House of Illthrix

By David A Hill
Mothshade Concepts
OSR
Level: ?

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?

llthrix was an evil genius that liked to kill adventurers. His dungeons and traps earned him a measure of infamy matched by few villains of the age. He’s dead now. But, you’ve found a way to his hidden lair – Illthrix’s own home. A place rumored to contain special trophies and treasures from the long career of the famed trapsmith. Illthrix wouldn’t bother to trap his own house, would he?

This 35 page adventure details the house of a master trap maker and wizard, with about thirty rooms. There’s some nice ideas in this, but it lacks any real keying, has long DM text, and I find the read-aloud off putting and uninspired. Warning: I’m not fond of these “challenge” dungeons.

Some years ago Bob the trap wizard made a bunch of trapped dungeons and invited adventurers to come explore them. The party has found a map to his actual house, so off they go.

The fun starts outside. There’s a tree next to the house and some clouds in the sky. Climbing the tree causes some of the limbs to catapult you to the ground. Also, the clouds can either descend like a cloudkill spell or just solidify and fall on you. That’s cute. When the adventure is good its got that kind of outside the box thinking. When it’s bad it’s got some Bad Grimtooth going on.

In multiple cases doors slam shut behind you and then something bad happens in the room. This happens in the read-aloud. The read-aloud says things like “the door closes behind you with a soft click” or some such. Other read-aloud causes you to click latches on doors, and other things that no sane minded adventurer would do if they knew this was a trap dungeon, or after the second trap in a row had been sprung. This sort of forced player movement is a bane and should not be done.

The traps are sometimes telegraphed. The read-aloud for the clouds notes that they are tinged with green and turquoise. The front door description notes that they are two doors, one with  un motif and one with a moon motif. It is from this that one is expected to know that the sun door is used during the day and the moon door and night, otherwise a fire or cold trap is triggered. Initially, you don’t know it’s a trap. Once you know it’s a trap dungeon then these little trap clues make more sense. I’m still a little … iffy? about them though. On the front doors, for example, my own style is to do something like mention charred grass or a bare patch or something like that. Thus while the trap CAUSE is the focus of these read-alouds I tend to go more with a trap EFFECT in my own DM’ing. In any event, basically anything mentioned in the read-aloud is a trap and just about every room has one.  

The map is hand drawn. I like hand drawn maps. You know what I like more? Legibility. The map is small with words outside the rooms pointing back to the room. Not ideal for quick comprehension. Further, the keying of the dungeon is done via words. So there’s a tiny box on the map and some words outside the map, proper, that say “Study” with a line pointing at the tiny room. Then in the text of the dungeon there’s a section heading called “Study”. No, that would be too simple. It goes further by having the section heading say “Beyond the metal door (study) or something like that. As a reviewer you see a lot of the same stuff over and over again, so seeing novel new ideas is a joy. But the designer can’t lose track, as they did here, of the purpose of the adventure being to help the DM run it. Getting cute with the room names and relying on a non-key to key your dungeon doesn’t do wonders in that category.

The read-aloud tends to be bland, with “small” things in rooms, and other plain adjectives and adverbs. In other cases the read-aloud leads the party down the wrong path, a critical error in a trap dungeon. One room specifically notes the stairs are not slick, although the air is a bit damp. The DM text then notes that the surfaces are damp. I get it, not slick doesn’t mean it’s not damp. But we’re splitting hairs a bit in actual play. Telling the party its not slick is almost certainly going to lead to them thinking “not damp”, which doesn’t help them when the damp ass grey ooze shows up. There’s this thing tha DM’s, and adventures, sometimes do when they want you to say the exact thing. “I check the door over for traps and unusual things” isn’t good enough, because the trap on the hinge and you didn’t say you were checking the hinge and so … This sort of pixel bitching is not cool. There are a few places in the adventure where this happens, like the ooze, but it feels more like it’s from unclear or confusing read-aloud then it is from a deliberate attempt to jerk the players around. In other places the read-aloud leaves out text … in one room there are three homunculus rooting around, but no mention in e read-aloud. Again, not cool.

But, then there’s clouds falling from the sky thing, or the catapult tree, things that new under the sun. There’s also a nice little scene with a will-o-the-wisp that’s “at rest”, looking like a silver dandelion puff. That’s great! When the adventure is doing these sorts of things its firing on target. But then it goes and puts in a long backstory and embeds important information about an NPC in it.

Or it does something like “not putting a level range on the adventure. I still don’t know. 6 Maybe?

Finally, I leave you, gentle readers, with this little snippet from the adventure. It’s been a hard haul to get some treasure, for a GOLD=XP game, and then you come upon this section. I don’t like this. I like my designer to put a lot of the work in. If I wanted to put the work in I’m do my own adventure.

“For treasure, the Referee may include specimens of valuable metal ore, or rough gemstone. Other possibilities include rare antivenins, a variety of large pearls of various sizes and hues (10-800 gp each), curative pastilles or elixirs, valuable pieces of amber (20-500 gp each), and alchemical powders that replicate the magical varieties of “dust.”

This is at DriveThru for $3. The preview is six pages. You can see the hand map on the second to last page and tree/clouds on the last page. None of it really gives a good idea of the actual rooms though, so a poor preview.

https://www.drivethrurpg.com/product/271320/House-of-Illthrix-Adventure-Module?1892600

Posted in Reviews | 14 Comments

The Shrine of Ptatallo

By Jay Libby
Dilly Green Brean Games
Swords & Wizardry
Levels 3-5

Half naked Hobbs, a mystic wizard and a shrine long since abandoned call players in the first Stairs of the Immortal: Swords & Wizardry adventure module The Shrine of Ptatallo!

This 23 page adventure is a linear mess in free verse form. I don’t even know what to call this style anymore. This is just a garbage linear “modern” adventure with the stats converted to S&W.

Look man, I know I can be a caricature of myself at times. Yeah, I have these things I like to say about criticizing the work not the author, giving feedback, writing a review so you can find it useful even if you don’t share my tastes, and then I show my ass by doing Reviews As Performance Art. But jesus H fucking christ man, it FEELS like adventure design is going backwards. My first exposure to the incomprehensible were the Willett/Bloodymage adventures, and it seems like the number of trusly shit-tastic things is getting more and more prevalent.

I went through this spate, in the early days, of reviewing a pile of things that were CLEARLY money grab conversions.  Slap a different game system on the cover and maybe half-ass a couple of stats and release it for thirteen different game systems. Mechanic confusion abounded, idiosyncratic parts of games were ignored (xp=gp, for example) and so on. I developed a strong hatred for the people involved in the money grabs. Sometimes you can see this spill over when I spit out the word “conversion” like it were venom. Perhaps unjustly at times.

Willett and Alfonso were different. Alfonso hadn’t played D&D in like twenty years and was just publishing to get titles under his name so a big publishing house would pick up his novels. Like the money-grabbers, his motives were less love of the game and more something else. Willett seemed like he NEEDED money, but seemed to have a love of the game that he just could not express and get down on paper in a logical way. I have a lot of sympathy for those folks. Getting a vision out of your head and down on paper in a way that makes it easy for someone else to pick up and run with is not a trivial task. And yet thousands of people manage to do it. Emulating, mostly, they get it out and down in a format that looks like it could work. And then there’s things like this adventure.

There’s this trend lately to publish an almost stream of consciousness adventure. An almost novelization. And I don’t mean fiction and I don’t mean the Paizo over-wordy bullshit. Imagine there were no maps and you were telling a story to a friend over a beer and you kept saying “and then we …” and “then I … “ and so on. Rapid fire. No pauses. Almost stream of consciousness but without as much randomness.

This seems to be format that people use when writing adventures. This is now the (fourth?) adventure in about a month or so that I’ve seen use it. I just don’t fucking get it. It’s completely confusing. You have to dig through paragraph after paragraph of data to get ahold of whats going on. The section breaks are few and far between. “The room to the right contains” and “the room to the left contains …” are the extent of the keying. Oh, wait, no, there’s also “the tunnel leads to another room that has a …” sort of thing. What kind of fucking thing is this? It’s like you just described a dungeon, room after room, in one big long section. There are paragraph breaks, but no section breaks to speak of. Some paragraph breaks are new rooms, Some are different things in the same room. How the fuck is this usable in any way? I don’t get where this is coming from but it needs to fucking stop. It’s bad enough that this adventure is completely linear, but this format, on top of it, does nothing but make my life harder at the table. How the fuck are you supposed to use this?

And the adventure is only about six actual pages long, everything else filler, fluff, and monster stats. How about some cash so you can level? Of course not.

Look, you gotta meet me halfway here. I’m happy to review new people. It’s hard as fuck to get any publicity in the DriveThru marketplace. But you need to do a little research and figure out for yourself a modicum of adventure design.

I present to you my new ratings scale, which I promise to promptly forget about as soon as I close my browser:

  • Not An Adventure
  • Stream of Consciousness Adventure
  • Emulating an Adventure format without knowing how it works
  • I know what I’m doing
  • I know what I’m doing and life has not crushed my soul

This is $2.50 at DriveThru. There is no preview.

https://www.drivethrurpg.com/product/271573/SW-Shrine-of-Ptatallo?1892600

Posted in Do Not Buy Ever, Reviews, The Worst EVAR? | 25 Comments

(Pathfinder) The Book of Terniel

By Lucas Curell, Chance Kemp
Embers Design Studio
Pathfinder
Level 1

Four factions struggle for the Book of Terniel, and in the middle of them: you! Choose a side or claim it for yourself.

This is easily one of the best Pathfinder adventures I’ve seen. It MIGHT be worth it to convert to Your Favorite Gaming system, be it 5e or OSR.

This 226 page adventure details the search for a missing book/artifact. Investigation, hex crawling, diplomacy and bluffing are all mixed in to provide what I would call A Real Adventure. There’s a lot going on in this and, while it provides good support information, it doesn’t quite provide enough to orient the DM easily.

An overview: you are in a village, investigate a missing book (with social, searching, and fighting.) It culminates with the party exploring a little mine and then it getting invaded by undead. Part two has the party doing a hexcrawl through a swamp to find the people who hit the mine before they did and who now have the book. Explore the swamp, talk to and kill people, and eventually find the lair of the “giants” who took the book. (Let’s call them “ogres.”) Part two is non-trivial and involves several humanoid village & towns in addition to the usual swamp stuff. Part three has the party in the ogre home, a huge place with multiple factions. Again, multiple social, exploration, and fighting possabilities.

Looking at that page count, I would have expected a lot of garbage detail and very little in the way of adventure. That’s not the case. There’s very little trivia and what there is presents well and doesn’t get in the way. I would have also expected a long appendix, as is usual. That ALSO is not the case. This thing is about 200 pages of actual adventure. At the end of it you are expected to be about level four, after starting at level one. I can EASILY anticipate this thing being the centerpoint of multiple months of gaming. For me that would be about twelve or so sessions. Again, this is the real deal.

Looking at the $10 price I groaned. We’ve been through this before, each of us. You pay $10 and get you a bunch of crap. And yet, I’m fond of saying that I’ll happily pay up to $50 or more for a good adventure. But we go in to this EXPECTING crap, and thus the groan. Such is the marketplace. This is worth it, easily. It does a lot of what the WOTC hardbacks are trying to do and for which only Strahd partially succeeded.

We start with a village, multiple NPC’s with short little descriptions. Several rumor tables. Talking to people yields clues on where to follow up, and maybe a side quest or two. Theoretically, this is what most adventures of this type do, so that description should be boring to you. And yet, this thing is complex. There’s a lot going on. It’s not just one throw off thing, but multiple avenues to follow up on. Likewise the swamp, with multiple areas in to gain clues and multiple paths to follow up on, with minor “quests” floating around also.

It’s able to do this well by organizing itself. Bullet points, white space, indents, colored boxes, bolding. The text is formatted to draw your eye to certain areas. There are summaries of what’s going on, of the different factions and their goals and what they want and what they will do. Oh, Oh! There are two evil factions after the book and you could ALLY with them! Your choice! I know, right?!?!?! The sidebars present extra information, trivia,or mechanically effects like what you find out for a local knowledge roll. There’s no pages of trivia mixed in. It gets in and gets out. Oh,oH! Stat blocks are NOT LONG. I know! Like, ¼ of a COLUMN!    Wtf!?! It’s like these dudes didn’t read the Pathfinder script and are actually thinking for themselves!

Here’s the description for the region the party is in, presented in a sidebar. Ready? “The countryside is quiet and serene, consisting of beautiful meadows and bubbling brooks interrupted here and there by small copses of trees. The journey should leave the PCs refreshed and comfortable.” Terse. Evocative. Provides you the exact information you need, no more, and lets you know exactly how to run the place and relate it to the players. Note how it does NOT drone on and on. That’s usual. Even in the main text the details tend to be terse.

A giant fly is “the size of a boar.” Ouch! I’ve not seen that description before, but it’s relatable. Of a misshaped giant with giant maggots in it’s rolls of fat, tossing them at the party. Visceral, in both example. A quasit has suggested dialog, both imperios or groveling, depending on the situation.There’s loot hidden in strange places with clues about to reward those who take just a little more time to follow up on details. Rewarding good gaming, imagine that!

This thing delivers a rich and complex environment, with the large fonts and varied formatting leading to the larger page count, instead of useless drivel. I could go on an on about how skill checks are used correctly, and so on (if you accept that a game has skill checks, and this being Pathfinder we’ll allow it.)

As is usual and expected, it’s not all good.

Rumors could use a little more “in voice” instead of raw facts. The hooks are terrible and probably would have been better to just not include them instead of the throw-away “guard”, “relative” stuff that is usual for garbage adventures. New magic items are overly sparse (but the few examples are pretty good.)  There are a few other minor things, like bullet point being out of order. (A good example is this cave with prisoners tied up in and two goblins. Neither appear high up in the description and only show later deeper in the bullet summary. Important/Obvious things should come first!) Related, there’s this wizards tower. And in some other place, the NPC descriptions, it relates a nosy neighbor the wizard has. But wouldn’t that have been relevant in the wizard location? To see a nosy neighbor hanging out of a window? Instead you have to remember that there’s a nosy neighbor and go look her up. These sorts of contextual references/cross-references are missing in lots of places in the more free-form play areas.

The major issue is … context? Relevance of information? I don’t know what to call it. This adventure has summaries. It does a great job with formatting, bolding, whitespace, callout boxes, sidebars, etc. (Well, for the most party anyway.) It even provides a kind of Big Picture overview. Of many of the areas/goings on. But it lacks a kind of medium level zoom/summary.

Town has some location descriptions, some NPC descriptions, a “scene” where you have dinner with the quest giver wizard, and so on. It’s even got little sections on how to follow-up, etc, on the various stuff, in places. What it lacks though is an overview of how this all works together. Normally that wouldn’t be an issue, but there’s enough going on in this that I think it’s necessary. Here’s how A relates to B relates to C. Yes, it IS possible to do it inline in the text (G1/Steading) but this adventure ain’t that one. There’s a lot more going on here. How do the various NPC’s and clues and locations interrelate? There’s an orientation missing. Same thing in the swamp for part two and the giant lair/town in part three. While the giants have a nice faction overview, how everything works together is missing and it’s too large/complex to hold in your head without it.

This means a read-through, probably multiple times, and notes and highlighter. Any time I’m REQUIRED to put in work to run the adventure I’m not happy. But this, as a kind of twelve session or so adventure, may be worth it. Individually the locations are ok and pretty easy to understand. I was also able to grok enough of the Whole Situation from the initial overview that I understand how the parts worked together … which helps with comprehension during the read-through which helps during the running of the game. But then in the middle zone, the big picture for the individual parts just wasn’t there.

But … this is easily one of the best, if not the best Pathfinder adventure I’ve seen. It tries hard to orient towards play. It avoids railroads. It’s much more than a hack. I’m having a hard time with the notes thing. If it weren’t for that I’d slap a Best on this. Given the general dreck in the Pathfinder world, I’m going to err on the side of Best, considering I consider a B, A, or Perfect to be The Best. This is good enough, if it were an OSR product. As a Pathfinder product its easily one of the best.

This is $10 on DriveThru. The preview is a good one. Pages 6&7 (in the book) give you an overview of the adventure. Pages 10&11 (in the book) show the bullets, whitespace, bolding, and sidebar usage. In fact, pages 10 onward give you a good idea of how the individual encounters/locations are presented.

https://www.drivethrurpg.com/product/140711/The-Book-of-Terniel?1892600

Addenda: Evard says their follow-up products stink, being more typical Pathfinder. So, maybe be wary of your follow-on purchases with this publisher.

Posted in Level 1, Pathfinder, Reviews, The Best | 12 Comments

Winter’s Daughter

By Gavin Norman, Frederick Munch, Nicholas Montegriffo
Necrotic Gnome
B/X
Levels 1-3

The tomb of an ancient hero, lost in the tangled depths of the woods. A ring of standing stones, guarded by the sinister Drune cult. A fairy princess who watches with ageless patience from beyond the veil of the mortal. A forgotten treasure that holds the key to her heart.


This 32 (digest?) page adventure details a nineteen room dungeon with a heavy fey bend. Gavin experiments with formatting and has a decent number of interconnecting rooms and puzzles to explore. A solid journeyman effort, if a big page-heavy.


For (reasons) you are going in to an old knights tomb. Once there you probably get asked from someone inside to find and deliver a ring to a fairy princess. There’s about eight pages of overview and background that relates a fey/human war a few hundred years ago and a hero who banished the fairy ice king …and fey dude is looking for round 2. Thus a kind of fey-heavy background and location, with them being the more classical fey/fairies than the bullshit they turned in to in later D&D. Of the nineteen rooms about four are outside the heroes tomb, and about four more are in the land of faerie, leaving elevenish in the tomb, proper.


The adventure is pretty solid, content wise. Each room pretty much has something to fuck with, examine, investigate, puzzle over, and so on. Look at a mural to find a secret word, figure out what was dragged where from scrape marks on the floor. There’s a statue with a blindfold on you can take off. Skeletons float and dance together near the ceiling in one room. A mirror freezes you in place. Each room, just a little bit and a part of a larger whole. Cultists outside greet you warmly, thinking your appearance a boon, and their sacrifice happy to be one. Frost elf knights and nobility waiting for a wedding in faerie. There’s a little bit of interactivity in just about every room.


It’s also got a decent theming. Magic is glamour. The goblins are the “merchants” variety, and chasm leads not to death but a gentle float in to the realm of faerie. Gilded mirrors, and owls with violet eyes. Elven knights, ice wines, and foppish nobility. A troll in hessian garb that is of the “moss” variety rather than the carrot nose variety. This has that airy vibe that a good fey adventure does. Fey being who they are, Holy Water and sunlight works wonders in dispelling their glamours, a nice thematic touch.


The most noticeable feature though is going to be Gavins play at formatting. He’s trying something new, I think, and experimenting with a room format that allows one or two room per page. Large grey-boxed heading draw your attention to the major features of the room. Under those are key description words, bolded. WHITE MARBE STATUE. A fair maiden (long, flowing hair and robe, upon her brow a star) Beseeching silence (the statue is posed facing the stairs, with a finger raised to her lips) Blindfolded (a black cloth wrapped around the statues eyes, covering them) Round plinth (marble, 3’across, 1’high.) And then also some bullet points like *Removing the blindfold (the inside is embroidered with golden crucifixes) And then follows another grey boxed section for another feature of the room, the stairs down. It’s in interesting format and It works fairly well for drawing the eye and allowing for expanding detail as the players ask follow up questions and probe further.


The use of adjectives and adverbs is good. a candle is “thick” and slime is in “sheets.” Brass is tarnished, skeletons slowly waltz and speak in a “distant whisper.” This is the sort of verbiage I can get behind.


He goes further with leveraging the maps. There’s a little “mini-key” on them to help the DM during play and there’s no messing around with duplication …In one room there’s a chasm and, momentarily confused, I checked the map and yes, there was a chasm! Thus map features and whitespace are leveraged to provide still more resources to the DM during play.


I will say that the background is also done in bullet-point style and I’m not sure that works. I don’t think it’s reference material, during play, and perhaps, as an evocative piece, some freeform might have been better. Likewise there are bits and pieces that feel out of place and break immersion. The main quest item is a “ring of soul binding.” This links the ghostly knight to his fiancée, the fey princess. But, it’s described in the back as a normal magic item would be, even though it’s unlikely to ever be used as one, and in particular effects other than “destroy”, etc. Better, I think, to NOT explain the knight/princess magic and simply make them bound through their love and the betrothal ring. More explanation than that is not really needed and detracts from the mystery.


But, overall, a great effort. There’s thought here in how the thing is constructed and how it tries to orient itself to the DM’s use. A little slow, I think, or maybe, melancholic? It’s a perfectly adequate adventure and I’d not hesitate to drop it in a hex crawl or some other locale. and, of course, in Bryce-speak “perfectly adequate” means one of the The Best.

This is on DriveThru for $7. The preview is nine pages and gives you a great idea of what you’re buying. Check out those last four pages to view the format.

https://www.drivethrurpg.com/product/270795/Winters-Daughter-OldSchool-Version?1892600

Posted in Level 1, Level 2, Reviews, The Best | 73 Comments

The Devil of Murder Cliffs

By Casey Christofferson
Frog God Games
S&W
Levels 3-5

In the pale light of the witching hour when the moon shows off its twin horns,
Tis said that a devil rises from the deep with a murderous taste for the soul.
You will know ere he stalks for the crows love to talk
About how they have picked clean your bones.

Let’s see what the Frogs are up to these days!

This 39 page adventure details a small regional with a bandit camp, some gnolls, an inn, a druid, and some loggers. There’s a meta-plot thing going on where the inn, bandits, and a ghost have some stuff going on. It feels more like the outline of an adventure, with a lot of generic detail added to it. The emphasis on act 1 & 3 is too short, I think.

Part 1: You arrive at the inn. It’s about a page long and then the inn is described, room by room, up until about page 20. The inn room description is 9 pages long with the “mission introduction” contained on a 10th page. You get your mission: defeat the bandits &| druid. Part 2: the wilderness including the bandit camp, gnoll camps, druid, evil mountain altar, logging camps, etc. 6 pages, 8 with the wanderers. Part 3: After defeating the bandits/druid you come back for a feast. Then all hell breaks loose. 1 page.

This feels more like the outline of an adventure. Imagine I wrote a page of plot. Then I write the outline of some locations to go visit. Then I expanded those locations with a bunch of generic detail, over several pages. That’s what this feels like.

The introduction/hook is a couple of paragraphs about four bandits (1hd) attacking the inn, a lady inside yelling at the party to kill them, and then her asking the party to kill the bandits and their ally, the druid. It’s almost a throw-away. I guess it’s meant to be expanded by all of the context provided in the NPC backgrounds and situation overview that appear before this. It feels like a cumbersome way to handle things. Yes, all of the NPC’s in the inn kind of make sense, but the way the “plot” is condensed in to just a couple of paragraphs seems awkward. I think maybe it could have used a little less of NPC description up front and maybe a little more in the “welcome to the inn!” sections.

Likewise, the wilderness sections are weird. A wandering monster table followed by some wilderness locales. There’s a couple of gnoll lairs that expliplify this. Just six or so cave rooms, with some generic descriptions and generic gnolls. Leaders, wives, bodyguards, young … it could be the B2 cave. It feels flat, and somehow could be replaced with “gnoll lair with 6 rooms, 12 gnolls, a chief, 2 wives, 8 young, and 2 bodyguards. 300gp” It feels weird. There’s a lot of text but it doesn’t really DO anything.

Party 3 kind of exemplifies this. It’s about a page and deals with consequences. A dinner party, maybe escaped prisoners if the party captured any and then a hunt for them in the inn, and a ghost possessing people to cause trouble, and maybe an attack by gnolls and bandits on the inn, all at the same time. First: AWESOME! I fucking love chaos in an adventure, especially at the end. A billion things going on at once! Delicious!

But, more to my point, it’ feels weird. It’s almost like THIS is the actual adventure and everything else just led up to it. But it’s covered on one page. Suddenly, the EXTENSIVE room by room inn description makes sense. If the party is doing a hide & seek with the escape prisoners then you need a full map and room description. It’s still weird though … the extraneous detail of the inn. And, yes, the designer is right, the party is likely to explore and get in to trouble in part one, so a map kind of makes sense then also. But nine pages worth?

It’s all a kind of super-weird choice. There’s this evil mountain alter that has a magic item that will be pretty hard/impossible to recover, given the permutations and lack of hints. But then it once again becomes a focus in the end of party 3, when a ghost can possess someone there. Except they can do it in part one also.

There is something to this adventure, but the emphasis and the way ideas are presented is out of whack with the clarity. Specificity is missing, and instead we get this kind of outline format that’s then expanded upon with genericism. And then it’s WAY long while the more interesting sections are very short.

And then the treasure is quite light for S&W. The gnolls have 400gp. The bandits little more. What/how the bandit officers patrol is buried in the description of the officers tent instead of the camp overview. Information is misplaced and wrongly emphasized all over the place.

Again, the concepts are not bad, but it’s quite cumbersome. Well, the inn people are baddies who betray you, which triggers lifelong D&D trauma of always sleeping together in inns and never eating or drinking their food and never making friends/allies anywhere. The DM’s party in murder hobo survival is an important tale to tell.

This is $10 at DriveThru. There’s no preview. Sup with that froggies? How about letting us see what we’re buying ahead of time when you charge us $10?

https://www.drivethrurpg.com/product/270859/The-Devil-of-Murder-Cliffs-Swords-and-Wizardry?1892600

Posted in Reviews | 29 Comments

(5e) Horror at Havel’s Cross

By Richard Jansen-Parkes
Winghorn Press
5e
Level 2

When a group of archaeologists put out a call for adventurers to help them escort a valuable artefact back to civilization, nobody expects anything out of the ordinary. However, our heroes have more than mere bandits to deal with at Havel’s Cross… Undead monsters roam the night and an ancient artefact stirs within a long forgotten temple. Getting to the bottom of the mystery will require a strong sword-arm and an even stronger stomach.

This six page adventure has three encounters. It’s free text format make it hard to use during play. Any detail is lost.

So, up front, I loathe the “archeology” thing in D&D. That implies a 19th century setting and I like my D&D less Victorian/Edwardian. Miners, lost kids, there’s lots of reason to have some people disappear and someone to want to find them.

Positives: It only uses the D&D basic rules. That’s a good approach. The basic rules are enough for most people to have and it would be great to have a rich amount of data to pull from. It also uses bullet points to convey information, particularly when you question someone. If Bob has some information for you then you can expect to find three or four bullets points, each with maybe a couple of sentence. The first few words of each sentence coney the subject of the bullet, so you can scan it easily enough to find what you need. Bullets: good. Putting the important stuff first so you can easily find which bullet is which: good. There’s also a section where a DC check on a dead horse (or inside an inn) can help inform you that there might be undead involved. That sort of thing is good. I quibble with putting it behind a DC check to begin with, but at least it’s not an empty check.

And on the bad side … garbage read aloud: it’s too long and it tends to try to tell the players what they feel, etc. On the DM text side I’m going to mention something else related: “It’s like staring in to a nightmare.” Uh huh. These are both symptoms of a large problem: the adventure tells instead of shows. “You feel scared” is telling. I’m not scared. At all. It’s lame and breaks immersion. But if you describe a scene and the players GET scared, or they think “man, that’s out of a nightmare!” then you have SHOWN. This is substantially more effective. And of course, no one pays attention after two read-aloud sentences.

Did I mention there’s a roll to continue? You need to roll a DC 12 in order to find a door in order to continue an adventure. Don’t put your adventure behind a DC check that the party can fail. Yes, every DM on earth is gonna hand wave it. That doesn’t mean you did right when writing it.

The major issue, though, is the organization.

This is now the second or third adventure that is organized in paragraph form. What I mean by that is, imagine you write out the adventure without any section heading, keyed room entries, and the like. Just one long document of text, only broken up by paragraphs. Then bold a word or two. That’s an extreme example, but it’s essentially what’s going on in this adventure, and the other few like it I’ve seen. Wherever this shit is coming from it needs to stop.

There’s no keyed map. It attempts to describe the map in the text. “There’s a chamber to the left” says some read aloud. Somewhere in the text that follow is a paragraph or two that describes the chamber to the left. There’s a window to look in, but you have to hunt the paragraph that tells you what you see. The complete and utter lack of effective organization is a major pain.

If I were forced to run this close to RAW then the adventure I would run is “Contacted to find a missing archeologist. Find a dead horse outside an inn. Dead people in the inn and some goblins/a hobgoblin. Go to the dig site and find temple with empty room, a room with some ghouls, and the final chamber.” I mean it, that’s what i would run, almost verbatim, that is contained in the adventure. I would supplement this with the bullet point data, because it’s easy to find, but that’s it. I’m not gonna take ten minutes to read the room, etc when the people show up to it. It’s more important to me that the players be engaged in the game then I run the adventure as written. That means that ALL that extra detail, beyond what I typed above. Is completely worthless and should never have been written/included. Unless, of course, it’s organized in such a way that I can find and reference it during play.

But as written, now, in the free-form text flow it uses? No fucking way. This is just some generic throw-away stuff that’s hard to use, and that’s not compelling enough for me to make an greater than usual effort.

https://www.dmsguild.com/product/191126/Horror-at-Havels-Cross–A-Basic-Rules-Adventure?1892600

Posted in 5e, Reviews | 18 Comments

Aldair’s Arboretum

(No designer listed)
Mesozoic Press
B/X
Levels 1-3

Explore an abandoned elf treehouse!

This eleven page adventure details a nine room elf treehouse that has some living plants. A conversion, it’s has good magic items, lack monetary treasure, and a has cumbersome writing style. Just more grist for the gristmill.

While walking through the forest (this is a drop in adventure) the party sees an area with larger undergrowth, wild, with trees 50% larger than normal. Investigating, they see “an usually shaped construction” up in the treetops, supported by three trees. Turns out it’s a big old elf treehouse.

The intro DM text does two things well: it brings a slight sense of wonder, with large berries, larger trees, etc, notifying the players that THIS IS AN ADVENTURE SITE. Same as the entrance to the mythic underworld, it denotes that things are going to get D&D around here. Second, it provides a hint of what’s to come. No one can encounter overgrown plants without getting their Round Up spells ready. Plant monsters ahead!

The magic treasure is also above average. A belt buckle, in the shape of leaves, that is a ring of protection. Herbicide. A couple of berry types. A broach in the shape of the leaf slows falls “to that of a falling leaf.” Good theming.

And … that’s it. It’s only been a couple of months but everything is rusted and ropes decayed. The “unusually shaped construction” in the trees is an abstraction, a conclusion. “Well, what’s it shaped like” says the players …”unusual” says the DM. Not cool.

Treasure is LIGHT. This is quite clearly a 5e conversion. Cash is meaningless is 5e. Cash is everything in B/X, it’s your XP. Sure enough, there’s a 5e version listed on DriveThru. These conversions Drive. Me. Nuts. It’s like you marketed a “Spooky CoC adventure!” and then filled it converted a normal d20 Espionage adventure. It’s fucking shitty. These games require cash to level and yet there is no cash. Meaning the designer has little understanding of how B/X actually works.

Tis the writing, though, that sucks most, as per usual. The rooms have exhaustive lists of contents. A walking stick, boots and cloak in the cloakroom adds nothing to the adventure. What it DOES do is subtract from the ability to run it. The text is written, one paragraph after another, each describing one thing in the room, with n intro/summary paragraph. His means that to run the room you have to read the ENTIRE entry. The characters walk in. “What do we see?” Well, hang on, let me read these five paragraphs so I can tell you. The only way this works is when you have a bit of summary as the first paragraph to orient you to what’s to come. Then, while the players are fucking about, you can scan the appropriate paragraph. This shit is KEY. And this thing don’t do that.

Paragraph one of room one tells us “Entryway: The slope leads up to a wooden platform that juts out from the main building. A large wooden trough stands in the north east corner used to collect rain water but it has become dark and stagnant with a film of slime across the top.”

  1. Good job using a room name, and bolding it. We now know all mundane features.
  2. We don’t need to know about the slope. It’s shown on the map and is mentioned in the intro text before the keyed entries begin. It’s just detracting from the important text.
  3. The trough text is overwrought. It’s “A trough with dark & stagnant rainwater, a film of slime across the top.” Done.
  4. There are four more paragraphs of this shit.

It’s a lot of filler text with very little content that either evocative or actually gameable. Two rooms with a couple of plant monsters in them does not an adventure make.

This is $1.50 at Drivethru. The preview is three pages long and shows you almost nothing. Just some shitty backstory and the parts of room one that I quoted above.

https://www.drivethrurpg.com/product/267962/Ruins–Adventures-2-Aldairs-Arboretum-B-X-Essentials?1892600

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Of Men Who Are Monsters

By Tyler A Thompson
Sad Fische Games
Zweihandler
Beginning Characters?

[…] Most robbers and bandits will balk at the notion of anything near a fair fight and pick their prey accordingly.  This is not so for Robber Baron Karl Duval. Duval and his crew are known to target travelers, caravans, and brigades of essentially all sizes, from the poorest wayfaring peasant, to the most modest and well-guarded merchant, to even wagon trains carrying Imperial troops and supplies.  Far from foolish and reckless, such attacks are quick, organized, and surgical in their tactics- never mind staggering in their ferociousness and shocking in their brutality. Gaunt, cruel, serious, and a voyeuristic sadist, Duval now resides in a fortress somewhere in the wilds of the Valley.  He must be put down.

This fifteen page adventure details a bandit camp/area with about 100 bandits. No real surprises in the description, but it’s a mess in relating and organizing information.

In this game/campaign you represent petty lords and their retainers, which takes care, nicely, of the reason why the local lord isn’t involved. They are. It’s you. Down in the valley there’s a robber baron who’s got a small fortress (wooden palisade in the woods) and control of a small village that he uses for slave labor to keep people fed, etc. There’s your adventure. A general description of the village and a general description of the fort.

And by “general” I mean general. The thing is written as, essentially, free text with a subject heading every now and again. “The Blinds” and “The village” and “The barn”, for example. Under those heads will be a couple of paragraphs, or columns, of information about those subjects. If I had an idea for an adventure and If I were putting together a 15 page outline of it and sending it off to someone to actually write it then it might look like this adventure. The text is both general and specific, with not much organization beyond some simple headings and a paragraph break. The detail is abstracted. There are villagers, some broken, some full of rage, but that’s all we know. That they exist and there are about a hundred in total. The robber baron is a cruel man and his men engage in abuse of the villagers, with a DM note that it is the game masters discretion on how to depict that. It’s all very general with little in the way of the sort of detail that can bring something to life.

The wandering monster table is a good example of this. “You are attacked by large predators” or “you encounter a small animal.” Uh. Ok. “You have an encounter with a merchant who has something interesting to sell.” You can see how there’s very little in the way of further prompting, the sort of specificity that can make an adventure come alive. Not two paragraphs, or even two sentences, but a different write up with specifics.

Random things I find annoying that pale in comparison to the horror of the free-flowing text descriptions: no bandit talks or reveals information. They are all resigned to their fates. Seriously? You’re telling us where the camp is in exchange for liquor, cigs, and being let go, not pledging your eternal soul. The map of the “fortress” (which is much like the Steading) is in a kind of greyscale no greyscale format which is about impossible to read. And the entire thing is in .docx. Uh … print to PDF much? I’m pretty such Word docs continue to be one of the primary virus transmission methods; I almost didn’t open the doc because of that.

It DOES make sense, from a “yeah, this is what a bandit lord would do” kind of way. A little rigor in the men, some officers who have not completely nought in, slave labor in the village … but there’s just nothing more outside of this to justify its existence. Which is too bad, I think the concept of a Birthright type of game could be cool.

This is Pay What You Want at DriveThru with a suggested price of 50 cents.

https://www.drivethrurpg.com/product/268340/Of-Men-Who-Are-Monsters–Adventure-for-ZweihanderRPG?1892600

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(5e) The Dungeon Terrier

Frank Voelker
Protodragon Games
5e
"Early Levels"

Tactically delve into moist halls and sample locally-sourced flora in search of Sir Howard, a gentleman terrier marooned in the depths of a lost smuggler’s den, now colonized by a mysical diviner and other less savory creatures.

This ten page adventure details a 13 room small lair dungeon. It’s experimenting with a nested bullet style of formatting that has some potential, although could use more polishing. It’s a slow dungeon, with only a few encounters.

Well, it’s got the stink of Pugmire on it, the game of talking dogs/PC’s. PUgmire entrenches too much magic for me, but, whatever. This also has a charming aspect to it, at its core. The encounters, even those not to my liking, feel like someone put some effort in to them and that they form a cohesive core. Even down to the DM table called “Who’s a good Boy” that only has one entry” Sir Howard, the missing dog in question. There’s both a clarity and a charm to the writing, overall.

The creatures all have names and some kind of personality, even the giant spider that jumps out to eat you. And in “personality” I mean just a couple of words, usually, to describe a motivation or tactic or some such that lifts them up from just being another boring monster entry. This is combined with some attempts at creating an unusual environment. A boney arm sticks up from under a moss patch, or some glowing blue fungus, or a mushroom patch, for example, with table to describe them.

The format here is a kind of nested bullet point style. Each bullet has a couple of words to describe it, and then some nested bullets below it to describe it, each of which may a few words of their own and so on.

Campsite: Grimy, wet, ashes,
          Campfire: burnt out, small, still warm
          Rotted crates: deteriorated, half-gone, contains the following:       
                 Blackened dagger: oak handle and wide blade. Homemade
                 Hooded lantern +oil.

It’s an interesting format and it feels like I’ve seen similar formats before. It’s going for easy scanning, with bloding, and keywords to paint an evocative picture. Important things first, general vibes first, then expanding that.

I’m not sure if this adventure is a good one to judge that format by. It feels like the full potential of the format hasn’t been reached. The descriptions could use some work to make them really pop. The real problem, though, is the adventure feels unfulfilling, and I think that colours the formatting a bit.

There’s a lot of trivia. The thing is full of skill checks that don’t necessarily lead anywhere. Roll PER to smell like earth. Roll higher and smell dog urine. Ok. So? Roll Survive to figure out a giant boar laired here a year ago. Ok. So? Quote a bit of effort is spent on rooms and descriptions that don’t really offer much true interactivity. It feels like a “huh, ok, that’s weird. Let’s move on.” sort of encounters. Greenwood has done this a lot. You need something more than “here’s a something weird.” I get a slow burn and all that, and some weird shit is fine. But the emphasis must be on meaningful interactivity, or the potential thereof.

On the petty Bryce side of things: the rapids mentioned are not on the map. Can you modify the map when you license it from Dyson? Idk. Also, there’s no level mentioned in the product description on DriveThru, you gotta blow up the cover. There’s also a mention about giving the caves some lead-in to create an “entering the dungeon” vibe. Give the length, ten pages, it seems that a paragraph or a couple of sentences could have been devoted to that actual description, rather than going meta and saying “i put some caves in front of it to give it an entering the dungeon vibe.”

Finally, the room with the dog in, Sir Howard, and intelligent and kindly beast, seems to be full of his treasure? It’s weird to see a very friendly NPC with a half page description of his loot. Or maybe it’s not meant to be his loot and it’s the Bad Kids (yeah, a 13yo is the villein) stuff? Which is also weird that the dog hasn’t investigated it? I don’t get it?

Something else strikes me about this. It feels like the players may get too comfortable. There’s an implied “dark unknown lurks in front of you” from the map, but that doesn’t really come through very well with the descriptions. That could have been heightened either through the descriptions or through the mechanics (wanderers, etc can do this) to put some pressure, time, danger, etc, on the party.

This is better than most 5e adventures, but still misses.

This is Pay What You Want at DriveThru. The preview shows you all ten pages. Yeah Frank! We all know no one is going to make any money on this shit, so by giving people a good preview you ensure happy consumers BEFORE they buy.

https://www.drivethrurpg.com/product/268182/Q1–Quest-for-the-Dungeon-Terrier

Posted in 5e, Reviews | 7 Comments

The Pilgrimage of Hunger

By Gregorius21778
Self-Published
OSR/Generic/Veins of the Earth
Lower Levels?

The Pilgrimage of Hunger is a small cave system written for Veins of the Earth. The idea behind it is that it came into being in response to the hunger of the living, sentient minds and souls of the Veins. If it is the creation of cruel and dark gods, of a devil or demon, something from the Outer Dark or of some strange underworld godling of hunger that has devoured its own name is up to you as the GM. It is assumed that the existence and rites of the chapel are known to at least a few dwellers of the Veins in the wider area, and that those in the know make regular “pilgrimages” to the chapel (for the sake of survival).

This seventeen page adventure describes an eight room cave complex. Veins of the Earth style with living darkness and the more realistic cave system descriptions, etc are all present. While it is deep and rich, I would make the case that it’s not very interactive and suffers quite a bit from a writing style that’s not conducive to actually running it.

The caves here modeled after the Veins style. The darkness is alive and it takes time to go from point A to B, up and down, with it abstracted in to a pointcrawl. That’s all fine and it’s good to see something coming out in this style. The darkness description is contained in one small paragraph near the beginning, in italics. I think at this point it’s clear I don’t like long italics blocks. A few words, ok, but more than a sentence is hard to read. Further, the darkness, tactile, smell-o-vision atmosphere is supposed to be ever present. I would have like to have seen it front & center in everything. There’s a little border design on every page … I can’t help but think that putting the general atmosphere in that border, or a border of keywords, would have been much more effective in helping the DM integrate it in to all aspects of the adventure. Or, maybe just on the page that has the abstracted map? When running a game you need certain things at your fingertips almost all of the time, the map being one of those. Putting other “general need” reference information on it makes sense. As does something like a border, etc. Both make the information readily at hand for the DM to use, prompting their memory and cueing them to make use of the extra.

The various encounters are interesting, in a way, and interactive in the sense that if you fuck with things then things will happen. The text is deep and rich, conveying a layered approach. It’s rich and deep enough that it’s hard to convey. I get the same vibe as I do when reading William Hope Hodgson or the knocks off stories. Airy, deep, mysterious. The keywords there would be “when I read it.” In the realm of “RPG Adventure as a Lit thing tending to being read more  than played as a substitute for people tired of Drizzel Durden Genre Fiction” then this thing out-Paizo’s a Paizo “adventure.”

That, of course, is not a compliment. I’ll take a Hodgson vibe all day long, but I won’t read it at the table. The thing is DENSE, with about a page per room description in places. Multiple paragraphs, not much in the way of whitespace organization beyond a simple paragraph break and just a little italics. Headings, indents, other techniques used to draw attention, group information, and the like are few and far between or not present at all. This leads you to long silences to read the room and try to hold it in your head. Craig the dwarf dropped to his death as he tried to climb the shaft. His corpse lies at the bottom of it. The preamble adds nothing to actual play but a lot to the Paizo-nature.

Kent would argue that one buys an adventure, studies it, takes notes, and spends many hours in preparation. And, yes, you could do that. But that’s not where I’m coming from. I think, that in 2019, we can expect more from the shit we spend out money on (or time, an even more valuable resource.) I expect us to have learned something about design in the last fifty years of D&D publishing. I expect the designer to add value that way. There’s always a role for something fabulously imaginative that eschews organization. A product that you must study to use serves as fluff, inspiration, or possibly as a cornerstone to many many sessions. But why not both? Is that concept really so foreign?

I would argue, as well, that while the encounters in this are interactive they are not the right kind of interactive. In a lot of (older?) Greenwood adventures it can feel like you are touring a museum. Raggi-land punishes mercilessly if you interact. Kuntz can hide things so deep you can’t find them. In all cases you can interact. Good interaction drives the adventure. It gives you reason to interact. There’s a flower. Eat it and some weird thing that you could never anticipate will happen. Well … why would I eat it in the first place? Because I have death wish? At higher levels maybe a little more of this can excused; the party has enough divination magic that they should know better/in advance. But what of the rest of us? Why the fuck would I ever eat from the flower? I didn’t make level 4 by eating strange shit FOR NO REASON. Likewise, a weird old man with little memory, in a cave. Uh, ok. And? It comes off as weird for the sake of weird, with no force or lure to interact.

I want to be delicate in these next comments. I’m pretty sure this is an English as a Second Language adventure. And that’s great. I love adventures from outside the english-speaking world. The various takes on things, influenced by their own cultures, Scandinavian, French, Asian, are all great and I would hate for this comment to be viewed as a pushback. And lord knows their english is better than any language I know. I tend to overlook a lot of minor things, but when it starts to interfere with comprehension then it’s a problem. A quick read-through by a native english speaker, with a highlighter, could have perhaps focused the designers attention on certain areas that could use a second look. It’s a relatively minor thing in this, but it does stick out a little more than some of the French or Scandinavian stuff I’ve seen. Not a full on editor, just a pass off to friend with a request to highlight the more awkward sentences/phrases.

And there’s no level present? On the cover or the DriveThru description or in the description?

Imaginative, the bones of something good, but the “good” interactivity is lacking, with little drive to explore (almost no treasure at all) and risk, combined with a somewhat “normal” writing style in paragraph form that hides information from scanning and location during play.

This is Pay What You Want at Drivethru with a suggested price of $2.50. It’s PWYW, so you, in a sense, get the preview for free. But, it also provides the ENTIRE thing as a preview, for free. I’ve seen a couple of products lately do this and I’ll on board for it to be a trend in 2019 and beyond. There’s so much shit on DriveThru that a requirement to post the entire thing in the preview would also be a blessing.

https://www.drivethrurpg.com/product/269908/Gregorius21778-The-Pilgrimage-of-Hunger?1892600

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