(5e) Descent into Mirefen

By William Murakami-Brundage
Menagerie Press
5e
Levels 5-7

Within Mirefen’s bog is a ruined temple. This edifice is now home to a tribe of toad folk, who have defiled the holy site with strange effigies to their squat, bestial gods. Can the adventurers wrest magic and treasure from the swamp?

This 44 page adventure details a not-bullywug tribe in some swamp ruins and is a kind of base assault on a 35-ish room area. They’ve got a magic gem and someone with ill-intent wants it. The intent, outline, and framing of this are good with the execution sucking. The usual poor read-aloud and trivia DM text is to blame. There are some nits also but, this ain’t no railroad. 

Toak people in a swamp live in some ruins. In the ruins is also a magic gem that they like a lot. In town you meet a drunk guy in a bar who is supposed to guide a diplomatic mission to the toad-people pretty soon, when the mission arrives in a day or so. The mission wants to bring the toad-people under their allied umbrella and get the gem. Their from a god of strength and war, all Might Makes Right. The guide is LE and it’s pretty strongly implied the mission is also. It’s all “no hesitation in destroying people who disrespect them”, as well as the tribe etc.

The tone is interesting for 5e. Usually it’ raving maniacal evil cultists and the like. You can negotiate with the drunk guy and join up with the mission. And while they have evil alignment it’s not really displayed much more than any PC party would be. “Yeah, we’re going to these ruins full of bullwugs to get a magic gem … they better not try and stop us.” It’s a much better approach and it open up the adventure to a lot more possibilities.

And that’s what I mean by the framing, outline, and intent of the adventure. It takes a more neutral approach to the design. That drunk guy? The LE guide? You can pickpocket him. You can break in to his room at night. You can join up with him, either for realisies or as a deception. The high paladin that leads the mission? Essentially the same thing. She’ll bring the party along as she negotiates … and potentially slaughters, the toad people. And they might even be good allies that don’t backstab the party if the bullywugs ambush the mission. Or you can try and beat the mission to the ruins. And then you could try and fool the toad-people. Open. Ended. It is SO much more fucking refreshing to see an adventure written this way. There are suggestions on how to handle common things that might happen, the various situations, and that’s exactly what an adventure should do: support the DM

So, an adventure written in an open-ended way that doesn’t force the party down a narrow path. Great! There’s even a kind of reaction matrix for the village on what they do when folks attack.

There could be another table, I think, noting day/night cycle movements and so on, to help support a stakeout and stealth mission, but I’ll take what I can.

On the downside, well, there’s a lot. 

Most importantly, the designer doesn’t know how to write an encounter decently. Read-aloud, while generally the correct length (thank Vecna …) is the same boring generic stuff that appears in every adventure. It’s not evocative at all. Although, interesting enough, each major area (the swamp, the ruins, the dungeon) has a little section that describes conditions and those ARE evocative. Rank sweat, herbal smoke and old ale. Yum!

DM text also has the usual issues. It’s conversational, writing in a style that is more at home in a novelization (without the purple prose) then it is to what the DM text should be: a reference document. As always, this makes scanning for information hard.  There’s also a substantial number of suggested skill checks that are essentially meaningless to the adventure. “Make a DC 15 to figure out this meaningless trivia!” 

I might note also that I mentioned a base assault in the intro paragraph. There’s not much weird in this, or things to play with, but there is a lot of combat. It’s not entirely devoid of more interesting options, there’s an alter here or there, but it generally restricts itself to “boring old base” more than crumbling ruins to explore and get in trouble with. Of course, stealth, combat, and talking to the toad-people are all included, but some other things would have been good idea. In particular, a more complex map, for better sneaking/pushing ruins over on people.

The “evil” mission is also a little generic. The members don’t really ge personalities or quirks at all. A few of those, even if just for the leadership, would have made a roleplay with them as allies more interesting. Imagine hooking up with them in town and watching their movements. That’s all for the DM. 

 And it’s gone ape-fucking shit with the name. Sha Halthas, Mirefen, Shigguk village, Dhrnu alliance, Dannt and Besharas. At least it not that 20-sylabyl Forgotten Realms shit or Venger’s can’t-hav’e-to’o-man’y-apostriphe’s. Seriously, make the adventure approachable. 

Finally, just some weird shit left out. The starting town is known for its fine almost-magical horsies that they sell. But there are no horsie details. Uncool dude. There’s also a potential wandering encounter with a black dragon, flying overhead and not fucking with the party unless they fuck with it. My OSR mind immediatly went to “Fuck that magic gem. Let’s follow it to the lair! Dragon Hoard!” Ok, so that last one is not really related to the adventure. 

If the designer can get their writing game pumped up then maybe future projects will be worthwhile. It’s gonna take a lot of a delete key, though, and some agonzining writing.

This is $10 at DriveThru. The preview is ten pages. Good try, but it doesn’t actually show you any of the encounter writing. A decent preview should show some of that. The ninth page does show some of that “atmosphere” text block that I think is a little better than most of the writing.


https://www.drivethrurpg.com/product/281980/Descent-into-Mirefen?1892600

Posted in 5e, Reviews | 4 Comments

The One-Hundred Clones of Timothy the Wise

By Nickolas Z. Brown
Five Cataclysms
OSR Games/Five Cataclysms
"High Level" ... and he means it

A powerful Wizard named Timothy the Wise has cloned himself a hundred times, and all of the clones have run amok, eager to differentiate themselves from the original Tim; they need to be special unique individuals. This has led to absolute chaos in the Wizard’s infinite tower, but that’s quite alright. Timothy just needs you to crush their skulls and retrieve the soul marbles he planted in them. For reasons.

This 126 page adventure features one hundred rooms of a funhouse dungeon. Very high level, no gimping, decently organized, fanciful without going over the line inBob Barker dungeon farce but blows away any hint of a pretentious campaign. Focused on situations a combat, but that’s the mission. A great work, but fuck me if I know how to use it.

Let’s use Blue Medusa as a baseline for this adventure. Blue medusa presented a wide variety of rooms, each with something interesting in them.  A person, a situation, something. There were some loose connections between things. It pushed the boundaries of logic but nothing went too far overboard. It you were running a serious campaign then it would not be too much of a stretch to work Blue Medusa in. On the other side of this is a dungeon with a game show host in it and modern anachronisms. Not your normal “wizard has a raygun shit”, but stuff like a 50’s diner and so on. 

100 Clones is somewhere in between those two. A hydra with Tim the Wizard faces. A matador Tim. A Tim-ber. Basement Dweller Tim. It’s pushing the 50’s diner line, hard, but I don’t think it is relentless in going there. But it IS a departure from the usual D&D pretext and your ability to use this adventure depends a lot on how you would frame the odd tone this and work it in your game. 

It’s easier, I think, because it’s high level. Someone asked me once what a high level dungeon would look like and I think this adventure is it. And to be clear, I think you can have a high level adventure that is not a dungeon, and be more serious, but to keep it a dungeon at high levels you need to expect some things to go a bit wonky …On the plus side it doesn’t gimp the players at all. You can come and go as you please and cast all the spells you wish. The only dungeon limitation is in holding the doors between room open. Otherwise, run away and Wish all you wish.

So, Tim the WIzard lives in an interdimensional tower. He’s cloned himself 100 times and they’ve run amok. There are 100 rooms and 100 Tims, but some rooms have no Tims and some have multiple Tims. It’s random, with the DM rolling before the game or during it to determine how the rooms are connected … but once connected they stay that way. 

Each room is a little vignette, much in the same way Blue Medusa was. Some are small. Small or small-ish room, like a chandelier in the ceiling with a Tim tied to it … and a deadly trap on the floor under him. Others are huge. Room one is ten miles in diameter with 500 1HD monsters, an 18th level Necromancer Tim, a 20HD monster, and a small village of 127 people. Everything/one except the Tim is a hand. Like the thing at the end of your arm. Some giant. (It was pretty clear, but the time I got to page six of this thing, that Five Cataclysms and Unbalanced Die Games are the same people.)

You’ve got a basic set up of a village of hand-people (farm hands …) and a tower full of undead hands that only come out at night and attack light sources. And a 20HD hand monster that only attacks those without light. And a day/night cycle of 2 hours on and 1 hour off. And the Tim necromancer living in the tower on the top floor with his 500 hands stuffing the bottom floor during day cycles. And … Go! The rest is up to to DM to run.

Typical encounters are 20HD monsters. 120 8HD skeletons and a 50HD skeleton. Weird monsters. Unique powers. Lots of loot and very deadly encounters to get it out. 

Like most funhouse dungeons there is a possibility that some rooms can be overcome with by a part of almost any level. And when things turn deadly they turn DEADLY. Higher levels let you fuck up once or maybe twice before fleeing. There are some allusions to things people will recognize, like a Sorcerer’s Apprentice brookstick room and even a fake Time .. .the tool-man. 

Encounters can be long, a page or two for some of the longer ones. They are organized well with a brief intro paragraph, bolded words, and then follow-up paragraphs that start with that same bolded word/s to guide the DM’s attention. It’s pushing things with its room lengths, but survives, I think, by providing those succinct summary intros to each room. I can’t imagine rooms much longer though being able to pull this off. Good use of paragraphs, bolding and white space also contribute to making information easy to find on the longer rooms. 

And I must say … I like the Unbalanced/5Cat humor style: 

“Timothy – (Believes he is the real Tim, and acts very much like him. However, he will find that he has little to no power, cannot even cast spells, and has no items or contrivances to assist him. He is an HD1 nobody. If he convinces the players to take him back to his tower, the true Timothy the Wise will guide them to his ‘x-ray’ chamber to show everyone the soul marble in the clone’s head. The clone may initially object. The x-ray device is actually a smashing device which will instantly pulp the false Tim’s head. The real Tim will pluck out the soul marble and say “Oh, look at that! I managed to get one back all by myself!” he will then stride out of the room whistling contentedly leaving the characters alone with the mess of brain, blood, and bone.)”

This is a delight. I don’t see how you can use this in any way other than some dedicated campaign time with high-level characters and a GOOD old school player group that thinks outside the box for most solutions. Full on Tower of Gax. 

This is $8 at DriveThru. The preview is nine pages with the last few showing you the first four or so dungeon rooms. Room one is that Necromancer domain while room two is a column-long Chandelier Tim. They give you a good feel of the writing style, tone, and content of the adventure.


https://www.drivethrurpg.com/product/273565/100-Clones-of-Timothy-the-Wise?1892600

Posted in No Regerts, Reviews | 7 Comments

The Hole in the Oak

By Gavin Norman
Necrotic Gnome
OSE - B/X
Levels 1-2

A hole in an old oak tree leads characters down to a maze of twisting, root-riddled passageways, the chambers of an ancient wizard-complex, and the banks of an underground river where once a reptile cult built their temples.

This 32 page adventure describes a sixty room dungeon with a bit of a fanciful air to it. Pretty well organized, things to talk to, some interactivity, and decently evocative writing makes this one worth checking out.

Usability. Gavin has his format down. He’s used it several times now and he’s getting better at it. There’s no one right way to do things but he’s found a way that works for him and goes a long way to making the adventure usable. 

A room will have a name, like “55. Gnome Home II” This immediately orients the DM to the room and gets them thinking about that type of room. Bedroom. Kitchen. Hall of Portraits, etc. He then follows that with a series of bolded words/phrases, usually two or three words. The bolding helps the DM pick these things out, major features of the room. This is followed by a short little section of a few more words, two or three, in parens, providing just a little more information about those things. This is followed up by little arrows with bolded headings, expanding more on the features noted previously. So a bolded Cupboard (jumbled jars of fish and mushrooms) might also have a Searching the Cupboards: with a few words on one jar with something else in it. 

The only misstep with this is additional information for the room. Some rooms have MORE headings, in brown, matching the color of the rooms titles and therefore not standing out as a part of the same room. They note other major things in the room. So, room 40, Lizard Shrine, has Stone Blocks, Stench, and Muck & algea all bolded. West you hear crashing water and Movement in room (slipping) are the bolded followup up sections. And then there’s another “brown bolding” heading with “4 Giant Lizards” and a few paragraphs of stats. And then ANOTHER brown heading section on Lizard God Alter … and some more bolded follow-ups. And then ANOTHER brown heading section about skeletons/stats.

I think the intent is to look at the initial bolded section, and then scan the text for the MAJOR BROWN HEADINGS to give a basic description of the entire room. I think I understand it, but I don’t think the impact is as good as it could be. It’s not BAD, but there’s something off aboutit that could be better. Something ta the beginning about the major features, maybe, in the initial room bolded section, would have helped a lot, as would maybe using a different color, etc, for the major room headings. Still, that’s a “is not perfect” and not a “bad.”

The map, from a usability standpoint, is great. It’s clear, the numbers are in their own little colored boxes so they don’t blend in to the map. It’s full of details like slopes, ledges, pools, beds, and so on. It’s not a battle map, and it doesn’t attempt to show every feature of a room, but it does a great job of evoking the room. That’s great from both a usability standpoint and from an evocative/inspiring the DM standpoint. Some rooms get extra map notes, with a major feature in them like “Sheep Fauns” or “Root Faces.” There’s enough interconnectivity to make it an ok map … which should be expected once you hit the sixty room threshold. 

The dungeon is littered with unexplained things, for the DM to expand upon and use. An odd assortment of boots and gloves, and wooden chess pieces, all with no meaning or content but for the DM to supply. I get the intent but I’m not sure it supportable to the extent intended. One open-ended thing? Ok. But two feels like we were short-changed on some interactivity of dungeon-wide puzzle. 

And to add more to that … it feels like interactivity is a bit light. Or maybe I mean that it feels sometimes like the interactivity is more “Isn’t that weird?” sorts of things. Ed Greenwood museum adventures, or the Chess room on Dwimmermount level one. A room with something weird going on in it but without any other impact on the adventure. No resource to exploit or reason to really mess with the room. Some of that it ok in a dungeon, but most of the dungeon should contribute in some way to active play. And this adventure sometimes feels like it drifts too far in to museum territory. A lever that turns some statues nearby to gold but only for ten minutes. Uh. Ok. 

This also has perhaps a balance issue. Yes, I know, it’s old school and we don’t give a fuck about that. BUT, there is a “Levels 1-2” range recommended. For a seven ghoul encounter. Or multiple monsters only hit by magic/silver. Or the room with twenty evil traitorous gnomes. It feels like at levels 1-2 you’d be running away all the time, after each encounter. And yet level 3 seems a bit high also. I don’t know. It feels off. And so does the amount of loot. OSE is just B/X right? It feels very light in the cash and magic department. 

Still, this is a great adventure. A little fanciful, with Sheep-people walking upright in their tweeds, and talking trogs named Old Gregg, Nancy Fingers, and Tomfool right out of The Hobbit. It doesn’t get crazy in the fanciful area, but it does lean toward the troll/spider/goblin side of the Hobbit. Which I think is a magnificent genre and am well aware some people do not.

This is $7 at DriveThru, and easily worth that. The preview is nine pages and shows you about eleven encounters (in the back half of the preview). It’s worth taking a look at, even if you are not interested in the adventure, just to get a look at the formatting.  

https://www.drivethrurpg.com/product/284852/The-Hole-in-the-Oak?1892600

Posted in Level 1, Reviews, The Best | 14 Comments

(5e) The Feystone Shards

By Perry McKinley
DMSGuild
5e
Levels 5-8

The Heroes are tasked to find five fragments of a shattered Orb, once worshipped by a faction of Elves. The search will take the party to a haunted Citadel, as they seek the scattered remnants of the Feystone. From a city of Stone Golems, to an alchemist’s underground lair – the players will face obstacles and enemies that will challenge their very resolve.  The Heroes will need to discover the secrets of the bauble’s fey magic, finding the lost Elvin city where the Orb was once worshipped as a God. Join in the hunt for the Feystone Shards, and see if your characters are ready to transcend common Heroes…and become Legends.

This forty page adventure details about twenty regional locations, some of which expanded, in the parties hunt to find the five shards of an ancient artifact. (Yawn.) It’s a mess of an adventure, with no summaries, few DM aids, long read-aloud, confused DM text, abundant italics … and combat as interactivity.

Here’s your adventure highlight: “In one hand the bony fingers clutch a piece of parchment.” Most of the read-aloud is much more forced in its allusions. That’s not even proper read-aloud block, it exists as a stand-alone sentence.

“An elf faction” … and a cult, two famous and tired abstractions. A shattered artifact to be put back together, another great unused adventure idea. The text adds backstory but it does so with writing that abstracts the concepts. Rather than a backstory that comes alive and adds depth it abstracts. It’s an elf faction, which is how I might refer to it in an academic paper written three hundred years later. (Well, assuming I’m a human and not an elf.)  The challenge in writing is to add the specificity that will fire a DM’s imagination and let them run with the encounter concept without vomiting up an abundance of words that makes the makes the adventure less easy to use. And the allowed number is generally quite small. Good organization can increase that number, but it’s a non-trivial endeavor. The way NOT to do it is have you read-aloud say things like “Hezra tells the party that …” Third-person is no way to build a bridge.

The opening read-aloud is in third-person and is a column long. Other read-aloud spans paragraphs. Long sections of the text are in italics. Italics is hard to read. Players stop listening to read-aloud after a couple of sentences. What we have here is someone emulating other styles they’ve seen, not knowing that the other styles were terrible. It does try to highlight certain portions of the text to draw attention to it. That’s great. But it’s not enough.

(As an aside, the quest-giver offers you 500gp each for each shard of artifact. I’d go hire a village of around 500 people, for 1gp each, and collect 499gp*500 villagers in reward. But, I’m now a nice guy on the weekends so I won’t say that.)

One of the core issues with the adventure is the lack of context and summaries for the various areas. What we have is about twenty locations and about two sentences of that column-long read-aloud … with very little other context of summaries of what’s going on in the various encounter locations. You go in each blind, trying to figure out, with your players, what the fuck is going on. That works in something like G1, but not when the text expands out the way it does here. Without the context and summaries you’re blind as to whats going on and going to have a hell of time running the thing. This is one of the main issues that torpedoes this product. I mean, the rest of its mistakes are bad and would have kept me from giving this a good score, but the context/summaries issues just lowers from a middling value, like so many other adventure, to some place near the bottom of the barrell.  

It has all of the usual issues with a plot adventure. The quest giver is actually evil. (Wow! What a surprise!) and captured minions reveal nothing … otherwise you might find out the quest giver is evil. Of course, nothing much is done with the quest giver being evil, so, you know, no big loss there. Most of these things have some big reveal in the last room where the party is “betrayed” by “a friend” that everyone saw coming a mile down the road. This doesn’t even do that, never really mentioning it again.

There are many mistakes right out of basic editing “There appears to be little here” or “it appears to be two eagles facing each other.” Weasel words. 

Endless shitty rooms with nothing going on. Interactivity that is little more than combat. Pre-defined places on the map where the read-aloud says you have to camp and have a random encounter. One room has a dragon. In the middle of the text describing the treasure it also has a sentence describing the dragons reactions to the party. Seriously? Because that makes sense? Because if I’m the DM looking for how a monster reacts to the party then I should naturally assume its in the middle of the text describing the loot?

Look, I know all this shit are vanity projects. I know designers are people and they are excited to share. But Jesus H Fucking CHrist hire a fucking editor for your vanity project. And pay good money for a good editor. I know, it sounds weird. I want you to pay A LOT for a GOOD editor. I want you to agonize over every word. And then I want you to sell it as Pay What You Want. But in the end you can take some pride that you have made something available to folks that is really good. No designers are making any money off this shit (which is true enough) , so instead frame the issue of publishing a different way. Instead of trying to make money with people paying you why not instead take the position that YOU are going to pay money to put something great out for people to use? 

This is Pay What You Want at DMSGuild with a suggested price of $4. The preview is seven pages. Page one has the third-person column read-aloud and a bit blog of italics … along with some examples of highlighting. Go ahead and read that column of text … it’s the only context inthe entire adventure of where to go and what to do. The preview is good, the entire thing, in that it shows you what sort of text to expect from the adventure … all seven pages.

https://www.dmsguild.com/product/175898/The-Feystone-Shards

Posted in 5e, Reviews | 53 Comments

Dead Arising

By Don MacVitte
Hellebarde Games
Castles & Crusades
Levels 1-3

Yellin Bislama has committed horrifying crimes. He has admitted to leaving children in the desert, staked down. He has confessed to impaling people… And much more. The Mayor has asked you to escort him to Sand Guard, where the army will take him for trial.

This 31 page desert-ish adventure details the parties attempts to relieve a fifty-ish room fort under siege, followed by a zombie “invasion.” It knows what it wants to be but it just can’t get anywhere close to getting there. It feels like there’s an idea here but it doesn’t actually showed up formed enough for good supportive GM content … for most of the usual reasons.

Ok, so you’re escorting dude to another town for his crimes. Along the way, or at the town, you discover he’s faking it: he confessed as a distraction. The town you’re taking him to has been put to the sword and the keep has been invaded. The party “explores” the first level, fighting the dervish invaders, relieving the elfish guards on the second and third levels, and finding out that the basement has a tomb in that the dervishes has opened … releasing a bunch of zombies.

So, desperate battle inside a fortress, bodies and combat everywhere, partial zombie invasion … that’s the kind of chaos I like! Factions, excitement, confusion! But that’s not what happens here.

There’s a small overland section as the party travels to the fort. There are three wandering encounters a day, fights, as well as some pre-planned encounters (fights) along the route … which takes a day on horse and two on foot. That’s a lot of combat. There are two non-combat encounters that run far too long and explain ancient history and trivia.

Getting close, you see a burned and sacked town and the fortress, its gates battered down. And thus out comes the map. The map that someone forgot to put any doors on the rooms, so they are all walled off. *sigh*

The rooms are full of trivia. How people died. What the rooms were used for. All of the banal descriptive stuff that never leads anywhere in an adventure, only taking up word count. The hallways are either in pristine condition (no fighting evidently having taken place in them) or have descriptions found in other rooms. “Oh, wait wait, that hallway you walked down was full of blood!” Not. Good. The elf guards who you’re relieving? No consequences at all. Not a thank you, or how they generally react, or a commanders conference, or a reward. Likewise the dervish invaders have no order of battle, just waiting in their rooms to get killed. And the zombies are nicely contained in their underground tomb, with room after room containing “zombie guards” of one type or anything. 

An “adventure” that is nothing more than room after room of dervishes and zombies to fight. Throwing the party in to an event is a good idea, but then its not followed up on. It feels static and overly concerned with trivia. And at the end, after a column-long trap with an 87,000 granite block, you get 100sp and 127gp. I guess this is a “story award” adventure then … with no guidance on that?

This depressing adventure s $6 at DriveThru. (I’m not allowed to bitch about cost since I just gave an impassioned plea on a work Slack channel for quality over price in a post-consumer society.) The preview is six pages. The last page shows you a good example of the room descriptions … their trivia and the length they go to to describe nothing interactive. 


https://www.drivethrurpg.com/product/280950/Dead-Arising-Levels-13?1892600

Posted in Reviews | 1 Comment

The Corrupted Jungle

By Peter Rudin-Byrgess
Self-published
Zweihander / ROlemaster

The action starts with the wrecking of the Wight’s Shadow. With the characters washed up on the beach they have many adventures before them and will face many horrors in a strange land of jungle, witchcraft and mutated monsters. … The adventure should cumulate in a confrontation with a Defiler who has returned to her homeland to exact her revenge and destroy her own people who drove her away centuries before.

This fifteen page adventure gives a general overview of three or four locations on an island you’re shipwrecked on. “Abstracted outline with weirdly specific mechanic details” would be how I’d describe it. 

Let’s say I write an adventure. Your ship runs aground on an island, and the crew turn to zombies to attack you. There’s four locations on the island. One is a ruined city full of religious cultists who are friendly but really want you to, voluntarily, sacrifice yourself in the volcano. There’s another set of ruins with some carnivorous apes in it. There’s a third set with an evil necromancer, who is going to wipe out the cultist village. 

That’s it. That’s the adventure content. That’s what you’re getting here, except in 15 pages. There is barely anything more specific than what I write above. Is that an adventure? It’s more of a setup, and certainly could be used like a sandbox, I suppose. But it’s just an outline. Or, even less than outline. 

The rest of the pages are taken up with wall of text descriptions of what happens in each area. The necromancers history takes nearly a column. There’s a bunch of trivia for the carnivorous apes. There’s a detailed description of how the cult leads (willing) sacrifices up to the volcano to sacrifice them … and the skill checks needed to escape. It’s all one great big giant block of text. There MIGHT be paragraph breaks, but everything is left justified so you can’t tell where a paragraph starts, just where the last one ends, I guess? It’s just a continual list of what is, essentially, if/then statements. If the party defeats x then Y. if the apes spot the characters then Z. If you defeat D then J. All back to back in that weird left-justified format.

There no main map, just a text description. You see some paths going in to the jungle, some pyramids and ziggurats over the trees. From this the DM is left to figure out which one is the “Jungle Settlement”, the “Pyramid Settlement” and the “Ziggurat”.  I find this lack of even the most basic cross-referencing maddenning. If you say that there are jungle paths and then the next section is Jungle Settlement, how am I to figure out that A leads to B? Call it Jungle Paths or something else obvious. Or, better fucking yet, use a fucking kay & fucking map! That’s what they exist the fuck to do! 


I can’t fucking stand it when I have to fight the text. When people leave shit out like a map and key. When they seem to be purposefully obtuse. The fucking left-justified wall of text shit. There is no way in hell this was ever given to anyone to look at before publication. … I find it impossible to believe that even the most kind of reviewers would overlook this shit.


This is, inexplicably, $3 on DriveThru. The preview is six pages. The shipwreck is on page four while the cult settlement is on page six. Both to a fine job of exemplifying the “content” you’ll be getting. 


https://www.drivethrurpg.com/product/270035/The-Corrupted-Jungle–Adventure-Compilation-for-ZweihanderRPG?1892600

Posted in Reviews, The Worst EVAR? | 3 Comments

(5e) Darkest Dream

Alphinius Goo
Gooey Cube LLC
5e
Level 1

The Darkest Dream begins the epic tale of a group of Hanataz youth who are charged with working security for the last Carnivalle of the season. The Hanataz are the Traveling Folk of the world of Zyathé and are an ostracized people due to the many Blood-Touched membevrs of their troupes. But while the Traveling Folk are not welcome in most towns and villages, the shows they put on are enjoyed by many. However, this is no ordinary Carnivalle. Horrid and vile schemes are afoot. An ancient foe plots deadly revenge. A group of organized criminals looks to frame the Hanataz for murder. And, nearby, creatures from the Dark Below plan an attack on the camp. Beyond this, it is Darktide’s Eve, which is a time of fearful and evil portents. Can you and your friends overcome the many dangers set against you, protect the troupe, and solve the mystery of the Darkest Dream? If you don’t. Many will die. Including those you love.

It’s not a railroad, but it’s mostly unusable, or, maybe odious to use. 

At GenCon I stopped by a booth doing 5e Adventures, Gooey, and they were giving out free download coupons for a large boxed set adventure. It turns out that it is free to download for everyone. What caught my attention was the guy pitched it as a play aid to DM’s and usable, making design choices like a lay flat spiral adventure book and so on. And thus, this review.

It comes with a seven page info dump booklet for the players on the background of the setting, their carnival-folk home & setting. A twelve page philosophy/house rules booklet. A 74 page reference book with monster stats, optional encounters and so on. Seventy pages of handouts. An 82 page “items” booklet (representing about 41 cards to hand out), 51 pages of pregens, 22 pages of reward cards (about 11 2-sided cards), a 4-page NPC reference sheet (Yeah!) and the 64 page adventure book. 

You’re part of a travelling carnival group. The junior members of a rather large (by usual RPG conventions) troupe. The adventure is built around the last day of the carnival near a town before the troupe moves on to another site. The parties job is to roam the grounds watching out for trouble. There is essentially one encounter, the last one, where some kids get abducted. The rest of the adventure is wandering around the carnivals fifteen locations, each with a little encounter, and some additional optional encounters thrown in from the DM reference book. Almost like wanderers, but not quite. Thus it’s not REALLY a railroad, but not quite an adventure either. More of an “experience.” This is, I guess, a compliment. At the very least, the adventure structure is not confusing and not a railroad which makes it better than the vast majority of adventures floating around for 5e. 

“Experience” is not my thing. I’m also capable of understanding that other people like other things. I’m going to address the “experience” aspect of the adventure a bit and then move on to more universal themes, like usability, and why this adventure is bad even for those looking for an Experience.

The adventure goes to great lengths to remind you it is epic. And a story. To experience. It is CONSTANT in reminding you of that, as if in justifying itself. I would suggest that this is the wrong approach. The adventure is unlikely to convince the non-story crowd and the story crowd don’t need convinced. It wants to provide you an immersive experience, it says so several times. But what is an experience? If the DM says you’re the Chosen One and you can’t die in the campaign and the DM tells a story, ala Giovanni Chronicles, then did you have an experience? Experiences come through play, it comes through the emergent opportunities that arise during play. There must be SOME pretext and/or structure to frame things but the experience comes through the parties actions during play. It does NOT come from the story the DM is telling. That is weaksauce. And yet, that is the way the vast majority of players have learned to play D&D. The sins of the 90’s continue to haunt us. 

Experiences usually come with plot armor and its present here. The pre-gens are tough. There’s advice on not killing the party (in 5e, imagine …) and instructions to run things tough … but also on how to not kill the party. The contradictions are ripe and they all stem from The Story. 

And yet … this thing doesn’t fuck around in that area. It goes on and on and on about plot, experience, not killing, being tough, and so on. But then the adventure is actually nothing like that. The adventure does that over and over and over again. I read the adventure last, concentrating on the supplemental materials first and, based on the text in those, I was prepared to rip this thing to shreds. Not killing. Plot. Story. Experience. But that’s not actually what the adventure is. It’s fucking around for awhile to root the party in the campaign and then an encounter. There’s nothing necessarily wrong with that. The booklet tells you that you cant just peruse a Gooey Cube adventure and be ready to run a game. But that’s not true either. This isn’t complex at all. I might suggest that there is one thing missing/keeping you from doing just that: what the locals know. If there were, like, six bullet points on the Old Well and the Sinkhole Ruins, concentrating on what the locals/carnival folk know, then this would be runnable almost out of the box. NPC’s have summaries. The encounters are cross-referenced. It’s fifteen locations, some NPC’s, and some random social-ish encounters. You could probably figure out what the locals know and make notes from the extensive backstory present. But I don’t make notes, that’s the designers job. When the party finds the old well or the sinkhole then they are likely to grab someone and ask questions … consulting twelve pages of backstory scattered around the various books is not going to be a simple task. 

This adventure does a dozen different things wrong. The NPC portraits have full paragraphs on the back instead of being scannable.  Skill rolls are perfunctory or poorly handled … but then again almost every adventure does that and I’m not ready to fight THAT battle yet. A door regens 20hp/round to keep the party from bashing it down cause it’s not story time yet! The lay-flat book does not make up for these. (And, as an aside, just like Ravenloft, this uses gypsies reskinned. I don’t understand why people do that. The adventure does give a one sentence inspired/bigotry note on the credits page, but, still, better I think not to go near the subject at all.) 

But none of this is the major problem with the adventure. The major problem is the complete lack of understanding on how to format an encounter. Ok, ok, combats are cross-referenced to the DM reference booklet so full stats, etc, are not in the main adventure text. That’s a plus. But the rest of the encounters are terrible. Not in their interactive element but in their formatting/presentation.

The read-aloud is long and usually has multiple paragraphs. It can frequently end with “What do you do?” The DM text is is conversational rather than presented in a reference format, making finding things difficult. Section breaks are largely not present in any meaningful way. Read aloud frequently tells you what you think and do. Clearly this is an attempt to provide a richer experience but this technique, in particular, just communicates a railroad novelization. 

Looking at the very first area in the carnival: “Area A – Main Food & Drinks Wagons”, a nice bold section heading. A read-aloud then follows. It says there’s a Wagon of Smile and a Wagon of Tastes and 4-5 people in line and some enticing spicy aroma from Sunnessy’s. The DM text then tells us that the PC’s know they can get something to eat from Sunnessy’s wagon and something to drink by going to the Wagon of Smiles. It then tells us that if the party goes to the back of Leena’s wagon then (mor read-aloud and DM text for her wagon.) 

The issue, here, is the lack of consistency. The adventure is mixing wagon names (taste/smiles) with names (Leena/Sunnessy.) And this is on top of read-aloud which is FAR too long. And the “if you go to Leena wagon” has no section break at all, or subtitle, it just launches in to more read-aloud for her wagon. This the effect is a long multi-page string of text, lengthy sections bolded for read-aloud, and no real ability to quickly locate which sections of text are relevant to the situation the party is in … forcing the DM to waste time and hunt the information down. This is not usability; it’s the opposite.

The adventure is trying desperately to create an immersive experience with ethe read-aloud but it instead comes off forced. Here’s but two sentences in an overly long section: “But of greater interest to you is that she also pours the sweet libations that she and Stoof so expertly dis- till. You can see Leena – her face just above the counter on the wagon-side – grumbling as she pays out to a local for winning an arm-wrestling match.” Clearly more appropriate to a bad fantasy novel than an adventure. The read-aloud is trying present vignettes, little scenes, full of color and life … which run them in three or four paragraph length. This is not the way to accomplish this. At one point, in front of a (seven?) page read-aloud then DM advice is “If yours is the type of group that doesn’t like ‘story time’ …”  No one likes story time. Yes, thats the background data to be handed out beforehand, but, no one likes a three paragraph read-aloud. This is not the way you accomplish the immersive experience.

Trim the read-aloud. A lot. Format the DM sections so information is easier to find. Trim WAY back on the useless DM advice like “you can vary the length of the people standing in line if the party comes back later …” Put in a summary of what the locals know about the area, somewhere. 

Finally, the adventure feels like a series of encounters. Given the locations and the “wandering” encounters, it feels more like little self-contained items. Instead, integrating some of the encounters together in a suggested format would have been a good idea. Hints and foreshadowing. The guy with the eye-patch? Imagine a chart that has little hints and stuff as an aid to the DM, so the party catches sight of things before the main event happens. A sort of timeline of the optional events, or, rather, hints and foreshadows of the optional events, with the location events worked in, to give a more organic feel to the entire adventure.

A timeline isn’t a railroad. It throws out hooks, right and left, giving the party options. It creates a depth to the carnival that individual encounters can never have, no matter how much read-aloud there is. THAT’S what is going to create an immersive experience.  

 I applaud the goal of usability and immersion. Usability is more than a four-page reference sheet with 50 NPC’s on it. Immersion is not read-aloud. Trivial DM asides are not useful information. 

https://gooeycube.com/product/the-darkest-dream-chapter-1-of-the-red-star-rising-campaign/
Posted in 5e, Reviews | 44 Comments

Temple of the Harpies

By Morten Greis
Aegis Studios
B/X
Levels 2-3

A small child has been stolen from their parents, and the adventurers must find their way to the temple not just to gain riches and uncover secrets of the past, but also to save the child. During the exploration of the ruin, the characters may unleash an army of undead, whom they must contend with.

This fourteen page adventure describes a ruined midwife temple with twelve rooms in about six pages. Decently organized, evocative writing, interactive … it manages it all before throwing in a bunch of room history to muddy things up. This needed a hard edit and it didn’t get it. Still, it’s ok.

There’s this concept of unique monsters that is not usually touched upon. You’re not fighting A troll, you’re fighting THE troll. It elevates the monster back to mythic status. This adventure has a bit of that going on … you’re fighting the first harpy. In the place where was cursed to be one: the temple to a midwife of which she was in charge. And she now steals babies to turn them in to harpies. That’s a fucking story. It makes sense, and when things makes sense you can build on them. It’s not followed through on much; there’s a village nearby that knows there’s a harpy there, so the whole mythic angle kind of falls off … but still, harpy stealing babies is great.

The adventure pays attention to things the DM needs to know. The entry for “outside the temple” has a little section on what the party finds out if they scope out the ruins for awhile. Perfect! That’s something parties do and the adventure gives you some advice on what they see. Two sentences. It also notes obvious ruins entrances. Again, perfect; that’s the question people ask and the adventure helps the DM answer it. This sort of thing continues in the adventure. One room has notes about attracting the attention of creatures in the next room, with notes about how they react. It’s got a cross-reference to point the DM at the relevant section. 

It’s not that adventures need a “view from outside the ruins” or notes on what the party sees if they stake the place out, or notes on reactions of nearby creatures. Not per se. What’s notable is that IN THESE SITUATIONS IN THIS ADVENTURE the DM could use some extra guidance/help and the designer recognized this and provided it. Yeah, these specific examples are going to fit a lot of adventures, but the general rule is the important one, not the specific one. The creatures that you could conceivable talk to, by parlay or torture, have a little sentence or two on what they know. Again, just what the haggard DM ordered. 

Interactivity is good. Exploring, talking to ghosts, interrogating kobolds. And even, potentially, bargaining with the harpy for the most recently kidnapped baby. Secret doors need things to be opened. A room causes you to cry tears of holy water. You can swamp a statue baby for a real one. For only twelve rooms it’s pretty good.

And the writing it pretty decent also. Leaves blown in to the corners of rooms. A stench of wet dirt. Low mists with gravestones peeking out. “None of the skeletons have any skulls.” It’s primarily from the read-aloud, which is kept short. It feels a little forced at times but I’m going to attribute that to perhaps some second-language issues. (And to be clear, the english here is excellent, perhaps just missing some of the nuance that a REALLY talented writer could bring.) 

The read-aloud generally refers to things in the DM’s text. The DM’s text has paragraph breaks with holding to draw the eye to the appropriate section “The Items on the floor” section has the details on … the items seen on the floor from the read-aloud. The writing does tend to be a bit long but the combination of the read-aloud referring to the bolded section that follow, with the use of whitespace makes it all pretty easy to find what you need in a hurry. 

This is an O&O adventure, which I THINK is based off of B/X. If it’s gold=xp then the gold is a quite light.

I mentioned that the writing can be long. THis is generally because of the rooms history. “Originally this room was a blah blah blah” says the paragraph that drones on for four sentences. I don’t care why the roof is destroyed, be it time or siege. I don’t care that visitors nevers went to this room, only midwives. This doesn’t matter to the adventure. Or, rather, I only care about those details in as much as they relate to the party exploring. Crumbling roofs are great. How they got that way is useless trivia that gets in the way of quickly scanning the text to find what you need to run the room. Unless, of course, it has some bearing on the adventure. Some DIRECT bearing on the adventure. Not a “might be nice” detail. Not a “depth and richness for the DM.” There’s a place for that, but not two cousins removed. 

Decent adventure which would be made better by the delete key. I don’t see an editor listed, but, that probably wouldn’t have made a difference anyway, so oh well.

This is $2 at DriveThru. The preview is only three pages. The last page shows you the “outside” text and the beginning of the first room. The read-aloud is not the bets in the adventure (it’s one of the poorer examples), but the DM text and attention section are good examples of what’s to be found deeper in. Another page of “real” text would have been appreciated.


https://www.drivethrurpg.com/product/280372/Temple-of-the-Harpies?1892600

Posted in No Regerts, Reviews | 12 Comments

The Chaos Triads

By Steven Marsh
Steve Jackson Games
The Fantasy Trip
"Starting Characters"

A dying heir, an abandoned mine, and a closely-held secret figure into this gamemastered adventure for The Fantasy Trip, as a group of heroes set forth on a mission of mercy. But they are not the first to take on this quest, and the actions of their predecessors will bring them up against the edge of Chaos itself. Can they survive an encounter with the Chaostained?

Hey. a bunch of Fantasy Trip aventures showed up on DriveThru! Let’s review one!

This thirteen page adventure is a linear series of combats divided by a couple of puzzles for eleven-ish encounters total. It shows signs of life during the alloted “roleplay” sections but its clear this is a tactical minis combat game with some bits around it. And a badly formatted one at that. Surprise.

The little prince has a poison dart in his neck, full of chaos magick, that can’t be removed. Granny wants you to get the Chaos Orb from a nearby mine; it will draw out the chaos from the dart and make it safe to remove. You’re adventuring company number three to take up the task …

Not a bad hook. Certainly with slightly more nuance and realistic motivations than most. And that’s a theme with this adventure, it generally makes a bit of an appeal that’s just a bit more than usual. Grannys advisors privately tell you they don’t expect you to succeed, but enough of an effort must be made to make her mourning easier. The second adventuring party is a scan, taking the money, running, and turning back to their usual banditry ways. Just a little bit more makes the usual fantasy throw-away tropes just a little more interesting for the party to play with. 

The Chaos monsters in the adventure gets some good random effects; one good and one bad each. They attract objects so missile weapons are easier to hit this one, and that one can rewind time. In addition there’s some decent examples of freaky behavior as the party gets closer to the orb, birds flying without flapping their wings and a list of other effects. This gets to the matter of making things interesting for the party and supporting the DM. Not just “weird things happen” but also a short list to use or inspire the DM to greater heights. Which is what the adventure should be doing.

It’s also just a linear combat adventure with little thought to the DM actually running it.

For all the world this reminds e of a 4e adventure. Or, maybe, one of those Starfleet Battles Campaigns. A bunch of tactical mini’s combat strung together with some pretext in between them. I know little of Fantast Trip, It’s clear that hex-based tactics is a big part of it. Enter room. Monster. Some other weird combat effect (ala 4e complications) and then combat.

In between this are a couple of room that could be considered puzzles. A room fills with water, or a robot-man guardian asks a riddle. Or a LARGE number of rats run past you … not attacking. But it feels weird. It feels like “THIS. IS. THE. COMBAT. ROOM. LET. US. HAVE. COMBAT.” The puzzles, weird shit are better, but it feels obvious what;s a puzzle and whats combat. And that’s never good.

SJ Games has done no favors in the editing department. Long sections of text rarely broken up with bullets, bolding, and other techniques to draw the eyes. The rumors section is all written in paragraph form, making glancing and absorbing difficult. And the actual encounters … Five paragraphs for some rats running past you. The second room has twelve paragraphs. This thing is bloated to all fuck, strecthing out what would normally be a quite short adventure indeed. The bloat makes it hard to find things. 

This resembles more of a funhouse dungeon: some 4e tactics rooms spaced out by some puzzle rooms. There’s a bear in one room … because bear. 

 This is $5 at DriveThru. There is no preview. Hey! Big timey publisher! How about throwing the consumer a bone and putting in a preview so we get a chance to see a bit of what we’re buying before we throw away our money?


https://www.drivethrurpg.com/product/284499/TFT-Adventure-The-Chaos-Triads?1892600

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The Wizard’s Marbles

By Danita  Rambo
A Dash of Adventure
5e
Level 5

A story of forgetfulness and secrets for 4-6 adventure-seeking characters at 5th level. This self-contained story runs around 3 to 5 hours.

It’s been awhile since I trotted out The Worst EVAR tag, hasn’t it? I guess, all things considered, I get what I deserve. I mean, I throw myself in to these things without any consideration for the signs. Look at that mights description. All of two sentences. (But at least Danita but the level range in there, something that a lot of people, strangely, do not do.) Two reviewsa three-star and a two star. What the fuck does it take to get a three star review on DriveThru? EVERYTHING gets five fucking stars on that site. Well, except, what, Mines, Claws, Princesses? Didn’t that get a shitty review or two? So, see, there’s precedent; asshat fuckwits give good things lowball ratings on DriveThru … so this could be a case of that. Except it’s not. Sometimes a cigar is a cigar. 

This twenty page adventure has four rooms/scenes. In lear order, of course, because story and plot are everything. 

Except …. When is a twenty page adventure not a twenty page adventure? Well, there’s the cover and title page, so that’s now eighteen pages. And the last six pages are absolutely blank. Completely. We’re now at twelve pages. Then there’s the two page irrelevant backstory. That’s ten pages left. Then there’s that two page appendix and a one page journal entry at the back. That’s seven pages. Then there’s one page on how to run the adventure, so now we’re at six pages of content for four rooms. Better than twenty pages for four rooms I guess. Fucking shit is misleading as all fuck. Steading was what, eight pages? For a bazillion encounters WITH an embedded story?

How do you feel about read aloud? How do you feel about A PAGE of read aloud? It describes you approaching a wizards tower, going in, up the stars and in to another room. How’s that for player agency? Not even a pretext of player agency here, just DM plot. At the end of the page long read-aloud you’re told that players can use a Detect Magic spell to see a glow as from the school of transmutation. It’s meaningless, of course, and has no impact on the adventure at ALL, so of fucking course we have to be told about it.

Fucking trivia. This thing is FULL of trivia. Room contents exhaustively catalogued and described. Does it matter? Will the party interact with it in a key way in the adventure? No? THEN DON.T PUT THE FUCKING DETAILS IN. Imagine an encounter in a kitchen. Do you, as the designer, need to put in every detail of the kitchen and exhaustive list all of the contents? No. We all know what a kitchen is. We can make shit up and fill in. That’s one of the jobs of the DM. And more is not better. It’s less. It detracts from the DM’s ability to find the PERTINENT information in the adventure rather than the trivia in the adventure. Scannability at the table is a critical criteria and these trivia details only detract from that.

There’s Roll to Continue moments, where you can’t continue the adventure without making skill checks. This is dumb. Every DM ends up fudging these rolls so the adventure can go on, so, why put them in? Are we just not expected to do anything? It’s far better to have consequences as a part of a roll, rather than making them a block, or, even better than that DONT HAVE A FUCKING ROLL. Why are they rolling? Because that’s what you do in D&D, roll dice?  Because that’s the convention you’ve learned? The BAD convention you’ve learned? 

There’s a riddle presented that’s never explained. One NPC says “idhssattiea” to another. It’s a key point in the adventure. It’s never explained. I still have no idea. 

In every scene, because that’s what this, a scene based plot fest, you get a little thing like that. Solve the riddle. Get multiple chances. If you do you get a marble. If you don’t you don’t get the marble. In both cases, you go to the next scene. Finally, at the end, you fight a mind worm (It’s all fake! You’re in someone’s memories. Yeah you! You’re impotent to impact certain things! Fun!) 

“Once you feel the party has asked enough or gotten enough background out of the room, then continue on. A glowing archway opens and you see a black space…” That’s not design. 

This adventure is crap. It’s also a classic case of good intentions not playing out. People don’t set out to write bad things. They have, I’m sure, an exciting idea floating around in their head. But it doesn’t come out right. Can you just write, stream of consciously, throwing words down on a page with little order or thought and have a good adventure? Fuck no. And it doesn’t help that the vast majority of examples people have to turn to are shitty as all fuck. Usable/Scannable at the table. Evocative Writing. Interactivity. How many adventures, the 70’s till now, manage to use push those three sliders far enough to the Good side to produce a decent adventure? And people are supposed to know what Good is, to emulate, when the big publishers just don’t give a fuck and toss out more dreck for the masses to gobble up?

A template with colorful borders and nice cover do not an adventure make. I’ll take a single column black on white adventure with some usability over gloss any day. Concentrate on the writing. On the usability. On the interactivity. Put all of your effort there. Then spend a minuscule amount of time on the gloss. Once you’ve got the basics down you can expand and make your gloss better.

This is Pay What You Want at DriveThru with a suggested price of $3. The preview is six pages. The last page shows you the first room and is EXCELLENT indication of what’s to come. 


https://www.drivethrurpg.com/product/280235/The-Wizards-Marbles?1892600

Posted in 5e, Reviews, The Worst EVAR? | 7 Comments