The Bogey of Brindle


By Lloyd Metcalf
Fail Squad Games
OSRIC
Level 2-3

The celebration of Firstfeast is upon the good folk of Westwego, and just as the smell of cakes and pies are warming up, you find yourselves among the bootlegging goblins of Brindle. Can you save Westwego? What about the celebration? What about the hooch!?

This 38 page adventure features a nineteen room dungeon full of kobolds and a small amount of outside the dungeon play. The dungeon environment is nicely varied and it feels like some effort was put in to creating encounters that would not just be “empty room with a monster in it to stab.” The read-aloud is clumsy and the room descriptions drag out for too long but the core elements are solid. It looks like the designer picked up some bad habits that need broken, but otherwise has good ideas.

It feels like the designer thought about each room for five minutes longer than usual, and that shows in the payoff. Everything in this is at least a bit above average (ie: crap) and most quite a bit. The hook included. The village religious feastday is approaching, but the tobacco and booze has not arrived from a nearby village. The pious church hates the sin of the booze & smoking, etc, but they LUV the taxes it generates, so they get the party to try and find the shipment/go to the nearby village. How’s that for a hook? It’s fun, embraces a little bit of medievalism (the feastday, the church) and also the hypocrisy. Further, it covers what happens if the hook is refused … the nearby village shows up and camps outside Westwego, hoping for additional protection from the bogeys that plague them. A hook refused, and offered again! Nice job on this. It drones on WAY too long for what you get/need, but it also illustrates how the adventure takes just an extra step … which turns it from generic to interesting.

The rooms of the dungeon, proper, also do this. The entrance cave has an ice cold stream (with some small rules for hypothermia) running out of it. It ends in a whirlpool, a passage on the other side. There’s a concealed passage under whirlpool (Yeah! Concealed! I love it when designers put something JUST around a corner. It rewards non-jaded play) that leads to the main cave lair. That passage on the other side has a natural pool in it … and piercers on the ceiling. It fits. It works. The pool/water is a distraction. The piercers fit naturally. The entire three room entrance areas FEELS right. Natural, mysterious. Things fall off from this high point as the kobold lair, proper, is reached, but it still maintains its above average effort.

I can pick this one apart on a hundred different points. The neighboring village is a goblin village. I’m not sure why this is. Making them goblins instead of humans doesn’t seem to add anything to the adventure and, as always, I think misuse of humanoids detracts from the overall impact humanoids can have on the party. They are also presented as comical. The same weird-ass New Jersey mob dialect that comic humanoids ALWAYS get, as well as comic antics. Again, I don’t get it. What’s wrong with stupid humans? This whole style is a turnoff to me, although I recognize its more of a personal preference thing.

There’s also some references to “throwing traps at the party” in the overland portion. I HATE this shit. It seems to break the player/DM contract and there’s an element of “guiding the story” inherent to it that I VEHEMENTLY disagree with. I’m ok with “1 in 6 chance per turn of a trap” but not “throw traps at the party until you feel like not doing it anymore.” Go figure. Or kobolds with perfect party knowledge who always attack under the cover of darkness in ambush while the party is resting. Yes, it makes sense … but the party should also be getting a detection bone thrown at them, at a minimum.

And there’s the emphasis on dimensions in the read-aloud, a pet peeve of mine. Telling us that a room is 20×20 and that a 15’ section of the floor is covered in pipeweed breaks immersion. COmmunicate the feel of the room and then RESPOND to the party when they ask how big a section is covered by pipeweed. “You walk it out, it’s about 15’ square.” There’s a back and forth between the DM and party that is a critical part of play, which when combined with the fact-based dimension read-aloud makes me down on dimensions and precision in read-aloud. The game should be about mystery and the unknown, not a flood of perfect knowledge.

The little vignettes go on a little too long, and most of the villagers could use a one or two line interesting tidbit to augment them, but, it’s not a bad adventure. It’s just not a good one either.

This is $6 at DriveThru. The preview is worthless, at three pages, showing you absolutely nothing but the table of contents.https://www.drivethrurpg.com/product/256996/Bogey-of-Brindle–1E-OSRIC?affiliate_id=1892600

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Dead God Excavation


Venger As’Nas Satanis
Kort’thalis Publishing
Crimson Dragon Slayer
Levels 1-3

A fifteen page non-adventure calling itself an adventure. One door, one room, a couple of NPC’s to interacts with. Didn’t Venger write a “How to write adventures” book? Yes, yes he did. Exhibits A & B in the buying things from DriveThru. Really, the jokes on me. His pitch for a review was more manipulative than his usual “PLEASE PLEASE PLEASE REVIEW MY ADVENTURE PLEASE.” I knew it was a front and did it anyway. I just didn’t realize how bad it was.

So, yeah, it’s an archeology thing. Nobles and laborers are gathered around a recently unearthed big iron door. Carnivals, circuses, archeology expeditions, museums, post offices, DMV’s, sewers … it’s like the imaginations of the designers are bankrupt. I’m waiting for the circus archeology (or archeology circus?) adventure.

Which is not to say that the core social aspects of the nobles, sages, laborers, priest and sorcerer NPCs is bad. Quite the contrary, a group of fuckwith NPC’s each with different motivations hanging around the party while they do something dangerous tugs at my DM heartstrings. It brings the roleplay and involves a kind of push your luck mechanism with how much shit the party is going to take and/or how they are going to use the resources that a few extra bodies provide … Or, it COULD do that, if it were written well. Venger tries. You get that he’s trying to set this up with a bunch of different NPC’s hanging around, offering advice, getting in to trouble, etc. That is, if you squirt pretty hard and you see that. It comes across on a couple of pages, about a paragraph or so per NPC ending with a one line motivation. I’m going to address Venger directly now: Hey, dipshit, I know you read these reviews. Stop making the same mistakes over and over again. Put in a fucking summary sheet for the NPC’s. Stick in the name and a couple of words for motivation, characteristic, etc. That way I don’t have to keep turning back to the NPC pages and digging through the stupid text to find something worthy for them to say/do. See, if it were all on one page then I could attach it to my DM screen and look at it on the fly and see everyone in one glance and get some real nice interaction shit going on. And while I’m at it, if the NPC’s are supposed to be a big part of the adventure then give them a couple of things to do. Have the laborers smuggle in a couple of liquor bottles, or play the lotto, or a full tea service for the nobles or some such. You don’t need to drag it out, four or five words per. But its your job to help prompt the DM to action, giving them tools to work with. “Bob is a jackass.” is a little too open ended. Sure, it works, but if he’s a face talker with odious body scent/personal habits .. AND useful, all the better.

Ok, so, there’s this door. You open the door and there’s a room beyond with a dead god in it and a couple of other things to fuck around with. That’s it, that’s the adventure. Oh, and every fifteen minutes you take 1d6 damage from acid drips from the ceiling. And every fifteen minutes you have a 50% chance of just dying from some d6 table. That’s fun, right? Actually, I don’t mind the acid drips; it’s minor and encourages the party to find a way around it. The whole “evil effects while in the tomb” table, though, needs to go. It discourages exploration and interaction. Not cool. I get it, dangerous environment. But NOT exploring an erupting volcano is not fun.

Venger also puts shit in the wrong order. E’s got such a hard on for describing the dead god, and its effects, that he puts the room description elements FAR down in the adventure. Hey, first n the description is what the party see/encounters first. Then you expand it later on. You put what the DM needs first as the first thing the DM sees. Otherwise I have to read a page of text before I run the room. I’m not reading a page of your text at the table.

And what’s with the names dude? Miss Forgotten Realms much? Voss’th Ekk, Chanz Kol, grok-nods, Zirnakanan. I guess Forgotten Realms isn’t the only place where random letter generators are used for names. Next time try some names WITHOUT apostrophes in them?

He’s got some decent alien/demon magic items and At one point, when characters open a book, a woman screams at the same time … because she thought she saw a spider. Nice. That’s the kind of local colour I like to see.

Didn’t I like a Venger product in the past? Islands of Purple, maybe? Dude, what happened? Is this a money play or something else?

Get it together man. This thing needed a fuck ton more editing to tighten it up and expand it a bit.

This is $2.50 at DriveThru. The beginning of the preview shows your the NPC’s. They are not bad, they just need the summary sheet and a couple of prompts for causing trouble. The end of the preview shows you the “random death and damage” shit from when you are in the tomb. The middle shows you the, essentially, preprogrammed events at the start of the start when the party arrives. Sage touches tomb, gets headache, sorcerer shows up and warns everyone off, etc.https://www.drivethrurpg.com/product/232344/Dead-God-Excavation?affiliate_id=1892600

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(5e) The Worthless Shrines – Part 2


By Daniel Casey
Self-Published
5e
Levels 3-6

A promise from a mysterious mage, to grant any Wish if they discover the mysteries of long forgotten civilization, sends a party of adventurers into the far north…

What goes for ten dollars?
Well, whaddya want for ten dollars?
I want something different, I want something special.
Oh no, honey, not for ten bucks.

This 36 page adventure depresses me. It’s a linear plot-based thing, full of forced combats and do-nothing skill checks. Yeah, I bought it because of the cover, but I’m a stupid sucker for marketing and can’t ever learn my lesson.

First the goo, and it comes in two parts. The hook here is that you’re hired by a wizard professor to research/explore some mounds, with a Wish spell for each as a reward. Woah! That’ll make me sit up and take notice. post-oD&D doesn’t give out enough wishes. Neutral D&D means killing players, far more often than happens these days. But it also means resurrects, geas, and wish spells should be more common. Professor Dipshit is a moron, wanting to gain knowledge to rise on the colleges ranks … which appeals to me as an academic and as a guy who plays a lot of wizards makes me think “if you can cast five wish spells in a row, why not just wish yourself some knowledge/tenure?” Premise aside, the rewards are great. It’s the kind of hook that motivates the players rather than the characters, and those are the best kinds.

The magical treasure is also above average. Shambling Mound tap roots, a coutl feather, a faerie dragon wing cloak … they are mechanical, with advantages on saves and so on, but they also don’t drone on with multiple paragraphs of text describing them; one or two sentences and they are done. There’s an emphasis on monster parts, which both appeals to me and makes me wonder how many players still mine them? I suspect they will need some prompting.

Nothing else positive to say.

There are no maps. The directions and descriptions are all embedded in the text. This is shitty. A map is a wonderful thing, even a diagram/drawing would have oriented the DM better. As is, you have the text to find information. Here’s two examples of how the text attempts to provide a map: “Entering the mound, the party will immediately see several chambers branching off the central hall that meanders the length of the barrow.” and “The left chamber has two stone platforms upon each is a well- wrapped, ancient looking corpse.” Dude, just a picture with a pencil and include it. That would have much much clearer.

Which leads me to the next point: it’s ALL stream of consciousness plot based. You go from point a to point b to point c, being led by your nose, with the text not even provisioning much separation. It’s all just this happens then this happens then this happens then this happens then this happens. This is the hallmark of the DM TELLING A STORY style. AKA: one of the worst sins possible in adventure design. More so than most plot-based adventures, the text is a mess of stream of consciousness, making it hard to follow. It’s not organized AT ALL.

Finally, what would a shitty adventure be without meaningless skill checks? Not as shitty, self-evidently! Make a DC12 check to notice the path is getting overgrown, even though it becomes impossible to move through. Make a DC12 to follow a bears path .. or don’t find the pool of water you’re looking for. Make a DC15 to notice that …” they will realize the bear hadn’t just fought them making its way to the pond and that the plants around them are corrupted.” Actually, I have no idea what that text is trying to say/do. A satyr (who runs the bar in town; magical ren-faire much? I thought the world was supposed to be full of wonder. Next thing you know Drow will sleep on pallets and wool blankets) digs up an egg and you need a DC15 for him to explain what it is. What happens elsewise? Who knows! The adventure doesn’t continue!

It’s all confusing and not through out AT ALL. The satyr digs up the egg, but then it somehow becomes party treasure. What? SO he placed a shambling mound to guard it and then just gives it to the party, I guess. Oh, and there’s a magical couatl grove somewhere next to town, where the next part of the adventure takes place. But the Kenku village the town lawman is worried about gets no more mention. WTF man? PROVE RESOURCES TO THE DM. It’s the first rule of adventure design: help the DM run it.

I could bitch about a thousand small things, like including full stat blocks for NPC’s the party will probably not stab while choosing to bury their personalities in the text. Orient the adventure to the DM. If they are unlike to stab it then put it in an appendix, or summarize it, and put the fucking personality in the stat block so it stands out to the DM.

“4 will o’the wisps attack.” Really? That’s what it come to? A will o’the wisp is just a monster to hack down? There’s no soul. No leading them to the quicksand, or the dwarf smelling gold (one of my personal favorite will o’ moments I’ve seen.) or ANYTHING romantic or adventurous, just something else to stab.

Let me suggest that “kill the monsters and take their stuff” is a much more fitting tagline for modern D&D than it is for older styles of play. Older D&D embodies a spirit of romanticism that Blue Rose can only dream of in tortured opium visions.

This is Pay What You Want at DriveThru, with a current suggested price of $1. There’s no preview, otherwise you’d never but it. Worthless indeed.https://www.drivethrurpg.com/product/257474/The-Worthless-Shrines-Part-2-A-Red-Banks-Adventure?src=newest&filters=45326_2110_0_0_0?affiliate_id=1892600

Posted in Reviews, The Worst EVAR? | 4 Comments

D.A.M.N. Magazine – Sprint/Summer 2018 – Demon Serpent of Balmosphos


The Demon Serpent of Balmorphos, daniel j bishop
Daniel J Bishop
DCC
Low Levels

Derp! I bought a 116 page DCC magazine. Un-derp! It’s pretty interesting. I also have a headache this morning.

DCC magazine with the usual set of DCC magazine things, like patrons and a bestiary. It’s also got three adventures in it. One is quite short, and I shall not mention it again. A second, “Cannibal Tiger Women of Tsaru” is about fifty pages and involves several groups and areas, making it almost a hex crawl without hexes. (Great art though!) Dense, I’m not going to cover it. The third (which is the first in the issue) is the first part of a megadungeon.

“Demon Serpent of Balmosphos”, by Daniel Bishop, is a forty five room dungeon with two levels and four theming areas ,in about thirty pages. It pushes my buttons in read-aloud, italics, and verbosity, but never goes off the deep end. Usually. What it does have is that DCC charm, which is kind of like a good OD&D thing turned up to 11.

Daniel does a good job with sprinkling the text with little tidbits that make the dungeon come alive. Early on you find a boot … that still has a rotting left foot in it. Little bits like that are scattered throughout the rooms. They don’t quite fall in to the trivia category because they do such a good job in setting mood and conveying it to the party.

The read aloud runs from about three to six sentences, in italics. I don’t like long sections of italics, I think it’s hard to read. I don’t like hard to read. My eyes glaze over. This read aloud almost always starts te same way: with a sentence on dimensions. “The door opens into a dusty space some 30 feet wide and 40 feet deep, vaulted to a height of 12 feet.” Yes, it completionist, since the read-aloud is meant to read to the party, but it has NEVER made sense to me to put that shit in the text. You’ve got a map, right? Anyway, the read-aloud, except for those points, is not too bad. Toom two tells us “Jumbles of bones and cast-off bits of detritus lie in the corners of this area. The uneven flagstones sag in the middle of the floor, as though from subsidence in the depths. You can hear the distant trickle of water from somewhere deep underground. The whole area smells of dry reptile musk, rotting meat, and sulfur.” That’s pretty good. Smells, sounds, good use of adjectives. It absolutely creates a good mental picture and that’s what I’m looking for in a room description.

The DM text then follows, and uses paragraph breaks and whitespace to good effect. Each thing mentioned in the read-aloud generally gets its own paragraph. That makes it easy to scan to find things to follow up on as the players explore. IE: it’s helping the DM run the adventure, which is what its supposed to do.

Treasure and monsters are exactly what you expect of DCC: good. There’s this magic ring that may cause a devil to show up to retrieve it t some point in the future. Further, if you kill the devil, you get a respite for awhile while the bureaucracy of hell catches up. Hey! You just got some roleplaying notes for said devil! Perfect. Monsters also get some good descriptions. “The Balmorphos Serpent is a 50-foot long viper with hard brass scales and a head shaped like a blunt arrowhead. Its eyes glow red in the darkness. It smells of reptile musk, but its hissing breath reeks of sulfur (not unlike the smell of a struck match or rotting eggs) … transparent green venom drips from its fangs.” Great imagery, lots of USEFUL detail, meaning its oriented towards what the party will interact with and see/smell, rather than trivia on its background, etc. Bonus points: when you kill it a demon crawls out its mouth, getting larger. Then it bitches about missing it’s little lemurs first day of school before it goes home. Nice.

Which is a good transition in to the encounters proper. Written in a neutral format, not gimping players, things to talk to that don’t always attack and some semblance, because of the four themed areas, of factions. Daniel puts in some good advice for the DM here and there, mentioning things like how to remove giant snake skin and some hints about boiling water damage in a stream before the entire 10d6 damage is received by people who ignore the initial signs.

DCC adventures can be a bit linear, but this one, with 3.5 roots, is not. What it does lack, though, is a little attention to the warriors. DCC rooms needs a little bit more in them so warriors can perform Might Deeds. No chandeliers and barren rooms can make things hard on the warriors. Not every room needs to be a parkour playground, but more attention to this area would have been good.

Even with my read-aloud bitching I’m happy to pay for just this adventure.

This is $10 at DriveThru. The preview just shows you editorial and interview shit, and not any of the adventure text. BAD DCC WRITERS! YOUR PATRON IS DISPLEASED.
https://www.drivethrurpg.com/product/248505/DAMN-Magazine–Spring-Summer-2018–Fisher-Cover?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 5 Comments

The Tomb of Harven Half-Skull


By Joseph Bloch
BRW Games
AD&D
Levels 3-4

A hundred years ago, the pirate king Harven Half-Skull was buried with his ill-gotten booty in a secret tomb. Your band of adventurers have a map that claims to show the final resting place of the pirate king, and you’re off to claim his loot. But the dead do not rest easy…

This ten page tomb dungeon has twenty two rooms in three pages, and features undead and water themes, it being the tomb off a pirate king. Workmanlike in its design and presentation, it does a good job of emulating the style of the early AD&D adventures: short rooms with not much fucking around in the writing.

The pyramid tomb is a favorite of designers. Except this time it’s not a pyramid but a sea cave And it’s not egyptian but a pirate. But, still, tomb with undead, traps and some loot.

This adventure emulates the style of the older AD&D adventure, G1, S1, and so on. The descriptions are workmanlike and to the point. The rooms are not too complicated, te writing not that inspired, and everything with a briske style.Room six tells us “There is a colony of green slime on the ceiling at this point.” and that’s it. The underground river tells us that “This is a fresh-water river that flows into the sea a half-mile northeast of the tomb. Except in areas #7, #10, and #16-19, there is no air above the surface; the river completely fills the tunnels. It has a slow current moving from the southwest to the northeast.” I don’t know how to label this style. It’s not exactly fact-based, I tend to use that (negatively) for styles that emphasize things like “the statue sits on a dias 6.3cm high with a diameter of 2.6 meters.” It’s not expanded minimalism either; that’s reserved for people who offer too many mundane details in their room descriptions. This is, insead, a kind of, oh, I don’t know, baseline room description? It tends to the terse style, concentrates on what you need to run the room, mostly, and doesn’t tend to embellish much at all.

It is that lack of embellishment that I have problems with. Adventure writing is such a tightrope. There are so many ways to go wrong. The adventure does nothing wrong (mostly). It also does nothing to recommend itself. This style, and thus this adventure, does nothing to make me want to run it. It comes off ass … dry? Dry isn’t right, that’s a different design sin. I just don’t care about it. This is clearly not a disaster, I don’t feel cheated (as I usually do when I’m spouting profanity.) My expectations have not been crushed. I just don’t care about running this. I know there’s a segment out there that worships early T$R adventures and like this style. I don’t get it. It seems like nostalgia worship to me. I don’t need laser pistols, gonzo elements or grim dark to make me like something, but you gotta have SOMETHING … and that’s what this lacks. Something to make you want to run it.

I can quibble with some of the choices made. That green slime encounter is nothing special AT ALL. I’d like to see it kicked up a bit, a little more evocative, better word choices. Certain rooms (Fresco Room, I’m looking at you. You too Shrine Room) could use another pass at the editing to tighten up the descriptions. They either get too wordy or they don’t put the most important things near the top of the description. [Things the DM needs first go high in the description and expanded details go lower.] I don’t see an editor attached. If that’s the case then Joe did a decent job by himself, and clearly has some vision of what he wants, but lacks the outside eyeballs and detachment that a good editor can provide. Not that there are many good editors, so I’m speaking academically of course.

It’s pretty clear Joe understands how certain D&D elements work. There is a chamber you can only get to by following the (completely submerged) underground river … with a shelf high up with a body and a magic item. In another area there are keys hanging underneath a bridge the party crosses over. Rewarding exploration and people that go a little bit farther is good design. Likewise, he’s got a golden crown with jewels with magic powers … and has an EGO/is intelligent … and a bit evil. This is a great item. First, it;s the kind of thing that the part will keep and adds to the fun of future adventures as someone wears it around all the time, in town, in the tavern etc. Second, it’s intelligent, which again gives you more hooks in the future to play with. Third, its evil and so the party has some FUN moral issues to sort out. Arguing about orc babies is not fun. What to do with a SLIGHTLY evil magic item IS fun. Or maybe that’s just my obsession is the Eye and Hand.

I will say that there is something weird going on with the undead; I don’t think they are a challenge? This is for Adventures Dark and Deep, which I’m going to assume is an AD&D clone and follows AD&D turning. This is also for levels 3-4 … and has more than a few challenges with skeletons in it. Don’t they turn on like a … 4 or something, or auto-turn? That’s not really an encounter at all … but maybe its supposed to be that way? Turning undead in D&D doesn’t work, I think. Even at low levels skeletons are not a threat if you have a cleric. That’s too bad. They are a classic monster and deserve more love. Even Gygax knew they were broken, with his +1 amulets in the Borderlands.

Anyway, hey Joe, time to return from your vaudeville show. Now that you can emulate old D&D you might try kicking things up a bit. Kick up those rooms descriptions a notch or two. No need for more words, generally, just better word choice. That green slime encounter, for example. A little more evocative to make people excited to run it .. .by which I mean putting a strong image in to their heads.

This is $2.50 at DriveThru. The preview is one page and show you the first eight or so rooms. Which is exactly what a preview SHOULD do, giving you the ability to understand what you’re actually buying. You can check out the Fresco room, room three, to see what I mean about the need to tighten up the writing in places, and the rest of the rooms show the workmanlike writing style.https://www.drivethrurpg.com/product/257274/The-Tomb-of-Harven-HalfSkull?affiliate_id=1892600

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(5e) The Burning Goblins


By Mark Bowen
Blue Sword Games
5e
Level 1

he most recent raid by The Burning Ones goblin tribe has left the village of Greendale in a state of uproar. The miller’s daughter has been kidnapped and the mayor has put out a call for adventurers to hunt down the goblins and find the missing girl. But is there more to these raids than meets the eye? Why are the goblins burnt and timid? Only a strong band of heroes will be able to find the answers and save the girl from a gruesome death.

Why me?

This is a fourteen page adventure in a goblin lair with a dragon in it. Massive reaD-aloud, lame treasure, “maps as art” …is this really mainstream D&D?

The party is dumped in to the adventure, rescuing the millers daughter from the tribe of goblins that raided the nearby village. I guess the local manorial lord is absent again or can’t be bothered, so the mayor has the party dp the job. Seriously, what’s the point of taxes? It being local elections, let me note that the job of the mayor is to fill the potholes, remove the snow, time the traffic lights, and keep goblins from abducting important peoples daughters. I’m absolutely certain is a chaotic good act for the party to depose the mayor and collect taxes themselves. They can’t be any worse than this guy … who doesn’t actually exist except as an abstract concept in the column long read-aloud.

Well, there is an option for having the party hang out in town. You have to succeed in a skill check to have the townfolk tell you anything. a) this is stupid because the party are helping the townfolk. b) this is stupid because what are you supposed to do if they fail the roll? Oh, you’ll just fudge it and tell the party anyway? THEN WHY NOT DO THAT IN THE FIRST FUCKING PLACE?!?!?! It’s like the designers don’t actually think about or run their own adventures.

Back to Ye Olde Reade Aloude. People don’t listen to read aloud. WOTC even write an article about it. Two to three sentences is all you get then people stop paying attention. And yet, adventure after adventure does it. Why? Because they learned that it’s the”right/” way to things from others … including official product. Hey, Mearls, how about fixing this? Don’t Adept anything that uses more than three sentences of read aloud. Then people will learn new behaviours and I’ll have to find a new reason to drink. Like the crushing realization that life is meaningless. I think that’s traditional, anyway.

So … the goblins live in a cave. The cave is a linear map with six rooms. That’s fun, right!!! Linear! Six rooms! Oh, and there’s no grid, it’s just a “pretty” art piece. I say pretty because its not. Seriously, what was the point of the map? You know … the fucking pit trap isn’t even on the map. That’s right, the big old X is missing from the map. Who the fuck doesn’t put the pit trap on the map? Someone with little concern/knowledge of how to help the DM at the table, that’s who.

The tunnel with little no value items in it has a magnifying glass, a greatclub, and healing potions. Uh huh.

Who wants to guess how many goblins are n the goblin tribes lair cave complex? No, zero is wrong. It has four. Three at the entrance and one old frail goblin inside. That’s it. That’s a goblin lair. Those are the goblins that raided the village and everyone is in fear of.

Oh, the cave does have their leader in it, a dragon. Yes, a large dragon. That’s the goblin leader. He’s in the cave.

I’ve seen this in other modern adventures and have not commented … whats with slapping high level monsters on low level adventurers? Trolls at first level, etc. When do people fight skeletons? Is harryhausen dead? Why are you putting a fucking dragon in a level one adventure? Why not just put asmodeus in and call it a day? Is it the 5e power curve? I don’t get it. What happened to stirge and fire beetles? No, I’m not being old, I’m talking about power curves and character growth. Oh, and the dragon knocks people unconscious. WTF man?

Yes, you CAN sell out the villagers and offer the dragon tribute, and even gain the dragon as an ally in the future. THAT is genuinely a good thing.

Perhaps my greatest disappointment in this adventure, which is full of them, is a certain magic item. The only one worth mentioning. A disk, with writing in infernal, on how to soul bind to create soldiers for the “Grand Army.” And that’s it. It’s not actually a magic item or has value. The dragon knd of wants it, if it knows the party has it. That’s it. Man, what a lost opportunity. Let the fucking make some zombies man! Or grow some! What fun!

Just another adventure from someone who didn’t actually think any about their adventure.

This is free at DriveThru. As such I’m too lazy to talk about the preview.https://www.drivethrurpg.com/product/156433/The-Burning-Goblins-Old-Version?affiliate_id=1892600

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Campfire Tale


By Mark Craddock
Cross Planes Games Studio
Black Hack/Labyrinth Lord
Levels 1-3

Uh ….

This eleven page “adventure’ details one encounter, a forest clearing. I think not.This review is going to suck because there’s nothing in this “adventure” to review.

The publishers blurb says “introductory adventure” and “levels one through three.” In this case “adventure” means one forest clearing that a naga attacks in to while the party is camping. Then a hag shows up to attack also. The end.

Yeah. Level one. A naga AND a hag. 3HD and 4HD. There’s this certain aesthetic in old school play that overpowered encounters are ok, and I agree with that. The deal, though, is that the players have a choice to engage or not. Your first adventure. You are camping in the forest, 5 minutes after creating characters. Then a 3HD naga crashes in. Uh … uncool. And then a 4HD hag shows up to kill whoever is left. That’s decidedly NOT old school play.

And then it does this weird “roll to continue the game” thing. You have to make these investigate rolls … for basic information. And if you miss it, well … nothing happens? You have to make a roll to notice a thick fog rolling in? And a crescent moon, and the fog, and … it just makes no sense.

Side Trek adventure from Dungeon Magazine, crappy though they were, generally had more going on than this ENCOUNTER doe. Not a fucking adventure. ENCOUNTER. I could never have the audacity to publish something like this. Which is why I’m a middle class wage slave.

This is $1.50 at DriveThru. The preview is five pages. You get to see everything but the hag battle at the end.https://www.drivethrurpg.com/product/257669/Campfire-Tale-for-The-Black-Hack-and-Labyrinth-Lord?affiliate_id=1892600

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The Castle that Fell from the Sky


Steve Robertson & Jimm Johnson
Self Published
OSR
Levels 3-5

Even in the far gulfs of space, the struggle of Law against Chaos, Good versus Evil is eternal. But wherever evil is not extinguished, it will revive to exact vengeance on those who would keep it at bay… …On the fringes of the realm, where civilization wanes and adventures begin, rumors are whispered of a castle that fell from the sky. Some say it has poisoned the land where it fell and nought but death can be within its walls. Some say creatures, foul and dangerous, have gathered at the dark fortress. But others, the treasure seekers and thieves who haunt the local taverns, scoff at such dire warnings and view them only as a thin ploy to keep adventurers from winning the vast treasure that surely waits within. To your ears have come these very rumors— and more: you have learned the location of the fallen sky-castle!

This fifty-two page adventure contains a multi-level funhouse dungeon with about forty rooms. A good mix of OD&D elements, it manages to mix a more light-hearted style in without it becoming silly. Classic elements abound. Both in style and in presentation to the DM, it reaches acceptable levels. Since my standards are stooopid high, this is a compliment.

Being OD&D-like there are lots of new creatures and treasures. The guards that have fish-heads can blow giant bubbles that, if they touch a magic user, deletes a rando spell from memory. Giant mosquitoes roam. A snake with a single cyclops eye. Note how familiar the creatures are. It’s a normal thing, just twisted a little bit. Freaky enough, or more, because you KNOW it’s not right, as a player. That fucking snake has one eye man … I ain’t going over there! Treasure tends to be similarly unique. We can extrapolate this in to “the OD&D style.” It’s not all over the top nuttiness, in creatures, treasure, or room encounters. There’s something familiar about them. It’s a basic thing, pushed and twisted just a little bit. Familiar enough to have some recognition but it’s that extra little twist that pushes you in to freak out/caution territory. It’s a great vibe and totally by bag baby.

Speaking of rom encounters, let’s look at one of them:
“TOAD IDOL: Against the east wall is an onyx toad idol with a sinister grin and a single ruby eye. The ruby is a deep blood red and has a strange gleam. It is cursed. If anyone removes the ruby, the stars of the sky appear on the ceiling and slowly descend upon the thief, covering him in a green-black shimmer. That character is now cursed, and all rolls will be considered a 1 until the ruby is returned.”

Pretty terse. Not the most evocative, but blood-red and gleams and green-black shiffers are a cut above the descriptions most adventures have. It’s a pretty basic setup: the cursed eye-treasure statue. It’s the onyx toad and stars appearing that really push this up in to great territory. And yet .. it’s so simple, isn’t it?
So far it’s a pretty standard adventure. Put the first room has a big red button with a sign that says “do not push the button.” And there’s a leprechaun-like creature called Barbar Jinx that can show up when you say his name three times aloud and uses “meesa” and “yousa.” There are other examples as well. This is really the tonal part that completes the definition of funhouse: a couple of pop culture things tossed in has always been a hallmark of the style. I kind of enjoy the fucking around nature and having a good time, but I recognize that as a tonal thing not everyone wants.

There is, of course, room for improvement. There are great summary sheets, but a little bit more of them, like having the wanderers doing something, would have been good. It also seems like there’s just a little bit more missing from a lot of encounters.

How much instruction/guidance to the DM are you looking for? The modern trend of “all DM’s are idiots and I must spell out everything” is something I abhor. On the other end of the spectrum is no advice to the DM at all. Just let the DM run it however they want.

Note the toad room from earlier. No treasure value for the gem, and no mention of a save for the curse. There’s another room that has a brazier in the center that “fills the room with fire” when the opposite door is opened, 1d6 per turn. Is there a save? Instant or slow enough that, say, you could get one turn to run out of the now opened door to save yourself if thats the first thing you tell the DM? It’s ALL up to the DM to interpret and run.

I get the style, and it’s fine; I’d much rather this style than the “explain everything” style. I get excited when I run the game, so little cue’s to help me not forget things does a wonder. Just putting “[sv]” would be enough. Or “(10,000gp)” or “instantly” vs “slowly” would help me out.

This is in digest format and in single column … one of the few ways that single column is acceptable to use.

It’s a good adventure and I’d have no issues with running for folks.

This is on Lulu for $6. Lulu previews require flash. I don’t do flash.
http://www.lulu.com/shop/steve-robertson-and-jimm-johnson/the-castle-that-fell-from-the-sky/ebook/product-23854671.html

By the time you read this I’m fucking around in Central America for a month. Every review after this one, for the next month, means I was a good boy and wrote ahead. We shall see …

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(5e) The Deadly Den of the Wanton Wolf


By Talbot S. Raiche
Self Published
5e
Level 3

The people of Yarlstone are afraid to go into the woods at night. It started with an increase in poaching, but soon merchants and guardsmen were found dragged from the trails and torn apart. A bounty has been placed on those responsible, but who is brave enough to investigate the howling that comes with the full moon?

This twelve page adventure features a small cave system of eighteen rooms with a werewolf in them. Terse and largely evocative room descriptions are a highlight, but slavish devotion to regimented formatting brings the product down, as does the lack of supporting material for creatures and setting.

5e and twelve pages would normally mean a shit product that describes three encounters, maybe … at least that’s what I’ve come to expect. When I saw this was single column I was looking forward to a total shit show, but I was pleasantly surprised. Instead of a shit show rip off product (ie: three encounters or less) it is instead someone with a vision who needs some help improving.

The rooms (in an old cabin) have descriptions like “Living Room: Dim. Creaky floors. Dusty tables and chairs, Cold Hearth. Old rugs.” or “Closet: Dark, Musty, Moths, Worn cloaks on wooden pegs.” That’s pretty good! It DOES create a great atmosphere that a DM can then fill in and riff upon. That’s what a DM needs, just enough to get an idea in to their head, then they can expand upon it as the players explore and ask questions. You grok the place, and because of that you have infinite power over it to convey the vibe to the players. It’s easy to scan at the table and does what it needs to do. I like the style, a lot. It’s not the ONLY way to achieve the evocative & terse thing I look for, but it is one of the simplest to understand and mimic for n00b writers, I think. The room names could have been overloaded some “Decrepit Living Room” or “Musty Closet”, for example, but hey, that’s nitpicking.

And …. I’m done being nice. The rest of this adventure barely exists. It is, essentially, minimally keyed. Rooms have “5 cultists + 3 wolves” or “2 black bears.” Treasure is boring old book stuff. There’s no real reason behind things. There’s some pretext about the werewolf being a bandit, and a wolf cult, all relayed through backstory, but the adventure keys proper are as close to minimal as you can get. Take Palace of the Vampire Queen and add those atmosphere descriptions and you’ve got this adventure. The creatures and environs come off as cold and mechanical. The creatures need to be doing something. The traps need a bit of life. There’s tis devotion to the rigor of formatting that’s weird. Rooms have a section stating “Doors: Slatted wood fencing – locked.” And then, each on a newline, “Pick: DC 14 Dexterity Check” “Force: DC14 Strength Check” and “Break: AC15, HP27.” Ok, get it. I get what you’re trying to do. But it comes off as rigid and mechanical and lifeless … and also takes up too much space. Imageine putting it all one one line, with bolding, underlines, italics, bullets, etc. Same impact to support the DM’s scanning and more fluid.

Further, imagine the doors, traps, treasure, and monsters were given the same treatment as the room atmosphere. Just one sentence of atmosphere each. There’s not village, or wilderness, but imagine that a village was listed, with the same one or two sentence atmosphere, along with, say, three NPC’s given the same treatment. And a little wilderness section of the same. As is, the hooks are essentially non-existent, just that there is this bandit cult leader and he lives in the woods and the nobles don’t like poachers. But give that the same atmosphere treatment? And those wandering monsters? Same thing. Instead of “1-2 black bears” how about instead “1-2 black bears, foraging, wounded, starving” or something like that? Then you’ve given the DM just a little more to work with.

Also, would it kill you to put in a one page summary of monster stats? You use the same thing over and over again … why not fill one page with their stats. Just a summary, so the non-pedants among us can run the monsters from it?

Finally, a note on formatting. Yeah, it’s part of the Notebook Dungeon series and you put it on a background that looks like a legal pad, single column. First, don’t use single column. It sucks for communicating information. I know it’s fucking easy, but its been well established that double column is better for information transfer. Easier to scan up and down than left to right. Yes, I promise, some google searches will turn up the lit. Second, the legal yellow and lines don’t improve the legibility of the adventure, they detract from it. It gets in your eyes way, especially the lines. Don’t do that. (Just like you should not have large sections of italics. Its hard to read.)

Nice idea for the rooms, but it went too far minimal.

This is $2 at DriveThru. Alas, there is no preview.https://www.drivethrurpg.com/product/255121/ND12-The-Deadly-Den-of-the-Wanton-Wolf?affiliate_id=1892600

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Witchburner


By Luka Rejec
Hydra Cooperative
OSR

… It’s an intimate, tragic adventure of witch hunting in a town huddled between rivers and mountains and forests one wet and cold October.

This 68 page “adventure” describes the NPC’s in a small town and wraps some rules around for garnering support from the locals to burn people as witches. Some reference sheets are provided to help the DM with the social situation, and it is CERTAINLY a well-charged situation in which to throw some PC gas … but I’m having my doubts as to the “Adventure” nature of this thing, as well as playability. In the end, I’ve decided it’s an adventure, and a cute idea, and some decent NPC’s, but it doesn’t all come together.

If I publish a list of 30 NPC’s, is it an adventure? If I give each a quirk, like “knows he weakness of metals”, is it an adventure? If I give them each four or five “household” NPC’s of one line each then is it an adventure? If I add rules for liking/hating the party and rules for mob justice is too many people hate the party … is it an adventure? What if I say “the other NPC’s think one of the NPC’s is a witch”, is it an adventure … even if none of the NPCs are witches? What if I add “the town council give the party 3000gp to find the witch in 30 days” … then is it an adventure? Have I beaten the horse enough? As a reviewer I find the question of “what makes it an adventure” interesting … and this adventure walks close enough to the line that I can use it as a pretext to discuss that.

Ye Olde town council hires the party to find the witch in their town. If you can do it in less than a month then you get the cash. There are some mini-mechanics provided on convincing the town council that the accused is a witch, and some around the town folks growing to love, or hate, the party. There are thirty main NPC’s provided, each with a quirk or secret or two, and each generally with a small group of others in the household, also with a quirk or so. There are reference sheets for tracking the love/hate thing, and mini-rules for mob justice.

It is a social adventure. Each of the thirty days in the month has some little small event, like townsperson x tells the party townsperson Y was a witch when they were younger, etc. This is also augmented by some kind of calamity, some witchsign like stillborn cattle (and generally much weirder) that whips up the locals a bit more. Too harsh with the locals and they start to fear you. Too many fear you and a mob forms to burn the party as witches, the tables turned.

It’s a decent set up. The locals are in witch fear fever. Everyone has something to hide. The mini-rules handle the extra new situations well. The calamities and rumors on each day keep the action moving. And in to all this you add a WHOLE bunch of gas in the form of the party and wait for the shit to go down. It’s all very loose, almost a framework for an adventure rather than adventure. That’s both a strength and a weakness.

There’s no actual plot, other than what naturally develops during play. That’s because there is no actual witch … the locals are just all spun up because of some coincidences. But … no one knows that. The coincidences are not explained. The locations and events precipitating things are not touched on AT ALL. So, the pumpkin that spills teeth when cut in to? Only mentioned in passing once, in as much detail as I just typed. Or the fish that turned up dead with a handprint on them? Again, no more explanation AT ALL than I just provided. It’s literally all just rumors and people with something to hide. There’s strength to that, it recognizes that all you really need is a volatile situation and adding the party can turn it in to an adventure. On the downside … well, it feels plotless. The lack of explanation for the “bait” that starts everything is totally up to the DM. And not explicitly so, just implicitly.

It’s also the case that the party will need to frame someone to get the money … and/or save themselves from the mob. Or, they can just rob people.

The lack of the precipitating events, and of a plot, does leave things feeling a bit hollow. It’s all just fucking around. You could just as easily take People of Pembrocktonshire, or any other NPC book and say “they all live in the same village. The party is hired to find the village witch, but there isn’t one.” Same adventure, essentially.

It’s heart is ni the right place. Ut tries to provide reference sheets, etc. The entire thing needs A LOT more cross-referencing. Everything it uses the words The Mayor it also need to put “(p39)” right after it … and do the same for all NPC’s. You gotta help the DM out … especially when things are as loosy goosy as this. Councilor, Cult, Lodge could also be better noted in more locations. There’s also about a column of “background story” for each of the main NPC’s. They do a good job of communicating flavor, but are useless in play. I also think they are useless in play if you skip them … there’s no way you can hold 30 NPC’s in your head. This seems much more aimed at people just reading the adventure rather than running it. Stil, skip it and your ok.

It’s all a bit too aimless for my tastes. The secrets are not explicit, or damning, in most cases. “I can tell whats wrong with someone when I touch them.” Ok, sure. I guess so. It needs a little more push in the PC direction and just a little more pretext at the beginning, I think. Yeah, there’s a rule on how to actually put a witch in the adventure. But, it’s just random.

Luka has done something different and I applaud that. It FEELS a lot like that movie The Witch … except for the ending of course.

This is $13 at DriveThru. There’s a free version available;https://www.drivethrurpg.com/product/256916/Witchburner?affiliate_id=1892600

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