview is four pages. On the fourth page you get to see hex one, which is VERY atypical. Most are just a couple of bullet points.

https://www.drivethrurpg.com/en/product/484632/through-the-weirdwood-a-small-sandbox-adventure?1892600

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The God With No Name

Panayiotis Lines
Leyline Press
OSE
Level ? Mid?

You cannot touch their face and cannot touch their hair. Their voice sings in the wind of the valley and sobs at dawn. Once a vast primordial sea creature, the God with No Name slept and was buried under the salt and silt as the earth dried around it. As Dwarves came to mine the salt centuries later so too did they unearth the slumbering giant and it’s formless shadow child the void doppler. Still the pure and valuable salt lies here as temptation to any would would dare to venture so deep.

This twelve page adventure uses seven pages to describe about thirtish rooms in an old dwarf salt mine, that is actually a colossal living creature. It wants to be a kind of horror adventure, with a creature stalking you and stealing body parts from you. But it comes across as Yet Another Dull Dwarf Adventure. 

So, yeah, Dwarf salt mine. But, no rules or guidance on salt related shit happening to you. It’s actually the case that you are inside a giant creature. SO, heart, lungs, stomach, etc, will make up the theming of some of the rooms. Oooo, it’s the soul room and if you kill the soul node then a howl emanates throughout the tunnels … Stalking through the place is the void doppler. It’s a good pile, ala The Thing, that rips off your mouth, runs away, and then attaches the mouth to itself. Walla! Now it has a mouth! Repeat with other parts. Also, there’s a crazy elf in it, trapped in rubble, and three trolls upstairs, outside of the mine. That’s your enemy compliment. Look, i don’t need an adventure that has nothing but stabbin, but, also, an adventure that has little to no stabbin really needs to sell me on that conflict. I’m gonna need some tension there. If you’re leaning in to ANY trope, as the central theme of an adventure, to the exclusion of most of the elements of the others, then you really better be prepared to sell me that theme. A few hints. Some guidance. Are you only putting wandering monsters in and the whole adventure is about them? Then you better do something more than say “use the table from the book.” The concept, as always, is supporting the DM at the table … especially when so much of the adventure hangs off of one concept. Don’t have room? Add a page. Or, maybe rumours are not as important in this adventure? More than just saying “use hit and run tactics”, you need some atmosphere here.

And that is something that is lacking. Has there ever been a good dwarf dungeon? One that is atmospheric, I mean? Oh, boy, another colossal empty chamber. Unlike other offerings from Leyline, this one’s writing leaves a lot to be desired. “The main entrance to the mine is a simple wooden construct, dilapidated with age. It gapes jagged and open. There is a thin trace of void secretion around the edges of the entrance within the shadows.” That’s not exactly inspiring with regard to a mine entrance. “This area is blocked off with rubble” or “An excavated area of the tunnel.” There’s nothing here to bring forth ANY type of feeling or atmosphere, much less the sense of foreboding that one would want when being stalked by a solitary creature. “Crumbling statue of ancient dwarf king” or “heavy area of salt deposits.” Joy. I am inspired.

The map is trying a bit too hard to channel a real-world diagram. The core map is an ok affair, if, linear as a mine shaft might be, with small offshoots hanging off of it. But, also, there’s an attempt to make notations on the map, like handwritten things one might find on a real map. These DO NOT work AT ALL. They are small and scratchy and impossible to read with any clarity without trying hard. We have forgotten the first rule: it has to be legible. 

The descriptions here are quite weak. There is little atmosphere communicated. The challenge here is mostly one of the main creature, almost to the exclusion of all other play types/interactivity … but that sort play is not supported at all by the designer. And we combine that with more padding and empty words than Bastard King had, by far. 

This is, by far, the weakest entry I’ve seen from Leyline so far. Well, that’s only two, and the first one WAS quite good. It’s not like this is a piece of shit, it is, just, at best, Yet Another Throw Away Mediocre Adventure. And we don’t do those here.

This is $4 at DriveThru. There is no preview. For shame! Let us see what we are buying first!

https://www.drivethrurpg.com/en/product/405441/the-god-with-no-name?1892600

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The Wizard’s Tower

By Robert Mills
Trebormills Games
d6? Levels ... Mid?

The situation in Greymarsh has become dire indeed, heroic individuals are needed to rise to the task of defending it. Villages in the Southlands have reported sighting hoards of undead, coming from out of the Deadwood. In addition there are also reports of roving patrols of goblins, orcs and bandits close to the Wizard’s tower. Bertrum Greymane the fifth hasn’t been heard from in two months. It is imperative that contact is re-established with the hermit-like mad mage. Find out what is going on with Bertrum and if he is alive make contact with him, then report back to Greyhold.

This 32 page adventure uses eight pages to describe about seventeen rooms in an underground complex. You’ll ‘enjoy’ stabbing things, stabbing things more in rooms with overly simplistic descriptions, but still padded out. Note that there is no Wizard’s Tower. Or really a hex crawl either?

Ok, undead, orcs and goblins are coming out of the Deadwood. That’s, oh, ten days horse ride away, thirty or so days on foot. Frank the Wizzo lives on the edge of the woods and no one has heard from him. Pretty please go check on him? Ok man, we got a hex crawl! A thirty day hex crawl as a part of the plot? Or a ten day hex crawl on horse? That’s a bit strange, given the urgency that is being communicated. But, sure, ok. 

Said hex crawl involves you rolling on wandering monster tables twice a day to have a potential encounters. That’s it. No hexes to explore. No sites to discover. ROll twice a day and have your wandering encounter. I don’t know that I would use the words hex crawl to describe that. I guess its technically accurate? Maybe? Maybe it’s just a Hex Travel adventure and Hex Crawl means what we traditionally think of it as? Anyway, lame, adds nothing, boring. The adventure suggests that perhaps as many three gaming sessions could be taken up with the journey to the wizards tower, as a hex crawl. Again, that’s not quite what I would expect?

Congrats! You’re now at the wizards tower! It’s being besieged by hundreds of orcs, goblins and undead. Eventually you will stumble across a magic telepathy session that tells you to go to some ruins and explore them. Thus, the adventure of The Wizards Tower is not actually IN the Wizards Tower. It’s in a dwarf ruin nearby. *sigh* 

Now we’ve got kind of an Indiana Jones scene, from Raiders, where the nazis are digging one desert site out and Dr Jones is going in to another site, the real one. Except the siegers are tunneling  in and the party has found the front doors, so to speak. Except there’s no real above ground portion to this, not the big mining operation for the siegers, or, really, any interesting details of the siege at all. Lame.

We now get to the dungeon. Inside we shall be dazzled by such descriptions as “The Orcs bypassed the sealed door by tunnelling into the chamber. Anyone discovering this tunnel will be faced by a picket guard of 2 goblins at the entrance, plus the individuals in room 5.”The Orcs bypassed the sealed door by tunnelling into the chamber. Anyone discovering this tunnel will be faced by a picket guard of 2 goblins at the entrance, plus the individuals in room 5.”In fact, almost every room has a “Bertram did this to room” section to it. FUll of padding and backstory and useless detail. “There is a sealed pit in this room (treat it as magically sealed by Bertrum, unless you have added your own extra tunnels, in which case it could connect to those)” or some padding like “Should the PC’s touch or pick up the treasure they risk angering the guardian of the tomb.” That’s a nothing statement. And that sort of padding is everywhere.

Interactivity involves stabbing things. Lots of things. I think there’s a spider you can talk to, but that’s about it. Just stab things. But, no real order of battle, of course. Maybe a note here or there that the dudes in room 5 are alerted, which is better than nothing I guess.

“A former council room for meetings between the Dwarven elders and visitors. Now used by Bertrum to store furniture and unimportant documents. The room is currently being ransacked by three goblins” That right there is what you are paying your money for. Three gaming session to get to that. You enjoy that right there.

This is $4 at DriveThru. The preview is four pages and shows you nothing, thus, an ineffective preview.

https://www.drivethrurpg.com/en/product/472770/gma2-the-wizard-s-tower?1892600

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Bastard King of Thraxford Castle

By Panayiotis Lines & A. Lawlor
Leyline Press
OSE
Level ... 3?

Beware the Curse of Thraxford Castle my child. A Curse of rotted flesh borne from The Bastard King’s slaughter of his kin. As the dawn rises so do the dead, to danse macabre. Do not step within 1,000 paces of that accursed place lest ye suffer their fate.

This seven page adventure presents about eleven locations on the grounds/village of a small cursed keep as well as the eight or so rooms inside the keep as well. Decent descriptions and delightful situations combine to form exactly the sort of wonderful adventuring site you’d hope to find in a product this size.

I don’t know where to start! Let’s look at the second and third  sentences of the product. “From the horizon Thraxford Castle appears a ruin. Within 1,000 feet it begins to appear as it is. All currently within Thraxford Castle and it’s 1,000 foot perimeter are cursed, all who die or are present at dawn become cursed.” That’s pretty terrific, eh? No fucking around at all. You get that little marketing blurb from the product description, that is clearly some kind of old wives tale, and then the first sentence is just one line of BS explanation. Then that whole “appears as a ruin” thing. That’s what you want in an adventure! The entrance to the mythic underworld! This place is different. The rules are different. Prepare thyselves, players! And then that third sentence, which explains the curse. That’s it. No more. That’s all you need for it, really. Don’t die, don’t wait till dawn. It doesn’t belabor the point. It’s enough for the DM to run it and it explains what you’re about to find inside, a framing for whats to come. This adventure does a great job, over and over again, of  using just a few words to really get across the point of the concept at hand in few words. I might have stuck in “cock crows” instead of dawn, but, both work. This thing really does not fuck around, and it completely channels the way G1 just gives a short intro and then tells the story through the keys. After those first three sentences you get a short rumour table and then a note about the villagers (being undead) go about a mockery of their lives and interact with people mostly normally. And then the fucking keys start! G1 indeed! I’m not saying every fucking adventure can do things this way, sometimes you do need some context, but just about every one could learn a lesson from this one, and G1, about getting to the fucking point: the actual adventure. 

The map is a great little isometric thing, showing the village around the keep and some elevations. Nice terrain differences and good feature art to help the DM imagine the place. There’s a teeny tiny map of the keep and it’s eight rooms, proper, on the margin. I’m not the biggest fan of this size of map, but it works. BARELY. [old man grumble]

Let’s look at the description of a typical home in the village, shall we? “- An Undead family of 7 sit by a roaring hearth. The room is filled with acrid smoke. They pour a scuttle of dried human flesh upon the fire to stoke it, they seem to have harvested it from themselves.” Gah! That’s fucking freaky! Oh, how about this one then? “An Undead man sits upon a rocking chair cradling a swaddling bundle that occasionally lets out a gurgling noise. His body is covered in various bite mark” I’m cherry picking here, but those are fucking great. Terse and brings the horror of the situation tio light. No generic BS curses here; you’re feeling the impact of the thing. Those are from a table of six “rando huts” that you can roll on and are the highlights. A generic ghost or generic ghouls are also on the table, without the characteristic embellishment the adventure usually shows. 

The adventure has both a flair for a terse and evocative description as well as a penchant for presenting some kind of a situation. Yorrick the gate guard, easily fooled and beside a great bronze bell. A tongue nailed to the village palisade gate. The tongue being a part of the mayors body, which can be found scattered throughout the village; used in a stew and the torso as target practice. I wonder what happens when you reassemble it? And, guarding the drawbridge to the keep, proper, a wight in black armor, standing vigil. Nice tropey mctoperson there! The adventure hits and hits and hits in it’s little situations. Really nice job!

One final example. In a bedroom in the keep: “A small shrine to The Lord of Luminescence sits near a wash basin and mirror. The basin is full of blood. Staring into the mirror will materialise Agatha.” The basin/blood detail! And, Agatha, the banshee! Great way to bring her in! That’s what a fucking adventure should do! Just give the DM a little nudge 

You want some treasure? How about “1,380,000 cp, 55,003 sp, 65 ep, 2,017 gp, 13 pp.” Ha! The designer brought the noise on that one, eh? Mundane treasure is fine, if perhaps a little light, while magic treasure gives us “Saxon, a 1+ spear.” Not in any way living up to the standards of the rest of the adventure.

I really like this thing. DId I mention the undead botflys? BOTFLIES! Gross! 

Anyway, This is what you were looking for. When you are digging through adventure, browning, looking for something good, hoping to find that hidden gem. This is it. It does exactly what one would hope to find in a small digest adventure. THings like this are what made that format. While presented as an adventuring site (and it would be fine as that) I might drop it in as a cursed village a little off the beaten track and perhaps give the party a reason or two to go there throughout their lower level adventuring careers. This allows the introduction of the village over time and for the party, and DM, to revel in the place. Over time the larger situations are revealed and then, perhaps, the party does something about the bastard king and the curse? 

Really a great adventure for its size and its too bad its out of physical print.

This is $2 at DriveThru. There’s no real preview. But, also, it’s $2. Compare this to all of those $14 PDF”s of much longer products with FAR less content then this thing brings. 

But, also, PUT IN A FUCKING PREVIEW. And, also, PUT IN T A FUCKING LEVEL RANGE! 

https://www.drivethrurpg.com/en/product/405442/bastard-king-of-thraxford-castle?1892600

Posted in Reviews, The Best | 13 Comments

The Tower of the Elephant

By Luiz Eduardo Ricon
Hexplore Publishing
OSE
Levels 3-5

The shimmering shaft of the tower rose frostily in the stars. In the sunlight it shone so dazzlingly that few could bear its glare, and men said it was built of silver.

This 48 page adventure uses ten pages to describe about thirty rooms in the titular tower, the rest being devoted to the now public domain short story. It’s got some ok descriptions for various rooms, but the encounters are relatively prosaic, with substantial editing gaps throughout the rather short ten pages of the actual work. No Fantastic! for you today.

Sorry man, I’m unfamiliar with old fantasy novels. Or, most modern fantasy for that matter, beyond LotR and the Tales from the Vulgar Unicorn series. I’m a SciFI boy. But, on the plus side, you’ll get no glaze in my eyes from nostalgia. The intro to this says it’s inspired by the story but not a copy of it, so, we’ll review it like that: ignoring the story and just looking at the adventure, proper. All I got to go on is that tower scene in the Conan movie.

The map here is relatively simplistic. You get nine levels of a tower, with a couple of rooms per level. One level is underground. There’s supposed to be a couple of walled gardens around the tower, but we get no map of it. The map editing is sloppy, with no key numbers on the map beyond level one of the tower. Entrances are … weird? The map notes doors on levels one … and the key says they can’t be opened. Windows on level one are mentioned as well. But, the garden section notes only a tunnel from the basement and a balcony on the top floor, as well as “concealed windows” on level one. I don’t know how you conceal a large window, but, whatever. It’s sloppy work. You’re looking at one way up and one way down on most levels. Not exactly the most interesting for an exploration, but, alas, thus is the fate of all towers, it seems. 

Treasure, magic treasure anyway, is quite generic. +1 shield and +1 sword and 12k in gold in the main treasure chamber. You’ve got the black lotus/yellow lotus shit as well, so, I guess there’s that. This does not lend to the air of The Fantastic. It comes off as boring. The guards, as well, are kind of poorly done. There’s no real order of battle, beyond one section that notes a fleeing cook may summon some guards. There’s no real “infiltration” section in the walled gardens, beyond a note to roll for wandering guards. You do get to fight six 5HD lions, so, there’s that. Or, sneak by them, I guess? But, there’s not really any framing for that kind of play, at all. That’s a pretty major miss. And the editing throughout is sloppy, beyond the map/key numbers; referring to things on the wrong levels, for example. 

Descriptions are above average. We get a bar scene that is “flickering of candles, the PCs are surrounded by smoke, muffled laughter, scantily clad men and women servants, and the overpowering scent of ale, wine, and sweat.” That’s a decent visual for a bar. And then a “bloated man, flushed and sweaty, claps cheerfully …” along with his wicked grin and his “don’t be shy my lovelies!” This is the kind of writing I like to see. Terse and evocative. We get “crude moss-covered stairs going up” and “Dimly lit chamber, smell of blood and urine. Hooks and chains dangling on the walls. A bronze sarcophagus (S) covered in iron spikes standing in a corner.” I’m not sure how the main stairs are moss-covered, but whatever, it’s still a stairs description, and those almost never get one in an adventure. Dimly lit, smells of blood and urine, that’s pretty good. Above average, to be sure. It’s not always doing this well, but, generally, it does ok. Living up to Howard, no doubt?

The encounters, proper, though leave a lot to be desired. A ghoul in that torture chamber iron maiden, for example. Or a raving madman. No real monster descriptions are present, which is a major miss. And most of the combat encounters are just a sudden combat. There’s not much in the way of sneaking, or in puzzle solving. Maybe a trap here and there, but animated armor is not the end all and be all of an encounter. The monsters are mostly generic with no real descriptions and the on-combat stuff is a simple “drug gas” trap or something of the like. There’s no real sense of wonder in any of them. The final encounter, with some alien dude and a large gem is an exception, but also I assume this is from the story?

This is a simple tower map with rather normal and somewhat boring encounters. While the rooms are somewhat evocatively described, the encounters proper lack that thus come off as just another generic combat encounter. There’s not a lot of interactivity beyond combat and an occasional drug trap. Substantial editing issues and a lack of care in the final proof are quite evident; I can overlook a lot of that in an adventure but this one is a little too heavy in that area. The mundane treasure has an attempt made at a decent description, although the magic treasure is just generic. No real framing for play other than hacking. I’d skip it.

This is $8 at DriveThru. The preview is eight pages. You get to see the opening bar scene. It really needed to include a tower level as well.

https://www.drivethrurpg.com/en/product/479223/the-tower-of-the-elephant-a-classic-sword-sorcery-story-adapted-for-old-school-rpgs?1892600

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The Witch of Chimney Rock

Ancient Sage Games
Self Published
OSR
Levels 1-3

The village of Veknis has a problem – crops are dying and villagers are disappearing. Suspicions abound that the Witch of Chimney Rock is responsible for these misfortunes. Heroes are needed to discover the truth, venture into the primeval Forest of Legressia, and rid Veknis of the scourge plaguing the town, potentially uncovering a far more dangerous looming threat in the process!

This 67 page adventure, a conversion from 5e, presents a jumble of over-invested encounters that the party has no opportunity to overcome. In spite of a few interesting encounters, that near the definition of set pieces, the overall effect is one of wasted effort in a world in which everyone is simply misunderstood.

There are many things to complain about in this adventure, examples of bad design that may, in some cases, be the platonic example of what not to do. You show up in a village for hook reasons. Those hooks are the usual suspects: someone has hired you/asked you to look in to something. Ye olde quest board, active again! These hooks, and almost every one like them, are mere pretexts and show a lack of agency for the party. You don’t do something because you want to. You do something because you have been hired/sent to do something by someone else. This reminds me so much of the many pretexts in YA lit in particular: You are special, or, The progenitors came before. Seldom do we see someone who just overthrows the system because they want to. No, you were destined to do so. A hook in which the party ARE the progenitors, in which they forge their own destiny, would be much more preferable to these. (Insert the usual commentary bitching about hooks not being needed.) 

And then comes the village. 25 pages worth of village, I think? Lots and lots of people described. Lots and lots of businesses described. Events described. And almost none of it is meaningful to the adventure. Overly described NPCs are the word of the day, along with the needlessly described business description. There is nothing special here. THis is just a generic fantasy village. One of the events is a priest who gives his sacrificial hers to some yours fish and smoking them. I guess this shows he’s kind? But this is not a meaningful part of the adventure and, of course, take us WAYYYYYY too much space. 

And WAYYYYYYY too much space is a notable thing in this adventure. The core of the adventure is your journey through the mysterious forest on you way to the titular Chimney Rock to find the titular witch. You are presented with three paths through the forest that you can take to get there. Each one will have a handful of encounters, in a linear fashion. Choosing one means not choosing the other two, and thus not encountering the other two sets of encounters. We see here a lack of understanding of what kind of adventure this is. If this were a story adventure then we may not have a problem with a linear encounter set. It’s not my thing, but, for those types of adventures I think we can acknowledge that the linear set of encounters could work for them. On the other side of the spectrum may be an adventure with a forest map in which you wander around in a kind of free form manner, having encounters along the way to the rock. You might, I suppose, encounter ALL of the areas in the forest in an adventure like this. You, maybe not. 

And this, I think, leads to the discussion of how long an encounter should be. If the party could possibly encounter, say, thirty locations, then I would not expect each location to be a long one. I would expect them to be on the shorter side of things. As a designer we’re not investing a long word count on something that the party may not encounter. But, if we’re looking at a kind of linear set of encounters, with a plot type game, I might invest a little more heavily in the, say, five encounters the party will discover. (Needless to say, I should hope that in both cases they are done well, be it terse and evocative or formatted for use!) 

But, what if I write a page, or a page and half, for each of thirty or so encounters, most of which will probably not be encountered by the party? What then? My effort wasted, n things that will never see the light of day. And that’s what this adventure does. It doesn’t know if its a linear story adventure or a free form wander. Thus utr creates each path, with the encounters on each lasting a page or a page and half or more. Two third od which will never be seen. I would not, also, that they the writing for them is not particularly evocative or the encounters formatted well for use at the table. It’s hunting text and highlighter time!

This is not to say that the core of the encounters are all bad. There are more than a few of these which tend to the situations side of the spectrum rather than the brief encounter side. And situations are a MAGNIFICENT thing for an adventure. A hag in a hut, not immediately hostile, or a rickety bridge over a ravine, complete with goblins to make things harder. These are way overly described, and the formatting used works against comprehension it is so prevalent. But, also, there’s a druid going the same place you are … to turn himself in to a lich. You don’t know that. But, also you might end up with a little ally in the future, who never leaves his forest. “Yeah, I know a dude which might help. Also, do you have any trees left over from Arbor day? Don’t ask.” That’s a great little after the fact outcome. Or, an owlbear encounter in which he’s eating a dwarf, still alive. Wanna be TPK’d? Or wanna watch the dwarf die? Or, maybe, figure out how to lure it away? There are some pretty decent ideas in this, just WAY overly described for what they are. A ghost child you can district by playing with it’s toys with it. Great!

And looking ta that ghost child, the initial read-aloud ends with “The figure whispers, insistent, beckoning you to come and play…” Which is a pretty great example of telling instead of showing. 

The conversion here is obvious, with trade dress being 5e, skill checks galore, and the final treasure being  “43 cp, 78 sp, 121 gp.” Shitty conversion is shitty and it’s prevalent throughout.  Did I mention the milestone leveling?

Throw away the vast majority of the village, rework the forest encounters, trim a lot of words and rewrite to be more evocative and for the formatting to be less cluttered and actually help at the table, while doing a proper 1e/BX conversion. Then you could have a decent little woods adventure. IN which no one is to blame for anything and everyone is mind–controlled, undead, an insect/construct or so on. Even the bandits are revolutionaries. 

This is $8 at DriveThru. The preview is the first 29 pages. Enjoy page after page of village and maybe two ofthe generic wilderness encounters. But the haunted orphanage is there on preview page 22, as well as the druid/lich guy at the end. CHeck those out for an idea of how concept doesn’t quite meet the road.


https://www.drivethrurpg.com/en/product/478705/osr-adventure-the-witch-of-chimney-rock?1892600

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The Salt Shipment

By Matthew Evans
Mithgarthr Entertainment
Castles & Crusades
Levels 4-6

Charcuterie in Nefford may never be the same… A butcher was supposed to receive a large shipment of salt from the Dwarves of Kamoz Kamendom two weeks ago and has heard neither hide nor hair from them. He’s willing to pay for someone to find out what happend to his friend and business partner, Harbem Bottlebringer. The road wasn’t easy for the Dwarves, nor will it be for those seeking them…

This 44 page adventure describes a linear 40 hex wilderness journey with several side caves to explore. There are some situations and details here that are quite above average, showing some interesting non game centric thought behind them. But, also, It pads things out, is linear, maybe a little treasure light, and doesn’t revel in its situations quite enough for my tastes.

Strap on boys! The local butcher didn’t get his salt from Moria and wants you to go track em down and find out what happened! There’s only one road, so off you get, traveling 200 miles away to Moria to get your 500gp reward. I wonder just how much he paid for that salt, anyway? What is that, a forty day journey? I admire putting the place 200 miles away. Anyway, you walk down the road, with each hex having something in it. Sometimes it’s just a note about weather. Sometimes it’s a traveler. And sometimes it’s a monster ambush. That’s all the adventure is. Travel to a hex that you don’t have a choice entering or not, have the encounter, and then move to the next hex and repeat. Not exactly the height of player agency. But, let’s look at those hexes.

Hex 1, six miles or so at most from the city, is a cave by the road with smoke coming from it. Full of flinds and gnolls. Uh. I’d like to lodge a complaint with the local magistrate about the dereliction of the lord of the city of Nefford and its city fathers. Yeah, I’m being an ass, but, also, it’s less than six miles from a major city. Anyway, what I wanted to focus on was the description details here. “The smell of wet dog wafts out, mingled with the smoke which attracted the PCs to these caves.” We can see, in that first line of the first cave encapsulated both what I like and dislike. The smell of wet dog and smoke. Wafting out, as the initial description said. Great description. I think of a craggy hillside cave and smoke coming out of it, the smell of campfires and wet dog. I think it’s great. And then “which attracted the PCs to these caves.” And, of course, I loathe padding. And padding there is indeed in these hexes. Maybe a third or a little less is outright padding, with maybe a third more being less than tightly edited text that makes me frown and maybe a third representing some pretty decent descriptions. Hmmm, no, I take that back. In some cases we get some decently evocative text and in others we get a decently good situation description. Hex five has us meeting a human peddler, a woman, who tells of a cyclops lair nearby, with nothing to see in it, it’s dangerous. She’s anxious to leave. Inside the lair (more on it in a bit) the party finds the body of a beautiful woman, recently dead. “This is the body of Tara Featherlace, a beautiful brunette who was murdered by Teofil [that chick you met on the road]  with a leather awl after becoming the subject of her jealousy” That’s fun! I love it when the real world creeps in to an adventure. It’s a little abrupt, there’s not much going on here beyond what I just typed. It’s like finding a dude with a bloody dagger standing over someone dressed as a king. Uh. Ok. Now what? There are no complications here, no follow ups. You can track the chick down and punish her, I guess (which the adventure takes a paragraph to describe) but that’s all. More on this disconnection in a bit.

The inside of the cave, an old Cyclops lair, is a good example of wll that’s right, and wrong, with the world. Giant bronze door off its hinges. The dead chick on the floor. The main chamber, rather lage, has collapsed and is sunken in to the floor about twenty feet and is more cave like now. A decaying corpse of the cyclops and two pet bears, someone having already killed them. And, then, above the cave floor, an old doorway to the rest of the abandoned dwarven outpost the cyclops took over. A hidden area! I really like this. A lot. I like the abandoned outpost, being taken over by the cyclops. The fact he’s dead and decaying. The dead chick.That’s all great. The collapsed floor and “hidden” area. The world here is lived in. That comes through loud and clear. It adds to the specificity and gets the players thinking. 

And this is something that happens over and over and over again in this adventure. Yeah, there are ambushes by monsters. And maybe things are a little too exciting, hex to hex, for a 1e adventure. And  maybe they have a little too little treasure for my tastes. And the fucking encounters. For all of my love for that lived in feel, they are also SO abrupt at times. The text focuses on the wrong things, the mundanity, the  mechanics, what the party might do, padded out phrases. Instead it should be offering tantalizing hints of where the encounter could go. Teasing the DM to expand it further. The fucking actress you meet. The asshole elves that let you pass. There’s nothing more BEHIND those encounters.

And, more to the point, they seem entirely random. I mean that in a way that they don’t seem to be related to the plot of the adventure. Sure, a few of them are. You can find some dead dwarves, or maybe a living one, in a couple of the encounters. But, otherwise, these are almost disconnected from the adventure at hand, finding the dwarves. I guess you have to investigate every game and demihuman lair, to check to see if THEY were the ones who killed the dwarves, or if it was the ones in the next hex up. Or the hex after that. Or the hex after that. Don’t get me wrong here, it’s not necessary that every encounter lead to the inevitable conclusion. Randos gonna rando, after all. But, also, as isolated pinpoints there is something lacking here. Both in the ‘main’ adventure and in the scenarios. I can imagine a possible world in which the actress encounter, or the dead chick encounter, had a little more legs under it, building a bit. Perhaps adding some intrigue, for any definition of that word. But that’s not really to be found here.

Some interesting ideas in this, in places. And a touch of evocative writing here and there. And, also, it’s padded out quite a bit with both empty phrases and with meaningless detail when more evocative and loaded content could have been included. Treasure feels light as well. And, of course, the disconnected nature of the encounters is not quite where I’d like to see things. It’s a balancing act, between plot and non-plot, but for a world that is so lived in, it feels strangle disconnected from itself. But, also, it doesn’t earn my eternal hate.

And then there’s hex 31.08.

This is $10 at DriveThru. The preview is nine pages and shows you several hexes. Very good preview.

https://www.drivethrurpg.com/en/product/480715/mecc6-the-salt-shipment?1892600

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Longwinter

By Luka Rejec
WTF Studio
OSR? Generic/Universal?

The snows are alive. A soft, cold spirit courses through them. Her lace threads the world; watching, drinking, listening, stroking, soothing, killing. Her touch is soft and icy. She is Winterwhite, the daughter of the Waterdrinker and the Northwind, and she is a terrible god. An avatar of ice and hunger, of visions and death.

This 114 page ‘sandbox’ is an empty shell. Devoid of almost anything useful to a DM, it is one idea that is not fleshed out in any meaningful way for play. All concept and no delivery. I am not the fuck amused.

Didn’t Luka write something that I liked? I think so? This thing though, has issues. While it advertises itself as a kind of sandbox, it might be more correct to say that it’s got some ideas that you can dump in to game. There is a small isolated valley in the mountains. A few generations back some settlers came there and found people already there, a rougher folk. They were attacked and driven back to a cave, where they made a sacrifice to the spirit of winter. As long as they do this continually then everything is ok. Recently, the ruler skipped a sacrifice. The setting starts in the fall, goes through winter, and then spring never comes … unless a sacrifice is offered. Winter will last a year. Dumped in to this are some factions. The aristos/rulers of the valley, the first settlers lurking in their hamlets, some werewolf like people with some undead at their call, and The Old Architects that are a kind of mythic people asleep and perhaps waking up. While the Baronials get a few more words, you now know just about as much as I do about these groups. There is really no description of them beyond that. There is a nice little table, for each, though that describes some portents and events that can happen as each faction waxes or wanes. These are nice little guidelines to show their power and drop in to a game. 

And drop in to a game you will. This is meant as the backdrop for a different game, I think. These are events and factions to interact with as you run your normal game in the valley, is what I get the sense of. As strict time records are being kept, winter approaches and things happen as a faction gans or loses power. This is the strongest part of the book. As, oh, eight to ten pages, it provides a good backdrop of things that could happen in the homebases. This kind of thing is great in a setting; as a guideline for making your world more interesting and providing some downtime activities that may lead to more.

A huge portion of the book is devoted to escaping the valley. A mechanism is described using a standard deck of cards, with each suit representing something, like mountains or rivers, and higher values representing more danger. Potentially. These are not actually encounters as much as they are ideas. For example “A stumbling man in a heavy parka and bespoke city shoes is making for the valley. His marten fur cap smells strongly of pomade. Despite the stubble on his cheeks, his curled moustaches still follow the last Eastern City fashions. He keeps mumbling about a hotel in Pey Holzey. His watch is a jewelled TPK Scheephouse with seven complications. “ Is someone you might meet. I’m not sure there is much to do there. Make an ally … during your minigame on the way out of the valley? Or, your ropes get frayed and you have disadvantage on all climbing checks until they are repaired. There is a lack of a situation in most of these encounters. I don’t see the adventure. 

The settlements and people are not described. The factions are not described. There are not really guidelines for adding some verve to things. This is barest of frameworks for a setting. The portents and events like things on the timelines are good, but the supplement could be JUST that and you would not lose anything for your game .. because there’s nothing else to this. 

And then we combine that with something like “They are the oppressed whose yearning for freedom and dignity has become a thing of twisted envy, hatred, despair, greed, longing, hunger, loathing, self-destruction mixed with unrequited love—the anti-eros, the thanatos that comes forth in this long dark” Uh huh. That’s inappropriate for anything other than a political pamphlet. And then, at the end, we have the ever popular eye rolling “narrate your ending” piece “A gruelling escape leaves the heroes scarred and hurt. What nightmares of Winterwhite plague your dreams? Why do you feel like something darker stirred beneath the ice? How do you cope with your trauma? Were there many you betrayed on the way? Why will nobody believe you, when you talk of ice ghouls?” I know, I know, this is personal taste. But, also, effort when in to those things, effort that could have been spent on developing the valley and providing more situations to occur within the setting. 

I am not amused. 

This is $13 at DriveThru. The preview is five pages. You get a chance to se ethe winter spirit table of waxes and wanes. A view of a card result would have been ice as well, although nothing is going to prepare you for the lack of a framing to have a game in.

https://www.drivethrurpg.com/en/product/339587/longwinter-referee-s-book?1892600

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Grandpappy Cromdar’s Whizbang Zoo!

By David Lewis Johnson
Self Published
OSR
Levels 1-5

Who is Grandpappy Cromdar? Grandpappy Cromdar is a battle hardened warrior, a seasoned monster rancher, a salty landlubber, a prancing princess, a slap-happy crazy old coot. Where decent, respectable fighting men might opt to establish a stronghold or build a trade empire, Grandpappy juked left and went with “Converting a dungeon in to a family friendly zoo”. He is me. He is you.

This 52 page adventure uses about eighteen pages to describe about a hundred rooms on three levels. Minimal descriptions, a zany premise, and ‘Cromdar is a pervert’ tone are off putting and better found in a Gamma World adventure. The map can’t save this one.

Hang in there man. Remember S3? Remember that wilderness level with observation overlooks and attached maintenance? That was great! So this could be great also! It’s not, but, that’s not the point. It COULD have been great! And thusly are Bryce’s dreams made.

Comdar was an adventurer. He retired and started a zoo in a dungeon and sells tickets. THe dungeon is. I guess, perfect for his zoo. Anyway, things are bad inside, with the creatures out of their cages and running amok. There’s no real hook beyond “go inside and have fun” so don’t start looking for one in an adventure with a sex swing and Asteroids game in it. 

The map is decent and shares similarities with the S3 Levels. You’ve got the main level, with some admin offices and empty cages as well as a wide open wilderness area with a lake. The level under that has more maintenances and such, with some under da sea detail. The level above is the “sky” with some offices, zipline platform, sex dirigible, the top of a volcano and so on. The traditional room/key dungeon areas can be a little linear in places, but, then again, a hallway is linear, and zoos funnel people in directions. I’m not mad at the map, or the ziplines and personal submarines that make exploration fun. 

But I am mad at the lack of overview text for the vistas. At certain points you get to stand on a platform and survey your surroundings. To look out and take in the majesty of the wilderness. There is no text to help the DM with that. A volcano, an airship, ziplines, a waterfall, and so on. Nothing of the sort here. Which means, as a DM, you left searching through the text looking at a lot of keys, flipping back and forth, trying to put one together during play. This is, obviously, from a lack of playtesting; it would be impossible to escape that without the issue having come up. 

The monsters here are all new, with not even an intellect devourer making an appearance. And they are a bizarre bunch. This contributes to the Gamma World vibe much more than to the D&D vibe, with them being intelligent and having chimeratic features. I love it when a new monsters description starts with “this is a strange and bizarre creature.” Yup, they all are man, they all are. 

The room descriptions are just about as basic as you can get and not be Vampire Queen. Basic, but with a few details, at least one of which will be “look at me ma! Aren’t I zany?!” The first Aid Station tells us that there is: “An examination table occupies the northeast corner of the this room. An emergency aid kit sites undisturbed on a counter next to a wash basin. Bags of syringe-filled biohazard bags have been stacked against the west wall.” The detail here, of the description, is quite basic. The table is NE. A wash basin, and so on. There’s nothing really evocative about it at all, just a basic factual description. Not good. The table and wash basin, fo example, serve no purpose, in terms of adventure, in the room. We could assume them , or not, and the adventure would go right along without an issue. We know that a bedroom has a bed in it. And this will be the norm in this adventure. A very minimal description is basic facts in it and nothing evocative, with something “wacky” in it. lIke a wall full of syringe bags. Or a sex swings. Or the monsters playing soccer with a head. 

Interactivity is almost nonexistent beyond stabbing things. Yes, you can zipline or use a submarine. We might, though, call these “using the stairs.” Beyond this very basic level of interactivity you will not find a lot to fuck around with. Go some place, have a wacky encounter with a deadly monster, and then go to the next place. You will not be encountering treasure in this adventure. 

Someone had an idea. They stated it for the OSR instead of Gamma World. But, even as a Gamma World adventure it would be lacking, with exploration elements minimal and interactivity close to non-existent. And, of course, adventures that try to be zany never work. In the future, I hope I die before I wake.

This is $5 at DriveThru. The preview is six pages and shows you nothing but the intro. Good luck with that. It needs to show actual encounter pages.

https://www.drivethrurpg.com/en/product/134672/grandpappy-cromdar-s-whizbang-zoo?1892600

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