(5e) Deception at Undervine

By Perry McKinley
Self Published 
5e
Levels 1-4

The PCs will need to investigate the town of Undervine, carefully examining the various personalities there. They will travel to the Muckfoot Bog, the Shadytree Woods, and the nearby Caverns of Undervine. the players will face obstacles and enemies that will challenge their very resolve, until they discover the true evil behind the murders at Undervine.

This seventeen page adventure details a ten location town, a sixteen location manor, and a 6 location cave. You wander about and poke your noses around and kill some shit. There’s a lot of explaining, history, backstory, and read-aloud … very little of which contributes to the adventure. It’s almost certainly completely mis-labeled in terms of level. It’s a mess. And this review is going to be a mess also. Because Reasons.

Yeah, ok, I fucked up. I saw the cover and “Forgotten Realms” and thought I was buying OSR. It’s DMSGuild so it’s 5e. Not that there are any stats provided in the adventure. Not that it matter anyway; the opponents include a Gibbering Mouther, three wights, a basilisk, and an ancient legendary werewolf. At level one? Yes, at level one. I tend to give encounter balance a pass in many of my reviews. A little plus/minus here or there doesn’t matter. Running away is a thing, as is Combat as War. But in a plot-heavy adventure, or linear one, then my eyebrows raise a little. If you HAVE to do an encounter then things need to a little more in line. I guess “have to do” is all relative anyway, you can always just leave the town to its fate. Still, man, 3 wights? A Werewolf? A fucking basilisk? The power curve on 5e changed, but this is silly!

This thing engages in Why Bother syndrome. This is when the designer tells the DM that they can do whatever they want. This does that over and over again. On the way to the town in question “The DM can decide whether to challenge the PCs with an encounter, pass, or roll on the encounter table below.” Or, maybe you’d like some “Once the party moves on, the DM will need to decide if the story has progressed enough for the final conflict with the Werewolf.” Oh, joy. So things just happen because the DM wills it for the sake of the plot and story. This is BAD FUCKING DESIGN. Look, to a certain extent this shit happens in every D&D adventure and in every D&D game. Yeah, the DM drives things from a certain point of view. But in good design its in reaction to the players characters and their actions. In bad D&D it’s because the plot demands it or through DM fiat. Toss an extra clue in somewhere, or clarify things when the players misunderstand or are talking themselves in to a corner? Ok, no problem. Throwing baddies at the party until they reach ability exhaustion for the sake of the plot? That’s bad design. We’re paying for content, well written and designed content. 

The usual long read-aloud is present. I roll my eyes every time. There are walls of DM text with little breaks, dictating the history of rooms, reasons why X is Y, and so on. Bob used to take his meals in this room but he hasn’t been going down to eat lately, having lost his appetite. Uh. Ok.So? Is that meaningful to the adventure in ANY way? No? THEN WHY THE FUCK DID YOU WRITE THE WORDS?

Perhaps my favorite part is the hook at the beginning. A storyteller in an inn relates the tale of the town. He won’t tell the party his name. Outside, if followed, he disappears in a fog. He can’t be fought or killed. He’s some kind of ghost thing for absolutely no reason at all. He just is. If it were a storyteller named Bob that you could stab, would it make any difference? Does the presence of short little DungeonMaster in his red robes add anything to this adventure?  Or is it just more of the DM fucking with the players for no reason at all?

On the plus side the Lynch brothers (the wights) were hung in the village and there’s a frozen fountain the village, covered in snow. Cleaning off the snow reveals a body frozen in the water. That’s nice imagery, and easily the best idea in the entire adventure.

This is Pay What You Want at DMSGuild, with a suggested price of $2. The preview is six pages. It is an accurate and true representation of the adventure in all its glory. From the writing, the read-aloud, and DM text to the muddled confusion of how everything works together. 


https://www.dmsguild.com/product/181334/Deception-at-Undervine?1892600

Posted in 5e, Reviews | 4 Comments

(5e) Belmey

By Michael LaBossiere
Self Published
5e
Levels 1-4

War is coming. Two nations have set aside their differences to fulfil their historical ambition: to reclaim a province lost long ago. As with any war, arms and armor are needed and who better to claim a long-lost armory stocked with Imperial equipment than the bold adventurers? Complicating the situation is the fact that the old armory is located near the ruins of the summer estate of Count Bekus, a necromancer who was killed, beheaded, burned and interred in a special vault so that he would not plague the world again.

This 37 page adventure details the exploration of a small ruined estate with about 21 locations. It’s abstracted to the point of almost being an adventure outline. Interactivity is generally limited to combat, and the writing is dull with meandering DM text. 

Today I’m going to talk about direct and indirect illocutionary forces with regard to adventure design. Nah, I’m just fucking with you;, it’s The Cave, as per usual. Also, I’m supposed to be nicer in these weekend reviews since A) they tend to suck more and B) the designers tend to be full of enthusiasm from their 5-star drivethru reviews. That means I’ll cut out the The cave bullshit. Yes, that was all for your benefit. Go figure.

Let’s talk good things first. Note that the folk killed, beheaded, burned, and then interred the remains in a special sealed vault. Nice! The local lords generally don’t do enough patrolling of old ruins or tearing them down and digging them up/salting the earth. Just loke town councils INSIST on sewer systems. It’s good to see the local folk dealing with the necromancer effectively. Once the bad guy goes down, keep hacking and burn the body. Fire is man’s oldest friend, use it! 

This blow-off comment about a line of flavour text in the into blurb concludes my discussion of the adventures good points. 

I’m sure the designer here was, as is  generally the case, excited about this effort. Enthusiasm does not a good adventure make. My belief is that designers don’t know what a good adventure looks like, a good published adventure anyway. They are flooded with bad examples, from WOTC, from PAIZO, through the marketplaces. These drown out any good examples that may be hiding. If everything gets 5-stars then how are you know what is good and not good? These people face an impossible challenge. Further, attempts to divine what makes an adventure good are marred by all of the bad advice. Be it well-meaning fuckwits on forums or freelance writers with a deadline, there’s almost nothing worthwhile. Well, almost nothing. Listen to voice saying Follow Me …

Evocative writing is hard. Interactivity, beyond combat, is not straightforward. (See, that’s me being nice.) That leaves us with Usability — Ye Olde Informatione Transfere. This is the basic point that the VAST majority of designers get wrong … before they even get to evocative writing or interactivity. They don’t know how to write an adventure so it can be used at the table. This is, at its most fundamental form, the purpose of an adventure. The DM uses the adventure at the table to run it for the players. The adventures primary purpose is that. The writing, layout, and so forth MUST be oriented towards that. And the vast majority of adventures don’t do that.

In this adventure that applies most directly to the hook. Bob the half-orc has a mission for you and his bard buddy has some information. This is all related in a page of information formatted as paragraphs. This is poor design. For this one scene you have to an entire page of words in your head. That’s foolish, right? You can’t remember that much. You’re gonna want to refer back to the text during play. This means scanning the text to find the thing you want. And yet the information is presented as a great text block with just a  few paragraph breaks. Further, it’s generally formatted in PLOT style. First this happens then this then this then this. This is TERRIBLE. I often talk about bolding, whitspace, offset boxes, and bullets. I’m noting specific techniques toward a greater goal: Helping the DM run this section. The players want to know something and/or you need to respond. You glance down at the page. Can you locate the information you need in less than 3 seconds? [Whatever. An ‘instant’ amount of time that doesn’t delay the game and break flow.] The formatting and organization is critical to this … and its missing here. 

Usually that’s a problem with rooms also. Over described and too prescriptive are the usual sins. This, though, is different. It feels like the encounters are more 4e. You get a large number of locations, lets say, 12, in the upper ruins. Really ruins, just some wall remnants. The keyed encounters takes … I don’t know, one column for 9 rooms … most of which is taken up by one room. Locations 4-8 are noted as “The once fine hamber hall and entrance are now but ruins.” How can this be?!?! Because there’s a little section before/after noting that there is at least one zombie in rooms 6,7,8,&9. (That’s you level scaling for you. Remember, this is plot D&D where the DM fudges everything and player agency is therefore nearly non-existent.) “Put in some stirges if you want.” Or, maybe, buy a well-crafted adventure if I want? Oops , sorry, I’m being nice today.

Anyway, it almost an outline, or 4e style. Here’s a bit fucking map with a lots of rooms. There’s an ooze in it roaming around. GO! It sets up a situation. IN some respects, this is a good concept, that IS how D&D should be. But it feels less like adventure and wonder and Free Play  then it does “Here’s a TACTICAL situation. GO!” Hence the 4e comparison. 

Column long stat blocks. A level range in the blurb that’s different than the one in the adventure. Which is all meaningless anyway since it’s all fudged with numerous implicit and explicit fudging advice to the DM. “Ghoul miners dug this tunnel.” Why do we need to know that? It doesn’t add anything to PLAYERS experience since it’s just DM knowledge. That’s bad. You’re wasting words. Words are supposed to help the DM with PLAYER action. I’m being hyperbolic here, since there’s room for a little of this, but, in general, words have to have GAMEABLE meaning … why is this relevant to the players? “This temple was constructed in order to conceal his true faith.” Well, maybe, but why does that matter? Constructs, who the party will never hear, mutter ”oh my look at the mess.” Sure, every once in awhile you can slip in something for the DM, but it doesn’t come off like that in this adventure. 

This is Pay What You Want at DMSGuild, with a suggested price of $6. There’s no preview. Put in a fucking preview so we know in advance what we’re buying! Yeah, it’s a PWYW, so the entire thing is a preview. I think I’m terrified that some precedent is going to set and we’ll start down the slope of the form changing and thus all the shadows following suit. Ha! Did it again!

https://www.dmsguild.com/product/280959/Belmey?1892600

I leave you with this, a portion of a (potential) PC backstory, between the PC and someone who will eventually become the guard captain who gives the party the quest. 

“Being at the front of the wagon, you could see the two orcs driving it. One looked back into the wagon, holding a crossbow at the ready. He was splattered with blood and seemed eager to spill more. The other orc looked different, quite like a human and there was something softer about his eyes. As he kept looking back at you and the others, even your young eyes could see the struggle going on in his soul.

As the wagon left the village, he let out a terrible howl and swung his axe clean through his fellow’s neck, showering you with blood. He turned and said “I can’t let you go through what my mother did. I’m going to save you all. Or we will die together! Hang on!” You were surprised you could understand him, then you realized he was speaking common.”

How many innocent people did he kill? How many fields burned? Plagues delivered? Atrocities committed? But, saving one child absolves him of his sins? Nah, I’m just fucking around. But, Tonal Mismatch much?

Posted in 5e, Reviews | 11 Comments

Wyvernseeker Rock

By RP Davis
Aegis Studios
O&O/BX
Levels 2-5

A long age ago, beyond mortal memory, a forgotten people built a watching post and refuge atop and within Wyvernseeker Rock. A hundred years ago, an adventurer named Olaf Wyvernseeker claimed the Rock for his own and set out with companions to clear the lands thereabouts. They were never heard from again. The upper chambers of the Rock are a convenient lair for a Giant Rhadogessa and its spider servants. Still, it’s got to be safer than climbing the cliff. Right?

This six page side-treckish adventure has five linear rooms. It has some decently evocative text, but misses on several aspects, like stat check puzzles. It’s ok for what it is, but nothing I would seek out.

This is a short side-trek/obstacle “adventure.” While following a stream through the forest you come out to find a sheer cliff wall, with a waterfall. Next to it is a small cave with a weird arch entrance. Go through the arch, up the stairs, through the five rooms, and come out on top of the cliff. Sadly, that statue from the cover doesn’t make an appearance.

The text in this isn’t too bad, at least the descriptive text. “Hewn into the face of the cliff is an arch, around which are carved mystical runes too weathered to decipher. Through the arch is a cave. Niches line the walls of the cave, each just large enough to contain a humanoid skull.” That’s not too bad. Short, a little evocative with hewn, niches, weathered, etc. Likewise room two says “Thick dust carpets the corridors. Clearly no one has walked here in centuries. Tiled mosaics of water creatures riding waves line all the walls.” I could do without the “no one has walked here” stuff, but thick carpet of dust and tiled mosaics give a decent touch to the description. It abstracts at times, like “ornamental pool” and so on (a few more/different words would have been a better description) but the text, at least the descriptive test, doesn’t overstay its welcome. And it’s not bad read-aloud, or read-aloud at all. 

It starts to fall down in some of the mechanics. That arch over the cave entrance, and another one, is an ability check puzzle. Meaning that you can’t decipher it through actual play, you have to roll a stat check to bypass. Three times. Three successes and you decipher all of the runes (again, abstracted) and you can pass. Fail a check and take some static damage. That sort of stuff encourages mix/max play, where the challenge becomes building a character within the rules rather than player challenge. If you want a stat check to help decipher the puzzle then that’s ok in my book, by making the challenge ONLY about ie rolling and character optimization during build encourages the wrong type of play. You do get a skeleton next to the puzzle, to hint the trap is there. That’s always good. I even liked the description: “Huddled against the base of the door is the skeletal remains of a Wild Folk clutching a spear.” Hudled, remains, clutching a spear. Not great, but good enough.

The map is a small Dyson one, as I alluded to in the “five rooms” note. And it’s not numbered. I get it, the map/adventure is linear and therefore this doesn’t HAVE to be a deal breaker. I don’t hang on Dyson’s every word, but I hazard a guess that he’s not going to loose his shit because you added room numbers to his map. Anything more than two-ish rooms probably should have room numbers. I hate having to figure this shit out during play. “Which room was this again? Let me count …”

It’s a short adventure, the main DM text hangs around a little long, but the descriptions are decent. The puzzles are too stat-based. It’s short. The concept here is a decent one; a little rework from the designer/editor and it could have made it to No Regerts.

This is $1 at DriveThru. And alas, there is no preview. Stick in a preview!


https://www.drivethrurpg.com/product/278025/Wyvernseeker-Rock?1892600

Posted in Reviews | 5 Comments

In the Company of Thieves

By Aaron Lopez
Aegis Studios
O&O/BX
Levels 2-3

Outside the city of Luminere lies the town of Crescent Falls, a medium-sized village of 500 residents. Crescent Falls has been relatively quiet until recently. Several rural farmsteads have had their entire family go missing leaving local authorities stymied. The small garrison of the town is already overloaded as most of the soldiers and town guard has been called to aid with a harvest festival in Luminere. The town watch only has three members left to keep the peace, so they have called on assistance from adventurers to get to the bottom of the mystery.

This nine page adventure is a straight-forward hack of a small wererat lair with five rooms. The text is the usual muddled mess. 

The exploration of O&O from Aegis Studies continues. I will say that Aegis has done a great job of getting a wide variety of designers to write adventures; I don’t think I’ve seen a repeat designer yet. As long as that continues then I’ll continue to review the new designers content.

Rather than presenting facts that the DM can work with, the adventure is formatted in “paragraph” form, which tries, in its own way, to tell a story. This starts with the hook. You get the usual read-aloud with the sheriff telling you whats up and then long paragraphs of when the party does this then this other thing happens, usually someone telling the party something. This makes it hard to scan the text during play. You have to dig through the paragraphs to find the information you want. It’s not that paragraphs are, in and of themselves bad, but the length of them, combined with the lack of whitespace/breaks, makes it hard to scan for information. Better formatting in the way of more whitespace, offsets, or bullets would have helped this a lot. 

I know I harp on this a lot, but it’s an important point. I HATE digging through text to find information during play. Rather than present a situation, like some facts about the boy, in his own section, instead it all gets buried in the text in one place and you have to take some pauses to read the entire thing … and hope you didn’t miss anything buried in a different section. The adventure must first and foremost be usable by the DM at the table. It’s an immediate turn off when its hard to use. More than my own personal preference, I think its one of the major design flaws in almost every adventure. It’s like people have forgotten how these things are used. I’m sure it has something to do with the designers innate knowledge; they KNOW what they wrote and how its supposed to work, so they are not having to refer to the text. The rest of us, though, have to rely on it. 

It doesn’t help that the adventure is behind a stat check. Yes, the dreaded Roll To Continue the Adventure appears. To find the lair you have to succeed in a stat check to track the wererats back. Yes, it’s also a roll that everyone is going to fudge when the party doesn’t make it, so why does it exist in the first place? An additional challenge, or boon, makes much more sense in these situations.

I continue to be aghast at the mechanics of these O&O adventures. I don’t get the system (which maybe means I should buy the book and check it out.) 3HD wererats have 19 HP. I guess maybe this is on a d8 instead of a d6? Then again, the adventure is full of wererats, which I’m pretty sure still take magic weapons to hit. At level 2. Combined with this being a straight forward hack with almost nothing else going on, I have to wonder how many people play old school D&D like this? Just room after room full of things to cut down with nothing much else going down? I like killing monsters also, but the charm of old school is sometimes twisted in to that being the ONLY thing going on in an adventure, and that sort of grinding combat is something I would expect from 3e, 4e, or something like Warhammer minis at a con. 

The cave is dim because foliage grows up outside. The rats have dug a trench from a river in order to get fresh water. There’s so much justifying, in just about every room. “This thing is this way because they did Y.” Is this really necessary for most of this stuff? No. It’s a trench with fresh water. Why does it, and everything else, need a backstory and justifying? It’s just padding that gets in the way of the adventure and, of course, makes it harder to scan and use during play.

There’s a tapestry of exceptional quality, with no further details. You have to roll on the treasure tables for the loot the wererats have. A few words more should have been spared for some detail on the tapestry and it makes no sense to tell the DM to roll for treasure. Isn’t it the designers job to create specificity for us, to inspire us to greatness? 

Just another mess of a hack adventure.

This is $1 at DriveThru. The preview is three pages. You can see the intro/hook text in paragraph form, the roll to continue,  and the first part of the first room. All on the last page of the preview. It gives you an excellent idea of the writing style you are to encounter, even though I would have preferred to see an entire room in the preview.


https://www.drivethrurpg.com/product/280977/In-the-Company-of-Thieves?1892600

Posted in Reviews | 16 Comments

(5e) Waking the Wizard

By Robert L Rath
RATHSQUATCH Publishing
5e
Levels 1-4

The morning dew hasn’t even had a chance to evaporate when the carrier rides in. His flowing shirt decorated cart, and a tabard adorned with a lion within a purple diamond tells you that this individual brings a message directly from the capital city. In a village this small, it doesn’t take long for word to travel. The council is summoned, messages delivered and decisions made before the sun even reaches mid-day. What is it that has sent this little village into a scramble? A letter from the King. But what role do they play?

This 121 page adventure features a couple of sub-plots on the journey to explore s wizards house. It also appears to have gone down the “bad adventure” checklist, ensuring that just about every mistake possible is made. It’s an unusable mess.

Let’s cover the good first, and yes it does do something good. As a starting adventure it covers each of the potential 5e backgrounds and has a little hook/background that integrates with the generic PHB background. Local hero, spy, etc, they all get a little section on how that characters background fits in to their life in the starting village and how it drags them in to the adventure at hand. I think i’ve seen maybe one other starting 5e adventure do that; it was a good idea then and it’s a good idea now.

Of course, it absolutely ruined during the implementation. It’s presented almost as read-aloud for the PC, rather than notes for the DM to relate.  You are angry. You feel X, Y, or Z. It’s the worst type of background information, telling the players who they will be playing, ruining whatever ideas they already had for their character. Yeah, in a con game or a one-shot, sure, it helps get things going.

This ham-handed stomping on player agency continues throughout. Mountains of read-aloud (mountains and MOUNTAINS of it) do a great job of relating the parties feelings and what they do. You sit down on some hay bales. You’re disgusted. You wonder. It’s this garbage failed novelization shit that pops up again and again. It’s trying desperately to set a mood and its attempting it in the worst way possible: by forcing the players. Instead it should be presenting evocative descriptions that instill the mood. Is it better to say “yo ufeel tense as you wait” or is it better to presents descriptions that create a mood that get the players thinking they feel tense? Obviously, the second. And that’s something that this adventure does over and over and over and over and over again. And by “does” I mean “does not do.” It’s not quite a puppet adventure, but its close enough to make me roll my eyes on at least half the (very numerous) read-aloud.

Every description is too long. For every business in the villages. For every encounter. For every keyed encounter. There’s too much read-aloud. The read-aloud is bad. There’s too much DM text. The DM text is bad. Oh, oh, I’ll include a section at the end, for a kitchen. I fucking lvoe bad kitchen encounters. I should write a book of collected bad kitchen encounters in RPG’s. It would be magnificent.

It’s trying to include some sub-plots on the way to the wizards house, and even inside the house, but the writing is utterly incomprehensible for play at the table. Long paragraphs relating exactly And then and then and then and then and then. Details embedded in paragraphs, long NPC motivation paragraphs that hide the information you need to actually run the NPC at the table.

Area 16: The Kitchen

[read aloud]The southwest corner of this room sports two cooking pits, which don’t appear to have been used in quite some time. Each pit is large enough to cook a medium-sized animal, with a three-foot stone ledge built around it to keep the meat within. The pits are filled with ash and charred remains. A chimney leads up from here, but it is much too small to investigate.

Long tables line each wall while bowls, cups, and moldering food sit upon them. This only fuels the rancid smell within the room, although it was hard to place at first. The cheese upon one of the tables looks especially bad, with a fuzzy growth upon it. Finally cooking utensils hang from the ceiling.[/read-aloud]

This is the stronghold’s kitchen area, but it hasn’t been used in quite some time.

There are two doors leading into this room.

The west entry is a Simple Wooden Door (10 hp immunity to piercing damage) which slides upward and is unlocked.

The East Entry is a Strong Wooden Door which is locked (DC 15 to open, DC 20 strength check to break; 20 hp to smash but has immunity to piercing damage

And that is our kitchen. Two paragraphs of read-aloud garbage that amounts to nothing followed by some door stats. It’s evocativeness is matched only by its interactivity.

This looks like a home game/campaign conversion, with all those loving details thrown in. I have no doubt this was someones labour of love. It’s just that the designer had no idea how to translate that in to an effective written form. No doubt they took as an example other written adventures for 5e, which were themselves terrible. And thus the cycle of bad 5e adventures continue. No doubt the 5-star reviews are already pouring in. I wish that designers had more guidance on how to write/present their adventures. We’d all be happier. I wonder how much blame goes to editors, who SHOULD know better, and how much goes to a designer who won’t listen? I’m not saying that’s the case here, but an editor who is just a copy-editor is no editor at all.

This is $10 at DriveThru. The preview is five pages. You get to see the players background integration text that I was fond of in concept and hated as it was implemented. You also get to see some read-aloud and DM text, which should serve as fair warning as to what to expect in the rest of the adventure.


https://www.drivethrurpg.com/product/278644/The-Chosen-Ones-Part-1–Waking-the-Wizard?1892600

Posted in 5e, Reviews | 9 Comments

From the Mouth of Babes

By Ken Carcas
Aegis Studios
B/X
Level 2-3

A dirty pair of hungry goblin children wander upon the party on the wilderness side of The Untamed Gauntlet. Through difficult communication, the party manages to find out that something bad happened to their clan. The children, still unaware of the villainous nature of man to goblin, attempt to convince their newfound ’friends’ to come and help. Leading the party back to the lair, they are eventually confronted with the fact that the clans own hunting wolves are responsible for the clan’s demise. To make matters worse, it appears the crazed nature of the wolves, due to the arcane effects of the poison has transformed the once ordinary wolves into poison wielding beasts in their own right. Will the party overcome these freaks of nature and their poison attacks, and what will become of the goblin children themselves?

Nothing to see here, move along.

This sixteen page adventure features a five room linear dungeon. With encounters spanning a page or more, the backstory and irrelevant detail is strong with this one.

The exploration of Aegis Studios carpet-bombing of content continues, and probably will as long as different designers keep producing content for it. I think this is designer number six under the Aegis banner? Aegis certainly came on strong with O&O content.

The hook encounter is a page long. It involves two goblin children coming out of the forest, hungry, asking the party for help. This should have been the first warning … a full page for this is long, with separate read-alouds for day and night. To its credit it does present a second hook, for when the party kills the kids; a diseased wolf shows up and you can track it back to the same caves.

Otherwise …

To find the goblin cave you need to make a wisdom check. If you fail you can try again next hour. Each hour you get a +1 bonus. There are no wanderers, so it’s just pointless dice rolling.

The encounters are between a column and a page and half long. Two giants rats? That’s a column of text. Three goblins, that’s a page and half because of all the backstory they could relate to you. An empty room is a quarter page. Two wolves is a page long.  This is all textbook padding through history and other detail that’s irrelevant to the game at hand. “The remaining goblins from Area 2 have recently killed a couple of giant rats that ventured into their lair obviously looking for an easy meal. The goblins managed to kill both but only managed to drag one back to Area 2 before the Venom Wolves from below ventured up to see what the noise was all about. It is unknown why they chose to leave the remaining dead giant rat where it was and not claim it as a meal.” In the end I sigh, roll my eyes, and thank Vecna I never have to try to run this at the table. There’s just way too much shit for each room to be able to scan it and run it easily. Padding, filler, poorly organized … it’s words for the sake of words. I wonder if Travis pays per word?

The female goblins are listed with HD:1-1. They have 14HP, 12HP, and 8HP. Is this on a d20? Maybe it’s just me, but something seems off to me …

This is $2 at DriveThru, where Featured Reviewer Megan R. gives it five stars. A quick check of her last sixty reviews shows one three star review (for a Delta Green DM screen) a couple of four stars and mostly five star reviews. This is the world we live in.

Anyway, the preview is four pages. The last page shows the Wisdom Check for the cave, the first room, and the start of the (1.5 page) second room. Room one is a good example of what to expect, only much much much more so, in terms of padding.


https://www.drivethrurpg.com/product/275682/From-the-Mouth-of-Babes?1892600

Posted in Reviews | 10 Comments

Vobleavira Haven Complex

By Vance Atkins
Leicester's Rambles
B/X
"Low Level mooks"

… So we have a cleric and thief who found themselves allied in adventures, found their own subterranean outpost, and created a space that reflects their two characters’ personalities. …

This 21 page single-column adventure features a dungeon with 24 rooms and FOUR room with creature encounters! Yet Another Generic Adventure, with a focus on irrelevant background information.

Background information drives me nuts. Specifically, background information that does not contribute to the adventure. ESPECIALLY in an adventure that desperately needs more to it. Designers seem to confuse more words, or background detail, for gameable content. “More is better”, Pay Per Word, failed novelist syndrome … for whatever reason the inclusion of a bunch of garbage that in no way contributes to an adventure gets under my skin. It’s trivia. And it gets in the way of actually useful information, making it all the more difficult to scan room text and therefore run the adventure.

You wanna throw off a phrase here or there in an adventure that otherwise focuses on gameable detail? That’s fine. An occasional sly remark to the DM? Sure. A section on legend lore in a higher level adventure? Ok.

When the adventure is desperate for specificity, gameable content, detail that adds to an evocative nature, or interactivity, and then you include motivations for someone 300 hundred years dead and is Sir Not-Appearing-In-This-Adventure … this is when the frustratoion builds up inside of me.

  1. Guardroom – Formerly a guard post and small barrack … the room has been stripped of most useful items.
  2. Barracks – A barracks room, the room has been similarly raided.
  3. The tunnel is one of several in the complex, designed by Dufay to quickly move forces for flanking in the event of an incursion, for storage, or as escape passages.
  4. Storeroom – This room held an overflow of supplies for the kitchen and elsewhere.
  5. Kochi’s piety would not allow him to display presentations of the group’s actions, but he did allow symbolic representations. He also allowed a modest display of captured trophies,

In each of those cases, above, you can see an emphasis on the past. A past that will NOT be interacting with the party in this adventure. The guardroom text starts by telling us its a guardroom, and then explains that it used to be a guardroom. Just as he barracks does. Just as the storeroom does. In all four cases we get some history in the form of “used to be”, none of which impacts the party, today. We know the room is a former barracks [guardroom/storeroom], that’s the room title. The guardroom has a peerhole and a couple of monsters poking around in the rubble, with a small chance of them using the peehole. The door is ron-bound with a peephole, just like every other door in the complex, or so the general dungeon overview tells us, but it has to be repeated here, in this room description. This all detracts from the room proper, the monsters poking about and the peephole. It hides it from the DM when they scan the text and, other information could have been included to make the room far more evocative, or even interactive, than it is. I’m not making the case that every room needs to be a set-piece, but that the focus of the writing needs to be evocative descriptions, scannability and, maybe, some interactivity.

Instead we’re told that the guard room used to be a guard room and that in the dungeon of iron-bound doors that this room has an iron-bound door. The emphasis is, over and over again, in the wrong place.

Unless I missed something, four rooms have monsters in them. 2 giants centipedes, a room with skeletons, and two rooms with a couple of hob/s/gobs each. This is not a jam-packed exciting place to visit, full of the wonder and mystery of D&D.

This is Pay What You Want at DriveThru with a suggested price of $1. The preview is five pages. You Get to see the map, which is decent for the size, as well as a boring rumor table, a boring wandering monster table, and some generic background information. A better preview would have included a couple of rooms also.


https://www.drivethrurpg.com/product/279317/Vobleavira-Haven-Complex?1892600

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(5e) Cave of the Bone Dwellers

By Joel Logan
A Hole in the Ground Terrain & Games
5e
Level 1

The players are asked to investigate the cause of merchant caravans in the region disappearing. The adventure begins at the Blue Crab Inn in the small village of Holly Springs. The players adventure next into the wilderness where they soon discover the source at a cave. Inside the cave the players face many tough challenges, have the opportunity to find treasure, and are forever linked to the Tarmalon Galactic Museum.

This 43 page adventure details a cave system with eighteen rooms over about 28 pages. And some museum thing.? It looks like it’s licensed IP from legacy of the Ancients, some kind of computer game? The DM text is some of the most irrelevant I’ve ever seen.

How doth thought sin? Let me count the ways …

The level doesn’t appear in the adventure description, only on the cover. Meaning I have to click the cover picture on DriveThru and hope it’s there. Fail.

NPC’s get about a column each in 5e format. Appearance, Voice, Wants, Morality, Intelligence, Status, paragraph. Better, I think, to put together a sentence or two and then move on with life? Then they would all fit on the same page. Mindlessly following a script (or format) is never a good thing.

There are a fuck ton of town and regional maps. None of which really matter to the adventure. Yeah, you’re in a town and yeah, you travel to a caravan ambush site but the number and degree of maps seems out of proportion. There’s like ten, between the extra supplement and the ones in the adventure.

Sure daring town locations as … “9. Warehouse – Holly Springs contains several warehouses. The ware- houses are large wooden structures used seasonally throughout the year to store livestock, food, and oth- er goods coming and going from and to Holly Springs. “ Why was this included?

Or perhaps the same blacksmith seen in every adventure ever … “4. Blacksmith – Jasper is a very skilled blacksmith and until lately made a very good living. In addition to agricultural tools and services Jasper is a master weaponsmith and also makes an occasional piece of armor or re- pairs for Frederick’s Armor Shop.” These are the sorts of town locations provided, the same generic ones found in every town. The words are meaningless, they add nothing. Generic fantasy blacksmith” would have done.

The following are the items that Lillyanna sells that the players may be interested in:” Seriously? No? Then how about …

If the players choose to speak with him at the Blue Crab Inn they will learn the following:” This happens over and over again. THE NEXT PARAGRAPH WILL HAVE INFORMATION FOR THE DM TO READ TO THE PARTY.

“ The fishing and bait shop is exactly what it sounds like. Players can buy fishing supplies, bait, and also fresh fish and seafood.”

Civilized lands, lush farm country. Monsters are very dangerous and appear in 6 out of 7 wandering monster rolls.

I assume the Galactic Museum is something from the computer game? There’s a map, but not details on any of the exhibits noted on the map?

“The players may be very crafty and attempt to setup a scene to ambush whoever is attacking the caravans. The bone dwellers are watching the area and will attack the players late in the night.” Though shalt not avoid the plot.

Gonna track the ambushing monsters? All that detail, provided, is irrelevant since you just find their lair anyway.

“GM Notes: These stairs were built long ago when the caves were inhabited by humans taking refuge here during turbulent times.”

“This should prove to be a hard encounter since …”

“Over the years the tendro snapper has accumulated a small treasure hoard which is scattered amongst the bones and debris on the land inside of 3B2.”

“3B5 Bone Dweller Village – This room of the cave serves as a village for the bone dwellers.”

“The females of the tribe are also forced to do the cooking of meat for the tribe and many of the menial tasks such as gathering water and the mending of tents and clothes.”

“This passage isn’t used near as much as the passage at 3B7 due to the tendro snapper at 3B2 and 3B3. This passage is likely the one players will use to es- cape if they were captured or to delve further into the dungeon to find Elliot’s brother Bartholomew.”

Have I made my point? 1. EMPTY ROOM – THIS ROOM IS EMPTY. 2. ORC VILLAGE – THIS IS THE ORC VILLAGE. It’s like a greatest hits of padding the adventure without really saying ANYTHING at all.

But … it does provide some monsters reference sheets. Ne per page, but whatever, they are included. It also tries to use a bullet point format to convey conversational information an NPC can relate to the party. Most of it is stupid, dumb, and padding, and detracts from the more important information, but, hey, the designer tried.

There’s also a nice little bit where the party can overhear that boys ran away from a ghost ona beached ship, near the village. There really IS a spectre on the boat! It’s not exactly handled well, at all, but the rando idea/rumor is cool

Thus ends my review/non-review of Cave of the Bone Dwellers. The adventure with the most useless DM’s text I’ve ever seen.

This is $5 at DriveThru. The preview is eight pages. It shows you the NPC’s in the taven and their bullet point layout, and some of the town location descriptions. Judge it for yourself and know that the town is one of the highlights of the adventure.

https://www.drivethrurpg.com/product/272585/Cave-of-the-Bone-Dwellers-Intro-Adventure-for-Legacy-of-the-Ancients?1892600

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Gunderholfen

By G. Hawkins
Self-published
OSRIC
Levels 1-10+

Gunderholfen… Ancient, abandoned dwarf hold, battleground of arch-liches, cultist base, wizards’ playground, heroes’ bane and treasure-seekers’ tomb. Gunderholfen is a classic, old school exploratory sandbox-style mega-dungeon consisting of ten levels, a mini-campaign setting and one demi-plane.

This is a 420 page megadungeon with 930 locations, ten levels, and numerous sub-levels. About half the page count deails rooms, seven or so we page, while the rest is supporting information like maps, a town, NPC’s, wanderers, etc. Your satisfaction with this is going to best translate with how you feel about B2’s minimal Caves of Chaos descriptions. If you liked that then you’ll like this.

Let’s talk about those chaos caves a bit. From a usability standpoint, Gygax keeps the text pretty tight.  The text is one step beyond minimalism. A monster, their tactics, and a treasure. There is generally a short one or two sentences of room description beyond that for most rooms and they tend to be plain. “The room is carpeted, has tapestries on the walls and battered but still serviceable furniture and a cot.” or maybe “There are two cots, a bench, a stool, and a large box (filled with soiled clothing) in the room.”  Interactivity involves some implied social bargaining, pit traps, pressure plates for the most part. I’m sure nostalgia clouds me somewhat, but I think B2 is one of the better classic adventures. Not great, but not odious and the text doesn’t get in the way.

The same sort of things are to be found in this adventure. A focus on the monsters and their tactics. A little more explicit social in the dungeons. For the most part a light touch on interactivity with exploratory elements. Short and “normal” descriptions. B2 comes off as combat heavy and so does this.

Let’s look at one of the descriptions: “11. Kitchen (i) A blazing fireplace stands against the north wall while a large grate in the floor occupies the north- west corner. Kobolds are placing mushrooms and dead rats into a huge iron pot in the fireplace.” Two sentences. A ‘blazing’ fireplace but also a ‘large’ grate showing both the use of more colorful language and generic words (large, old, big, red, small, etc.) This is the way of the room description for this adventure, a sentence or two that are not overly evocative. Serviceable. Another room tells us that “This room is lavishly furnished with expensive pillows and silk blankets.”

In addition to a small room description there is also generally a monster stat block and a section on their tactics that tend to take up most of the text for a room. This will also contain some reaction text, like running to room X to get help and so on.

Interactivity tends to the pressure plate kind.  A pressure plate opens a hole in a wall. Search a pit to find a ruby. Pull a lever to open/close/disarm something. There are some notes here an there about parlay. I’d say it’s sparsely interactive with more interesting exploratory elements even rarer. And that matches my memory of B2 pretty well also.

It makes a good college try of supporting the DM. The short room descriptions, and explicit easily read monster tactics offset with stat blocks makes scanning the room easy. It does a good job providing some supplemental information, like multiple NPC parties to encounter in the dungeon. Other rooms contains important DM details like, in a room with a rope bridge: “The bridge can be cut through in two rounds.” IE: text oriented towards supporting the DM during play. There are a multitude of rumors and side-quests to pick up in town to add some extra depth to play. Wandering events in town are interesting enough. “A group of beggars flees through the street pursued by a City Watch patrol and an angry noble yelling ‘get that filth away from my daughter’” Likewise, rooms note if they are illuminated or not with a small (i) after their name.

All the writing, editing, maps and art are done by the designer. That’s quite a feat! The writing is not bad, neither absolute minimalism or overblow/overwrought. The editing and layout are not bad either. Layout and formatting change as needed by the situation.  The art is even above average and quite charming. At one point I was thinking “this needs an side-view” and there, on the next page, was a side-view illustration instantly cementing what the text was trying to describe. No serious mistakes are made. For a one-man show that’s a great accomplishment!

The maps here tend to the smaller side of things. Maybe thirty-ish rooms per map. It’s hard to provide a good exploratory environment with a small map, with exploration being a key element for megadungeons. Rappen Athuk can be like this at times, as is Black Maw. It’s not a deal breaker, but more commentary on the difficulty of exploration play style elements on a constrained map. I will note, though, the light situation. While the room text notes the illumination level of each room, the map does not. I think that’s a missed opportunity. Being able to tell the party what they see down three corridors, by looking at a “light” nortation on a map instead of running back to look up multiple rooms in the text, would have been a good extra use of the map. Like, noise, etc … if its obvious ahead of time then the map is a good place to help out with that. [Edit: It was pointed out I was wrong about the light. It IS on the map, and on the legend also. I tend to not look at legends, and it IS a little non-obvious on the maps, but once you “get it” it’s easily spotted and not an issue. IE: it’s only an issue for idiots who don’t look at the legend.]

The levels are themed and some come across better than other. Level 6, with a wizard lab, picks up a bit and things do tend to get weirder and more complex as you go deeper than this level. There’s also some individual designer voice in places with several items giving bonuses by also negative reaction rolls for looking like a pansy, or another item with Flatulent Fury. A little authorial voice can add to the flavour of an adventure, helping it stand out from the crowd and have its own voice. Even if its crude.

Overall, tending to the plain and combat heavy side of the spectrum. But it’s not a total hack and it’s not Vampire Queen minimalistic. Or even B2 minimalistic.

And thus I’m back around again to B2. If you liked 2 then you’ll probably like this. If you don’t like B2 then you probably won’t like this. RLM was reviewing Gidzilla and Dark Phoenix. They noted that they were ok movies, but there didn’t seem to be room anymore for ok movies. Given something like this adventure I can understand where they are coming from. This isn’t a bad adventure. In fact, from one person, I’d say it’s a major accomplishment in their life and a credit to them for seeing it through as well as they did. I note, also, the use by RLM of “room.” There’s no room anymore. And therein is the issue. Just about every adventure ever published is now available to everyone. And then there are dozens more a week being published. In that environment, if even a small percentage are good then there’s little room for ok materials. I might choose Rappen for a megadungeon, if I was only buying one. But this is also better than Stone Thief or the draft or Autarch version of Dwimmermount because of tersity and exploration. Adding this to a game is going to be similar to adding Stonehell, but with a smaller map. I’m having trouble getting excited about it and recommending it, but its clearly not terrible either, making it better than 95% of adventure written. I would probably insert it in to “DungeonLand” campaign as yet another megadungeon alongside DB, RA, SH, and BM.

So, a B2 megadungeon. Is that what you are looking for?

This is $10 at DriveThru. The preview is 18 pages with the last five or so showing you the first rooms in the dungeon. They are fairly typical for most dungeon rooms so you’ll be able to get a good idea what to expect from the preview. There’s a separate link on DriveThru for the maps if you want to preview them.


https://www.drivethrurpg.com/product/265629/Gunderholfen?1892600

Posted in No Regerts, Reviews | 29 Comments

Beneath the Temple of Edea

By Vance Atkins
Leicester's Rambles
B/X
No fucking level stated

This twelve page single-column adventure features a sixteen room linear dungeon with hobgoblins-ish enemies. A few nice features can’t save it from itself or the mish-mash of text that makes up each room. It’s a monster! kill it and move on.

There’s a small temple with six encounter areas and then an underground cave with the rest. The temple is a highlight, with statues holding lamps (nicely illustrated by an included photo, btw. Art that compliments an adventure is rare and this was the perfect art choice for this feature.) With four or so rooms per page the writing is kept relatively tight.

It’s doing something weird with the writing though, something that’s off putting and I can’t quite put my finger on it. I’m kind of referring to it as a meandering style. I can’t exactly figure out the specifics, but its a loose writing style, with the focus of the writing, and organization, on things other than the rooms subjects?

There’s a loose phrase of two in the writing that’s obvious. “Examination may show that …” well, no. First you’re using the word “may” and second you’re phrasing this as an if/then. IF you examine the door THEN it [may] show that … It’s much more solid writing to say that there are scorch marks around the handle. (Which is a hint to the lightning trap on the door. I like trap hints for players who pay attention.) In another point there’s some commentary that a certain thing “may make it a dicey proposition!” A loose comment or two isn’t all that bad and if sprinkled wisely can provide a little humor/prodding to the DM.

But this isn’t what I’m talking about when I say it’s a meandering style. There’s weird background padding padding showing up before important room elements. Longtime readers will note that I prefer that obvious things occur higher up in room descriptions. The towering statue glowing red and shooting lazer beams from its eyes should be the first thing mentioned … unless there’s something else even more obvious when you walk in to the room.

Room 5, the monk living quarters, is a good example of this.

5. Manse – Up a short flight of stairs is the former residence of the temple monks. Its occupants were killed or carried off during the incursion from ‘below.’ The sparse furniture and fixtures here are overturned or broken and show more signs of struggle. There is nothing of value left beyond some cookware and thin clothing. One of the ‘guard lizards’ for the hobgoblins in the caverns (below) has wandered in here in pursuit of rats and is tearing apart the decaying corpse of a dead monk.

Up a short flight of stairs … the former residence. Killed or carried off. The guard lizard showing up last. Better would be a guard lizard eating decaying corpses in a ransacked living quarters, or something like it. The adventure text is almost conversational the way it meanders from the room approach (obvious from the map) the background, former room use, decorations, and then finally the obvious thing. And multiple rooms are like this in the adventure. They lack a strong focus. They are not overly long, but the writing feels loose and the interactivity feels empty, not a good combination.

The map is essentially linear. It does have a nice feature or two, with same level stairs and some escarpments to liven things up. But a linear map is a linear map. There’s little room to explore, you just kill what’s in the room and move to the next one.

I find these small and linear adventures quite unsatisfying. I know this is how many people run their home games, but as a prepared adventure it just doesn’t seem worth it. Then you add some substandard text and, well, why?

This is Pay What You Want at DriveThru, with a suggest price of $1. The preview is five pages and shows you the map and the first six rooms. It’s representative of what you should expect, so good on it.


https://www.drivethrurpg.com/product/279318/Beneath-the-Temple-of-Edea?1892600

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