The Temple of the Blood Moth

By Jacob Butcher
Abrasax Press
OSR/5e
Levels 3-5

A science-fantasy horror dungeon for Old School versions of Dungeons & Dragons. You stare into the face of planetary death. Fight or drown.

What’s that little Timmy? Lassie is trapped in the well? Errr, I mean, people are bitching that a 24 page adventure is $8 without a preview? Well, obviously then, I have no common sense and will buy it.

This 24 page digest-sized adventure details four levels of a cult temple over about six pages, with about 31 rooms total .. and a few extra unnumbered/empty rooms thrown in on the map. Resembling those Psychedelic Fantasy adventures, it is ripe with unique monsters and treasure. Combined with evocative writing, it makes a great OD&D weird-ass adventure … without, I think, going in to gonzo territory. It’s a good adventure.

The writing here is short and bursting with evocative bits. “1: Sun-Lit Chapel. Rows of pews. Tall stained glass windows depict the Sun-God and moths at each stage of their life-cycle. Yarrow Bren the cultist can be found praying to the Blood Moth for power, offering everflowing blood in return.” That is a rock fucking solid description. 1. Sun-Lit Chapel. Not Room 1. Not Room 1 Chapel. It gives the room a name, Chapel, and then also adds a descriptor word to it, Sun-Lit. Thus, immediately, we get the sense of this room. It doesn’t do this consistently, for every  Feeding Pit there are three Courtyards, Shrines, and Stairwells, but when it does it it’s great. Note also the brief flashes of evocative imagery. Rows of pews. Tall stained glass. Combined with the Sun-Lit we get a perfect mental image of the chapel. Sun streaming in through those tall stained glass windows, rows of pews with a solitary figure praying at one end. That is EXACTLY what evocative writing should do. The creature in the room is doing something, praying, with aspects of his personality and additional “action” relayed in his request and offering. This is exactly the sort of writing that I’m looking for. It makes an impact. “Cistern: Unlit torch sconces. Vaulted brick ceilings. Filled to your shins with dark, lukewarm water.” Nice.

And it does it while also being terse. That’s not a requirement, but it IS generally an easier way to make an adventure usable at the table. The longer the writing then the more thought has to go in to editing, layout, and the use of whitespace and organization to make it scannable at the table. Or you can just keep the writing terse. Both work. 

It’s full of creepy imagery, like a stained glass porthole in the floor, heavy leaden glass, almost covered in dirt … and you can see something moving on the other side. Nice. 

Magic treasure is unique. It’s all new and weird … like “pearl snails” that turn blood in to water over an hour. And then there’s more conventional magic treasure also, like arrows and needle knives. But no generic +1 swords, thank Vecna. Imagine that, a designer adding original content to their game. Almost like value .. hmmm.. May be something in that … Anyway, monsters are unique also, which I always like. Keeps the players guessing. I should note that the conversion notes from OSR to 5e are essentially “find a similar monster and stat it that way.” A little loose for many in the 5e crowd, but ok in my book … mostly because I’d just do it on the fly.

Wanderers table has then engaged in some activity and is arranged progressively, with deeper levels getting a d8, d10, d12 wanderer die all on the same table, reusing the lower level entries while adding new entries. I’ve always loved the elegance of that mechanic, when it’s appropriate to use it, like it is here. AT least one of the hooks is ok, with the party sent to find/kill/etc someone in a village … only to find everyone has disappeared. It’s not ground-breaking, but it adds a complication to an otherwise generic quest.

It could be better. Monetary treasure is VERY light for an OSR game. Gold=XP and there ain’t no coin XP to speak of in here, which is a hyperbolic way of saying treasure or the non-magical variety is VERY light indeed. There’s a stinker here and there in the room descriptions. Room 28: Golden Altar is described as “he High Priest performs rituals and sacrifices here in order to progress the eventual coming of the BLOOD MOTH.” Well, ok, that’s a mega-lame description, especially in light of the others present in the adventure. There’s also a place or two where sound or light should have been noted on the map or in other room descriptions. In one area, in particular, a giant larvae bashes itself against the door. That’s something you need to know BEFOE The party reaches the room, to communicate to the party in previous rooms or as they approach. Sometimes its important to know things before people reach an area. That can be done in the text or much more elegantly via the map for sound/light, etc. 

This is a good adventure. Creepy. Evocative. Usable. A great journeyman adventure for whipping out to play. The way EVERY adventure should be.

This is $8 at DriveThru. This appears to be a part of the ZineQuest Kickstarter thing, with the designer having a blog, Flowers for the Titan Corpse. It appears to have some ties to the art side of the RPG world, with a Thank You to the Fall 2018 Simulation Art class. No doubt the designer labours under the impression that people should get paid for their work. Of course, writing is even less appreciated than art, the barrier being far lower. The resulting flooded marketplace makes it challenging to price anything above $0. For self-published work a PWYW structure may be best, reserving payment to work-for-hire. I’d pay $8 for this, knowing what I know now. But a $8 blind buy is a thing indeed, given that at least 99% of everything on DriveThru is crap. I’d guess the price is related to the kickstarter pledges. But, anyway, no preview.


https://www.drivethrurpg.com/product/282346/The-Temple-of-the-Blood-Moth?1892600

Posted in Level 4, Reviews, The Best | 44 Comments

The Lost Valley of Kishar

By Gabor Csomos
First Hungarian D20 Society
OSRIC
Levels 6-8

Somewhere, only a few days’ travel from a busy trade route, there lies a valley surrounded by untamed wilderness. It is surrounded by cliffs forming the shape a ring, unnaturally steep and tall, as if they had been wrought by human hand. No one remembers who had originally erected the ruins standing within the valley, and who had nurtured the wondrous tree which had once drawn pilgrims from distant lands. Kishar’s priestesses have been long forgotten – but the tree’s blessed radiance persists. As if under an odd compulsion, all manner of beasts have been drawn to the valley, and in time, there emerged others. Those who came from far beyond human imagination, and were already here before the first priestesses…

This 36 page adventure details a lost valley with about 28 locations laid out in about 22 pages or so. Each of the major points is a little situation to overcome or exploit, with most having a relationship to one or two others. It tries to organize well, considering it’s single column, but some disjointed text causes an occasional forced error, ala older Judges Guild.

Ok, big crater, 8 miles in diameter. Covered in jungle. You’ve got tarzan in there with his winged apes, a tribe of people friendly to him, a tribe of hostile goat people, tombs of ancient heroes, a hag kidnapper, a crashed spaceship being exploited by said hag, a “dead” lich, a neutralish-ish death knight-ish guy, the tree of life, underground tunnels, rivers, Skull Tower, a rampaging monster ala tarrasque, and two T-rexes guarding an entry cave to get in. Oh, and some flying monsters hanging around the edge of the crater to make like rough on folk getting in/out. That’s a fuck ton going on. 

Each is presented in maybe a quarter to a third of a page. A brief description of what’s going on, how they react, what they want, and so on. Just enough to layout the basics of the group with the rest left up to the DM to react to when the party starts to screw around with things/people. It’s a good way to do things in a big sandbox-y like environment. And, like I said, each site generally has some sort of connection to two or three others, getting the party moving around the valley and encountering other groups.

Our wanderers, inside and out, add to the fun. Outside the valley we get a kind of tension building exercise, finding relics of past depredations. Inside the valley are things to attract the party and get them interested in the encounter, sights and sounds of creatures about. 

I need to be a tad delicate with my next criticism, but I’m not going to, instead leaving that to every reader to NOT misinterpret. This is both clearly not a English-As-A-First-Language product AND perfectly good english. Ninety-five percent of the text would be indistinguishable from an English-native text. I admire our non-English friends and their ability to produce works in English better than most English-native works. Further, I love seeing non-North American/British works. I love the different take on things. But … in this case, that extra 5% is a little jarring. It’s not unbearable and not incomprehensible, but it does cause some non-trivial efforts to understand. It’s more ‘unusual phrasing’ than it is “wrong.’ 

In this case, though, the unusual/strained phrasing helps fight against the chosen format. We’ve got a one-column text, which is itself a little straining, and then on top of that a kind of terse description of the area, maybe with a paragraph break or two. As the rooms get to be more complex, and the text grows, that strained phrasing, in places, make the grokking more difficult then I would be comfortable with. I might liken it to an older Judges Guild product, like Dark Tower. You have to fight the text a little to get the big picture of whats going on and that makes immediate understanding suffer. But, in both cases, the content is worth it.

There’s also a misplaced detail or two. I thinking of some tracks that show up in various places, mentioned in the valley introduction and haphazardly referenced in the later text. There’s also a “valley overview” description included in encounter 5 “Vantage Point”, which doesn’t make sense to me why that isn’t possible from other locations around the rim. It’s these little notes and, almost, asides, in which could be moved around or organized a little better.

Still, it’s a pretty good lost valley adventure. Lots going on. The setups are understandable, easy for the DM to grok. They interact with each other. It’s got a lot of tough shit running around to overcome. (And may be a little light on the treasure for a 1E game …) It’s also taken the single-column format about as far as it can go. I don’t think you could make some of the encounters any longer and preserve usability. 

This is $6 at DriveThru. The preview is ten pages. The last page shows one of the valley encounters. If you take that, as well as maybe “the ring of rocks” section at the end of preview page eight, then you’ll get an idea of the writing style. I don’t think it can be taken any further.

https://www.drivethrurpg.com/product/282762/The-Lost-Valley-of-Kishar?1892600

Posted in No Regerts, Reviews | 5 Comments

(5e) Acid Metal Howl

By Joseph Lewis

Dungeon Ages Adventures

5e

Levels 5-8

In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now…

This 48 page adventure details a lost desert city with about nine-ish adventuring sites, from small to large. It’s laid out and organized well, easy to scan … and has The Sandbox Problem. Still, great for 5e.

48 pages for nine locations seems a bit long, even if some of the locations are little mini-sites. Worry not. The fonts and whitespace are generous with this one. Locations are nicely organized with relevant data grouped together and page breaks used to separate things when appropriate. Laid out in front of you, it’s easy to maneuver through the text and find the information you are looking for, from locations, to motivations and personalities, to area descriptions. From a usability standpoint this does well. I’m not sure the format is one to take as platonic, for usability, nut Joseph had an idea of what he wanted to do for this adventure and the format works with it well. There are many paths to get to usability.

Bullets, whitespace, numbered lists, offset boxes, page and section breaks all play a part. But then … I wouldn’t be Bryce if I were ever happy with something. The adventure falls down some on what I might call cross-references. Usually I use this to refer to literal cross-references. A key containing a little (room #7) or a locked door with a (key: room 5) next to it. If information is LIKELY to be important to the DM then a little pointed to where it is is a nice addition. These sorts of cross-references do occur in at least one part of the adventure (DM text next to a locked door noting the key location) but they could be a little strong in other areas. Further, there’s a need in another way: what people know. There are a few factions running around the ruins. At least two would like you take care of the others. But … it is then natural to ask some questions. You want us to kill/drive off the nuns? Why? What do you know about them? Etc. There’s not much guidance in that area. A cross-reference to the nuns, or a summary of what they know/relate would have helped out there. Nightmares? Sleeping? Where’s that nightmare table again? These are small-ish things but they seperate a really great adventure from merely a good one. 

The major issue with the adventure though, is The Sandbox Problem. IE: why do the players care? In an older D&D it might be just for the loot, for XP. In modern versions though there tend to need to be other motivations to gain XP. The hooks presented lead the party to know ABOUT the city but not to give them motivation to go there, other than pure curiosity. Exploration is valid, if your group is in to that, but rumors of loot, faction motivations that tip the party off to it, and so on, would drive things forward a bit more. The city feels a bit passive because of that. It COULD serve as a site for the DM to insert their own goal, a book, bell, candle or some other mcguffin. But, still, it feels like the factions, while not friends, are more passive. More dynacism to drive things forward toward something would have been appreciated.

Interactivity is good, there are lots to see and do if the party is so motivated. Obvious flesh-to-stone people are depressed, if save, for the same reasons as that TNG cryo-sleep episode. A dancing gecko as treasure? Count me in!

Yeah, I’ve got some complaints. A better “view” of the elevation issues would have been nice. Wanderers seem heavy on slogs up the cliffside to the top by foot or fly spell. But, read-aloud mentions things to follow up on. One of the first is an acrid smell … which you can follow to a location. You can see sites in the distance and trek towards this, this is explicitly mentioned. I love that. At one point you can force your way in to vault via lockpick instead of the keys … which causes a treasure golem to appear. My apprehension at gimping player abilities (lock pick) is not quite as strong at higher levels as stronger divination and bypass magic is available. Or, maybe, it is but there’s example of GOOD challenges vs BAD gimping.

This is a decent adventure. A little focus in the future on evocative descriptions, without growing longer, and some solutions to ever-present Sandbox Motivation issue would knock this over the top. As is, inserting a little player motivation, like a staff they are after, etc, solves the motivation problem. While this may hover between No Regerts and Best, it’s 5e and I’m happy to see a decent 5e product.

This is $3 at DriveThru. The preview is 25 pages(!) Page 8 has a good “vision” overview and is a good preview, generally, of the formatting that the adventure uses. Overall it’s an excellent preview of what you are buying, from a writing and organization standpoint.


https://www.drivethrurpg.com/product/282061/Acid-Metal-Howl-A-Dungeon-Age-Adventure-5e?1892600

Posted in 5e, Level 6, Reviews, The Best | 3 Comments

Towering Temple

by Don MacVittie
Hellebarde Games
Castles & Crusades
Levels 2-3

The temple of Anu-Hittain sits atop an unnamed mesa in the desert and welcomes all who visit. But the gates are closed and smoke is pouring from the temple high above. Can you discover what has happened?

This 23 page adventure details a temple with about three levels and about forty rooms … in about nine pages. It’s not terrible. The designer does a decent job with the read-aloud and the DMs text doesn’t generally overstay its welcome. The writing needs to be more evocative and the interactivity tends to the combat side of the house … or things that lead to combat. It reminds me a lot of the mid to late 1e era before the T$R text ran out of control. 

See that cover? It’s got little to do with the adventure; the entrance is at the base of the mesa and there’s no signs that the mesa is a temple except fot the entryway and some glass windows a little ways up. So, bad cover. 

With that out of the way, this isn’t bad. It’s not particularly good either, except in the way it generally keeps itself from being bad. The read-aloud tends to the short side of things. In and out. It also tends to mention features in the room for the party to investigate. A pile of crates mory decayed than the rest, or a pile of jewels in a fountain. This leads the party, naturally, to those locations and the encounter to follow: centipedes or water snakes. This is good. A good encounter is D&D results from a kind of back and forth between the players and the DM. The DM describes someplace generally. The players follow up on the details the DM mentions as the DM mentions moe specifics of the things they follow up on. It’s a social game, a back and forth. A writing style that encourages that sort of player/DM interactivity is to be appreciated. If the read-aloud mentions a body next to a door then the players investigate, notice burn marks, and maybe now know something more about the door. 

It does fall down a bit though in being evocative. Hallways are “long” and marble is “grey” or “white.” That’s not particularly evocative. English is a rich language and substituting other adjectives/adverbs for long, grey, white, large, big, small, etc can bring along an entire host of benefits. Richer words can bring an overloaded context with them, a richer meaning. Scrubbing out the boring words and replacing them, or a word or two extra (no more) more really kick up the read-aloud to another level and make the environments much more evocative.

You can see this in other areas as well. I hesitate to call this dullness, but its a kind of abstraction of detail that leads to a kind of bland flavour. “There are four statues of Doorne” (a desert god) or “there’s a statue of a woman.” These are kind of generic. The players are sure to ask what they look like. Providing two or three extra words for each of those major objects, in order to enrich them, in turn enriches the entire room and brings it more alive for the DM and for the players and they both benefit. The DM now has a richer view of the room and can ad-lib better, while the players have a more memorable experience from the read-aloud and then also from a more inspired DM. 

There’s an aside or two to the DM in the adventure which are appealing. In one case a zombie in the next room can rush to the aid of another room. “Well, rush as fast as a Zombie can.” Likewise, selling a looted idol is referred to as “Faithful of Doorne will not take the theft of this idol well.” These are nice notes that help convey moods and scenes to the DM without a lot of text.

Of course, Room 10 doesn’t tell us that the zombie from room 9 will come in help. That’s in room 9. Which is useless in room 10 because I’m not looking at the text for two rooms at the same time, am I? This is a common mistake that designers make, this kind of idea that the DM is going to hold the entire adventure in their head at once. Or, you need to read through and take notes … in which case why didn’t the designer make things clearer in the first place? 

There are some other gaps here. There’s some flinds you can talk to, but there’s no real notes on what they know or even any overview of the situation (in the beginning of the adventure) for the DM to paraphrase. Again, read and take notes and/or hold it all in your head. The DMs text also can get long in places. It generally does a good job of keeping it short and in using paragraph breaks and whitespace to organize its information well. It falls does though, usually, in trap rooms. It gets a bit pedantic in describing things which turns the DMS text in to a quarter page or more of text. Tighter editing and less prescriptive text would be the key here, perhaps with some use of bolding. 

It can revel a bit much in the history and former uses of places, which is NOT good DM text. It’s doesn’t do this enough to really make it hard to run, and usually only in rooms with nothing else going on. Still, its padding. I’ve included a couple of example of this at the end. They don’t really add anything to the adventure in terms of players interactivity. History and background rarely do. When they do then I’m ok with their inclusion, but otherwise they just tend to distract and make it harder to find the DMs text that you need to run the room.

I sorely wish that the interactivity were a bit better. It feels like most of it is related to combat. An alter, an opened sarcophagus. A disturbed corpse. A giant idol. The amount of screwing around with stuff that leads to something other than combat is rather rare. That leads to situations where the party is loathe to interact, which is ENTIRELY the wrong lesson to teach. Let’s not view this an extremist position, of course interactivity leading to combat is ok. But there needs to be some that doesn’t also. 

So, It’s ok. Not great. More interactivity, pruning back some of that DM text, more evocative writing. All of that would pop it up a notch or two. Still, not bad. But, in 2019, with the embarrassment of riches in adventures, is there room for Not Bad?

This is $6 at DriveThru. The preview is great at six pages, showing you about fifteen rooms. You can get an idea of the read-aloud, the nature of it and if its good enough for you. The good and bad things the DMs text does. It’s a good preview.

https://www.drivethrurpg.com/product/281206/Towering-Temple?1892600

“It is the custom of this temple that each person, before heading down one of the adjoining halls, wash their feet in this pool. That was before the attack arose.”

“This is the embalming area. This lower level of the temple has most recently been dedicated to caring for the dead, and this room is where bodies were prepared for funeral. Sallim, with the help of his water priests, turned the embalmers’ equipment upon them while they were still alive. Then the priests raised them as Ghouls for reasons that Sallim did not understand.”

Posted in No Regerts, Reviews | 4 Comments

(5e) Rising Tides

by Phil Beckwith & Micah Watl
Rex Draconic RPG
5e
Level 1

This 87 page adventure details around sixteen overland encounters/events in about fifty pages. Purple prose read-aloud combined with bad editing and layout contribute to a meh adventure being untunable in anything other than a mechanical fashion. Which is too bad because it tries to do a few interesting things to help the DM.


The adventure core is straighforward. The party travels north via ship or caravan, in a crew-like fashion, having a couple of encounters. You encounters a raided village and then a village under attack. What falls out of this is emoting similar to a 4e adventure. You have combat encounters, do some skill checks, and talk to a few people. Err … I mean “have role-play encounters.” The emphasis here is not really on the situations presented but rather the mechanics around what is going on. Perform a stealth check to escape the situation! If half the party succeeds then …    They feel like set-piece situations, or maybe “now is the time when you have an adventure” rather than a more nuanced style which presents a situation and lets the party explore it. Oh, sure, there are notes to let the party do that, and the solution guides in each sub-section say something like “or other options the party comes up with”, but the emphasis is on the mechanics. Not that I’m altogether against the basic idea, just the way it’s presented here. A few lines of text, bolded, etc, to hep the DM with situations that arise is a core part of an adventure should do in some cases. But this thing has that same 4e style in doing it that boils it down to the mechanics, and not in a good way. 


I imagine that something like a flowchart was used to develop this adventure. A leads to B or leads to C if they do X. And under each “encounter” there’s a little mini-chart listing the party options and what to do based on the circumstances. In theory that’s not bad. But at some point it is taken to an extreme and it looses its identity outside of what it presents, mechanically, up to and including the encounters themselves. It FEELS like a series of events with a flowchart behind it and constrained options for the party. And that’s not a good thing. Read the read-aloud then select option A, B, or C as your reaction. Then go to the next encounter. A flowchart adventure where the boxes are all event driven. This reduction D&D to the mechanics was one of the major issues I had with 4e adventures. It sucked the very life out of the game. 


So much of this feels like a solo adventure, or a scripted computer RPG. This includes the purple prose that makes up the read-aloud. I was worried that this was just the novel author (this is licensed off of a fantasy novel series) but no, it’s just the the style chosen by this writing team. It feels like “now os the time to read the read-aloud.” And while it offers advice to summarize in your voice if it makes you feel better, it’s also the case the the text is not laid out in any way to make that happen.


Now is the time where I trot out my oft-referenced (by me anyway) appeals to usability. When running a published adventure and you encounter a scene that is two pages long, or more, how do you run that at at the table? Do you pause your game and take five to ten minutes to read it over again? Maybe hoping that you don’t forget anything? You can’t hold it all in your head. This is why I care so much about usability. You pause the game for less than five seconds, grab what you need from the text and keep going. As the text gets longer and longer that becomes more and more difficult to do. Terseness in writing, stripping out the padding, bolding, whitespace, tables, bullets, these are all critically important to drawing the DMs attention to important things in the text, making it easy for them to find what they need and keep going. “Uh, hang on, let me check …” while you hunt through the text to find the thing you’re looking for is no way to run a railroad, so to speak. And this adventure has WAY too much padded text and information coxed in to the free-text paragraphs. It does try to use bolding, whitespace and bullets to help call out important details, but it’s not enough. While THOSE sections are easy to find, it still pads them out with useless, conversational style text. “If the party decides to fight the monster then … ” This all gets in the way and distracts the DM from the really important stuff going on. At one point some read-aloud notes that the party can see people waving at them from the beach … and then hides the peoples fates inside of a paragraph. There’s far far too much “and then happens and then this happens and then this happens”, events takes place in the paragraph text. Note the situation. Give the DM the facts in an easily digestible format and them move on. 


At one point some NPC’s are mentioned, if the party gets hauled off to jail. They have goals, ideas, and backgrounds straight out the PHB, and formatted as such. Long sections of text “Ideal: I am honest to those around me” or “Flaw: I can’t help by drink far too much ….” this isn’t how you do this. Short, terse, easy to digest. Drunkkard. Done. 
It does have a nice little overview map. A little half page map with the sea journey and caravan route outlined, as well as the other parts of the adventure, with the encounters on it, hex distance, travel time, color-coded by which chapter its in and so on. It’s a useful piece to get an idea of how things are to run. 


The writers, I’d guess, are responsible for the purple prose. The editor should have trimmed the fat in the DM text in a MAJOR way. The layout person used one of those atrocious modern formats that makes it impossible to find section breaks, there being section breaks everywhere. Too clever for its own good. I don’t know, maybe the editor felt like they couldn’t push back, or they were just copy-editing. More than anything else the field needs good editors to push back on the overwrought DM text that plagues modern adventures. The delete key can go further, in making an adventure runnable, then any other tool. 


There’s more of this type of text then there is useful information: “The characters have the following choices, though you should reward creativity where it is plausible. They can: ” 

This is $13 at DriveThru. Yes, $13. Maybe it’s the license? Or all that value obtained from outsourced art, layout, editing, maps? Anyway, the preview is 20 pages. Page 11 has that little encounter mini-map that I liked. Page 12-on shows you the actual adventure encounters, with page 18 showing the NPC “bonds, flaws” NPC’s. The last page of the preview is GREAT for getting an idea of the 4e/set-piece style of writing. Read-aloud. Player choices. Combat.

https://www.drivethrurpg.com/product/274610/Rex-Draconis-RPG-Rising-Tides-5E

Posted in 5e, Reviews | 4 Comments

(5e) The Sunken Village of Little Corth

By Dylan Hyatt
Self Published
5e
Level 2

The PCs travel across a necrotic marsh (the Grey Creeping) to a sunken village where, upon being transported back 2000 years into the past, they must prevent a necromancer freeing Orcus (demon prince of Undeath) from the imprisoning veils of the spirit plane. If only it was as simple as that, for the PCs must also contend with deactivating a giant mechanical orrery, and be sharp enough to realise that the useful items that helped them survive the Grey Creeoing must be found and placed for their ‘future-past’ selves.

This forty page linear adventure has some time travel elements mixed in to its twenty or so linear locations. Tedious read-aloud and lengthy DMs notes do little to mitigate the linear nature. You end up Bill & Ted’ing help for yourself.  Oh, for what might have been …

A zombie shephard and a zombie sheepdog herd zombie sheep at the party in encounter one. This reminds me a lot of a zombie walk, where it seems all zombies were people scuba diving, playing golf or the like. In any event, anything to make monsters less generic is ok in my book. “Zombie” is generic but flesh-eating shepherd and dog/sheep, while a little abrud, fits the bull of non-generic. The skeleton jugglers, fire-breathers and acrobats that show up start to go overboard though in to farce territory.

The art here is nice also. I’m a big big fan of DIY stuff. Sure, pro stuff can be nice, but ANYTHING that’s not generic filler gets my seal of approval. Plus, the idea of a low-barrier-to-entry is appealing to me. Just draw something. And just put down words. You’ll get better and shouldn’t let assholes like me or self-confidence issues be a barrier to creating. I’d like to note, also, that I’m ignoring this advice with regard to my own perfectionism in writing. 

But enough! Let us talk about linear adventures.

I get that people play this way. I find it so hollow. It FEELS like there’s this thing called D&D where people get together with their friends and a linear adventure full of read-aloud and combat and they have a good time. Because it’s a social activity with their friends. That’s what D&D is. To them. And they’re right that there IS a social aspect with their friends that makes D&D fun. But I imagine some overlapping circles right out of set theory. There’s this OTHER thing people call D&D. It contains all of those social/friends aspects. And more. A linear play style, heavy on combat, can fulfill the Just Fucking Around style of play but not the second type. A much more fulfilling type. It’s sometimes briefly glimpsed in the Linear Friend game, and people know it’s magnificent, but it’s not really present in their games. It can’t be, because it requires the interactive play style that just can’t be accomplished with the Linear Friends style. And thus these linear adventures, travelling from a to b to c, will always be at a disadvantage. They might be ok, but it’s hard for me to believe that they will ever be truly great. I’m trying to keep an open mind here, since we can’t Black Swan these puppies. But I’ve got a healthy dose of skepticism. Far better, I would suggest, to write something a bit more open-ended to allow for more opportunities of interactive/player agency D&D. But, of course, most people don’t know what that looks like, having never encountered a product of that type. When all you know of Italian food is Chef Boyardee then it’s no surprise that’s what you crank out.

The read-aloud is an ever present threat, columns and paragraphs droning on and adding nothing substantial to the adventure. Overly long and not really adding anything in the way of either evocative descriptions or meaningful facts … just the usual droning obviousness. 

The DMs text is frightful, with lots of history, asides, and explanations mixed in. This makes it hard to find pertinent information. That most common of DM text problems: confusing trivia with content. Yes, many things COULD be useful to the DM, but liming the writing helps the DM locate information faster during play. Too much text is the most common problem these days. Put it in an appendix if you have to tell me who Horn is or Orcus’ history; that’s not something to put in the main body. One room takes five pages to describe. This is a sure sign that you’ve done something wrong.

The Bill & Ted “give aid to your past lives self” may be hackney but it’s still fun. The time travel elements ARE fun; players love figuring shit out, even simple shit. It works. It’s just surrounded by so much dross as to make the adventure un-runable. I’m not fucking using a highlighter. I’m not fucking taking notes. I’m not going to fight the adventure in order to be able to run it. Es, I’m being hyperbolic for the sake of making the point but the truth is in there: it’s the designers fucking job.

This is $3 at DMSGuild. The preview is nine pages. You get to see the extensive read-aloud, saying nothing, and the two-page zombie attack on pages 5 & 6 of the preview. Page eight of the preview/encounter five gives you a good idea of a typical non-combat encounter and the joy of the DMs text. So, good preview in that respect …


https://www.dmsguild.com/product/259304/The-Sunken-Village-of-Little-Corth?1892600

Posted in 5e, Reviews | 2 Comments

Highfell

By Greg Gillespie
Self-published
Labyrinth Lord
Levels 1-

Local villagers call for aid! An eerie green light appeared atop the Dwimmerhorn Mountain. The light came from HighFell – the ruins of an ancient wizard school. The infernal blaze grew until a great explosion rocked the mountain. Like a massive floating island, HighFell pulled away from the mountaintop and now slowly drfits across The Great Salt Reach. What happened to HighFell? Why does it float errily across the landscape? Are you brave (or foolish) enough to explore the ruins of HighFell: The drifting Dungeon?

This 248 page “lost valley” adventure location details twenty wizard towers, ten dungeons, and a small overland region in about 120 pages. Lots of interactivity and a mix of every element that D&D contains are surrounded by text that is just a step beyond minimalism. It’s good.

There’s this Land of Wizards on this mountaintop. A bunch of wizard towers, buildings, etc. The wizards generally move on/out and the one day the wizardland rips off the top of the mountain and starts floating through the sky over a little region. When it reaches a certain boundary it teleports back to the far side of the region and drifts over it again. That was awhile ago, now the top of the mountain still floats across the sky, but the plateau is mostly ruins … except for all those wizard towers sticking up …

Got it? Big regional map. Over it a small “lost valley” floats. Your party gets it ass to mars and loots all of the wizard school remains they can. Most of the wizard towers are level 1-3, with some 3-5 and 5-7 thrown in. They tend to have about twenty or so rooms on several basic levels above ground. About half the wizard towers have dungeons under them with about sixty or so rooms. And then the plateau has wandering monsters in its 300’ wide hex-full-of-rando-ruins-in-between-the-wizard-towers. And sometimes instead of teleports to the “upwind” side of the regional map, when it reaches the “downwind” side it will instead teleport in to an elemental plane or a demi-plane for a day or so, mixing up the rando encounters with some of THOSE inhabitants. 

Interactivity is high. These being wizard towers, etc there is a lot of shit to fuck with. Force fields, constructs, levels, and buttons. A corpse on the ground, wiggling a bit? Wonder what’s going on there? And I fucking LOVE IT when the party is presented with things to wonder about, even something as simple as a wiggling corpse on the ground. Things to do beyond hacking! Some light factions with some agendas, especially as higher-level play is reached. Challenges here go up to level 9 or so, I’d guess? 

The overland map is full of landmarks, things to see in the distance to draw your eye towards travel there. There’s a little illustration book with an illustration of each wizards tower WHICH I FUCKING LOVE! Greg usually has some new mechanic/feature for his dungeons. In this one its a bunch of Wizard Hats and and a system for looting books and spell components, with an extensive table of book titles provided to add detail. He’s got a little section covering all of the various ways folks can get up to the floating plateau, from potions, to spells, to mounts, to teleport, etc. This anticipates a need of the DM and takes care of it … providing them the information they need during play. Exactly what a designer should be doing. 

Who’s a jerkfaced jerk? That’s right! Me! And now let the bloodletting and wailing begin!

The hooks and rumors section are mostly perfunctory to get the party TO the region to see the floating place. It doesn’t feel integrated at all, and while a homebase town is provided it, again, doesn’t feel integrated in to the adventure. Sure, there are some ties between the town and plateau, but other data, that the party is likely to want to search for an find answers to, is not really present. The main content is the plateau and the towers/dungeons. 

Cross-references are few and far between and there’s not really a way for the party to NOT get in to trouble with the higher-level towers early on. The lower level ones are generally visible and near the edge, but you could walk in to something dangerous. Which is ok, but putting the level ranges on the Wizard reference sheet would have helped the DM guide the players a bit by dropping hints rather than hiding the level ranges in the main body of text. I just penciled mine in on the map, which does what I need it to do.

Rooms descriptions are a hair above minimal. “The hallway is empty with the exception of some

rubble debris and leaves blown in from outside.” Ok, blowing leaves. I can work with that a little. Another room says “Two partially-destroyed beds and a wooden box sit against the eastern wall. There is nothing of value.” The rooms are easy to scan and run because of this, but also come across as more than slightly generic. Giving each room a title like “Destroyed Bedroom” or “Once opulent bedroom” or something may have helped with this. Further, I noted a lot of “this room was”, “this room has” and so on in the adventure text. It’s like there’s no context assumed. Yeah, it’s a room. This just pads out the text and I think I recognize, in my own writing a weakness in this sort of description. A kind of passivity in the text.

It makes repeated but infrequent references to both Barrowmaze and Arachia for certain monsters and/or rules, so be aware of that. It’s not really anything important that can’t be handwaved though.

Random tables. Weird ass sky-lost-valley adventuring site. Hexes. Towers. Dungeons. Interactivity. Terseness. Some social. Rival parties. Elemental planes. A homebase. New magic items (to go with the boatload of generic book ones) and new monsters. This adventure takes just about every element D&D has that makes it good and exercises it a bit. Better bring a lot of food, torches and hench with you when you make it up top to the plateau … you probably gonna be there a bit and need to manage your resources …

If I were running this I’d make some generous printouts. One for the new monsters. One for the wanderers and demi-plane stuff. Print out the “plateau wind drift” paragraph and attach it to my chart. I don’t see a lot of need to make notes or highlight text, but rather print out stuff already there for “situational” references. I’ll happily add this to my dungeonland campaign, and pay the cash for the PDF. My biggest complaint is that I’d prefer just two-three more words per description, for some evocativeness. This is a great example of how the D&D elements work together to create emergent play in a non-linear fashion. 

This is $35 at DriveThru. That’s for the PDF. There’s no preview and Greg explains why in the DriveThru description. But, still, a link to another preview in the DriveThru description would have been nice. $35 is a bit much for a PDF blind buy. 


https://www.drivethrurpg.com/product/277804/HighFell-The-Drifting-Dungeon?1892600

Posted in Level 1, Reviews, The Best | 31 Comments

The Hidden Tomb of Nephabti

By Jeremy Reaban
Self Published
Labyrinth Lord
Levels 5-7

Aeons ago, the forces of Apophis defeated the great paladin of Isis, Nephabti, and imprisoned her in stasis in a hidden tomb, along with those that had failed Apophis. Somehow or another the PCs have stumbled across the tomb.

This seventeen page adventure features a small egyptian/pyramid dungeon with 23 rooms spread out over about seven pages. Jeremy’s dungeon are interactive, and terse enough that the words don’t get in the way of running them, but they also fall on to the minimalism side of the evocative spectrum.

Statis tombs are not favorite. It’s one of the old problems in dungeon design: why the fuck are the monsters there? And “they come out of stasis and attack” is one of the oldest solutions. “Kept prisoner here and now insane/angry/etc” is another one, and it shows up as well. It’s an attempt to make sense of the monsters in the dungeon and why they are there; I guess a nod to ecology. Neither really work well, IMO, when overused. More than about one a dungeon and I start to sigh. It feels like an easy out and when I’m using something by someone else I’m not looking for the easy out; that’s what MY adventures are for. There are multiple stasis fields in this dungeon, releasing monsters. It feels, I guess, too much like a DM declaring “now is the time you fight monsters.” Yeah, I know it’s a tomb and its hard to justify. 

Which is not to say that there’s nothing else going on here. There are mummies, murals coming to life, stasis fields, guardians held hostage and the like all present. They add a welcome variety. In particular, I’m sure the murals will quickly be defaced upon room entry. 🙂

Interactivity is good. For every swirling well monster there’s another one in which the well swirls are not a monster. Poke things, prod things, bend bars, lift gates, talk to NPC’s, and drink from the fountains. Mummies go up in flames, with their dust clouds and, as I mentioned before, just about anything that could animate DOES animate, in one room or another. It might tend a little to the monster/combat side of interactivity but its a far sight from from an endless hack.

Certain rooms are brilliant, with electric eels forming a kind of rat ring, their bodies wearing gold rings. When Jeremy is at his best that’s the kind of content and imagination you get. A Bench of Ramming to batter down doors. In other places there’s a kind of weariness. One room has nothing but a monster in it, with no other description, and the +2 weapon is found far more often than the Tub of Bathing.

There’s a minimalism to the writing that I can both appreciate and be uninterested in. Jeremy doesn’t mince words. He writes a description and then gets out.  Here’s a typical room description: “In each corner of the room is a sarcophagus. On the northern wall is a gong. On the southern wall lies a wooden chest.” Just the facts maam. That keeps the room descriptions minimal, thus mitigating any Ease of Use issues. Large Apes. Sinister Alters. Your feelings about this adventure are going to hinge on those three phrases. Is that a good room description? Are Large Apes and SInister Alters ok with you? I think “large” is a boring word and Mr Thesaurus could have come up with something better. Likewise, I think sinister is a conclusion.  And the room description lacks anything which could be considered evocative in its writing. A tarnished gong, moldy chest and gleaming copper is more what I’m looking for. It’s the value that I think a designer adds, or should, when they write and publish an adventure. It’s part of the value I’m looking for anyway. The marketplace is too crowded with options for less.

I might say, also, that most of the NPC’s and intelligent folk you meet along the way have few notes about their use. There’s generally a roleplay note or two (which are useful) but “where the real tomb” and “whats in that next room” are likely to be questions that the DM gets little to no guidance on. Hey froggy froggy, what do you know about the tomb? Alas, the world shall never know. Look, yeah, I can make it up. But then again, I’m paying, in time if not money,for someone else to help out with that.

This is Pay What You Want at DriveThru, with a suggested price of $1.50. The preview is seventeen pages, showing you the entire adventure. Good on Jeremy. He’s a decent designer and he gets the scene.


https://www.drivethrurpg.com/product/274372/EG1-The-Hidden-Tomb-of-Nephabti?1892600

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(5e) The Tower of Tharikthiril

By Devin Cutler
Self Published
5e
Level 3

The evil wizard Tharikthiril was defeated by the dwarves years ago. But why then are the groundlings becoming numerous around his ruined tower? And what are those strange lights seen in the distance coming from the direction of his tower? Has the wizard somehow cheated death and risen again?

This 31 page adventure describes an evil wizards (former) tower with about fifty rooms described in fourteen pages. It can get lengthy at times, in DM text and read-aloud, but tends to keep things reasonable. What is suffers from, more than anything, is being boring. It tries, but beyond monsters and lengthy traps it has little to offer. 

This wizards tower, errr, former wizards tower, has a large ground floor of 33 locations and then a couple of very small tower levels and a couple of very small dungeon levels. Running around inside are some vermin, goblins and corrupted dwarf-mutations, and an evil wizard with a few abominations. 

Traps are sprinkled throughout, each taking up far more space than they should with multiple skill/stat checks referenced. There’s a few attempts at a weird effect or two in a couple of the rooms.

Unlike most adventures, this thing takes a good running start at an evocative writing style. One room has it’s corner collapsed with rubble strewn down the mountainside. A mosaic purposefully pried up in one hallway. A room choked with stone from the ceiling, mud, water, dung, all forming a thick goop with the skeleton of a small humanoid lying atop it, gibbets of meat still on its bones. We can argue about the use of small and goop, but gibbets of meat still upon its bones, and the image of the skeleton in the much room, if a good one. It’s a nice lure to bring the party in. In general the adventure does a pretty good job of getting in and out with its read-aloud while providing the correct degree of specificity to be evocative when mixed with its colorful use of adjectives and adverbs. It’s not exactly The Best but it is CLEARLY a cut above the fact based descriptions that permeate adventures. A little scrubbing or agonizing editing and it could have possibly been really a standout in that area.

It does fall down on interactivity though. The adventure interprets this as monsters and traps and therefore it falls in to a rut of combat and traps. There ARE a few rooms where you can speak to a demon lord via a circle, and so on, but, especially on the homes main floor, it needs some more interactivity. For every small skeleton luring you in to combat there are 12 rooms that are far FAR more mundane. It doesn’t have to be a funhouse but interactivity needs to be more than combat and traps. Especially when those traps are nearly never telegraphed. Bad!

And then it goes and gives a full page of read-aloud monologue at the start, as a hook. Or gives you a page of text for a room with a quasit in it. These are extreme examples, but its clear that restraint failed in several other rooms as well. Long read and short DM text is usually a key that something fucked up. Short initial read-aloud, and an exploding format of the DM providing more and more detail as the players investigate would resolve this. Experiences are consistent, at least initial ones, with the DM consulting for more as needed. 

It’s also clear that, for most of the adventure, an order of battle is missing. With a couple of groups of at least semi-intelligent humanoids I would expect a few notes on how they respond to intruders or summon help, etc. 

And then for every good room description we get history and backstory embedded in the DM text, adding noting to the adventure but getting in the way.

Not doing much good. Dipping in to the bad on occasion but not living there. Is that enough to recommend an adventure? No, but it’s enough to not hate it. For its faults, this thing is better than most published 5e adventures. What’s heartening is that I think usability and interactivity are more easily learned than evocative writing. It’s possible that this designer may get things together and figure out the interactivity and usability elements while kicking up their evocative writing another notch. There’s just too much decent content available go lower than “Decent.”

This is Pay What You Want at DriveThru, with a suggested price of $2. The preview is quite poor, showing you that page long read-aloud in the hook and nothing of the actual rooms/encounters. Thus you have little idea of what to expect when you buy the thing. 


https://www.dmsguild.com/product/177184/The-Tower-of-Tharikthiril?1892600

Posted in 5e, Reviews | Leave a comment

Bone Marshes

By David Schriduan
Technical Grimoire Games
Knave

We need your help! The marshes are burning, and we don’t know why!

This 48 page hexcrawl has 25 hexes. [Hex size defined as “four hours to cross] It falls in to the “Real deal” category of adventures. Not mini-dungeon, but fully formed with lots going on. It makes some non-intuitive choices but it’s easy enough to use once you’ve got the hang of it. Chok full of adventure.

You find some magic flyers saying the swamps are on fire and some mage needs help. The mage has a mission for you: charting a path through the swamp for her supply caravan to reach her base. After that she another mission, and then another. These come with handy dandy tracking sheets and notes on modifications on how to turn each in to one-shot. The above references two themes: an impishness and a nod to usability. 

There’s a tone present which isn’t gonzo and isn’t deadly serious 1e AD&D and isn’t humor. It’s a slightly bizarre character thing, drifting toward ren-faire but never actually getting close. There’s some tech present in the swamp, at the heart of mystery in fact, but its not a gonzo adventure. It’s more subtle. There’s no real humor, but there are non-serious moments. These are almost entirely in the form of the NPC’s. They are not humorous, but they do have strong character. A guy who like to see things burn. Sages who like their comfort. And the primary quest-giver, a mage with a lot of money, not much sense, a childlike wonder, and who is looking to make a name for herself. Further in the swamp are memgomanicial bandit kings and some swamp-creatures with a trial separation going on. They don’t go over the top, or least not enough to make the adventure a farce. They do provide strong elements to hang your DM hat on and provide engaging play for the party. Which is what it’s about.

There’s also an emphasis on usability. I noted the handouts for the three missions, which double as a kind of note-pad, etc for the party. The character sheets also have some nods to usability for a “you got mud on you” mechanic. The hexes are noted in a format to help aid the DM, as is some underground/flooded tunnel notes. The descriptions make good use of bolding and summaries, whitespace, bullets, and terse evocative setting descriptions. It’s clear that usability was a major design consideration, and it pays off.

There’s a lot to do and interact with in the swamp. Fighting, fire fighting, NPC’s to talk to do, schemes to plot, places to explore and so on. It’s a small hex crawl done right. There’s some over-arching goals for the party and a canvas full of things waiting to happen for the adventure to develop as the party tries to achieve their goals. It’s a great example of both plot and sandbox mixing in the correct proportions to achieve some directed purpose without dictating which way things should go. 

And it’s not without its flaws. For all its attempts at usability a few fall short. 

The adventure makes an effort at cross-references, they appear in more than a few places. It also doesn’t always use time when it should. There are five gizmos scattered about the swamp that play a major part in the adventure … but there’s no unified place where they are all mentioned. Other elements, mentioned in passing as goals or so on, also do not get a cross-reference. Where was that swamp-throne again? 

The swamp map is a little non-intuitive as well, at first glance. The hexes are numbered A through R. Then the hex descriptions start. It took me more than a few minutes to recognize that the hexes were keyed by the encounter name. “Archies Camp” is hex A. “Queens House” is hex Q, and so on. I get it, once I figured it out, but I’m still not sure it makes the layout/design more intuitive. It also moves from one area to the next a little more fluidly then is helpful. In particular the indoor and underground sections for the main encounter areas end up being less intuitive then they could be if done in a more traditional format.It’s not BAD, exactly, but it does require more work than usual to figure out how things relate to each other.

Finally, there’s the fire aspect. This is the pretext for the entire adventure: the swamp is on fire and the mage wants to put it out. Mechanically, this is covered. There are rules for fire fighting, damage and the like. Easy to find, laid out, and understandable. Then there are tactical level fire issues: many random encounters and a few fixed ones have fire elements to them. Hexes tell yo uwhat they look like before and fires in them. But it feels like there’s a gap when it comes to, oh, let’s call is Strategic fire management. Let’s start with something very basic: where are the fires? Having spent a couple of hours with this adventure I can only tell you one hex. If you levitate up, or fly, or somehow get high up and look out … where are the fires? Where is the smoke coming from? There’s not help in this area. [Further, in retrospect, I don’t think fires exist, except in isolated circumstances and that one hex. I think they mostly come up through play and random encounters. The feeling of “smoke and small fires everywhere” doesn’t really come through for me. This may be a play thing though.]

But, these are minor nits and generally easily addressed. Monsters are freaky and get good descriptions. Hex/item descriptions are evocative and terse and the text easy to scan. It’s just how it all fits together that could be better. Still, easily one of the best. A “real” adventure, and there’s not many of those out there,

This is $10 at DriveThru, and worth it. The preview is fifteen pages. You get to see a DM overview of one of the “plot quests”, laid out nicely. You also get some bestiary pages, showing off their descriptions and freakiness. Preview page 10 and onward shows you sample hex encounter descriptions, with wanderers and the main layout/descriptions for hexes. It’s a good preview. 


https://www.drivethrurpg.com/product/275159/Bone-Marshes?1892600

Posted in Reviews, The Best | 5 Comments