The Temple of Drawoh Rock


By CS Barnhart
Mad Martian Games
OSR
Level 1

The Temple of Drawoh Rock is an adventure module for 1st level characters exploring the Ice Kingdoms. As warriors of Thane Ornulf the characters will sail the Atalac Sea, explore the Gate Isles, and raid the Monastery of Jove. But what starts out as a simple plan to rob some peaceful monks turns into a harrowing adventure as the adventurers cross paths with the machinations of a deadly sorcerer.

This is a sixteen page viking themed adventure about a raid on a monastery. The monastery is relatively small, at 11 rooms, but there is a sea voyage. It flirts with providing an evocative atmosphere, but ultimately fails to deliver on an evocative environment

This flirts with a viking theme. You’re all drafted to join your first raid , pretending to be a different viking group. There’s a sea voyage and then you end up at the island only to find the monastery empty, obviously having been raided recently. What follow is a slow forlorn explore with a slightly creepy vibe and a few monsters bursting out. There may be something like eleven rooms total and four or five monster encounters, mostly with ghoul-like monks.

The ship voyage has a nice wandering/events table with things like rocks with visible pearls … guarded by mermaids. Storm effects, and so on. The monastery text, while long-ish and unfocused, does present a kind of creepy ass vibe

You have to work for it though. The monastery isle is explained in the text, but a little simple overview map would have done wonders for it. There’s no shipmates presented, and only a throwaway reference, in about 3 words buried in text, of the leader of the expedition. But we do get a long paragraph describing the layout of the monastery … which is just describing what is on the map right above it. “At the far end is the alter (a) and to the north (b) and south (c) are two wings.” It goes on and on instead of concentrating on an evocative atmosphere. There’s a lot of art and large text … I’d estimate that only two or maybe three pages are the adventure proper.

This needs slightly more detail for the ship crew and leader, and a paring down of the text about the raid, the background, the boring minutia of the room descriptions. The treasure is generic. Religous artifacts, scraping away gold … there’s no specificity. I’m not looking for paragraphs, or even sentences, but SOMETHING is needed.

I’m being a little harsh on this. Most rooms are a paragraph or so, and it DOES provide a nice creepy vibe. It also feels overly sparse for the amount of text there is. One of the rooms is:

Much like the north wing, the south wing is a ten foot deep and twenty foot wide area that branches out from the nave. This area is the choir and has been built for acoustics. From this point, singing echoes throughout the nave and monastery as a whole.”

I think I’m turned off by the sparseness of the voyage/crew/island and the large amount of art … it feels like the things is SERIOUSLY padded out to make it to sixteen pages. That and the relatively abstracted treasure. But then it does things like say that if you scrape the gold off the altar then the potions and scrolls inside the temple don’t work for you … you’ve angered the god of the temple. That’s great stuff. And the bad guy sorcerer is nowhere to be seen,

This feels like a good adventure plagued by the need for a little more support in the crew and leader, and some better treasure. It also feels … incomplete. Anti-climactic, I guess. I’m not looking for a boss fight but it somehow feels unsatisfying. Maybe it’s the low treasure? I don’t know. It’s quiet, which is ok, but feels too sparse for what it is. I’m intrigued by it.

I don’t know. This review sucks.

It’s PWYW at DriveThru, currently at a suggested $1. The preview is seven pages and show you the wandering table, at the end, which I think it well done, as well as the long-ish intro. It does give a good viking vibe … but goes on and glosses over ship life too much.https://www.drivethrurpg.com/product/218033/Ice-Kingdoms-The-Temple-of-Drawoh-Rock?affiliate_id=1892600

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Dungeon Magazine Summary: Issues 101-125

A reminder: if I don’t list an issue then it doesn’t have enough redeeming qualities for me to mention it. I didn’t accidentally skip them.

Dungeon 104
Dragon Hunters has some nice faction play in it and perhaps some murky morality (in a fun way, not a punitive way) that need some work to get some good use out of it. Quite above average for Dungeon.

Dungeon 105
Racing the Snake is NOT what I am looking for in an adventure, but if you want linear set pieces then you could do A LOT worse than this one.

Dungeon 112
Maure Castle, updated to the new rules. The layout is terrible and Kuntz needs an editor with a spine. It’s also classic D&D exploration, which is quite rare.

Dungeon 114
Mad God’s Key is a plot based adventure AND it doesn’t suck AND it’s in Dungeon! Very flavorful and good imagery throughout and worth digging through the text.

Dungeon 115
Raiders of the Black Ice has a great variety of encounters and good winter vibe.

Dungeon 117
Touch of the Abyss and Fallen Angel both have some high points, but both suffer one or two good ideas that are not followed through on.

Dungeon 118
Unfamiliar Ground is a linear crawl, but its has some good weird stuff and order of battle for enemies.

Dungeon 121
Fiend’s Embrace features a ruined castle in a cold swamp and is quite a bit more evocative than most Dungeon adventures.

Dungeon 122
Fiendish Footprints has some linear elements, but also has a multi-entrance dungeon and interesting scenes/encounters in that linear environment.

Dungeon 124
More Maure Castle, with the usual Kuntz faults. But the “highlight” is The Whispering Cairn, the AGe of Worms kickoff. Not a bad little dungeon, for a plot thing.

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The Wicked Woeful Web


By Thom Wilson
ThrowiGames
Swords & Wizardry
Levels 1-2

The monks of Esherten have always used trained spiders to protect their crops from the nearby giant fly hives. That was until several days ago, when the always obedient arachnids left the small settlement and disappeared into the Woeful Forest. The giant flies, attracted to the Flame Flower nectar grown in the village, have found the crop unprotected. Monks and villagers are growing weary from their constant battle with the insects. They need help! Who can help them bring back their trained guards?

This is a seventeen page adventure fighting giant flies and spiders. There is some fine imagery in this that really sparks the imagination. Then there’s the other 99.9% of the text which is unfocused and hides the evocative bits, turning a nine room adventure in to seventeen pages.

A village grows a rare flower and nearby monks raise giant spiders to protect the crops from giant flies that like to feed on/destroy them. But the spiders have recently disappeared, migrating to a nearby forest. The primary adventure is a four room cave with a giant evil spider in it. The secondary adventure is a giant fly lair with five rooms.

There great imagery in this. Massive tiny spider migrations, as the evil spider calls them to her, ala Harry potter. You notice, by sense and/or smell something foul and ancient within a cave. Tiny spiders swarm over the remains of a fallen dear. Hundreds of deformed egg sacks hang from the ceiling and cling to the wall of a chamber. Very nice! It implants a strong mental image in your head and allows your brain to fill in the blanks, exactly the sort of evocative writing we’re looking for. But that’s generally one sentence in a column of text. Otherwise the writing is long and generally unfocused … hence the column of text per room. It’s padded out with trivia and detail that is not likely to come up in the adventure.

Then it leaves out things. Room c2 has spiders in it. The text says they will will attack. Unless they are the spiders from the monastery in which case they won’t attack. Are they spiders from the monastery? Are they mixed? No idea. And then the treasure … most of the mundane treasure is just generic coins and the magic treasure is “Dagger of Sharpness, +1 damage.” Lacking detail where it needs it and full of detail where it doesn’t.

Sometimes I find no redeeming qualities in an adventure and, after a couple from the same publisher, write them off and avoid that stuff for a couple of years. This does not fall in to that category; the imagery in this is quite good in places. What it needs is A LOT more thought on the writing, a focus on the purpose of the writing and how it relates to the room. That’s a “second draft” topic in my mind, and fixable and more easily learned than other adventure issues.

This is $1.50 on DriveThru. There’s no preview.https://www.drivethrurpg.com/product/221048/The-Wicked-Woeful-Web?affiliate_id=1892600

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Nothing To See Here


By Christopher Clark
Inner City Game Design
Generic
Mid-levels

While you were away, things did not go according to plan. Someone ran up a whole bunch of debts in your name. Someone made a lot of promises and commitments on your behalf. Someone even signed you up for some sort of inn time-sharing scheme. Someone was not very nice; not nice at all. But they looked like you, sounded like you and got you into more than a lot of trouble. Perhaps you’ll show them the meaning of the word trouble, once you find them.

This 37 page adventure has three locales, two of which are likely to be visited. It is the very definition of ‘terrible generic stat’d adventure’, with all that implies, such as long ponderous text. There’s a Tunnels & Trolls kind of very simplistic thing going on where you go somewhere, like a health spa, kill “barbarians” in dressed in suits, and then move on. It’s not the humor, which I usually hate, it’s light enough here to be ignored. But the text, oh my god, the TEXT! I knew it! I know it! This is the same terrible style & formatting used in Eldritch Enterprises products! I knew I’d seen it before!

You’re in a forest and see Wanted signs with your faces on it. You’re wanted for a variety of crimes, like theft, etc. If you camp for the night you’re attacked by some barbarians. If you don’t camp and instead move on you’re attacked by the same barbarians. They are collecting on a bar tab you are accused of skipping out on. When you kill them you find a flyer that leads you to location two. This is the adventure in a nutshell. Some guys attack you, no matter what you do, with a little light farce attached, and you get a clue for the next location where the same thing happens again. Eventually you find a cave with some shape-changing fey that like to mimic people and cause trouble for them. You, of course, kill them.

Lots of read-aloud. Lots of DM text. All of the stats are in that cumbersome generic weirdo format that hasn’t been used since sue-happy T$R days. There’s no real orientation, leaving you wondering all the time what’s supposed to happening, or could happen. “Once any character announces he would like to try to catch a fish from the lake, The Count leads them there …” It’s ALL like that … you have to be INTIMATELY familiar with the byzantine structure to know where to go and what to do and what’s available.

I’ve seen a lot of bad adventures, so I’m not going to say this is the worse formatting/structure ever … but it is certainly in the same ballpark.

This is $15 on DriveThru. The preview shows you a few pages of the most comprehensible part of the adventure: the confrontation with the evil fey in their cave. It’s a paragon of virtue in layout and design compared to what’s come before.https://www.drivethrurpg.com/product/222335/Nothing-To-See-Here?affiliate_id=1892600

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Dungeon Magazine Summary: Issues 76-100

Dungeon 76
Fruit of the Vine featured a house overrun by a vine creeper. The core of the encounters were good but WAAAYYYY too much text.

Some folks like Mertymane’s Road. I found the terrain and weather effects tedious and unfun, and others thought they were great.

Dungeon 77
Visiting Tylwyh is a low key but fanciful affair that’s quite charming. Nicely evocative descriptions … and a lot of text that is not.

Feast of Flesh has great Aliens vibe with creatures burrowing up in to a village. Needs a few events, but a decent side trek.

Dungeon 78
Peer Amid the Waters is an actually GOOD adventure, and not even by Dungeon standards! An underwater mystery that DOESN’T suck, isn’t DM torture porn, and is full of mystery and wonder!

Dungeon 79
Keep for Sale is a nice little adventure with overland and dungeon adventures, factions, and a lot to interact with. Charming with a lot of possibilities.

The Best Laid Plans, a side-trek, gets an award of special merit for being, I think, the only side trek adventure in Dungeon magazine that actually fulfills the mission of a side-trek.

Dungeon 80
Trouble with Trillochs has a lair and environment that feels more alien than most dungeon. Not great, but better than usual.

The Scar was a dungeon built in the magazines Dungeoncraft articles. Better than most, but still wordy.

Dungeon 81
A Race against Time is an urban adventure with convoluted setup that tests disbelief. But it’s full of chaos and is a little silly. A personal favorite, even if it is convoluted. Goes to show what a hypocrite I am.

Astar’s Temple is has a nice layout for exploring a dungeon room variety in the encounters.

Dungeon 82
Eye for an Eye is great photocopy/highlighter fodder, with depth not usually found in low level adventures.

Dungeon 83
Depths of Rage was a favorite from when I was young. A goblin cave with lots of the cave features and height changes, that then undergoes an earthquake when you’re inside, making it harder to get out/different challenges. Me Still Like.

Dungeon 84
The Harrowing is, I think, the first of the linear combat-fest adventures in Dungeon. So, special award for ruining D&D, Monte.

The Dyng of the Light has a great background/complications/map/variety and vampires to boot! I like this, but it seems impossible to run without a rewrite.

Armistice has the party playing peacemaker in a valley full of factions and is quite sandboxy. Needs more specifics in a couple of area, more flavor.

Dungeon 85
I go back & forth on Ever Changing Fortunes. Lots of nice bits buried in the bloat of a monster zoo dungeon.

Dungeon 87
Raider of Galath’s Roost has a great first half and then one of the worst wall of text problems I’ve ever seen in the second half.

Dungeon 88
Thirds of Purloined Vellum was a decent investigation adventure in a city with good organization and street life encounters.

Make it Big was a small side-trek where the party is blackmailed in to servitude by some hill giants. Nice premise and good details in places. Not stellar, but good by Dungeon standards.

Dungeon 90
Elfwhisperer, padded beyond belief, has good imagery and motivations while searching the woods for bandits and encountering cursed elves.

Totentanz has a nice folklore vibe and haunted forest thing going on … until it falls down by becoming a boring wizards keep.

Dungeon 94
Worms in the Exchequer is TERRIBLE … but it is complete farce. Does a good job of setting a farcical tone … and then ruins it with the adventure.

Dungeon 95
The Witch of Serpent’s Bridge is workmanlike, not being loathsome or particularly standout. It needs just a little bit more to push it in to good territory.

Dungeon 96
Pandemonium in the Veins is worth the trouble, i think, to dig through. Player driven, events, lots going on. Some gimpy shit also, but that can be worked out.

Dungeon 97
Heart of the Iron God needs more color and a mad prune down, but provides a nice environment, an assault on a moving giant iron golem, and does a lot right.

Demonblade had some good imagery in the investigation of a slaughtered village, but then sucked when it got to the meat of the adventure in part two.

Dungeon 99
Fish Story has some social elements to it, but isn’t quite a faction adventure. Finding something to like in these issues near ‘100’ has been difficult.

Posted in Dungeon Magazine, Reviews | 1 Comment

Dark Times in Brighton

By Bill Logan
DwD Studios
Labyrinth Lord
Levels 1-2

Townsfolk are disappearing from the surrounding countryside. Goblins are on the march once more. If that wasn’t enough, a terrible blighting disease has infected the waters and not even the curative magics of the Temple of the Winds can thwart it. This is indeed a very dark time for Brighton.

This 54 page adventure details a 21 room goblin lair in an old dwarven hall, along with town nearby. Nice motivations/background and DM advice lead to a journeyman effort with the encounters and the writing being LONG. Too long & focused for me.

The town patrol wandered too far and found a goblin lair. Some killed, some captured, some escaped, the survivors come back, and have brought a disease. A rescue patrol didn’t return at all. Riders have been sent out seeking help. The first group to respond were greedy and disruptable. Your party is the second. That’s the background, which is actually pretty good. It also sets up the action for an evil NPC party hanging around, their rumors, and eventually encountering them in addition to the goblin band in its hold.

The adventure has a a bit of “young adults/children” bend to it, with situations that are clear moral choices and allows kids to be the heroes they know from the tropes they’ve seen. I generally abhor the morality of adventures, but I can certainly see a place for it in adventures for certain audiences. Further, the adventure does a decent job of providing DM notes in sidebars, to explain what it’s doing things and how to modify the adventure … like making it less kid friendly. “The party might decline because the village has plague, if so you could try …” is good DM advice.

The village has some nice rumors and a number of small (VERY small) side quests, and there’s a short wandering table in the wilderness to get to the goblin lair. The rumors could be better, but they do deal with actual information in the adventure. The encounters in the lair fall in to the pretty standard territory. It’s more than “goblin guardroom with 4 goblins.” There’s an evil temple, a throne rooms, guard rooms, slave pens, torture chamber, and all that you would expect. There’s also just a LITTLE bit more. The goblin guards are bullying another goblin … whoc them helps you if you save him, telling you where some traps and treasure are. That’s a good example of both the moral bend (I’m sure the kid players would stand up to bullies) as well as providing more dynamism to the encounter and NPCs to interact with the dungeon, and this dungeon hits that multiple times. Good journeyman-level encounters.

Where it fails is in the wordsmithing. While the ideas are decent the communication style is LONG. And a little bland. The initial read-aloud is about a page long. The town building descriptions are full of trivia that clog up the descriptions without being directed toward actual play. History, descriptions, unfocused writing … they turn the town entries in to a wall of text in which nothing stands out and anything that DOES impact play is hidden. This continues in to the dungeon room descriptions, with long read-alouds that are not particularly evocative and then lots of DM text, turning each room in to almost a column of text.

Interesting, because it DOES do good things in places with formatting/style. That long intro text I mentioned? It’s followed by a couple of bullet points with the key facts for DM’s that want terse facts to run it THEIR way. PERFECT. It also does a great job of selecting a format for the monsters that makes it easy to see their stats. A little lengthy, but its clear that some attention was paid to that. The random DM advice note boxes that appear in the text are another example … someone thought about things and found a way to address it. But the MAIN text. The actual text, is unfocused and doesn’t appear to have the same attention paid to it. It’s hard to scan, it’s conversational, difficult to run at the table. You need to be able to scan the text quickly, requiring focused writing with evocative descriptions rather than trivia.

The encounters are ok, but the writing & formatting are not up to snuff. Bill’s work is not beyond hope if he improves his writing.

This is $13 at DriveThru. The preview is five pages long and is all “overview” and DM reference, not really a view in to the encounters or descriptions at all.https://www.drivethrurpg.com/product/95757/Dark-Times-in-Brighton?affiliate_id=1892600

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Discord at the Docks


By Frank Schmidt
Adventures in Filbar
1e
Levels 1-3

The adventure begins as your ship docks in Phoenix and you and your group debark. …The PCs were on a delivery mission but mistook a subject on the dock as the intended recipient. The true owner is not pleased at the foul up and demands the party fix it IMMEDIATELY.

I accidentally bought this piece of garbage, not realizing it was a part of the Adventures in Filbar line. (I know, I know, how could I NOT realize it?) I previously reviewed a 5e AiF product, finding it linear with no ability for the party to make decisions. This one is the same. This may be the worst series of adventures ever written. It’s coherent, it just makes NO pretense of giving the party any control over their adventure. Anyway, it’s fourteen pages and deals with a linear etch quest on the docks.

The opening intro/scene tells you all you need to know. In a monologue you arrive, by ship, on some docks, in order to deliver a package you’ve been paid for. You hand it off to a guy on the docks. And thus you start the adventure … with read-aloud telling you that you handed off the package. To the wrong man, it turns out. We’re told, in the next read-aloud, where they are confronted by their REAL contact: “While the PCs may have felt they were successful initially, the contact with Costas should cause them great consternation.”

Does anyone like this? Failing off screen? Being forced in to actions? “You see a cave full of orcs. You run in and strip naked while cussing them out in orcish; what do you do now?” I’ll tell you what I do. I leave.

At GenCon this year I was in a game, a heartbreaker, in which the DM did flashbacks. He explained “players didn’t like it when I described what their characters did, they called it a railroad. But they seem much more accepting of flashbacks. They are the same, so I don’t see why they care …” I kept my fucking mouth shut. That poor fucking dude didn’t need to know what a tool he was.

Here’s another gem from the adventure: “If the PCs fail to role play a convincing argument for the mistake the captain will intercede and point out that the PCs will go retrieve the package immediately.” If you don’t take the hook then the sea captain steps in and sets the hook for you.

At one point the read-aloud describes you going in to a tavern, so you can have a bar fight. It doesn’t present an opportunity for you to go in. It’s not hiding info in there for you to seek out. It just says that you go in. So the designer can have a bar fight.

You’re confronted by a tax collector. When you get off the ship. If you resist guards suddenly show up. They have 27hp each. Another guy, and enemy, in the adventure has 44hp. AC 14. And yet this claims to be a 1e adventure. It’s clear that this is some 5e garbage with a 1e label stuck on it.

The actual adventure is just a fetch quest.Bob have it to Tom. Go “find” Tom (ie: advance to next scene.) Tom gave it to Ed, advance to next scene with Ed.

I’ve got a very special list I keep. It contains the names of publishers I don’t buy from. To get on it there must be a clear indication that the situation is hopeless. It’s pointless to review more, an exercise in masochism. Filbar EASILY makes that list. It IS coherent, it just fails in every other way to present an adventuring environment.

It’s $2 on DriveThru. The preview is two pages and you get to see the railroad intro and the railroad hook. https://www.drivethrurpg.com/product/221626/Far2–Discord-at-the-Docks?affiliate_id=1892600

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Dungeon Magazine Summary: Issues 51-75

It should be noted that even the decent/good adventures have The Usual Dungeon problems.

Dungeon 51
Nbod’s Room is an interesting little piece. Describing a haunted room in an inn, it’s actually a locale for the party to visit over and over again, teasing out the secrets of the various magic items in the room, mostly teleporters that take you to different adventure locales.

Ailamere’s Lair was a Dragon adventure that was zoomed out to include elements about the dragon and his environment not usually found in a Kill The Dragon adventure.

Dungeon 53
Clarshh’s Sepulchre is a little adventure with a nice village and a decent exploration elements. Clues, a social element, it’s not so bad by Dungeon standards.

Steelheart does a good job of going just a little bit more on each encounter to turn them from perfunctory things in to something that feels a little more realistic.

Dungeon 54
Unhallowed Ground is a Name of the Rose knockoff. It needs work, but the monks come off as human and the core structure is good.

Redcap’s Revenge felt forced and blunt in places, but is one of those adventures that, with a rewrite, could turn in to something better.

Dungeon 55
Umbra, a Sigal adventure, is linear as fuck. As a con game, edited down to be comprehensible, it could be a fine time, if you wanted a linear adventure

Dungeon 56
Janx’s Jinx is a nice low-key adventure with strong social elements. It feels very real, and very human.

Dungeon 57
Cloaked in Fear is a little side-trek with a lot of good frightened villager stuff going on in it. DM torture porn, but a guilty pleasure.

Dungeon 58
The Baron’s Eyrie is a Ravelnloft with nice imagery and is quite tight, but Dungeon standards. Factions, maps, it’s a decent all around adventure.

Dungeon 59
The Mother’s CUrse ia hag adventure that FEELS like a hag adventure; quite the rare thing. Good atmosphere & complications in need of a MASSIVE edit.

Dungeon 62
Rat Trap had potential, even though it featured wererats in a city. A good core concept not taken advantage of.

Dungeon 65
Knight of the Scarlet Sword has a lot going on at the same time, which is always a plus in an adventure. Sandboxy with a suggested timeline.

Unkindness of Ravens is top notch. It’s got great atmosphere, a “fantasy but not D&D” vibe, timeline, a little bit of Nancy Drew or Scooby Doo thing going on. Great adventure.

Dungeon 66
Enormously Inconvenient has a lot of giant animal tropes in it as well as a decent wilderness map. Inoffensive … an accomplishment for Dungeon.

Dungeon 67
Witches’ Brew has a richness of style and atmosphere that’s rare. Needs a MASSIVE edit to cut it down.

Eye of the Storm is a side trek that’s just pure chaos … AND I FUCKING LOVE CHAOS! Just a series of complications to take care of, but the potential here is wonderful, given the … madcap? Nature of the village.

Falls Run, for Masque of the Red Death, channels Call of Cthulhu quite hard and does a decent job, railroad or no.

Dungeon 68
The Trouble with In-Laws is that rare adventure that is organized well but falls flat in the imagination category. One dimensional and lacking flavor.

Merkin’s Magic is notable because of the lack of a Tolkien vibe in it. It’s like fantasy from the 60’s or 70’s, out of time.

Dungeon 70
Homunculus Stew has a nice folklore vibe going on, even if it is three encounters long.

Ssscaly Thingsss has great swamp atmosphere and A LOT going on at the same time. Head & shoulders above most of Dungeon.

Kingdom of the Ghouls is widely acknowledged as a great adventure, and I agree. Social elements, good atmosphere, and an underdark that doesn’t feel generic.

Dungeon 71
Wildspawn and Priestly Secrets both have some qualities that I can appreciate, but deep flaws that require a lot of work to get past.

Dungeon 72
No Stone Unturned continues Peter Spahns generally high level of writing. A good variety of situations with very real motivations.

Plundering Poppof is a B&E job in a wizards home Good atmosphere.

Dungeon 73
Quoitine Quest is a quiet little adventure with a good amount of interesting roleplaying offered.

Dungeon 74
Scourge of Scalabar is full of gnomes, gunpowder, and submarines, WHICH I LOATHE, but leaves things mostly open for the party to explore solutions.

Vale of Weeping WIllows has a nice eerie vibe, even if it is just a side trek.

Posted in Dungeon Magazine, Reviews | 4 Comments

The Submerged Spire of Sarpedon the Shaper


By Ben Laurence
Necrotic Gnome Productions
Labyrinth Lord
Level … 4?

This is a 25 page adventure in the From the Vats zine. It describes a five level dungeon with 32 rooms of a sunken palace/home of a LONG dead sorcerer lord. It brings the OD&D and does a GREAT job of describing a slightly alien environment, underwater wizard, that is still approachable by the players. It brings the weird and it JUST on the normal side of gonzo, clearly D&D and yet a GREAT environment. The picture of OD&D. Vivid imagery, great encounters, weird treasure. It’s let down by the formatting, and deserves a second edition that formats it better. Oh, it’s been a great week! TWO great adventures this week, and, weirdly, both with an underwater component and/or ruins sticking out of the water. I’m bouncing in my chair; a clear indicator of being excited.

Crumbling steps spill from the shore directly in to the sea. A seaweed choked stone path can be glimpsed winding down in to the depths. A broken onion dome sticks out of the water, forlorn, the roost of seagulls. That’s good. It conjures up imagery and feelings. You build the rest of it in your head and any description that does that is the BEST kind of description. SHort. Puchy. Evocative. Easy to scan. It injects a seed deep in to your imagination and you get to build from it, the way a brain does.

Here’s another example: “A glass column dominates the center of the room, through which runs an eerie beam of green light. The column is cracked and filled with water; where the cracks show, motes of green light spill from the glass into the surrounding water. The light emanates from a hole in the ceiling at the top of the glass column. At its bottom, copper tubes run from its base into the wall. Clustered around the cracks in the column are many Luminous Jellies” That does a GREAT job of building a picture of the room. Great language, building, what do I see first and then what do I notice. I should also note that is just about my limit on schnitzengruben. Any longer and we get in to Pay Per Word dreck and problems with scanning. That description length is right at the limit of what I can stand to reference during play.

There’s reference material located after those descriptions. A description of the curse if you steal the giant pearl, or what happens when you touch the thing. The writing here is focused in a way that few adventures are. Evocative. Terse. To the point. Focused on PLAY.

The encounters proper are great. A floor, red from silt, that can get stirred up … FILLED WITH RED PARASITIC WORMS! Aiiii! Things floating on/above pedastals that you can fuck with, flicking quartz balls, a necrophidius that FEELS like it should be here! Traps of rapidly growing razor coral to trap you. The entire place FEELs dangerous, and wondrous, and alien,

I love almost everything about this adventure. There’s a nice little overview that describes the environment around the palace … as seen by the party when they approach. I wish more adventures did that to orient both the DM and players. The wanderers feel fresh, and those with a little description (more than just stats) have great little one and two sentence writeups. Those without don’t seem to need like, like schools of fish or luminous jellies floating by. They feel RIGHT and you want to use them and describe them. You’re excited as your mind races to find uses. The treasure is great, lots to loot in both “normal” treasure and in inlay pried from unremovable things and in the weird and wonderful magic items. There’s great guidelines for restocking and continuing time within the place as the party may return. Even the fucking underwater rules presented, one just one page, are not odious … which is indeed a feat! ANd the map, because it’s underwater, is essentially three dimensional with multiple entrances in to the location.

It does have a formatting problem. It’s BARELY acceptable. It generally keeps most of the description in the first-ish paragraph and DM’ish notes/reference material in the second paragraph … and that’s what I mean by barely acceptable. It’s uses single column, large text, and little formatting otherwise except giving some shading to monster stats to make them easier to pull out (great!) What this needs is some bullet points, indentation, more breaks, and occasionally a sentence moved around from the description to the notes and vicey versey. Techniques to improve the scannability and readability of the adventure. As is it veers quite close to the Wall of Text. That USUALLY means too many words but I think this is the rare example of focused writing that STILL faces Wall of Text issues. The rooms that use more breaks, and italics, and indentation (like room 15m the Hall of Bio Horrors) are the more readable ones.

Do Not be deterred! This thing is great! I’m fond of saying that most underwater adventures don’t FEEL like underwater adventures. This is by far the closest I’ve seen. It feels like a different environment, with the descriptions and encounters to match. Easily a keeper, even if it DOES deserve a second edition to take care of the formatting issues.

It’s included as a part of the From the Vats zine/thing. It’s $0 on DriveThru, which means you would be a FOOL to not pick it up, if for no other reason than to argue with me. The preview is of the zine, but the adventure is first in the thing so you get to see some of it. It’s just the wanderers table and the intro/overview, but I like both of those and while not the strongest parts of the adventure, they are QUITE above average. https://www.drivethrurpg.com/product/151451/From-the-Vats?affiliate_id=1892600

Posted in Level 4, Reviews, The Best | 3 Comments

The Towers of the Weretoads


By Michael Raston
Gorgzu Games
Labyrinth Lord
Level 1?

Are you in need of a breeding factory that spews out torrents of mutated weretoads into your campaign world? Do your adventurers enjoy exploring slimy, wet ruins inhabited by depraved, vile creatures? The Towers of the Weretoads is a mini-dungeon you can plop down in the edges of any of the lakes/fresh water bodies in your campaign world. It’s filled with treasure, danger and slime.

This is a six page adventure in a three level partially submerged manor/keep. It uses the one page format to present the levels with a little introduction page, a title page, and one page for new monsters. Good imagery and nice formatting for play are significant strengths, while the it suffers from generic magic treasure, a little sameness in the monsters, and a slightly confusing ground level/outside environment. It’s also free, so …

The imagery in this adventure is great and works well with the one page format. Towers, located in shallows of a great lake, the tide coming in and out revealing various portions. Slimy stone stairs. Near-naked slimy warty idiotic men, drowsy. A flooded basement a soup for zygotes. Crude stone doors on rusting hinges. Creaky ladders down housed in a dead black soggy tree. Stone pots fill with writhing misshapen beige tadpoles. The outside, near the manor has puddles filled with countless toad eggs, and young weretoads croaking pityingly and dragging themselves through the mud to bit .. .It goes on and on. This is all strong imagery, tersly written, and it puts a picture in to your head. The outside, a slightly submerged manor, pools or mud and water, with slime and eggs stacked up in piles against the walls, trees, rubble, etc, and the young weretoads crawling towards you … This sort of tersely written imagery, integrated in to a one page dungeon, is a great example of form and function combining to deliver a useful tool for the DM. Did I mention “toad-bears eating corpse mushrooms growing on piles of long dead adventurers …” and all in that soggy partially flooded environment. Grooooovy!

This is a collection of one page levels, three of them, with an intro page to tie things togethers. I’m fond of these collections of one-pagers, although they do have limitations. They put everything in one place that you need to run the level well. This one uses color to effectively call out certain sections. The downside is that none of these one-pagers does a very good job of presenting a large environment. At best they can combine a lot of one-pagers in to a larger area, as this one does. That’s good, I like it and it’s a good way to present these smaller “lair sized locations.

Mundane treasure is good, with most of it being nice & creepy objects for resale. It falls down in several places when it says “Horde XIV P106LL) in a watertight chest.” I’m not sure why it’s doing this .. there appears to plenty of room to actually describe a treasure found instead of using a random roll. I don’t get it.

When the enemies show up THEY. SHOW. UP. d20 weretoads building effigies. D20 weretoads patrolling. D20 weretoads transporting spawn-pots. Bulging eyes and lolling tongues aside, the combats here tend to be with lots of opponents. There’s generally nothing wrong with that, but in this case the environments they are found in are a little smaller than I would like for that quantity. It feels a bit off. It DOES have the effect of being above to explore most the level without combat, until you meet the big group on that level. There’s a nice exploratory and/or push your luck element there that’s good.

This is PWYW (with a current price of $0) at Drive Thru. The preview is GREAT, showing you two of three one-page levels. This is easily worth the price/time. You can practically run it without even having read it first. This is EXACTLY the sort of supplement you want when you’re looking for something to run tonight.
https://www.drivethrurpg.com/product/133726/The-Towers-of-the-Weretoads?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 13 Comments