(5e) Heroes of Baldur’s Gate

By James Ohlen, Jesse Sky
Self Published
5e
Level 1

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The city of Baldur’s Gate is the pride of West Faerûn—a mercantile stronghold ruled by the famous Grand Dukes. One year ago, a powerful merchant leader named Sarevok nearly catapulted the city into war with the neighboring nation of Amn. This crisis was averted, and the remnants of the organization were scattered throughout the Sword Coast. Now, the city is threatened from within by agents of the nefarious Zhentarim, who seek to fill the power vacuum left behind in the wake of these events. Meanwhile, the Shadow Druids plot to destroy the city by performing terrible rituals, deep within the Cloakwood. Who will rise to oppose them?

This 162 page adventure (about half of which are “adventure” and half are appendices, etc) is set within the BG video games universe and includes all your favorite NPC’s from that series. It contains enough “free roaming” that MOST of it doesn’t feel like the typical plot-based railroad. Major portions “Feel” like the town exploration part of the BG videogame, which has good points (interesting stuff) and bad points (Let me just invite myself in …) It’s over-written and poorly designed for information transfer, as is usual for this type of adventure. It also has a TERRIBLE start.

Scene 1 – Quest Assignment. It’s in an inn. Full of soldiers to ensure everyone is good. And they take away everyone’s weapons upon entering. And tie spellcasters thumbs to their belts via string. Not the party. Everyone in the inn. Just to be clear: the designer has a story to tell and no “free will” from the party is gonna get in the way of that.

Scene 2 – You go to some gibberling mounds to rescue some incompetent Harpers SO. A forest area. Full of dirt mounds. Gibberling lairs. Four larger mounds, which could contain a body underneath (I guess we all know they are dormant and not dead. Anyway …) Digging up a mound requires stealth, and a roll. Noise triggers 3d4 gibberlings to burst forth from a mound. There are 250 mounds. Things could go very wrong as the party tried to find the missing person … but hey, don’t worry though! If the gibberlings awake then the NPC harper will IMMEDIATELY choose the correct mound his wife is under and untie her in a single round, screaming for everyone to run! Ought oh! Chase scene with gibberlings bursting out! Oh, no, don’t worry, they give up in 1d4 rounds. You get it right? There’s no adventure here. There’s suffering the plot and all the bullshit fake “tension” moments the designer has put in. But there’s no real tension because anything you do will be mitigated by the designer. They are trying to build tension through fake set-piece “tension scenes.” That’s not how it works. Consequence-free D&D is how boredom works though.

When you enter Baldurs Gate the read-aloud notes urchins grasping at coin purses and well-coordinated thugs skulking in alleys. Don’t worry though, this all just window-dressing, there are no actual thugs or urchins and no help for the DM if the party were to naturally follow up on those things mentioned in the read-aloud.

And the read-aloud IS extensive. It’s everywhere, long, monologue exposition. You will find no relief! No one listens past 2-3 sentences, remember? No, you don’t remember? That article WOTC posted? No? How about your own tables, the players it attentive while you read a page of read-aloud? Or they pull out their phones and/or daydream? That’s because it’s bad design and play.

Our city wanderer table is full of exciting things like “a cat is pursued by a pack of starving dogs” and other exciting encounters that are meaningless.

Things get better once the core of the adventure starts. There are 33 locations in town to explore. They have too much read-aloud and too much DM text, full of trivia and other meaningless information that doesn’t drive the adventure. This, of course, hides the real data in the location that the DM needs, like a brief personality, etc. But … it’s Baldurs Gate from the videogame. You explore the locations, from some initial clues, and widen your explorations of the other locations from the clues you uncover. This leads, probably, to the sewers  and tunnels. Sixty-ish locations under the town, leading to the basements of various buildings little mini-encounters/scenarios.

In this respect it’s the BG videogame. There’s a bunch of locations, you can wander in to them and find something happening. A little kid trapped in a cage in The Butchers meat market basement. A gambling ring with indigents facing off against gruesome challenges … that they are willing participants in, out of desperation for their circumstances. The world is brutal place. The interconnections and design, allowing the party to stumble on C which leads to D while trying to follow up A with B are done well. But it FEELS like a videogame. It feels like you are moving from A to B to C in the dungeons, busting in to basements to see what fresh hell is inside. Like you’re getting 100% by doing all the challenges in a videogame and/or exploring all of the areas. Will the party actually engage in this? Idk.

The “vignette” locations are good setups. Abstracted with detail more than I would like. Thugs guard basement doors to locations, instead of Pegleg Pete guarding the door. This abstraction garbage is a plague upon adventures. More words are not the solution but better words are. Trimming the trivia from the descriptions, read-aloud, and DM text and focusing on the evocative stuff relevant to actual play. This isn’t a call to minimalism. It’s not a call to describing everything. It’s a call to focus the writing efforts on what’s directly relevant and to make it evocative.

This thing has GREAT evocative monster art. I seldom mention art, because it’s so bad, but the monster art in this is top notch. Evocative. The rest os terrible, but the monster stuff is A+. It makes you FEEL the monster, and that’s what it should do to the DM, so they can better relate that vibe to the party. Everything should contribute to the DM running the adventure. Everything.

I’m also fond of some of the NPC descriptions. “Tharka (CG gnome acolyte) is an excitable young priest of Gond who is eager to impress Jaheira.” That’s a great description! It directly helps the DM both with her personality and what she does. It does it in one sentence. There’s not enough of this and the NPC summary sheet would better for it if if engaged in the same format/goals. Likewise, the rewards for accomplishing the quests are great. Medals, parades, people staring at you in disgust … there’s some effort made to make the players feels the consequences from the townfolk. Not enough story adventures do that. Of course, this relies, in no small part to the party following up on every quest lead they get, to solve not only the main quest but also the other two main side-quests.

There are also some epic backgrounds that the players can take at character creation. The Last Emperor, The Chosen One, etc. They DO feel epic, and yet not prescriptive, and the adventure text provides reference to how some of the locations in the adventure dovetail in to each individual one.

(And I would not that this is lacking in the main adventure. How the various quests interact with the locations and other locations is not detailed except through each individual location. This leaves you tracing breadcrumbs to understand how the adventure works. A little summary up front, with cross-references, would have gone a long way. As is, it FEEL like it’s randomly laid out and organized.)

I note also the maps are terrible. “Artistic”, they are hard to read. The map is a reference tool for the DM, first. If I can’t read the sewer map, or find the trails on the wilderness map, then you’ve done a bad job with the map.

So, lots of interesting things to stumble across. But abstracted text, and WAY too much of it to make running it at the table less than a huge effort. Lacks a GOOD summary, compounding an unfolding drama confused by too much text. The beginning, though, is DISASTROUSLY bad. Trimmed of about half its words, and being a little more specific and better summarized, it could be ok. Certainly, the originality and design is there, at least in most of the adventure, to a degree not usually seen in 5e adventures. The effort lacks the information-theory though. Improvements in that area could mean better things in the future.

This thing is $20 on DriveThru, for the PDF. The preview is garbage, showing you nothing of the actual adventure or encounters, which means you can’t make an informed purchasing decision. It’s a blind buy. This is why DriveThru needs a refund system.

https://www.drivethrurpg.com/product/269398/Heroes-of-Baldurs-Gate-5e?1892600

Posted in 5e, Reviews | 10 Comments

Eyrie of the Dread Eye

By Courtney Campbell
Autarch
ACKs/BX
Levels 6-8

… Now the Awakening is near, the Spheres are coming into alignment, and the Oculus is beginning to open. The dark power is reaching out and for the first time in an age the Eyrie of the Dread Eye is accessible again. As the Eye opens, reality itself comes under further and further  strain. And as rumors of a new valley containing an underground forgotten city filled with untold riches spread out from the Dark Wall, the Oculus continues to open ever wider.

This 59 page adventure describes a ruined city. There are about sixteen encounter areas prior to the city, and about eight “faction headquarters” in the city. This description, though, trivializes the emergent play sections of the city, a major part of the adventure, as well as the ever-present danger of the “minigames” that the locale proper provides. One of the better Lost Cities adventures, combined with a great example of pull-no-punches DM’ing that DOESN’T feel adversarial. Its complexity is its downfall and it could be organized better, going a little too far over the line of emergent play. But that don’t mean it ain’t a treasure, cause it is.

This isn’t a dungeon. It’s not even an adventure. It’s an adventure site location. The title, EofDE, makes it sound like a dungeon or adventure. It says “site-based adventure” somewhere in some description, but that shit gets thrown around like a marketing term. But this thing ain’t fucking around: it’s a site-based adventure location. And it’s gonna fuck up every party that meets it in a non-adversarial DM’ing manner, unless they are EXPERT players making multiple forays.

Rappan Athuk did something interesting: it highlighted threats outside of the dungeon. Bandit groups, with hundreds of members, preyed on you. This sort of thing is generally abstracted ot skipped over in adventures. What if, in X1, you came back to find your ship destroyed because it was continually attacked by large monster groups? And how many adventures deal with the consequences of the wandering monster table with respect to the hirelings & henchmen & horses you leave camped outside of the dungeon? This is an adventure for levels 6-8, which Courtney describes as “high level.” And that’s been my experience as well; Level 6+ B/X characters can be monsters. Lots of magic, both in spell and item form. A player with any sort of creativity can overcome A LOT. As a high-level adventure it does not abstract.

So you’ve got the 20 on a lost city rumored to be full of loot and off you head. Getting close you encounter the Argonath, in the form of a giant snake man statues, broken, behind it the path to the lost city. [IE: you are entering the mythic underworld and shit is about to get real.] From this point on wyverns are a constant threat. There’s a lot of wyverns in the cliffs and if you wipe them all out then more will show up eventually, in restocking the dungeon format. Thus we have an ever-present environmental danger to the party in the form of wyverns. Who are guaranteed to show up and assault stragglers and whenever the party is weakened or vulnerable. Like during a partial cave in. Or while climbing cliffs. And they HATE flyers. And thus the designer takes care of both “why fly spell doesn’t work” as well as causing trouble for Ye Olde high level party.

It’s a constant threat. Rappen kind of did something similar with that bandit/wilderness stuff, and a couple of adventures have tried to intimate something similar, but not like this. This is the sort of difficulty modifier that high level play should expect. It’s not those bullshit cold/heat/humidity rules that lots of “exotic” adventures turn to that cause so much logistical trouble and get in the way of fun. Of no, the party knows about this threat, will be aware of it, and will have to deal with it. They can always nuke the wyverns to buy some time (yeah! Party choice!) but they WILL come back.

It’s hard for me to write this review. I like to focus on the positives before moving to the negatives, but this adventure feels different. The encounters tend to be interactive. The boxed text, what there is, is short and evocative. But unlike most adventures, the traditional format is left behind. All adventures are emergent play adventures but this one is more so than others. Sandboxy? Emergent Play focused? Toolkit? There’s some element of truth to all of those descriptions, but never in a bad way. “Toolkit” doesn’t even go over the line the way it usually does.

There’s a cliff face 400’ with some caves/edifices that the party will confront after the giant snake-man statue. It has about eight locations, three of which lead to an dinner chamber which leads to the lost city. You need to get up the cliffside and explore the holes. Also, don’t forget the ever-present wyverns to deal with. Once inside the inner-chamber there are, again, about eight more things described, including the centerpiece giant multi-armed statue who’s hands/arms can act like an elevator. Cool! Then, you reach the lost city …

It’s large. It has several groups within it. There are eight locations described in about a half page to page each. There’s a wandering monster chart in which each monster is given a number of different things they could be doing/engaged in, as well as a “random ruins generator” for exploring the various ruined buildings around town.

You made it all the way to this point in the review. Do you know yet what the adventure is about? It’s about that last part, the random ruins. Courtney never explicitly states it, I think, but the goal of every page of this adventure is to focus on the play around the looting the ruins. Stealing every fucking thing you can. Explore every nook and loot every last dime. (ok, it could be “make a daring dash in and steal some shit without getting gacked, but it’s the same thing in my mind, just different degrees of willpower and success.) “Hey, giant lost city form a fallen civ full of gold and magic. Lots of monsters also. Want some loot/xp? Go get it!” That’s the adventure.

Now the wyverns make a lot more sense. Now the cliff makes more sense. It’s all there to make looting that fucking city more complicated.

The emergent play is looting the rando sites in the city. While dealing with the wanderers. While dealing with the factions inside the city. While dealing with getting it out/down the cliff. While dealing with those fucking wyverns outside.  

To a certain extent this is the same thing that happens in all OSR adventures. The difference is that those have a more finite environment, representing the dungeon, with an abstracted “outside.” This doesn’t. Hence the description of it being pull no punches DM’ing. The DM has set up a series of harsh game-world rules and put the potential of a FUCKTON of treasure in front of you. It’s up to you, high level adventurers, to figure out how to extract it, and to what degree.

Courtney understand this and the adventure is focused on it, almost every choice in the design being oriented towards that. But, given the rarity of this sort of thing and the degree to which Courtney is focused on it, it could have used a one paragraph designers note section explicitly stating that’s what it is and how it works together.

Fuck if I know what else to say about this. Good rumors, good wanderers doing things. The wanderers are also VERY opportunistic, almost every last one of them, picking off strays and wounded and running away. There’s a section in which you can encounter an NPC party, but you’re told to roll one up on your own; a half page of pre-rolled ones would have been nice.

There’s a couple of party gimps with spell levels and undead turning and scry scrolls. They mostly feel out of place. I get the undead thing, lost cities should have undead and undead should be a threat but high level clerics fuck off with undead. The options to just make them tougher seeming to be its own issue. I don’t understand the spell level gimps the other prohibition against scrying, it doesn’t make sense to me. Calling the main opponents “the optics” I guess you could make the case that it fits in that, as well as the usual pretext of “a place of great evil.” I’d probably just not mess with the spell levels or the scrying thing. The undead thing is a major old school issue, but again I’d probably just let it be without a gimp. The turn rules in older D&D need to be better without the BS in modern D&D. Then it becomes closer to a resource game mechanic.

I have trouble with one of the main maps, the cliff map. I can’t make out some of the features on it, or what they are supposed to represent. Stairs? Just art to spruce up the map? The “climb the cliffs” minigame also takes up a little more than column and could be better organized as well. It feels a little free-form and could use better organization, bolding, headings, etc. Climbing information feels buried in a wall of text of rules dictating climbing that seems hard to follow during play. The city map though, being isometric, is great, allowing the DM to describe landmarks seen at a distance, etc.

The factions are not what I would consider factions. They are more “the major people/organizations present in the city.” While not all hostile and the designer mentions to ensure reaction rolls and even hostile doesn’t mean combat, , they don’t seem to have needs & wants, at least in a traditional way that you can bargain with. Even the “enemy of my enemy” stuff is not really present. This is a miss. It doesn’t feel like there’s a place/way to find common ground, because they have no ground mentioned.

What is not said is that this adventure will dominate play for several months for expert PLAYERS. This isn’t a quick in and out, probabally. The party will go back, to a location 70 miles away, several times. They’ll get their asses kicked. They organize logistics. Hire mercenaries. Hunters to feed the merc. Elite guards to watch the loot they bring out and protect it from the mercs and hunters they brought out. There’s a “loot extraction logistics” mini-game implicit in this adventure, that will take a long time, game time, to execute. You could write a page or two of NPC’s and adventure/complications ideas and include it in this adventure and it would only make it stronger. (Good advice. Should have been done.)

This is a good example of high level play and one of the few “loot extraction” adventures written. It could be better with organization in several parts, and some summaries of how thing works, better faction play, and maybe some logistics help. But that don’t mean it’s not good enough to be centerpiece of a campaign for months.

This is $5 at DriveThru. The preview doesn’t work. Not that I think any preview of this could relate the adventure.

https://www.drivethrurpg.com/product/268206/Eyrie-of-the-Dread-Eye?1892600

I see a 5e version is available. I have no idea how that would work in this environment.

Posted in Level 6, Reviews, The Best | 106 Comments

The Frozen Province

by Giuluano Roverato
Roll 4 Tarrasque
D&D
Level ?

An unnatural cold has taken hold of this land and refugees tell tales of both gold and horror. Will you loot the remnants of this once lush province or try to save it?

This is one of them there new fangled tri-fold adventure gimmicks. I was gonna ignore this development but a reader asked and I’m currently in a Regional Resources mood.  It’s got a weird vibe going, pseudo-japanese mixed with a weird non-Gross Carcosa thing that gives that odd vibe in the same way Dark Sun did. As a series of ideas it’s ok. As a framework for something like A Fiasco Playset, or the equivalent for light story gaming it’s ok.

There’s a village on the border of an ever-expanding freezing region. There are 8 locations in a region that’s 6 days travel by 6 days travel in size. It’s large to reinforce the cold damage and it’s sparse because it’s a tri-fold. Thus my pointer to more abstract-like games and/or using this to develop your own ideas/region.  

There’s a one-page village/NPC description and about one page of wandering monsters/exploration guidelines. Two pages of locations, including a map, and one page of magic items in addition to the cover make up the six tri-fold pages.

The encounters have a weird vibe to them, with that pseudo-japanese thing going on. Shitake soup, sakura trees, monkeys bathing a hot spring … one with a rifle. And there’s that weirdness I mentioned. Frozen monks, with centipedes that burst out of their eyeballs. A frozen giant carp with a human face. It’s brining the weird and generally interactive, although almost all of them have a significant slant towards combat. They are solid ideas though and deserve more than aa sentence on a pamphlet.  Come to think of it, they remind me a lot of the hex descriptions/encounters in the Wilderlands products, with perhaps a slightly more combat focus. Generally interactive or, maybe, it’s easy to craft something larger around them and you can see the energy in them. They do tend to a more abstract language style though and would be stronger if they used more specific words and/or colorful language. “Clearly overworked”, “a foreigner to these lands”, and so on. Some word choice changes would have done wonder to make things pop more.

As a format the tri-folds are probably less useful than one-pagers; the folding, detracts from space. Maybe there’s some usefulness in these sorts of things for more abstracted games. For this one, specifically, there’s interesting situations and writing but they are constrained by the limitations of the format.

This is $2 at DriveThru. You get a one page preview, which is half the product, and is nicely representative of the writing.

https://www.drivethrurpg.com/product/273859/The-Frozen-Province?1892600

Also, Gus says we should be making everything free.

Posted in Reviews | 11 Comments

(5e) Harrowing Heights

Daniel McDonald, Sam McDonald, Pete Pinner
DeepDark Designs
5e
Levels 1-3

A level 1-5 adventure module for 3-5 players and a game master that pitches the PCs against kobolds and drakes, with strong nordic-themes and a focus on overland travel.

More crap. I thought this one would be different. Five reviews. All five stars. A closer look reveals that all of the reviews are long and sing the praises of the product, list cons, and still give it five stars. Treachery?

It would match the other puffery. You’re partaking on a Grand Journey! Best of all the adventure is lovingly illustrated with art and cartography! No, that’s not best of all. This is 114 pages. Five or so scenes and a couple of overland journeys. How does it accomplish this? By perhaps the worst cases of hand holding I’ve ever seen.

NOTHING in this thing is simple. If you simply cut out all of the regional and cultural information (the vikings tolerate all religions and treat everyone as equals. Oh, my, that’s unusual. Never saw that coming. So, it’s a bunch of humans that wear furs and act just like every other D&D culture?) then you’d still be left with about fifty pages and about five scenes and a couple of overland journeys.

Hand holding. Conversational text. There’s SO fucking much of it. SO much that I can barely make heads or tails of the actual encounters. “The kobolds occupy the spaces indicated on the map, split their numbers however you like.” On and on and on it goes. The fucking thing can’t take a sentence to say something, it has to take a fucking paragraph.

At one point the jarl is presented as an NPC with a section on how to roleplay him. He’s a concerned father … so we need an extra couple of sentences to tell us what that heading means. He’s authoritarian, not draconian. So we need another two or three sentences to tell us what that means. It’s fucking stupid to the extreme how much this thing drags on.

Oh No, jalrs daughter hasn’t arrived! Go look at the ambush scene and fight some kobolds. Go back to town and talk to the Jarl. Wilderness journey to druid who knows where the kobold live. Kobolds destroyed a bridge, so talk to a nearby cartoony eccentric wizard. Talk/kill kobolds at their giant village and talk/kill the old lady behind it all.

You get to prove your worthiness to the druid before he helps you. Isn’t that original? Proving your worthiness. I mean, every shitty adventure on the face of the earth does this, so why not this one also?

The read-aloud is long, of course it is, and it tells you how you feel, because of course it does. “There’s a sinking feeling in your gut …”

If you kill the jarls guards at the viking settlement then you are recognized as brave and loyal men and not charged. Wereguild? No.

You see, the designer has a plot he wants to force down your fucking throat. Getting arrested isn’t in that plot so it doesn’t happen. Capture a kobold? Guess what, he doesn’t know where his lair is … because that would eliminate a couple of scenes to the adventure and we just can’t have that happening can we? And the viking theming is just pasted on in the loosest way possible, so no cultural stuff included. Just get on the railroad, do what your told while playing with your phones, and wait until four hours have passed so you can go home.

Unless you’re the DM. In which case you get to wade through all of this shitty shitty text. It fucking holds your hand in the text in every way imaginable, using the loosest of all conversational styles, but then says things like “there’s a 5% chance he possess a magic item.” or Suggestion- Put some debris on the map as difficult terrain to represent the looted wagon contents. Fucking really? Seriously? You can’t even set the fucking scene or rewards up for us? You can give us multiple sentences of backstory and explanation justifying everything that happens in every part of this adventure, but not that?  You know, of course, that the backstory is fucking useless and just gets in the way of the details that we need to run the adventure? That the loose conversational style is a disaster at the table, while you’re looking at the book trying to run the adventure?

“An Incentive. Depending on their motivations and personality traits, the PCs might already be moved by Dalla’s plight. Either way, Orm is prepared to offer them a tremendous reward for going above and beyond the call of duty.”

There is absolutely no understanding displayed AT ALL about what an adventure is or is meant to do or how it should. Or maybe there is and they just selected to do the opposite at every possible decision point.

Bad Adventure Design. Bad Adventure Formatting. Full of puffery. In retrospect, I should have known from the 5-star reviews. Why do people put up with this shit? Are there no standards at all left? “I tried” is worth five stars? I guess this is what people want. Paying $10 for a PDF that has almost no adventure in it and is padded out? I want to think that people just don’t know what good design is. That the consumer doesn’t so, so they put up with this garbage. That the designers don’t know and thus keeping churning out this same stuff over and over again.

This garbage is $10.50 at DriveThru.  The preview is eight pages and shows you nothing of the actual adventure, just the background garbage.

https://www.drivethrurpg.com/product/210760/Legendary-Adventures–Harrowing-Heights?1892600

Posted in 5e, Reviews | 14 Comments

(5e) The Tale of the Haunted Ravine

By Josh Dixon
Skullbox Games
5e
Level ... ?

Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?

This 46 page adventure details a hexcrawl/point crawl in a haunted ravine with about 12 fixed encounters. Great imagery abounds, but it’s ruined by the simplistic combat/skill check attitude. It’s tries hard but lacks any but the most basic understanding of an adventure RPG.

I’m reviewing this today because it says its system neutral with few mechanics. Turns out that means “I’m 5e through and through but not using stat blocks.” Given the reliance on skill checks this is probably only a 5e/Pathfinder adventure. It also lacks a level range, which is weird given it DOES actually have specific 5e monsters listed, from Ghosts to Bodaks (so, probably level 1 … says the man disillusioned by 5e turning “big” monsters in to level 1 foes.) Anyway, I’m tricked in to buying it, which is never a good thing. Uncool start.

But, lets talks how good the imagery is before I start to rip on this. One o f the three Bryce pillars is evocative writing, and this has that. I want strong writing that creates a mental image for the DM that they can then translate to the players. This is, I think, one of the hardest parts of writing an adventure. You have to get the idea out of your head, down on paper, and in to the DM’s head in such as way that they can transmit the vibe to the party. This manages that quite well.

A ravine, full of dense fog. Necrotic energies making weird lighting effects making it hard to discern day from night. You can never get warm enough, a deep chill staying with you even when next to the fire. That’s a pretty decent vibe. It takes a paragraph in the adventure, which is not great, but the vibe is a good one. There are strange things that can happen to you in the fog. Like worms crawling and wiggling OUT of your face. Your hail falling out. Vomiting blood with little slug like creatures wiggling around in it. A tooth that falls out. Tears of blood welling up in your eyes every time you feel stressed or emotional. And on it goes. This shit is CREEP.

This kind of writing extends to most of the twelve fixed encounters. Steep black cliffs, the smell of decay, a low continuous moan of a wind, wind & snow swirling around a foreboding figure on spectral horseback at the entrance to the ravine … “Turn away. Turn back now. Only death await you here. All who pass these gates of the damned never return to the living. Turn back now before it is too late.” Luminous green glow drifts off of him like smoke. Dented armor and ragged cloak hang, with a grinning skull peering out from a rusted helm. A skeletal beast of a horse wrapped in shadows, the wounds it took in life showing up as gap in the darkness leaking luminous green glow drifting off like smoke.

Yeah, pretty fucking good. I’d be shitting myself if I were a player.

The problems, though, are many. The writing is in paragraph form, making it hard to pick things out of of. There’s little in the way of bolding, highlighting, whitespace, etc to call the DM’s attention to certain areas of the text. This forces a long read of the text in order to run the encounter. Inevitably, this results in the DM having to do it themselves with their own highlighter, and if you have to do that then why didn’t the designer do it for you or write/format it better in the first place? Maybe because they don’t recognize the problem since they wrote it? That’s my usual guess in these situations.

There’s also a question of motivation. Why would you enter here in the first place? It’s suggested that the ravine blocks the only path between point A and B that the characters need to travel from/to. Ok, sure, I guess so. That’s pretty weak. There’s little motivation. “Why the fuck are we subjecting ourselves to this? Why didn’t we fly/teleport/take a boat?” And while there’s always “for reasons” as an excuse, that’s pretty poor. A strong element of exploitation, goals, etc, a reason to risk your neck in this place, would have made this far stronger.

There’s also the very simplistic nature of the place. There’s a bunch of backstory but the encounters feel disconnected from each other. There doesn’t seem to be any themes/anything going on other than a bunch of people died here. This IS a background, and some related stuff, and some ghosts with different goals, but it’s all pretty weak and not tied together very well. It’s a pointcrawl with a distressing number of encounters being straight up combat (as per the skeletal horse dude guarding the entrance) or is some kind of skill check. In fact, there’s an entire table of “obstacles” which are nothing more than “something blocks your plath. Each of you make a skill check to bypass it.” In the text this is put as “You reach the edge of a frozen lake that stretches off into the fog as far as you can see. Do you try to cross the thin ice or do you turn back and find a new way?” On top of that there are “weird effects” that can happen to you that are just weird for the sake of weird, bearing no other relation to anything. It’s not constructed. It’s not designed. It doesn’t feel cohesive. Better, I think to have not included the tables and just made the weird & obstacles static but give them a strong relationship to each other. It just leaves a hollow feeling.

Long passages of text. A writing style in a weird CHoose Your Own Adventure voice “What do you do now?” is not really in anything that is read-aloud but exists all over the place in the text. Then there’s the stuff like treasure being weirdly absent, even when present. At one point you find bodies in the cliffside, their skin turned to gold and guts turned to jewels … but then hte value is never mentioned.

Take just that encounter, in a vacuum, and you can see how this is the classic sin of writing an adventure to be EXPERIENCED rather than an adventure to be INTERACTED with. Pointcrawl. Skill-check obstacles. Weird “you” writing style. When a D&D adventure is nothing more than skill checks and combats then we’ve lost something major from the play style.

There’s promise here, in the evocative vignettes, but the deeper design issues and lack of orientation towards play at the table makes it suffer, much.

This is $2 at DriveThru. The preview is two pages long. It shows you a random table of creatures and the first page of the obstacle table. If you squint hard you can extrapolate the “obstacle” writing style to the rest of the adventure, but it would have been far FAR better for the adventure to show an encounter or two, to better gie an ideal of what you are buying.


https://www.drivethrurpg.com/product/269811/The-Haunted-Ravine?1892600

Posted in 5e, Reviews | 2 Comments

Dire – Tomb of the Fallen

By Rodrigo Flores, Randy Musseau
Roan Studio
System Neutral/"OSR"
Levels 3-5

A desperate ghost, a plea for help, and a forgotten crypt filled with peril and plunder. This is a tale of past conflicts, where blood magic has left a foul and dire aftermath, and time is of the essence.

This 32 page adventure describes a fifteen room linear dungeon. Art & layout heavy, it looks good and is just garbage. Bad descriptions, failed novelist syndrome, linear and annoying, the “adventure” fails because of a lack of understanding of what an adventure should be, from formatting to design. Notable for the map giving me a headache.

Fifteen rooms in 32 pages isn’t QUITE as bad as it sounds, given the art heavy layout. WHile there is the occasional page of text, it’s much more common for art to take a half page or more, leaving but a short paragraph or two on the page. Which doesn’t excuse the product; there’s at least seven pages of intro and I’d say the adventure doesn’t actually start until page fifteen … and ends on page 21ish. We’re  not looking at a content-heavy product here, in spite of the 32 pages.

“Padded” is what I might say if I were polite, and “failed novelist syndrome” if I were being blunt. The first room description contains such gems as “One could feel the passage of time itself upon entering the tomb” and “[the air] which promises to become even more dank as the adventurers move forth.” and then ends with this beauty “This is the threshold to the Tomb of the Fallen; a place of legend, and a place of sorrow. With the entryway on their back, a single dark passage opens up ahead.”

And this ain’t even read-aloud. I get it. We’re trying for something mythic here. To leave impressions. But it’s trying to accomplish that task by loading up on the text. When you load up on the text you’re forcing the DM read the entire room. To stop the game and pause  everyone at the table and read the entire room. And then figure out how to relate it to the party. Room one has three paragraphs of text that don’t actually say much, but the DM must still waste a bunch of time. It’s no wonder there’s so many reports of people playing with their phones; they’re bored!

If this were a book then the passage would be ok. A small chamber carved out of solid rock. Two stone slabs lie in the middle. You feel the passage of time. Moss, grass, weed have crept in where sparse sunlight intrudes. Fresh outside air mixes with the foulness of the chamber.  There, I just used most of the same words the first room did but left out (most) of the garbage “novelist” text. The sense of the place is there. Sunlight streaming in, the last vestiges of the outside giving way to the rock.

I should also note that room one is one of the better room descriptions and most are not that good. There’s A LOT of explaining going on. Embedded backstory and justifications. Room two tells us “The water chamber is a large area that the Gnolls avoid due to the difficulty in getting across and the presence of some form of Water Elemental, that is continuously creating waves along the surface of the aquifer (underground lake).” IE: it adds little to no content to the adventure, instead justifying things and explaining backstory. Some relevant history where the gnolls don’t go in to the room … usually.

“Assuming the PC’s have an adequate source of light, a platform can be seen on the eastern side of the chamber, It’s easy to deduce that a passage extends northwest from there.“  Beyond the fact that this just describes the map, and the usual joke I’d make about quantum platforms, this is a classic example of those an if/then clause writing style. The description is muddying the waters between game play and location description. It lacks any kind of focus, and that’s icing on top of it repeating something that the map shows and needs more explanation. Further, it’s the most basic of information. It’s akin to typing “If the party has a light source then they can see the room floor to the extent their light allows them” in every single room.

The adventure engages in these activities over and over again, providing little in the way of interactivity, beyond gnolls that “being fierce warriors, attack on sight.”

On the subject of “annoying” … there’s an owl that you get to let rob your packs. Food, spell components, odd trinkets. “This is a great way to lighten the adventurers loads and make them more reliant on their surroundings & environment.” Master thieves, they pick pocket as 7th level thieves. If you act aggressive they behave as shriekers, attracting more monsters. If you kill one you get bad luck for d4+3 days. IE: the DM gets to fuck with you and there’s nothing you can do about it. This is bad Bad BAD. This is adversarial play. This is pixies who the DM doesn’t let you deal with. Suck it up and be fucked with and there’s nothing you can do. Uncool.

And on the same subject … the map. I don’t know WHAT is going on with it, but it hurts my head. It’s some kind of isometric thing and I swear to Vecna it’s got some weird Magic Eye thing going on. Every time I look at it it seems like it is upside down and I have to concentrate HARD to make my brain view it with the right perspective.

This is a mega-pass. Little real content and what there is hides.

This is PWYW at DriveThru with a suggested price of $3. There’s no preview.

https://www.drivethrurpg.com/product/272972/DIRE-Tomb-of-the-Fallen?1892600

Posted in Reviews | 6 Comments

(5e) Tides of Blood

Christopher Walz
Self-published
5e
Level 6

Menthias Dolgutha, a Coreanic priest in Mithril, has received a vision of the Silver Bastion, a fortress used by the knightly Order of Silver during the Divine War, rising from the Blood Sea. Searching Mithril’s libraries, the priest discovered the fortress was built before the titan Kadum was defeated and imprisoned at the depths of the sea. The Silver Bastion was overrun with titanspawn as the last remaining knights stayed behind, allowing others to retreat to the mainland. Menthias believes a Coreanic relic, the Brightshield, may still be hidden in the once-lost castle. Will your heroes be able to brave the dangers of the Blood Sea and contend with the Heartseekers of Kadum to wrest control over the powerful relic?

First, some secret shame. I have a Patreon! It’s got free adventures, commentary on adventure design, and random musings about RPG’s, etc. And, it does help me buy adventures to review. It’s at https://www.patreon.com/join/tenfootpole?

This 37 page adventure details a small over-ocean voyage and a ten room fortress. It’s nothing more than garbage combats. Encounter after encounter. Room after room. “Combat!” “Roll for init!” “They attack!” Oh, and the baddies? A cult. Wow. Really. A cult. How original. I wonder how long that took to come up with?

My plan was to check out some NON-Dmsguild content. To see who out there was raging against the dying of the light and jousting against the windmills of corporate licensing agreements. Don’t get off the boat man, don’t get off the boat …

This hunk of junk claims to have content supporting all three pillars of D&D play: social, exploration, and combat. I have no fucking idea what Social and Exploration mean in 5e circles these days, but if one were to take this adventure as canonical, not much. There’s not exploration to speak of, unless “I go in to the next room” means exploration. The social seems limited to … the quest giver? Some generic sailors on a ship you take? It’s all combat. Your quest-giver is interrupted by combat. “There’s bloodtained on the docks!” yeller a commoner. Uh huh. Blood tainted. Because people talk like that. Feels more like a”throw a combat in early” garbage advice being followed.

You sail to an island to follow up on the “a cleric hired us” hook. The DM rolls weather occasionally. “Players can think weather is boring, liven it up” says the adventure. Yes, that’s because simulationist shit is boring. I got four hours this week in between 60 hours of assistant crack-whore trainee work and you’r chukcing “light rain” at me, and taking up a significant page count doing so? Or, maybe, the forced combats twice a day. Once each twelve hours you have an encounter/are attacked on the seas. Joy. That seems like fun. Then you get to the island and have more “fun” fighting room after room of creatures/cultists.

This sort of stuff is soooooooo boring. Combat is boring. Tactics combat is boring. Yes, I know some people like this shit. 40k is thing. Descent & Gloomhaven is a thing (I’m playing Gloomhaven in … 90 minutes from now. Dr. Nick the DOOMSTALKER. And yes, I just spoiled the game.Mayor McDickCheese, aka Nico Crystalhead the Spellweaver was just the first to retire]

Spot distances on the boat are short. Like 30-60 feet. Wasn’t it like 320 yards in 1e/0e? That’s because there is no more Combat as War, it’s all Combat as Sport. God forbid you do anything but use your Encounter powers and roll to hit. Everything on earth sneaks on board your ship as a wandering encounter. You gotta make DC20 insight checks to figure out the evil cleric is evil. Solid silver doors are given no value and not one word about looting them. The adventure is rife with the words “at your discretion you can …” Yeah, no shit. Roleplaying advice for NPC’s is long and  boring, with bonds and ideas and flaws straight out of the book, still generic and boring.

The monsters are all Blood Sea Mutant Killer Whale and Heaker Cultists of titspan Krathas and shit like that. Look at that fucking intro text, that’s supposed to get you excited about the adventure. My eyes are rolling so much I can barely read it.

The entire adventure is nothing but aggressively generic and focused on combat. In an attempt to be non-generic it focuses on “bloodspaned mutants” and other language that is just a different dimension of generic. There’s no details to bring anything to life. There’s nothing visceral. Specificity is avoided. It’s all just generic heroic language.

Next time I’ll try harder to find something not in DMSGuild.

This is $4 at DriveThru. The preview is six pages long. The last two pages are not TOO far off from showing you what you get in the bulk of the adventure locations.

https://www.drivethrurpg.com/product/262487/Tides-of-Blood?1892600

Posted in 5e, Reviews | 24 Comments

Beneath Dark Elms

By Scott Malthouse
Trollish Delver Games
T&T
Levels 1-3

Ever wish there was yet another vanity RPG forum where you could engage in Book Talk? Now there is!
http://www.tenfootpole.org/forum/index.php

Peachtree Village has a problem. The Horned Witch has taken the daughter of a local woodcutter. Now delvers must venture deep into The Black Crypt Forest to face an array of magical beings, both friends and foes.  Be warned, gentle player – things may not be as they seem. Why are there strange floating eyeballs following you around, for instance?

This twenty page adventure details a forest with fifteen locations. It’s got that T&T charm: a lot of non-standard fantasy mixed with just a little silliness. It’s also focused as all fuck; it’s hard to point to an extraneous word or phrase.

In THX1138 there’s a loudspeaker line in a “store”: “for your convenience, consumption has been standardized.” Fantasy RPG’s can sometimes feel like that, even Dark Sun or Eberron. The OD&D vibe harkens back to a slightly less sanitized vibe, getting closer to the folklore and grittier things. (At least the way I think of it.) And then there’s the Unbalanced Dice adventures, which feel like someone has never read fantasy before, not as gritty and with a little more lightness to it. That’s also how I think of T&T adventures, from Dungeon of the Bear forward. At least the ones that are not outright silly.

This adventure has that. There’s a bridge in the adventure with a pot next to it, asking for honey toll. Not paying it causes the hulking bee troll to appear on the other side. If you give the guy some honey you got from a nymph then he’s ECSTATIC and give you a magic item. Closer to a modern telling of a Grimm tale, a little less dark and light hearted but with a touch of the absurd.

One of the encounters in the forest, the first, is called The Decrepit Outpost. A single-room wooden shack with charred walls and a burned out roof. The air is thick with buzzing flies. A deer carcass lies in the centre of the room, it’s flanks torn off. Dried animal track leave toward a window. That’s the first two paragraphs, the “outside” being the first and the second being the inside/carcass. There’s also a broken desk with five golden arrows in it. They cause undead to explode. There’s a note “please ask me before taking – Helga.” That is the third paragraph. The fourth details the ghost ranger that raps on windows and causes chills. And animated the deer carcass if you don’t ask before taking the arrows. It’s simple. The first three paragraphs are almost verbatim from the adventure, so it’s VERY focused on actual play. It’s interactive. The magic item effects are described non-mechanically. What does “explode” mean? You’r the DM, go figure it he fuck out in actual play!

And it does this, encounter after encounter. The decrepit outpost. The honey bridge. The hermit house. The great web. It’s simple. It’s charming. It’s focused. It’s interactive. It concentrates on actual play.

There’s a witch you’re going after. The town rumors are “she decorates her house with the bones of the children she eats.” and “she dances naked with seven ghouls on a full moon.” and “she disguises herself and walks in the village to spy” and “you can only see her out of the corner of your eye.” And on it goes! They are great! It’s a fucking witch! It’s witch rumors in a hick village!

If I were looking for an introductory adventure for new players I might pick this one. It’s simple, charming, lighthearted, and focused.

It also comes across a bit like a funhouse in the wilderness. It’s a little disconnected, or maybe I mean it moves from encounter to encounter a little too easily and little too … jarringly? It’s a pointcrawl map. You enter the forest. You come across the decrepit outpost. You then hit the bee bridge. It’s feels like a pointcrawl funhouse and doesn’t have the cohesiveness that something like Ursine Dunes had. And I don’t mean funhouse in the way that a challenge dungeon like Sea Kings or Ghost Tower or White Plume does. But, it’s got that disconnected vibe that a set-piece after set-piece can have … even though I wouldn’t really call this set-pieces.

The spider queen has corrosive saliva that burns away one armor item if you don’t save. Holy fuck! Now THATS a fucking spider queen monster! She is as old as the forest, likes to bargain for more exotic food, and always keeps her word. Bam! I know her and can play her. Cordial, charming, and speaking in silky smooth tones.

Nymphs bargain for the parties hair and make a clone amalgamation from it. Grave robbers are looking for buddies to loot a vampire tomb. Reciting “Troll Maiden Troll maiden where art thou and thy wisdom” in a stone circle make the oracle appear.Fairy rings. Man beast cave. The spell tree. The black crypt. And, of course, the witches hut. And the trickster demon of entertainment and his eyeball cameras. It’s world is all heightened, because of the demon of entertainment. Whatever, get sillier at the end, I don’t care. It’s not Zap Paranoia, it’s lighthearted fun for beer & pretzels D&D. AKA: Tunnels & Trolls. The first heartbreaker wanted to be more accessible and to this day still brings the impish fun. DCC does this same sort of thing also, but on the Swords & Sorcery path. Successful because they capture and heighten certain fun aspects of the base game. Maybe not suitable for longer-term play, but certainly enough to have a fuck ton of fun with.

The map have numbers next to the location names, but the adventure text just uses the place names. Bad designer! Ise the numbers also! It makes it easier to find things.

This is good enough I’m going to pick up a couple more of Scott’s adventures and check them out. If he can keep firing like this, especially across genres/systems, then he’s AT LEAST a journeyman is a world of amateurs. At Least.

This is $5 at DriveThru. The preview is a good one, with the last three pages showing you the first three encounters, which are representative of the style you’ll find in the rest.

https://www.drivethrurpg.com/product/270829/Beneath-Dark-Elms?1892600

Posted in Level 2, Reviews, The Best | 8 Comments

The Crypt of Baron Vraszek

By Kai Putz
Self-Published
LotFP
Levels 2-4

Once again, a quick reminder of the Patreon: https://www.patreon.com/tenfootpole And the Forum: http://www.tenfootpole.org/forum/index.php

This is a place were a bitter vampire has holed up. He prepared for these crypts to be his lair and had the help of an accomplished warlock to secure the place. Many undead minions do his biding, and he is himself a force to be reckoned with.

This seventeen page adventure describes a fourteen room tomb/vampire lair in five pages, with the rest being supporting information. . More creepy than the Strahd adventures, it gets close to some decent historically accurate imagery. And it does this through an unfocused writing style. Classic highlighter fodder.

Yeah, I know, no one cares about the fucking hooks. But _I_ care about the hooks. AT least to the extent that they give the DM a springboard. Most of the hooks, which take up a full page in total, are pretty standard “Get hired by someone” hooks with little to recommend them. One, though, the first, is different. You’re hired to deliver a merchant’s daughter, riding in a wagon, to a cloister, where she is to spend the rest of her life. You hit “the weird village where people hang out garlic and fortify themselves at night” and, sure enough, she goes missing. You need a letter from the Mother Prior, telling the merchant that the girl arrived, in order to get paid. This had got a good Carpathian/middle-ages thing going on, from the escort/girl/cloister thing (and some implication of roleplay with her/plight) to the letter thing. Leveraging all of those villages in Vampire & Werewolf movies helps orient the DM as well. It’s a good example of getting just a LITTLE specific, in certain areas, to then allow the DM to riff and go from there.  

The map tries to be helpful. It notes a collapsed area, as well as an area where the parties light will attract attention from a nearby monster room. It’s going for a creepier theme than most tombs/undead adventures, and it leverages the art to decent effect. “The Hungry Dead” are more zombie like and there’s some decent art of rotting corpses, animated, that helps cement that vibe. Likewise there’s some skeleton guards that the art depicts in heavy cloaks, arrows sticking out. Not exactly Harryhousen skeletons, but a more formidable vibe comes from these dudes, and the art reflects that.  A really good job in tying the art to generate genre vibe, something unusual.

There’s some interesting magic items as well, like a heathen charm to “protect the soul using the journey to the afterlife”. It makes you the LAST person they choose to attack, which is a interesting little effect. AT the expense of 10% more XP to level. Ouch! But can also destroy undead in a funerary rite/place in mouth fashion. It suffers a bit from the description: “an intricate silver amulet on a tiny chain.”  The appeal to the real-world funerary rites, mouth amulets, and heathen fetishes is quite evocative. The description could use a word or two on design. Abstract wire? Intricate implies there’s something going on, but all we know is “amulet.” This sort of thing is not an isolated occurrence.

I can flog this out in to the general text as well. There’s a great vibe going on. The tomb of an old rural Carpathian? Absolutely! Battle murals with a knight in armor, christian imagery, it all comes together to paint an excellent picture of an old world vampire/knight surround by a christian mythos.

But man it makes you fight to get at it. Long sections of small italics have TERRIBLE readability. The room text is rich … and padded the fuck out. “The sourthern wall contains a secret door (to room 5)” [Yes, we know this form the map.] “that will automatically be found by those that inspect it (due to the wide gaps around it)” Nice “wide gaps”, but there’s a better way to get at this than the cumbersome first clause. “When enough force is applied, it will swing in to the corridor behind it.” Which doesn’t really matter in a meaningful way to the adventure at hand. It opens.

Another example: “A Magic-User may salvage some of the present stuff for his or her own laboratory. For this purpose (and only this one), items with a total value of 3d6 x50sp may be looted. Every 5+ rolled equals one additional item slot that will be occupied by this loot. If not the whole of “the useful stuff” is taken along, it will not be useful to the Magic- User at all.”  It’s long and cumbersome text, languidly taking it’s time to get where it’s going.

The mural room I liked so much takes three paragraphs to describe. “The western wall of this angular room shows a mural of a battle scene. It is much more recent than any of the other murals, more simple and less impressive.” That’s all padding. But then it follows: “The scene depicts a knight surrounded by twelve enemy soldiers who are either dead, mortally wounded or desperate in their fight against the seemingly supreme lone knight. The sky is filled with dark clouds, and seven strange and cheerful cherubim with black wings fly above the scene. The knight is the only combatant depicted in full armor, his great helmet features goat horns and a long beard protrudes from under it.” GREAT! And, is you WIS throw, the 12 soldiers are depictions of the apostles [called ‘saints’ by the author. They are a non-native english speaker, but do a great job. At least I think it should be apostles …] while the cherubs are depictions of the seven deadly sins. Nice! While I’m usually off put when adventures engages in non-gameable descriptions, creeping the fuck out of the players is an allowed activity, especially when you’re foreshadowing the villain.

It’s also got a problem with “explaining.” Dude teams up with an evil necromancer warlock, which is used to explain manoy of the tomb effects/objects/reasons. A magic mouth triggers a zombie hoard. That sort of “cause and effect using the rules” stuff that turns D&D in to a magical rube goldberg creation. Bleech! Disembodied voice cackling? Great! Magic mouth initiated? Meh … WHich then triggers something else? Bleech!

Our vampire, proper, is really “stats as a level 5 elf with these spells …” and the ability to teleport. I THOUGHT when looking at the level limit that the 2-3 range, with a vampire, was fucking nuts. But “stats as L5 elf” with a few doilies like “can drink blood” and “takes damage from sunlight”, etc, actually works out ok. I might quibble it’s “less fantastic”, but it solves the stat problem well enough.

So, a kind of quite, historical tomb raid in the historical medieval Capathains, is a good way to vibe on this one. Decent imagery, for a fake “historically accurate” vibe without it slipping in to simulationist territory. It keeps the LotFP genre/vibe well, without engaging in the torture porn that it can sometimes slip in to. I’m not sure I would run it without a highlighter … but your mileage may vary.

This is on DriveThru for $4. The preview is five pages. Page four, at the end, gets you the Convent hook, otherwise there’s nothing much of note in the preview and isn’t do a good job at all of showing you the room encounters/the adventure you are actually purchasing.


https://www.drivethrurpg.com/product/265243/Gregorius21778-The-Crypt-of-Baron-Vraszek?1892600

Posted in Reviews | 2 Comments

(5e) Falls Keep

By Lloyd Metcalf
Fail Squad Games
5e
Level 3

First, some secret shame. I have a Patreon! It’s got free adventures, commentary on adventure design, and random musings about RPG’s, etc. And, it does help me buy adventures to review. It’s at https://www.patreon.com/join/tenfootpole?

An old keep at the head of nearby falls fills the local tavern with rumors of the past lord of the land, Lord Venwexal. The purpose of his towers is the subject of wild speculation, late night tales, and rumors.  After the lord was removed from power by a revolt, some twisted sorcery took up residence, or so the tales say. The abandoned towers have certainly fallen to the wildlands, and few, if any, survive venturing anywhere near the falls. What is sure is that the stone buildings are not standing empty, and most can agree that some powerful magic is at the heart of the unusual keep.

This twelve page adventure describes a farm and a couple of small towers full of “cursed” people. The usual long read-aloud and DM text is married to their usual bride “it attacks!” Meh.

A couple of towers next to a river. About eleven rooms total between them. On the way to the river you pass a farm, with five locations, that has some cursed chickens running out to attack you, and then a couple of more encounters. It’s trying, but never really gets to where it needs to be.

One of the first locations, at the farm on the way to the tower, is an old well. The read-aloud mentions an old barn nearby, an overturned horse trough, and the well parts dismantled and strewn about. But the DM text then tells us that we MAY (DC 15 pass per) notice blood dripping from the branches of a tree near the well. “Two children of the farm have pulled a farmhand up into the branches and are slowly devouring the the remains.” I call a foul on this encounter, putting a tree dripping blood next to the well but not mentioning it in the readaloud. As written, it rewards a min/max development. Did you get your PER up to 15? No? Then you get surprise attacked! This isn’t D&D. I know, different strokes for different folks and all that shit. CharOp is a bane and should have never been associated with D&D. D&D is a back & forth between the players and the DM. The players digging in to the environment. Mentioning the well next to the tree invites the players to look up in the tree, the non-dumb ones anyway. Player skill is trained and rewarded. Interactivity between the DM and players is reinforced. AND the players get the joy of the “children devouring the remains” imagery.

Which, frankly, could be better. I like the farm children devouring thing, but a word or two about bloody grinning faces, missing jaws, pulling out entrails, etc could have much more reinforced that imagery. The “two children” DM text, above, is one of the stronger sections of the writing, with several other encounters having something close. A dead body leaning up against a door, and so on. In all cases though it comes through muddled and not emphasized or taken beyond a slightly genericism. Just pushing it a little further, rewording a bit, reworking the emphasis, would have turned these encounters in to something much much better. Over and over again this happens.

One encounter has four paragraphs of read-aloud followed by four paragraphs of DM text. I guess there are encounters, somewhere, that could justify this, but not routinely. It detracts from the adventure as a whole. Short. Encourage interactivity. Keep the DM text focused.

And then there’s the usual shit. I’m pretty sure everything in the adventure just attacks. This is boring. As with the children, you don’t get a chance to develop the encounter, or horror. It just turns in to hacking everything down. And if you’re gonna do that then why not just Burn It Down. Seriously, if everything is going to try and kill you then you’re an idiot for exploring, just burn it all. All in all, the occasional death of a kidnapped person is going to be ok when compared to all the good you’ve done in the world by stopping an ancient evil bent on world destruction each and every week.

I would note as well an example of gimping the players. There’s a door that must be opened by living flesh and you have to solve the puzzle lock. No Knock or other magical devices will get you through. IE: the designer wants a player to have his character risk losing a finger or two to get in, while solving the lock puzzle. Uncool. Is Wizzy McWizard prepares Knock for the day instead of Fireball then that should be their decision. Knock opens doors and bypasses this shit. That’s what it’s there for. “But, ma story!” Fuck that noise. Wizzy won’t be fireballing later on, they make a cost/benefit analysis and decided on Knock. (Smart Wizard, IMO.) But to then tell them “Nope, better just prepare combat spells.” is fcuking lame. And to make them lose it at that, when they cast it? Bad design. Bad DM’ing.

Petty Shit: There’s no level mentioned in the description, you have to open up the cover images to determine what level it is. Bad form old chap!

The art, at least one piece, almost works. It shows the falls and the two towers. A little close, with a bit of “down angle” to get the top of the falls might have been a better choice to get the “vibe” of the place. As is, it’s an ok art piece to enhance the adventure, which is rare enough.

This is $4 at DriveThru. There’s no fucking preview. *sigh* Looks like there’s a S&W conversion available also.

https://www.drivethrurpg.com/product/258693/Falls-Keep-5E?1892600

Posted in 5e, Reviews | 11 Comments