Isle of Eldisor

By James Mishler & Jodi Moran-Mishler
James Mishler Games
Labyrinth Lord
Level ?

Jordvann was once a land dedicated to Law and Good, until the rise of Eldisor, the Devil’s-Son, who together with his hordes of giants, dragons, trolls, ogres, orcs, and goblins conquered the land, reduced the people to slavery, and brought down Fimbul Winter, which caused empires to fall world-wide. Eldisor ruled for 400 years, until he was slain or brought low during a rebellion of his captains, the Old Evils. Fimbul Winter ended, and civilization rose again elsewhere, while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.

This 76 page hex crawl might better be described as a regional setting. And, maybe, I’m actually reviewing a regional setting instead of a hex crawl. I note, however, that the hex descriptions are lacking in situations and are more places to explore … if the DM has time to quickly make a three level dungeon map.

So, Let’s take our own world, in, say the sixteenth century, in terms of geopolitics. But, lets set it in time of the norman invasion of England, in terms of tech, etc. And let’s add in dwarves and elves and shit. And then word gets out that ATlantis has been discovered and everyone races to colonize the new world … then advance the timeline by fifty years or so and go adventuring there. That’s what you’ve got here. I’d call this a campaign setting, more than a hexcrawl. As such, I’m not really going to cover MUCH of it, since I don’t review campaign settings. I don’t know how.

So, yeah, there’s a lot of talk about The Colonies. And you start as a part of the The Colonies. The framing of this is strange. I’m all for a West Marches game, and Points of Light and so on. But when you use the word Colonies it brings subtext and meaning with it. You want that in your game? Maybe? I don’t know. I usually just want to stab shit in the throat.

This thing is listed as a hexcrawl, Cyclopedia and Gazetteer. It is a gazetteer and cyclopedia for sure. You get some backstory, a description of the major parts of the island and surrounding seas, some weather, the local population and so on. The monsters are a little reskinned, so “Hobgoblins look a lot like small to medium-sized carnivores or omnivores, such as black bears, large birds, baboons, chimpanzees, crocodiles, large dogs, goats, panthers, and so forth. Their bodies resemble those of twisted elves.” Meh, I was down for the black bear thing. I’m also down for the twisted elf thing. I dn’t really know what the two together mean, but, our humanoid pals are reskinned and very Dr Moreau … without the good doctor around. 

Eldisor is an ok place. Nothing super interesting and freaky stands out in the campaign guide. Just a solid fantasy setting that deviates a little from the Greyhawk/FR baseline. 

Hexcrawling is a different beast. The hex descriptions take up about 27 pages of this 76 page adventure. Each is a short little entry. And, this is where I take exception.

I don’t think this is a hexcrawl? If so, its a bad one? 

Hexcrawls are a different beast. You want something that has a lot of situations in it. You want the party interacting with folks and doing things and solving problems and making things worse and leveraging shit. Wilderlands is the classic example. For more, I do a comparison of Wilderlands, the Stater crawls, and Isle of the Unknown where I go in to more detail on what makes a good crawl. This, alas, is not it.

“WRECK OF THE ZEESLANG. This sunken large sailing ship houses 56 Drowned Zombies, 7 Brine Ghouls, 5 Sunken Wights, and 2 Deep Sea Wraiths.” That’s not a situation. That’s monsters at a location. And the vast, VAST majority of hex descriptions fall in to this category. There is a decent number of “village” or “stronghold” listings as well, with 450 orcs and two chifeten types things going on. But, again, they feel static. Like “here they are!” and not much else going on. This is the Isle of the Unknown style of “in this hex is a rock.” sort of descriptions.

There is a random ruins/strongholds generator for the DM to use. FOr each hex roll and see if there’s a minor village/settlement or stronghold in it, and then roll a few more times to see what race, if there’s a monster, etc. 

This is ok, but, again, I think it would be nicer if a little more thought were given to it. Asa DM you’re going to need to roll up a few of these in advance … there’s little chance you could do something on the fly in a meaningful manner. So, as a designer, roll up a page or two othem, like, two lines each, and give them a couple of words of descriptions. Keywords or something, I don’t know. Just something to get things kickstarted. 

And, our hexes proper, follow this example. We’re told, A LOT, that there’s a three level labyrinth, or some such, in this hex. Obviously the DM is going to need to do something with that. In advance.

So, is it a hexcrawl? It says it is. I’m going to say no. This is a campaign setting. And the map is a hex map. And major settlements/sites are on the map. And there’s a way to put some other stuff in hexes. But, it’s not a hexcrawl. There are not situations going on. The hexes don’t really interact. And, in fact, I might say that the hexes themselves are not the most interesting hex descriptions in the world. 

I might liken this to Blackmarsh, from Conley. And I don’t mean that in terms of quality … I think Blackmarsh is quite well done. But, rather, I don’t think of Blackmarsh as a hexcrawl either. (I think it IS one, but it doesn’t occupy that space in my head) I think of it as a regional campaign setting … with a hex crawl. The hex descriptions are there to augment my own dungeon placement and stuff. IE: Just add your own shit. 

This is $15 at DriveThru. The preview is nine pages and shows you a lot of the hex descriptions. Good preview! Even though the hexcrawl is not the point of attraction, I Think, in the product. 🙂 Maybe I’m just like my mother; she’s never satisfied either …

https://www.drivethrurpg.com/product/384497/Isle-of-Eldisor-Hexcrawl-Campaign-Cyclopedia–Gazetteer?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 4 Comments

Wyvern Songs

By Brad Kerr
Swordlords Publishing
OSE
Four Adventures, of Levels 1-6

THE SINISTER SECRET OF PEACOCK POINT Character level: 1. An introductory adventure for both new players and Old-School veterans alike. Explore an insect-haunted thieves guild secreted beneath a lighthouse. Claim the loot but beware the Skitterlord! FABIEN’S ATELIER Character levels: 2-4. Solve the puzzles in a flying, malfunctioning wizard’s workshop before it crashes to the ground. The sequel to Hideous Daylight (but can be run independently). THE SINGING STONES Character levels: 3-5. Investigate a mystical valley where stones can speak and monsters roam. THE DREAMING CALDERA Character levels: 5-6. Infiltrate a volcano full of monsters and stop them from constructing a dream-eating chaos god out of garbage.

This 112 page book features four adventures, from level one to level six. Written clearly, easy to scan and follow, full of interesting folks and situations. Every adventure here is better than 99% of the crap published, with a couple of them standing out even from that. A little whimsical without turning silly, this is what you were hoping for when you bought an adventure. 

It’s hard to know where to start with this one. Maybe FEELINGS and tone. My son said once, as a kid, when I asked why he didn’t want to pick out a toy at the store “they are never as fun as the ads make them seem.” Ouch! There’s a bit of truth in there to stab you through the heart … no matter your age. Who hasn’t bought something, full of excitement and expectations, only to be crushed with disappointment after? That could be the fucking moral of this blog, given my inability to deal with expectations. You buy an adventure, full of hope, and are plunged in to despair and disappointment when opening to the first page. 

But not this. This collection is what you were hoping for. You open the pages and are delighted. You can tell what is going on. It’s interesting. You WANT to run it. This is what every adventure ever written aspires to be: not a disappointment to its line of forefathers stretching back to the beginning. 

In tone, it’s veering off from the realistic to the more whimsical side of the spectrum. It’s not silly. It’s not whimsical. But it’s leaning, to varying degrees in the four adventures, to that side. It’s the D&D where Frank The beet farmer toils in the mud outside of the town gates yelling “You’re all gonna die!” and there’s a gnome smoking a pipe on a mushroom. A world where people wear bird masks and gnomes ride on the panthers. (Finally, this adventure has a couple of gnome merchants that make fucking sense and feel right!) It’s not comedy. Farce, maybe? But not extreme. It is absolutely the way I run D&D … pushing reality just a bit more. It’s fun, without TRYING to be fun.

The adventures are clear and easy to follow. The layout is clean. Good room descriptions, short and terse and evocative. Followed by bullets with bolding. And, Fuck if I know how he did it, but the layout here is  ajoy, easily one of the “cleanest” I’ve seen, with respect to readability and not seeming cluttered. The adventures all seem to use a different format, but, a little intro text followed by some other text to expand on it, in bullets, or bolding or some such, are common. Four different styles, related but different, all delivering the same effect. 

Let’s talk specificity.Many times, this is the break or break point in bringing something alive in the DMs had. Too often details are abstracted and generalized. With nothing specific to hang on to, the mind can do  nothing with it to riff on. But not here.

In adventure one, it is not a bandit gang in the lighthouse, but The Apple Bottom Gang. And, the wizard who (could) send you on this, is “Red Robbie, an elderly and exhausted wizard was robbed by a band of thieves; he scryed that his music box was taken to the lighthouse on Peacock Point; he offers a magic sword to a youthful go-getter kind enough to return it for him. “Whatever you do, DON’T open the music box.” Absofuckinglutly! This is how this goes. A bandage on his head. A swollen lump the size of a softball, blood running down it. This is EXACTLY how this sort of thing should go. Thanks to the specificity of the writing. The wanderers table, in this first, has Leggero an Apple Bottom Gang initiate and an extremely emotional teen, just returned from a job and is freaking out that everyone is dead. Startles easily and screams loudly. Fuck yeah man! Thats a fucking wanderer! OR Fish Guts, the toothless skeleton pacifist, the gangs mascot. With a horned helmet that says FISH GUTS. Pushing reality just a little more, just a little beyond what is expected. Specificity, brining those encounters to life.

And, I’d say, the first adventure isn’t even the best one. It’s probably the wilderness adventure, number three. All four are worthwhile, with that wilderness one being VERY good and the others being somewhat less than that but still great. The amount of things going on in that wilderness pointcrawl is amazing. Lots to do and see and encounters related to each other. Another one has a volcano god “waking up”, with weirdo monsters trying to help. And a floating castle that can crash to the ground in another, with a built in timer to keep things moving .. no dilly dallying with resting here! Even the town, thrown in as an afterthought, seemingly, at the end of the adventures, oozes with delight.  

This IS the adventure collection you wanted. You can, I think, just pick it up and fucking run it after five minutesof looking one of the adventures over. They are colourful, evocative, interesting, interactive and easy to run. This is what D&D is all about. Brad Kerr can go on your autobuy list now, I think.

This is $15 at DriveThru. The preview is 28 pages and focuses on that really really good wilderness crawl. It’s a good overview of the style of play, tone, formatting, and interactivity you can find within the collection. So, great preview!

https://www.drivethrurpg.com/product/406938/Wyvern-Songs?1892600

Posted in Dungeons & Dragons Adventure Review, Level 1, Level 2, Level 3, Level 5, Reviews, The Best | 15 Comments

DNGN #1

By Vasil Kaliman
Singing Flame
OSE
Level 1-?

DNGN #1: Weird-Fantasy Megadunegon is the first issue of a serialized zine that takes place in a megadungeon. Each issue will cover ten levels of the dungeon. It’s cover-to-cover of classic B/X monsters, magic items, encounters, secret doors, and old-school fun! It is a quick and easy resource of adventure material that a referee can use at the gaming table with no prep. DNGN is designed to work as a complete megadungeon adventure, or for levels be dropped directly into your pre-existing campaign setting.

This 44 page adventure features ten “2 page’ dungeon levels, each with about six rooms, and a “bonus adventure” at the end with a second dungeon. It’s HEAVY gonzo and, while the format is decent, the actual encounters feel almost procedural in the degree they are are on-theme and yet ultimately disconnected and unfulfilling, either seen separately or as a whole.

Yeah, how’s that bitch for a summary? 

The first of many issues, it claims, each with more levels of the DNGN. This feels like the art punk crowd found OSE and latched on to it. And I don’t mean that in the bad way. There are some fresh ideas from the art punks, and the OSE style is a decent baseline for formatting. But, ultimately, both are like buying a $800 drill and thinking it will turn you in to a carpenter; window dressing to the main event.

First, the OSE format. I like it and the rest of you dick heads who don’t can just fuck right off. We start with a room title, to orient you to the framing of what’s to come. Getting you in the mood, so to speak. Then some bolded keywords like “6 stone bowls” with some more details in parens after that, like: (12” radius). We then get some bullets to epands on the above descriptions, with their own bolded words and terse little descriptions. I think it lends itself well to scanning and fall naturally in to a “tell me more” Q/A style for play. The DM glances down, hits the bolded keywords, the players ask followup question and the DM can relate more, based o nthe paren information or the bullets. And, fucking importantly, it’s hard to fuck this shit up. Oh, it’s possible, I’ve seen it. But, also, it’s REALLY hard to turn this fucking shit in to a three paragrapgh wall of text shit fest. It kind of forces a terseness in the descriptions while leveraging the “less is more” style that I think our imaginations work best with. And, did I mention IT DOESN’T LEAD TO THREE PArAGRAPGH SHIT FEST DESCRIPTIONS? So, is it the best? Meh. It gets the job done. Do I respect the person who can craft a three sentence evocative and interactive room description in “sentence style?” Absofuckinglutly. But that number is quite rare and at least the OSE style formatting doesn’t lead to an unusable adventure. Theoretically, you could then focus on the interactivity and making the descriptions evocative.

So, on to this. I’m mildly surprised when I see, first thing in the adventure, the wandering monster table. 1d2 ACOLYTES dragging 1d3 ZOMBIES in chains. 1d4 DEEP ONES * sacrificing a human to an idol of a star god. 1d4 DUERGARS looting a charred and smoking corpse. Hey, that’s not bad! I can dig it! And then, looking depeper, only twenty entries for ten levels? And, I cherry picked some shit, there’s a lot of “they attack” on that table. Or, a merchant who has a key for sale for the nearest door? What’s that about? And, pay attention, the “what’s that about” applies to almost all of the entries, as we will soon discuss.

Ok, so, ten levels. Two pages per level. A sixish room map on one page and the facing page (digest format!) having the rooms keys. The map is clear and easy to read … but it only has six rooms also, so, meh. It does have light and  floor(?!) conditions though, for each room, on the map. Which is nice for running the dungeon, at least the light anyway. 

And the room entries? “Dead dwarf (in adventuring gear) sprawled on the floor. Bone fragments are scattered around the body.”Hmmm, I’m not sure … “Here lives a sadistic? CLERIC. He gathers his victims’ thumbs, strips the flesh away, and uses them to make bone curtains he sells to an eccentric clientele pictures/art” Oh, could it be that … “One statue in one room emits a foul odor. (entire figure is carved from human ear wax.)”  Ah, fuck me man. It is, essentially, procedurally generated. And I don’t mean a series of tables in the adventure. I mean that the entire thing is so disconnected from one another that it feels procedurally generated. There’s a theme, I guess, of some insects, and a heavy HEAVY gonzo sci-fi theme. So much so that I’m not even sure this could be classified as D&D. maybe a splugorth dungeon? Almost every room has some sci-fi in it. Anyway, the contents of a room don’t make sense. It’s like someone rolled on a sci-fi’ish version of the dungeon trappings table from the 1e DMG. Just some things in the room. And the individual rooms don’t really relate to each other. No zones or anything like that. Those acolytes? Who the fuck knows where they are going or why. That cleric? He’s got no story at all or relation to anything else in the dungeon. Just each room, individually. Almost like a funhouse dungeon. But, also, each room is not a set piece. It’s just a collection of random things. 

I’m super supportive of using tables, in a design, to help the DM spark ideas and get their imaginations going. But you can’t just write them down. You have to riff off of them, put them together. Make them work together to be larger than the sum of their parts, and, not detractfrom each other because they are all seemingly random. 

At one point, in a 30×80 room, there is a mass of vibes growing 4’ up the wall. With a purple worm hiding in them. For serious? There is no sense at all.

And the entries themselves, going back to look at them? Generic. Abstracted. The deep ones are calling for a trans-dimensional being! No. Absolutely not. They summon Cthulhu! Or one of the Great Old Ones! The Shadow People of Karth! Be fucking specific. “There is a journal in an unknown script.” Well, what the fuck does it say? I’ve got a fucking spell, that’s why!

So, the trappings are here. A “Megadungeon” with but six rooms per level. A format, but nothing to format. 

This is $8 at DriveThru. The preview is fifteen pages and shows you the maps and dungeon levels, so its a good preview.

https://www.drivethrurpg.com/product/410800/DNGN-1?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 47 Comments

The Dread Lands

By Christian Blair
Self Published
Generic/Universal
Mid-Levels

These lands are plagues with horrors, awaiting for discovery.

This 54 page adventure describes a frozen northland full of zombies and the last few settlements. Numerous small quests and a handful of tenish rooms dungeons have a spark of interesting in them, but, it has a fatal flaw. And this, seriously, breaks my heart.

This is a hard review to write. I’m going to have to pass on this because of something I’m unhappy about complaining about. I wish it weren’t so. Because, at its heart, there are some decent ideas here, combined with a tone that I think could work quite well. But not in its present form. 

What we’ve got here is some frozen tundra. Forest. Snow. hard land. Got it? A kind of bleak and snowy landscape, but with a thing pine forest almost every. Great! We’re creeping it up already! And to this we’re going to add about a bajillion zombies. There’re everywhere. It is, essentially, the zombie apocalypse, with just a few locations left that have not fallen. A Game of Thrones Beyond the Wall analogy here would not be far off. Also, we’ll throw in some specters, wights, and wraiths here and there, whenever there is a decent sized horde of twelve or so. To this we add some locations. The Last Guard Tower, on the northern trail in, with their embittered and low morale soldiers. An old farming estate complete with one holdout left, and all of his traps. The Keep, on the verge of ruin from the attacks, with a twentish people golding out inside. And the last town, with about two hundred people left. And to ALL of this a silence … for sounds attracts the zombie hordes!

And, sometimes, the writing can be quite good! Let’s take a look at the fate of the North Party, a group of people who disappeared: “Before entering, players are welcomed by a series of crucified travelers. They are tied to wooden posts. Their bodies are upside down, their hands pointing skyward. They are in an advanced state of decomposition, covered in maggots and flies, feeding. The closer they approach the post, the louder the buzzing sound becomes. Strident and eerie. Inside lies the fate of the North Party. Their bodies are piled in a mass of putrefaction in the middle of the structure. A black cloud of flies circles around. On top of all the bodies, lies a naked man. His body is full of scars in the form of occult patterns.” Not too shabby! Maybe a bit long, but good energy there!

And this is the end of my compliments.

That example of the writing is a rare one. If the adventure had A LOT more like that then I would be  ok with it, and my main gripe would be undercut. (I’m working on my click bair, how’s it going?) But, before we get there …

This is for D&D. I know it says Generic, but it’s D&D. It’s stat’d for D&D. Which is great. That’s what generic adventure should do. Everyone can convert easily enough; mechanics is just mechanics. But, also, it’s not for D&D. It’s essentially HP, AC, and XP. Dude, just stat the fucking thing out for 5e, or 1e, or whatever. It’s chill. I really don’t think there’s a palace for generic/universal adventures in the hobby … because I think nearly every adventure should be written in such a way that it’s generic/universal. 

But, also, the Table of COntents has section headings but no page number. Hmmmm …. The wandering table only has ten entries, for a LOOOOONG adventure, and yet the yeti entry says it’s “very very rare.” Hmmmm …   Oh, here’s a section, let’s see … “Blizzards are powerful snowstorms.” … Hmmmm, I think I see where this is going. How about the moose entry onthe wandering table “A white moose is spotted in front of the players. If they follow the creature, it will lead them into a hidden spot where useful treasure can be found.” *sigh*

We got two main problems here. First, it’s a simplistic adventure. By this I mean … there are quest boards in places. Almost like … a CRPG. And in fact that carries over The very first one, at the guard tower, is to go kill the remaining 2d6 zombies outside and light six torches. Whait. What. For serious? Light six torches? Did I mention the fetch quests? Collect 600kg of wood and 100kg of ore. Uh … Or, how about in the town of 200 people, “Rebuild the Sanitorium” … where you collect 40,550kg of concrete. (That’s weirdly specific …) Oh, and the townfolk can sell you 100kg a day. That’s over a year! The scale, here, in time, seems a bit off. There’s no mention of long term play, but there is certainly a lot to imply it! Hey, man, but, if you rebuild the guard tower then your reward is two martial weapons. ?!?!?!?!?!?!

It’s all very frustrating. It’s like it’s ALMOST a regional setting, but, not quite. The quests are short. Or, rather, they take about ? of a page or so to describe, from start to finish. So, you don’t a plot based quest. It’s more of a description of a situation. Which, I can rock. I love that. Except, it’s NOT that. It’s full of padding and other garbage. But, also, it’s weirdly generic, or abstracted. Zoomed out. As if the designer is afraid to get in to the specifics that help bring something alive. 

That crucifixion description proves, I think (?), that the designer can do it. But we don’t get that. We get that “involved in local politics” generalization. Or, “The soldiers advise against following the trails due to undead patrols”. No. Nope. Absolutely the fuck not. That is not what the soldier says. The soldier is haunted and says “The dude roam heavy, still your tongues and avoid the trails!”, before wheeling his horse and riding off. Jesus man, be specific. Give some detail. SHOW, don’t TELL. 

Here’s the castle intro “When the players approach the castle, they are met by a party of 4 soldiers on horseback. They introduce themselves as Royal Guards, and offer escort to the castle. They explain they spotted them from afar, and that staying outside is highly dangerous.” That’s boring as fuck! They should be unkept, expect a weirdly kept lieutenant, clearly insane. In a rush, glancing about manically, rushing the players. Calling them fools. Wanting to save them by ushering them inside. Paint the picture man. And, for the castle proper we get “There’s a total of 20 people living inside the castle. Half of them are knights, the few that remain, acting as a guards. The other 5 are workers, and the last 5 are the few leaders of the region that are still alive, among those, Eweil the Regent.” B O R I N G.But, also, on the right track, right? I mean, maybe they are getting a little handy, all 28 Days Later style. Or those cops in the hospital in The Walking Dead. Give me something to actually work with!

“An undead giant lies on the floor, chewing on the bones. The monster is accompanied by 4d4 ghouls.” It’s sooooo fucking close, right? But then, also, “This used to be another room of the catacombs, but it must have collapsed long ago.” Arrggggg! And the town? There’s a fucking serial killer on the loose.It’s so fucking close. The situations are there. 

And, now, the bad part that I am uncomfortable with. I think this is an EASL issue. And I feel like a jerk faced jerk. But, also, the descriptions are just not there. To the degree that it feels like an EASL issue. Just , word choice and phrasing and cadence and things like that. I admire the ability of someone to write this well in another language. But, you have to also be able to transfer the ideas from your head, to the paper, to a DMs head. And while you can see the glimmer of the ideas here, you don’t get the transfer because of the attractions and generalizations. 

Oh, Did i mention that, after you kill the big bad lich at the end, you get The Soul Stone. Which, once a day, can bring someone back to life. Including a zombie. !!!!

Oh, and, let’s not forget, zombies, skeletons, wights, wraiths, etc, at level 12? Don’t they all turn to ass at seeing the party cleric? I’m not sure how you handle this.

This is Pay What You Want at DriveThru with a suggested price of $6. The preview is 38 pages. Which is fine. Dig deep in to it, past the fist few pages, and you get a true sense of the writing.

https://www.drivethrurpg.com/product/409358/EQ5-The-Dread-Lands?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 20 Comments

The Vault of Larin Karr

By W.D.B. Kenower
Necromancer Press
3e
Levels 4-9

Hunt for a Legendary Treasure. Deep beneath a peaceful valley lies the vault of the legendary drow adventurer, Larin Karr. Rumors claim that Larin Karr vanished long ago, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault?

This 114 page adventure features a small valley with numerous towns and adventuring sites, with the titular vault (25ish rooms) being the capstone. The adventure is designed well, a rarity in D&D, and the designer understands D&D. It’s the real deal D&D sandbox, with a major fucking caveat. A product of its time, and as such is not much more than a curiosity.

I own a Nissan Frontier truck, for off road camping. (#vanlife bitches!) The gold standard in this space is the Toyota Tacoma. I like to say that the Frontier is 10% more reliable than the Tacoma, costs 30% less than the Tacoma, and has 5% of the aftermarket parts of the Tacoma. Somewhere, a Nissan engineer designed the engine bay. He spent four years on it, fitting everything in it perfectly with no space to spare. This saved the company $.000001 cents per unit manufactured. And then I come along and want to add a fuse for a winch. Is the Frontier designed well? Absolutely! Is it a royal pain the fucking ass to work with? Absolutely.

And thus, Larin Karr. 

This is a real deal sandbox adventure. Things are interconnected. People are interesting. The locations are well done. There is a complexity here, in design, in interconnectedness. In morality and the situations going on. This IS a real sandbox adventure, designed well. IN THE LAND OF 3E WHERE SHADOWS LIE. For it is devoid of what is needed to make it runnable at the table. And, thus, I will never run it. Every adventure ever made in the history of mankind is now available. Why oh why should one put up with this adventure, and, I will assert in the following text, its nigh impossibility to run, when you could choose from half a dozen others that do the same thing and ARE easy to run? Why choose to suffer? Because Larin Karr is THAT much better than the other? No, it’s not. It’s good, but, once you reach those lofty heights, of being “good”, nothing s going to rock you harder than the others. This relegates Larin Karr to a curious place. A thing to be studied, to learn both how to write an adventure and how to not write an adventure. 

Larin Karr has an interconnectedness. Things in one place impact and/or have a relationship with things in another place. This is not “go collect the three gemstones scattered throughout the valley” (although this is present) but more the nature of how the real world works. The local lord, near one settlement, has a younger brother who runs one of the other three settlements. And a cousin who is mayor of the third. Family ties. Makes sense right? And the mayor is really self-appointed and hates his cousin and wants to overthrow him. Also, hes hired a gnoll in the forest to do that. Also the gnoll is now blackmailing the “mayor.” Also, both of them know some things about other things. You go places, you learn things, you talk to people, you return to places to follow up. On a decently fucking sized overland map with five mile hexes that is at least 27×40 … with about half of it directly relevant to the adventure. 

Further, note in those examples how things seem natural. They make sense. The infighting amongst relatives is common in history and fiction. The blackmail? Makes sense. The local lord is just a kid, barely 20. FABULOUSLY wealthy, and trying to appear not so because its so out of place here. The best of everything. Trying to do a good job. He comes to power and finds some records that this old abandoned ruined keep nearby actually belongs to him. So he sends out some party members to go take his keep back! That makes sense. Hes digging through shit, does not understand the full context, comes across shit, claims what is his. 

In other places we get a different kind of naturalism. An old orc burial site, underground. Floor dotted with totems, skulls on spears, necklaces of fangs draped over skeletons. Much debris scattered about, broken pieces of armour and shields, bits of leather, rusted lamps. A discarded cape in a corner. FUCK YOU! You just got eaten by the cape! A cloaker! It makes sense. It fits in well. The designer understands the scene, the orc burel ground. He understand what belongs there. It’s not some case of mechanics first, but, rather, what makes sense … ok, now lets fit it in to the rules. Which is the fuck how this shit should be. Things feel right. The interactivity is natural. 

“Two rusted portcullises stand half-raised at either end of this corridor. The dull ends of the grates descend to within 2 feet of the floor. Small or Tiny creatures may pass beneath the grate without difficulty; Medium-sized creatures must take a moveequivalent action to crawl beneath the portcullis; Large or bigger creatures require a successful Escape Artist check (OC 15) to negotiate the narrow space. Either portcullis may be raised entirely with a successful Strength check (OC 20), which breaks the raising and lowering mechanism. Once raised, a portcullis drops to the ground upon its release; future attempts to open it require no Strength check.”

So, that portcullis. Half opened. People squeezing through it. The mechanism breaking. That is exactly how a portcullis encounter should be. It’s not just a simple binary condition of open or closed, raised or lowered. 

And herein we also see that Larin Karr has a problem. A serious fucking problem. It’s a 3e adventure from the time of 3e. Usability, essentially, does not exist. 

That cloaker encounter I’m so fond of? Well, after that broken lamp sentence we get “One piece of trash, a discarded cape in the northeast cornet, is something far more sinister. The cape is, in fact, a cloaker, which lies curled in the corner of the save waiting for unsuspecting passers-by. “ This is, in no way shape or form, taking in to account that the DM has to run this room. Oh, the encounter is, but the writing for the DM is NOT. That fucking thing is padded to hell and back, a conversational style that does nothing to make it easy to scan. Quite the opposite, in fact. We see this all over the place in the this adventure. “A2: Rough Tunnel – Though poorly constructed and low (6 feet high), this tunnel nonetheless provides safe passage to and from areas A3 and A5.” Repeating what the map says. Telling us that, in fact, the kitchen is a kitchen. Poorly constructed and low is great. The rest … no. 

But, these are rather simplistic examples. The heart of Larin Karr is not, I would argue, the “dungeons.” There are a few of them, each with a handful of rooms (the titular vault having around 26, I think?) The heart of the adventure is the situations going on in the valley. The situations amongst people/places, and this, I think, is handled quite poorly. 

Oh, the DESIGN is great, but how its presented to the DM is terrible. 

Lord Kyle’s Manor is a location, in the first town area. This is where you get the description  not only of the manor, but of Lord Kyle. Which takes about a column. Which is about three DENSE paragraphs. The fucking paragraghs are great. The description is solid, in the first paragraph.; And the “Developments” in the next two, have some solid information. But, digging through a column of text, DENSE text, that is almost wall of text, to grab the information you need? Absolutely the fuck not! And yet, it’s got fucking gold in it! Nice commentary on other NPC’s and leading conversation … it lends to a natural development with him. And a great situation to resolve in the ruined keep, and how it comes to be, but, again, it’s fucking buried. 

And this is the way of this. It’s a continuation of the bad olf 2e formatting, the formatting from Dungeon. The long text paragraph, with little else to break up the words. TO call attention to things. To highlight sections. 

And this is BAD. Because of the density of material, it’s particularly bad in this adventure. It’s complex. And it’s hard to find and dig out. And I’m not GOING to dig it out. Maybe you want you run your highlighter dry, and make margin notes, and create summary sheets for yourself. I’ve got better things to do.

And, so, Larin Karr. An excellent adventure that is saddled with the Style At The Time. You can see how Necromancer built their reputation from things like this. It’s refreshing to see it, and especially so, I suspect, in the era of 2e/3e adventures, to see a real adventure pop up. The din of excitement around it makes sense. But, it’s not 2002. 

Larin Karr and Thracia fit much the same role. Very good adventures. Classics. But products of their time. And, because of that, they are little more these days but interesting curiosities. Less so Thracia, whos terseness it benefits from, from something to buy and examine. Something to learn from. Rare examples of actual well done adventures … and with fatal flaws to also learn from. 

You wanna run this? Good luck. You want to learn from it? Good choice. That’s right. Not The Best. Not Regerting this decision at all. Larin Karr deserves better. It deserves a refresh, like Thracia deserves one.

This is $11 at DriveThru. The preview is only three pages,and thus hardly a preview at all, certainly not enough to make an enformed decision about eh product from it before you buy it. But, also, the formatting, the tight text, almost reaching wall of text proportions? This is Larin Karr.

https://www.drivethrurpg.com/product/894/The-Vault-of-Larin-Karr?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 22 Comments

The Saint of Bruckstadt

By Markus Schauta
Gazer Press
LotFP
Level 1

Autumn 1631: Germany is plagued by the Thirty Years’ War. Bruckstadt has so far been spared, neither mercenary bands nor epidemics have reached the little town on the Katzbach. The inhabitants attribute this to the protection of St. James, whom they honor every ten years with a festival. In 1631 it should have happened again, but the explosion of the town‘s powder store buried the entrance to the saint‘s tomb. The saint, the citizens are convinced, will therefore no longer hold his protective hand over Bruckstadt. Count Reuben Wolfsgrau is now looking for volunteers to find another way to the tomb of St. James. A way through the Roman catacombs, where dangers lurk from beyond the grave.

This 104 page adventure details a few regional sites of note, with the main attraction being a five level dungeon. Dripping with flavour, organized well, it’s an excellent return to the lamentations that Lamentations has seemingly abandoned. A great achievement in the genre of almost-realistic dungeon crawling.

Fucking A man, this dude gets it! When I see an expensive product, or a long one, I sigh internally. My experience with both have not been good. But this thing (and, maybe, my recent forays in the depths of my Wishlist) has made me a believer! This is a Lamentations adventure of the Old Ways. No tricks, just a good time! Human centric, some undead running around, a werewolf, vampire, “stone spiders”, its an adventure, and dungeon, out of folklore. Never a funhouse but rocking the interactivity like few other things.

I don’t even know where to start.

So, the town, I guess. It’s DRIPPING. The guesthouse, where you’re likely to stay, is run by a shrew. How do w know this? “No magicians or heretics!” Plump, bossy, loud voice, hates cats, and devoutly religious. Fuck yeah! I can run that! The party is in for a good time when they stay here! Or, at least, I, as the DM, am in for a good time. 🙂 Oh, also, she loudly scourges herself every night. Fuck me man, THIS isthe atmosphere of thing. Imagine the party beng woken up buy this, investigating, and then quietly creeping back to their rooms … Things seen cannot be unseen. 🙂 I fucking love it. And this thing does this over and over and over again! The gravedigger? One of this notes is “Always surrounded by a bulk of cats, which he loves. When he dies in d4 days from hemorrhage, the cats will eat from his corpse.” None of that fucking high fantasy Forgotten Realms Drizzel Durdan shit in this! This fucking thing does life with a snark that is PERFECT for the fucking party to wander through. 

Beyond a base of operations, the town serves as the springboard for several minor adventures. In attempting to learn more about the crypt, you learn what has happened recently, follow up on it, and get some clues on leads to pursue. All relevant, all interesting, and all presented very naturally. None of the fetch quest or de rigeuer investigation shit that we see so often in other adventures. No, here it’s all integrated. The town, as a resupply, is married perfectly to the town as an investigation source, which is married perfectly to the sites in the surrounding region, as a source of information and items for the crawl, which all prepares you for the main event: five levels of dungeon. 

It starts strong, with some bandit-like folks on a lot of the first level. Are they bandits? Maybe? Yes, for sure. But, also, they fit in well and there’s this air of … naturalism. Maybe they just want an entrance fee to get in/past them. Not the usual sort of bandits in a dungeon, but some that fit in well, What if they were just living there, and you wanted to walk through someones living room? You’d expect that, maybe, they would charge you, right? And be a little hostile and possessive of it? Nevermind that they are squatters … .and, of course, there’s more going on than meets the eye. 

Cannibals, undead, all sort of fun to be had in these catacombs, on your way to the crypt and the showdown with St James. Interactivity is strong. Not just fights. Not just talky talky. Quandaries. Things to do. Ways to explore. Sacrifices to be made. A stake in a corpses body? Dare you pull it out? Statues to worship, and traps to fuck with. Traps that usuallyhave some clues about. A dungeon, and encounters, that are not arbitrary but one in which the players get to push their luck and dare to explore more, for more rewards.

And such rewards! A great amount of unique magic items, the skulls and talismans and books of old folklore come to life! A death mask, with real rotting teeth, that lets you turn invisible! Oooh! Sign me up!

“Gnarled willow to which the head of a horse is nailed. The wood sweats red liquid dripping from the branches” Uh, yeah, so the atmosphere is quite strong here. Great evocative writing, terse. Just the seeds of an idea, with some mechanics attached to it. All you need, really. Maybe its role as “Translated from the Germanic” shows a bit, with the writing being a little less evocative than I would prefer, but this is no “big chest” adventure. Sparkling gemstones and golden cups with giant brown-black spiders standing  motionless in a puddle, water dripping from a vaulted ceiling on to its shiny wet body. It’s all supported by a format that is decent, using bullets and bolding and whitespace pretty effectively. It’s a little busy and gets close to being TOO dense, but manages to handle things well in the end. 

This is a GREAT dungeoncrawl! A perfect little thing to maybe start a campaign with. With a timer. And the usual CONSEQUENCES if the party fucks it up. This sthe grim and gritty human centric dungeon of your dreams, full of the flavour of Darklands, but turn up just a little more.

This is $14 at DriveThru. The preview is eleven pages and does an EXCELLENT job of showing you the format and encounter types of the adventure. What to expect, both in format and tone.

https://www.drivethrurpg.com/product/383050/The-Saint-of-Bruckstadt?1892600

Posted in Dungeons & Dragons Adventure Review, Level 1, Reviews, The Best | 10 Comments

The Mall

By Goblin Archives
Goblin Archives
Liminal Horror

What is The Mall? The Mall is a wet, gooey, practical effects filled TTRPG adventure set in a 199x mall pulled out of time and space. The mall’s denizens are trapped inside with a creature not bound by any one form. It slithers among them now, preparing to assimilate and imitate its victims until no one is left and it can open a rift between its home dimension…AND EARTH!

This 36 page adventure details a mall caught surrounded by a blod with some strange trans-dimensional shit going down. Full of the required old cults, new cults, paranoia, and mall fun that you could hope for in a mall, with a format that supports the play well. A good looking horror adventure!

One of the old Gamma Worlds, 2e or 3e, had a map of Pittsburgh and a brief description, a few sentences, or some major locations in it. One was the mall. I would draw up maps and place encounters and a trip to the mall was always a staple of my early Gamma World games. Seeing this on DriveThru, along with the great cover, brought back some memories so I put it on my wishlist and I’m finally getting to it. It’s for Liminal Horror, which I assume is a horror rpg. I don’t know shit about the system, so, we’re gonna have to keep that in mind. But, also, i don’t think I need to, for the most parts. Some of my nits may be handled by the system, unbeknownst to me. And while I generally think that horror adventures cross genres pretty well, this one is gonna be stretch in a fantasy RPG, because of the large building and some of the objects in the mall. But, I suspect it translates to just about any other modern or SciFi system pretty well. Almost on the fly I’d say.

Okey doke, the mall is in decline. The town leaders have organized a raffle for a car in the middle of it, and old Olds, as a fundraiser to help bring the mall back. As the raffle starts, a monster erupts from the mall managers stomach, on stage, and starts its killing! People scramble and the begins! It seems the building is now surrounded by a giant blobs, outside of each door, making escape not something to do. Some factions develop and the party tries to survive and get the fuck out. It has some pretty strong elements of The Thing, and that latest version of The Fog? (I think it’s the fog? They are in a supermarket and the army shows up at the end after the suicides?)This adventure handles the Thing and Fog elements really well, making it a delight. 

For factions we’ve got eh main cult, led b y the mall manager (I guess he survives his monster stomach thing?)They are kidnapping people, turning them in to Things in the ventilation system, and have a giant fungi forest and Barrier Between The Worlds in the mines down below where the mall was built on top of. This is gonna be the main problem for the party, and, i think, closing that gate it main thing they want to find/figure out/do. That’s a little iffy in the adventure (the closing of te gate) and not really handled very well. Maybe in the Liminal rules, proper? Anyway, there are hints here and there of things that could be used. Some gas, some O2 and CO2 canisters here and there, that I assume are ments to be used to close the gate. It’s not really covered at all and that part could be quite a bit better. But, whatever, we’ll wing it man.

We’ve got got the town leaders, hold up in a storefront, who want to protect their property values, etc. And Then we’ve got the new cult, based around a fitness center. End of Days, and all of that. Kudos for the gym leader, who gets his cult off and running really quickly! 🙂 There’s also some mall rat kids hanging around, that don’t really get flesh out enough to be a good faction. And then there’s the randos, which, again, don’t really get flesh out, or enough of them. It could use some more random encounters that feature them, as allies or enemies and so on, lone wolves one way or another, to help bring that aspect to life.

The map is decent. A bit small but it will do. There’s good references for all of the stores and NPC’s and locations are cross-referenced well. The format features short little descriptions for each area, focusing on evocative writing and gameable content. THis is followe d by bullets for the major features and action, with great se of bolding and whitespace to make it all immediately usable vian scanning. Really, really strong focus here, in the writing and format. Nary a word wasted at all, and all of it really contributing to the adventure and the Thing and paranoia vibe. A model for how things should be done. It’s supported by good tables for Getting Too Close to the Other Side, and Thing body horror mutations, and a few other tables that are easy to reference and use at the appropriate times. Things like the Blob outside, surrounding the building, are not belabored … accepted as a given and telegraphed well with bodies or cars being eaten and slowly dissolved i nit. No need to stat it or go on and on about it. Really well done.What’s the zombie video game in a mall? Mall of the Dead or something? Really good job recreating the major elements of that … but without zombies and a sparser feel. Like I said, it could be supported better with more/better rando stuff going on, but still good.

I can’t say enough good things about this. Some of the best horror adventures I’ve seen were in Unspeakable Oath, and this one is at least that good, if not better. It recreates the paranoid well, with People Are the Problem focus, the body horror, and integrates the mall, and stock characters, really well/

This is $11 at DriveThru. The preview is the first five pages, which really just shows you some of the reference material. Including a page of the actual store locations would have gone a long way to being a better preview.

https://www.drivethrurpg.com/product/399171/The-Mall?1892600

Posted in Reviews, The Best | 9 Comments

Ascent of the Leviathan

By Malrex
The Merciless Merchants
OSE
Levels 2-4

The ship has been breached by a monstrous jellyfish! Will you be able to delve within and find a solution on how to free your ship?

This 42 page adventure uses about 25 pages to describe about forty chambers inside of a giant jellyfish. It does a good job of presenting an alint-like undersea environment while still being approachable and not too abstracted. A good variety of encounters, and a meta-situation helps to drive the adventure and provide a more open-ended framework for an adventure.

I must admit, that whenever the marketing blurb ends with a question I am compelled to answer, silently to myself “Well, probably No.” But, anyway, you’re out at sea when you see two pirate ships coming at you! Famous Dread Pirates! The ship you have passage on starts to flee, but they are gaining! Just as they are about to catch up … a GIANT dead jellyfish rises to the surface, trapping all three ships in it! The pirates compel you to find a way to sink the jellyfish. 

And thus we come to our first interesting things. There’s a meta-situation with exploring the dungeon: the pirates. Can you trust them? They send in some pirates after you, real assholes, just to make sure you doing your jobs. And, once you sink the jellyfish, what’s to stop the pirates from finishing the job they started? Thus the dungeon is not just a dungeon but has a situation wrapped around it, always on your mind, as you explore and interact. The addition of the asshole pirates showing up after you go in is a nice touch, as is, if you bargain hard enough up front, the pirates sending in to dudes to be WITH your party. LOYAL dudes, to you. Some real nice roleplay opportunities there. 

And, before any of this happens, we get, right after the jellyfish surfaces, some halfhearted missile attacks between the ships before the captains all stop it. A nice bit of realism there. That’s augmented by one of the best rumor tables I’ve seen. As everyone is milling around, the sailors are all talking, etc. And thus, your rumor table, specific to the situation at hand! Very naturalistic, it fits in well. Excellent job.

And then there’s the map … There’s a side view which is quite evocative. Shows major features and so on. Really gives you a sense of the thing. And then there’s a couple of traditional maps, just white space caverns and hallways. There’s also a “surface” map, showing the three entries to the jellyfish. I found the sideview hard to navigate, hard to tell which room connected to what, especially on the two levels. And the surface maps three entrances, some of which were steeper than others? Forget about it. I have no idea what connects to what. That could have been much better.

Once inside you’re wearing jellyfish masks to breathe underwater. (Of course, it’s a low level adventure and you’re always given shit in D&D adventures to breathe underwater. Nice use of the jellyfish though!) It feels like some of the jellyfish is underwater and so if it is not, but that’s not always clear. Or, maybe you’re always swimming and the rooms noted as having some headspace are not fully full? I don’t know. There is a good summary of underwater rules and some good monster placement … the use of skeletons, in particular. On piercing and thrusting work well underwater, but that’s what a skeleton is strongest against, eh?

There’s some great variety ot the interactivity here. Lots of interesting encounters and effects. Some people and things to talk to and a situation or two to manage. Always looking for the edge against the pirates will result in some benefits. The alien environment of the undersea is managed well, very well, i’d say. Alien, but not unapproachable. 

I must mention a cursed scroll found. Actually, a treasure map! “Scroll looks like a treasure map, but it’s gibberish. Character spends his/her life searching for the treasure and can’t stop talking about it.” That’s how you fucking integrate! It’s not a scroll, it’s a map! And it does what treasure maps do! Perfect alignment there of form and function! Once of the best I’ve seen. And, again,, in another place, you meet a skeleton tied to an achor, sunk under the sea. With an effect of intense fear of drowning emitted by the long-dead victim. It’s not just some random effect. It fits perfectly with whats going on. It’s like someone though up the scene and THEN added mechanics to it … which I firmly believe is how the best adventure elements come to be.

There’s some things here that don’t work so well. The major NPC’s have some italics text associated with them, a paragraph or so, describing them generally. That really doesn’t mean much and the description, whats described, is to little effect. And another conversation table, with an intelligent jellyfish, is full of NON naturalistic shit. It came from the elemental plane of water. You can heal me by getting some  [latin name] kelp from upstairs. A little too businesslike compared to the more natural elements elsewhere in the adventure. And, a few rooms where you take 1d4 damage every turn from stomach acid … that’s a rough one, especially for this level. A little mitigation there, perhaps? I don’t know, maybe it works in play.

Still, a good effort here by the Malrex. Still could use some polish, especially in the descriptions. They are not bad, by many means, but don’t reach the steller heights I am always looking for. Worth checking out as an undersea adventure.

This is $10 at DriveThru. The preview is 24 pages. More than enough to figure out if you want it or not.

https://www.drivethrurpg.com/product/383740/Ascent-of-the-Leviathan-OSE?1892600

Posted in Dungeons & Dragons Adventure Review, Level 3, Reviews, The Best | 17 Comments

Dark Obelisk 2

By J. Evans Payne
Infinium Game Studios
Pathfinder
Level: Many

Infinium Game Studios

Pathfinder

Level ?

At the end of Dark Obelisk: Berinncorte, the titular village lies in shambles, taken over and nearly consumed by forces of evil and chaos. Those few who survived the Obelisk Eruption are scattered and leaderless, with no hope of fighting back against the monsters that now walk the streets. In the wake of this tragedy, the PCs are tasked with gaining the aid of the nation of Druids who live to the northeast. The Druid Enclave has woes of their own, however: they have lost contact with the mining city of Mondaria. Upon arriving, the party finds a nearly-vacant city, torn apart by some unseen violence. Things look bleak and mysterious, and the PCs venture down into the dark murk of the mines to uncover the secret…

This 840 page adventure features a CRPG style exploration of a nine level mine and town. It’s bizarre, with rainbow formatting and an emphasis on looting everything in sight, along with a de emphasis on actual traditional adventure contents. It’s fuckign weird, and not in a good way.

So, whoever wanted me to review this is a bad person. I’m still working through my requests and, as with many of the things I’ve not gotten to yet, there’s a reason for it. And “840 pages of Pathfinder” is a pretty good reason to let this one wallow in the pit of unfulfilled requests. It’s taken me about a week and half to dig through this, working on it a few hours a day, and I still don’t know if I understand what is going on. What if the only exposure you ever had to an RPG was a dungeon level or two in the Icewind Dale computer game … and then you made a paper RPG adventure. That’s what you’ve got here. Seemingly every decision made is bizarre. And the, what if you made “interesting” decisions on how to format and layout your adventure? Then you’d have this adventure.

There is this choice being made to color code things in the text. Read aloud one color. DM text another. Traps another. Things you can open another. What you get is this rainbow effect on the pages, so busy that it makes my eyes hurt. An attempt to make things simpler and more logical results in the exact opposite: an obfuscation. And this theme will repeat: attempts to make things logical resulting in … other impacts.

At one point there is an attempt to explain the four factions in town. Each faction has fifteen different aspects to it, beyond the name. These faction descriptions take about a page, for all four. About a quarter of a page each. But then there is attempt to explain what each element means. So, each faction has a size, for example, and there’s a section telling us that “Size: Most factions have fluctuating membership; the size noted here is the typical range.” And this explanation of the key elements takes about a page also. So, as much to explain the key as it takes to explain the four factions! And this is typical in this adventure. There are these long and involved explanation of the key, or, rather, how to read the key, in nearly every section and for everything. It detracts from the actual game content. Did we really need to be told what “Size” means? “Leadership”, as a keyword, kind of stands for itself, as does size, and every other word. It’s like a dictionary definition was added for every word. It’s not, but I think you get where I am going.

The big hook, for the product line, is that every building is described. If you see something on the map, a building or so on, then it is fully mapped and keyed. So the blacksmith shop gets about a page of explanation and then about a page to describe the eight “rooms” that make it up. And this happens for EVERYTHING. 

But, importantly, is the emphasis of the text. Seemingly without exception you get a short little read-aloud and then a section telling you what in the room can be looted and which treasure table to roll on. I mean, it’s weird. It’s like the CRPG where there are barrels and crates everywhere and you spend your time busting them open … hopefully with auto-pickup on. The doors are the same way, with what locks. There are NO placed items, it’s all “roll on table Alcohol: General” … which means that in addition to this 840 page adventure you also need to consult the 250 page “Random tables” booklet. And this extends to the creatures, almost without exception. Roll on “Aboveground: Uban” monster table for an encounter. This is an absolute emphasis on the maps and describing everything, to the detriment of the actual content of the adventure, or what it should be anyway.

And then The read-aloud overreveals. Telling us that the room has two locked chests, for instance, removing that interactivity from the game of the DM and players that an RPG thrives on. And, occasionally, layered with overly flowery test “THis is clearly where the smith lays his head at night to rest.” Uh. Ok.

There’s a table to be used that has modifiers on it for NPC’s you encounter. It is a page long with over thirty modifiers on it. NPC’s have four levels of stats, I guess making this a level agnostic adventure. The NPC’s will sometimes have a page or a page and half of TINY text describing their special abilities … there is no way in hell you could run that at a table. 

I am reminded of the wargame period in the late 70’s and early 80’s. A period in which they got VERY complex. They were basically computer RPG’s but without a computer. And that’s what this is. Lots of maps. Everything described, but somewhat generically. “Roll on the clothing: winter table when you search the wardrobe or on the Fishing Supplies table when you search a chest. 

And the NPC’s contain, maybe, five or so elements at the end of each that contains what they know, in a Q & A format. If you ask A then then they respond with B. It tells us little of what they actually know about what is going on … in spite of paragraphs and paragraphs of descriptions about their motivations and backstories. 

This is a CRPG in paper format. That is almost impossible to dig through to get the larger context … in spite of the adventure trying to lay out summaries at every opportunity. 

It’s fucking bizarre.

Clearly, someones labour of love. But I can’t help think that a multiplayer Icewind Dale game would be better suited?

This is $10 at DriveThru. The preview is 23 pages and accurately represents what you find therein. Take a gander at it and stop by the smiths shop and enjoy running THAT!

https://www.drivethrurpg.com/product/234225/Dark-Obelisk-2-The-Mondarian-Elective-Pathfinder?1892600

Posted in Reviews | 21 Comments

Shadow of the Necromancer

By Mark Taormino
Dark Wizard Games
5e
Level 1

Fear stalks through the darkness of night in the form of the walking dead! They attack innocent travelers and merchant caravans in the moonlight! Animated skeletons have also been seen digging up the recently dead and carrying them into the nearby ruins of an old abandoned keep! Rumor spreads fast from lip to ear amongst the locals, whispering that a sinister hooded figure has been seen directing the undead and is taking up residence in that foul dungeon! Your stalwart group of adventurers has decided to take on this challenge, get the treasure you know is in there and defeat this evil menace known only as the Shadow of the Necromancer!

This twenty page adventure uses about ten pages to describe seventeen rooms in a a couple of levels of an old ruined dungeon, with an undead theme. It most resembles a old 1980’s T$R adventure, both in retro styling and in the types of encounters presented. And I don’t mean that as a compliment.

It’s 5e, but with a early 80’s B/X vibe going on. Once we get past the 3.5 page backstory, and all of the “how to read a stat block” nonsense, we get to a couple of interesting hooks. Or, at least, some interesting possibilities with some hooks. Long time readers will note that I am frequently disappointed with hooks. While not really needed, I do expect, if they are included, for them to deliver something. Boilerplate is not in my lexicon. Most of the time these amount to something like “You’re caravan guards” or “you were hired by the local blah blah blah.” And in most of these the common thread is a kind of blandness combined with the lack of agency by the players. You are hired. You are already employed, and being told what to do. A force of motion that comes from outside the party. Here, though, things are a little different. The hooks have a little more going on. A few more details, and a force that comes from the player & character motivations … both far superior motivations for driving an adventure. While the first hook is all garbage, s if the last one, both being “youre hired” stuff, the middle two are more interesting. The second is “While camping out fireside and squabbling over the division of a measly ten copper pieces from recent petty crimes your party notices a small abandoned keep in the distance. Surely there must be loads of treasure there just waiting to be found!” Note te specificity, 10cp, feuding and squabbling over a few measly copper pieces … and the gleam of rewards to come from the old ruin in the distance. A perfect hook, a nice little vignette in just a sentence or so, and an appeal to player and character motivations! Likewise, the second has the party ending up at a camp near an old cemetery, and a brief examination shows several graves disrupted and coffins smashed open and empty … strange footprints in the muddy ground, leading away … to a small abandoned keep. The party motivates themselves to investigate here. Open graves and muddy footprints. I don’t need much more here, I can run this, aI can embellish it. I can fill in the details. This is what this sort of description should do. It communicates the energy of the scene. It inspires me to run the party setting up and a slow burn, describing and interacting with the players and their characters, as they lead in to the cemetery and discover things and more things. That’s what a fucking hook should do!

Ok, so, the rest of the adventure is shit.

I don’t like, and/or don’t trust, the trade dress. When am adventure uses trade dress from the olden days my mind immediately goes to an appeal to nostalgia and, perhaps, an emphasis on things other than the actual adventure. This comes from the same place as seeing long backstories and appendices in an adventure. Yes, … what could you have produced if you had instead devoted that time and energy to the actual adventure?

And in this case it’s not even good trade dress. Oh, I mean, it’s accurate. But its the shit kind of accurate. The text is fully justified, and there are a distinct lack of paragraph breaks. This means that this is quite literally a wall of text. Your eyes glaze over when looking at the text. You loose the ability to tell where once sentence ends and another starts, your eyes darting along. It’s the Bad old Days of trade dress, where things are hard to read.

Then comes the read-aloud. Lengthy sections. It over reveals, telling us what king of skeletons we see and details about them. This should be saved for the back and forth between the DM and the players, the interactivity which is the heart and soul of an RPG. And then it tells us conclusions. Rolls are delicious. A fountain is creepy. These are conclusions, to be avoided in favour of a better, more evocative description that causes the players to arrive at the conclusion that it is creepy, or delicious. 

Our encounters feature things like automatically getting stuck in mud, with no way to avoid it, so the giant spiders can drop down on you. Or automatically getting spit on but a demonic fountain shooting acid. There are no way to avoid things in this adventure… and taking away our ability to interact is almost never a good thing. 

The encounters themselves do not have to be terrible. A demonic fountain spitting acid, or the muddy gatehouse and spiders in the ceiling. But it is the wya they are presented, with little actual interactivity. More of a choose your own adventure interactivity. With lengthy read-aloud and lengthy DM text … all in wall of text format.

Uh, no. I’ll pass.

This is $10 at DriveThru. The preview is four pages. WHich shows you the wall of text and some of the backstory but little else. So, not a good preview.

https://www.drivethrurpg.com/product/397474/Shadow-of-the-Necromancer-5E?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 10 Comments