(5e) Heir and Back Again


By Jonathan Nelson, Serena Nelson, Jensen Toperzer
AAW Games
5e
Level 1

Young Joylene Crumb always felt that life on a farm wasn’t for her… but with her adoptive father missing and rumors of a black dragon ravaging the countryside, is she really ready to run off on an adventure? Who are we kidding, of course she is, with the help of three unusual companions!

This 65 page adventure is a gimmick one-shot that uses 5e rules. It emulates the text-based/point-and-click computer adventure games. I can see it being an interesting experience as a one-shot for folks looking for something different, but it is, essentially, not an RPG. Or, maybe, it pushes that definition just about as far as it can go. In any event, while it does a decent job providing a resource key for the DM, it also muddles the main text by using paragraph exposition.

There are these little gimmick games called Parsley. One person emulates the computer in a text adventure and everyone else takes turns giving the computer commands. You explore the poincrawl, going back to pick things up to overcome challenges, and so on. The Parsley player follows a simple outline and comes up with clever things to say for successful and unsuccessful actions. This adventure is similar to that, except there are four player characters and a DM and each player has a pre-gen PC, as one would expect in a standard RPG. There is a pointcrawl map with about 21 “rooms.” Some location exits are blocked until you perform an action, like giving someone an object you found elsewhere. Doing this, you work your way through the adventure. The pre-gens provided are archetypes, like a comical pooka, a werebear proving himself, a housecat, and the little girl folk hero.

All in all, maybe an interesting parlour game for a con or other one-shot. The locations are generally one per page, so they are easy to find. The items, when found, are cross-referenced to the location and page where they are used, and on the page where they are used the are cross referenced to the page that they are found. There’s also a master item index at the rear that summarizes all of the objects and their locations and uses … although it could have been spread over fewer pages. Both the one location per page and the item cross-reference show an understanding of providing the DM the tools they need to run the adventure. The adventure, proper, is a little whimsical, heavy on folklore tropes, with the touches of nostalgia that will be charming when playing a throwback sort of thing like this. Find the needle in the haystack, literally, for example.

Two issues arise. First, the game uses ability checks to find some objects. BAD. DC19 to find the needle in the haystack. Or a spot check to find a rusty key that you don’t know exists. The advice given, in the case of the key, is to just move it somewhere else. This is all bad design. The fun of an adventure should not be abstracted to a dice roll. The party knows there’s a needle in the haystack. They should roleplay to find it. That’s where the fun is. A “roll to continue the adventure” check is never a good idea, and this adventure does that over and over again.

Further, the adventure muddles the DM text. Important information appears deep in paragraphs, that don’t always let you know within the first few words that this the right place to look. Far better to bullet point the information or edit the paragraph to make it far clearer, immediately, that this is the paragraph you are looking for. As is, it uses a more conversation style with too much “after this this shoos the group out. She wishes them luck but only since itll save our skins …” etc.

It’s a cute idea. I find the DM text too much of a pain to deal with, though, to want to run it. Or, rather, I’m partially inclined to run it but I won’t because of the DM text.

This is $13 at DriveThru. The preview is nine pages, but it does not show you any of the locations. As such all you get to see is the usual bullshit into stuff with no idea of what to expect of the actual content.https://www.drivethrurpg.com/product/235454/5E-Heir–Back-Again?affiliate_id=1892600

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(DCC) Fate of the Ruthless Wizard

By Marc Elsenheimer
Self Published
DCC
Level 0

The old tower looms over your small village. In the past it was a sign of resilience, but now it has turned into something else. As you step out of your small homes into the Towers shadow, the fear of the wizard Broshgar creeps back into your hearts. He took your food and your goods, he abducted your friends and your family and without remorse he killed anyone trying to stop him. Only a few months ago he took four of your children at once. And you let it happen. But today is the last day you’ll ever be afraid of him. Assembling in front of the towers entrance you are ready to end his reign of terror.

This six page funnel details an assault by villagers on a wizards tower. It’s as good first effort with a few interesting mechanics. It’s also got boring read-aloud, an obsession with trap descriptions, and feels bland for a wizards tower.

This is the authors first adventure he’s written. He’s also German and there are some minor spelling/grammar issues. I tend to let that shit slide even with native english speakers, as long as the intent is there, and it is here. Besides, his english is excellent; all I can say in deutch is Ich kann Glas essen, das tut mir nicht weh.

Its got a nice hand-drawn map with an isometric view also included. Probably not needed for a map as simple as this but I appreciate the effort. It IS hard to find the stairs on many of the levels. I still can’t find them … but I if you ignore that and make some assumptions then its ok.

One of the most interesting things about the adventure is the authors willingness to play with mechanics. Looting some armor from a battle you just won has the fumble die increasing by one because of damage. That recognizes both what the party WILL be doing (looting) as well as adding an interesting effect. Likewise, an item gives non-wizards a spell with a d10 action die. There’s a basic understanding here adding flavor to the game using unusual mechanics. That’s a significant step up from folks that just use book rules and monsters,

I would call the wizards tower a bit bland though. It kind of feels like a generic wizards tower. I think some of that is the writing. Rooms are described as ‘large’ repeatedly, with other rooms descriptions using the word “small”. One room uses the word “massive” twice to describe two different objects. This pattern continues throughout. The use of common adjectives and adverbs is a big nono. You want to convey flavor and Large don’t do that. It would be interesting to see what the original german words were. IE: hopefully we can chalk this up to translation difficulties.

But there are other issues also. Read-aloud telling us that there are two doors out of a room. Yes. We know that. The map shows us that. The read-aloud doesn/t have to tell us everything about the room. The purpose of it, if you’re going to use it, is to provide a short punchy description that will hook the players. It is not the end all and be all of the description. The DM can easily add “there are two doors out” or respond as such when asked by the players if there are exits.

I would also note some explanation paragraphs and sentence included. These generally attribute motivations and are entirely unneeded. For example. The DM text in the first room reads: “The Entrance room is designed to test potential guests, of which Broshgar had few. The barren room has only one object of interest, the Bookshelf. It is trapped to amuse Broshgar and hurt or kill guests that can’t keep their hands to themselves.” The second paragraph describes the trapped bookshelf. We don’t need to know he likes to amuse himself. It doesn’t add anything to the party actively adventuring the room.

Finally, there’s a bit of an obsession with detailing traps. I’ve noticed that some authors seem to have a mania about it. Every detail must be described. Just get in and out quick. If it takes more than about two-three sentences then it is probably too long. “Both traps are triggered by stepping on a special floorboard of a slightly darker colour.” Uh huh. That classic trap padding. Scything blade, 1d6, DC14 reflect to avoid. DONE! Yeah, I know, I write the most boring shut. But its also not two paragraphs.

Still, in all, a decent effort especially for a Dark Eye player. (Boing! Score one for Bryce’s international relations!) It’s not especially a bad adventure, and the end is a little video-gamey with some tricks involved. I like the appeal to non-standard mechanics and encounters, like a cauldron ooze, are pretty good. The writing isn’t going to win a C- in the evocative category, but, hey, english as a second language. That makes it less interesting, as wizard towers go, than it could be. But, as a nice, free funnel I’d say its pretty good. Better than a bunch of paid funnels I’ve seen. But, thats not really a compliment …

This is free at the authors blog, Out of Curiosity
https://oocrpg.blogspot.com/2018/03/fate-of-ruthless-wizard-dcc-funnel.html

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(5e) The Secrets of Iriestine’s Order


By Cory Mann
Horror Module Publishing
5e
Level 1

Deep in the heart of the forest, there is rumour of an underground temple forgotten by the ages, built for a god long dead. You have been tasked by a small town with trying to find out if there is any merit to the rumblings of the temple reawakening and followers flocking to it. Do you and your party have what it takes to delve inside the deepest recesses of the inescapable dungeon?

This is a 29 page adventure that mostly describes a five level dungeon with about thirty rooms in it. It means well and is better than the usual 5e fare, but makes some pretty basic mistakes. Still, it offers a hint of exploration, and the elements that made D&D popular to begin with: wonder.

What if the rumors weren’t true? You know, the villager have rumors of a temple in the jungle, the party shows up, finds the temple, and its just a ruin, abandoned? Adventure over! 🙂 But , anyway …

Ok, villagers are under attack nightly. You go there to make your name. The first night the village comes under attack and you go find the goblin attackers the net morning, in a ruined dungeon/temple, and then explore the five levels until you reach the bottom and some spirit dude who needs put to rest. Less linear than most 5e dungeon far, it calls the various levels “Acts”, indicating that someone has either never seen a real dungeon or is pandering to a market that expects things in acts. Anyway …

You can’t get in to town. In spite of asking for help, they have a guard in front of the gate that won’t let you in. You’re not given stats for her, so I guess a stabbing is out of the question, as is sneaking in. No, it’s made clear you need to describe yourself and make a DC 10 check to get in. This is a classic no-no; It’s a roll to continue. Some trivial challenge blocks your path but you have to roll to get past it. What happens if you fail your roll? You don’t get to play tonight? No stabbing stats, no sneaking in details … I guess nothing happens and we all go home? No, obviously that’s not what is going to happen. The DM is gonna fudge something and the game will go on. Then why does the roll exist? Why roadblock the adventure? It shows a basic lack of understanding of adventure design. Better, FAR better, to just let the party in and make the roll contingent on how they are treated, rewarded, or some other criteria. Or, not have it all. Just roleplay and let them in. “Please help us! We’re dying here! One more night and we won’t make it and we’ll all be dead!” … “But please jump through these 12 hoops first and agree to these 99 thesis …” Sometimes, D&D villages get what they deserve. Remember people, your choice for Beadle is important! Anyway …

The town, while unrealistic, have a good outline of things you can learn in the inn, as well as a good NPC summary; what they know and do son. It all fits in about a column and is organized well. WHich can’t be said for the rest … You learn of a ranger on the edge of town who can tell you where the temple is. But his details are located in an event called “The Fire” in which a building burns down at night. The whole thing is short enough that it doesn’t really matter … but any longer and it WOULD. It points to a lack of understanding of formatting and organization.

The core of the adventure is a five-level dungeon, with goblins, traps/puzzles and a few undead. It starts with goblins and some hoblins, moves to some puzzles/traps, etc, and then on to some undead at the bottoms. The whole “corrupted good guy” tomb thing again.

The encounters are not all bad. SLeeping goblins to take advantage of. Several puzzle like rooms. They’re not necessarily great ether. An illusion of a red dragon kill everyone, for no reason other than “because.” A pillar that allows you to float is in the dungeon explicitly so you can cross a pit trap … with lots of words about the players thinking creatively, etc. It’s trying, but resorting to things for no other purpose than doing them is not a great way to design. Empty rooms don’t drone on and read-aloud is kept to manageable size … mostly.

But …

It’s lacking core creativity. As such, its little more than a random dungeon design with some rando monsters that is expanded upon with more text. Goblins sleep in beds. Latrine rooms are included. Read-aloud indicates that the creatures see and they attack, etc. Stat blocks (big & bloated, of course) inconsistently appear in the text. One room has four coffins with duergar in them. Alive, as it turns out. WTF? In later rooms the dungeon becomes a test, and doors slam shut when you go in rooms, and there are challenges to prove yourself, etc. Descriptions describe exits. Things like the red dragon illusion pop up … for no other reason than … well, there is no reason cause there are no reasons. What reason ca… anyway …

Even something with these issues, though, is better than the usual bloated text plot things at is usual for 5e/Pathfinder. There is something TO this. It may be not great, but you comprehend it.

This is $10 at DriveThru. The preview doesn’t show you any of the core, the dungeon. The town entry is there, as well as the inn rumors, and the fire/chase events. Essentially, everything BUT the core of the adventure. Not cool. But the inn summary with the bullets and NPC boxing is well done and you can see that.https://www.drivethrurpg.com/product/245067/Iriestines-Order?affiliate_id=1892600

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The Dark of Hot Springs Island


By Donnie Garcia, Jacob Hurst, Evan Peterson, Patrick Stuart
The Swordfish Islands
OSR

This 200 page adventure is a jam-packed hex crawl on an island full of factions and weirdness. Close attention to both usability and imagination have resulted in a must-have product. Magnificent. And it would have been even more magnificent if they had put in fewer words justifying the lack of monster stats and had put in monster stats.

Sometimes products come along that are clearly exceptional. A strong creator vision combined with something new. On the Adventure side of thing, Wilderlands was an early example. We might also list Stonehell, Rappan Athuk, Maze of the Blue Medusa. Something new, leveraged to see a vision implemented. This is one of those.

There’s an island, with sixteen hexes making it up. Each hex has three encounters in it. Some of those are minor and some of those are multi-room dungeons. The first one hundred pages of the booklet deals with that. Two pages summarize each hex and encounter. Then each hex gets a more in-depth description, with all of the detail of each hex fitting on a single page. Then there’s an expanded section for each major encounter that describes each one in more detail, generally a page or two. Think of it as providing the map and encounter key for those little dungeons on the isle. This section is cross-referenced to all hell and back. Factions, NPC’s, other hexs … if something is referenced a page number is given.

There are great summaries of the island, the hexes, the factions. Wonderful examples of how to actually USE the book, and tables to help generate rando things, like names for NPC creatures. The travel system outlined is simple and easy to use. The maps are clear and easy to read. I am a hard art critic, not liking much, but I must say the two-page spread of “Hot SPrings City” is something I would have framed it it were larger. (Joining the cutaway of the Starship Warden that hangs in my living room. I note that they are both very busy pieces.)

The second half of the book describes the factions and the major players, as well as monsters and magic items and tables, the usual appendix stuff. But … the factions. Man. This fucking shit is deep. There’s a group of ogres on the island, fighting a rebellion. The ogres get a one page write up. Then one more about the high priests influence, whats going on right now, and a major subplot. Then there are eight different major NPC”s presented, each with a little history/write and bullet point list of what they want and what they don’t want, followed up a few subplo/traits. And they are not just things to hack! And that’s just for ONE of the six major factions. It’s nucking futz!

Th creativity is off the charts. Not exactly gonzo … more Isle of Dread with a bit more “ancient elven magic” mixed in. More Dread than Dread, I think also. The environment for creative play is there, and then …

AReas are lightly keyed. Generally this means a map, some brief descriptions of the map, a table to determine what the general 411 of the map is, and then en encounter chart with they are doing. The ide being you have a place (the map and keys) and then roll to see what’s going on. Simplified, let’s say “turf war!” And then you roll for each room to populate the room and what activity they are engaged in. And your mind naturally related everything to “Turf War.” The system works very well. If you are in to building it on the fly. I’m not sure I am.

Oh, and there’s no monster stats, which is why there is no level rating. And there are seriously enough NPC’s to choke a horse.

I am a jerk-faced jerk. I insist on usability at the table. That’s my definition of “adventure”, which is what I review. I don’t want to prep an adventure. If I have to prep its a toolkit and, while I might be fine with a toolkit, I want to make sure I understand that’s what I’m buying.

Didn’t someone redo the maps in DCO? This thing needs someone to stat the damn thing. And make a one-page/one-sheet NPC summary list. (Ahum, with page number cross-references.) And maybe a rando generator for the rando stuff. (Although, I could probably do that in about 30 minutes, by hand, for the whole book, which doesn’t seem unreasonable to me. Remember, I’m also a hypocrite.) Didn’t I rip Gardens of Ynn for the same thing? It IS pretty easy in Hot Springs to do that, easier than I recall Ynn being. This is almost certainly a case of me being unreasonable and citing something for the sake of citing it. The generation takes about a minute per “major area”, which seems fine to me. I also kind of wish that the travel rules were condensed and on the map. That would be a great final nod to usability.

The intro nodes that the island is a powderkeg and the party is the spark. I like that analogy for a good adventure. If you’ve got a lot going on then you can dump in the party and watch the place explode. Lots going on, and lots of threads to follow and exploit. That’s D&D.

If you’re still on the fence then you might also red my review of the Lapis Observatory. It is ONE of the locations on Hot Springs Island.

The Lapis Observatory

Yeah, the physical thing is pricy. But … really? For the amount of play you’re going to get out of this the price is trivial. Most price pressure, I think, revolves around the fear of getting ripped off. I don’t have a problem paying if I know it’s good … and this is one of those stake-in-the-ground products. You’re a fool for not having this.

This is $20 at DriveThru. There’s a 20-page sample available at the publishers site. It goes through how to use the book, and then page nine shows you main hex summary descriptions, with a few samples of the locations to be populated and the NPC faction data. It’s a great preview of the writing.

https://www.drivethrurpg.com/product/215340/The-Dark-of-Hot-Springs-Island?affiliate_id=1892600

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The Sinister Stone of Sakkara


By Alex Macris, Matthew Skail
Autarch
ACKs
Level 1

Over a millennium ago, when the borderlands were in the dark grip of the Zaharan Empire, the empire’s sorcerer-priests erected a profane temple to house the terrible artifact known as the Stone of Sakkara. Using the Stone, the sorcerer-priests could birth monsters and abominations with frightening ease and magically command the loyalty of chaotic creatures. The Stone brought its evil masters great power throughout the fell empire. In the centuries since the fall of Zahar, the Stone has lain dormant and forgotten. Now it has awakened, and warbands of beastmen have begun to gather sacrifices to power the Stone’s birthing pools again. Local farms and hamlets have been sacked and pillaged, and entire families have gone missing. The local legate has too few men to even patrol the border; he has none at all to hunt down the source of the evil. Adventurers are needed…

This eighty page adventure describes a keep on the borderlands along with some nearby ruins that has some mixed humanoid tribes in it, and an EHP. It’s the real deal, with a hundred room two-level dungeon and lots going on. It’s also dry and likes to hear itself talk about descriptions of normal bedrooms. It’s sad when you see the real deal obfuscated by verbosity.

You know the deal already. A keep on the borderlands, described in about thirty(!) pages. Then a two-level dungeon in about another thirty pages, and about thirty pages of appendix, etc. ACKS has domain rules, and as you would expect from those authors, the language used in this appears to be quite precise. No more sloppy usage of rounds and turns, etc. The authors seem to understand the theory and rules behind their own game. 🙂

The keep has loot, and named NPC’s and the possibility for a little intrigue. The same goes for the humanoids in the ruins. Factions are implied, there are empty rooms, the maps are large with some variety and a few loops. There’s are some notes on how the humanoids respond. The wanderers are engaged in some activities. Unusual treasure, like monster eggs, and hints for how monsters react based on the raction rolls. (You didn’t dump stat it, did you?!) Traps and tricks, such as mutation pools and the like are sprinkled throughout. Like I said, this is the real deal in terms of a dungeon.

And then they go and fuck it up by writing it down.

There are a few things wrong in this. Factions could be better outlined and/or noted on the map. Some sections don’t have great sections breaks … like a “travel to the ruins” paragraph which appears for all the world to be a part of the wandering monster descriptions. WHile NPC’ have page references for where they spend their time, a few more in the rumors, as well as the rumors being in voice would have been a good thing.

But that’s not the primary sins, not by a long shot. That’s all little nits. The major sin in this is the inability to describe a bedroom.

This is one of the most basic and fundamental skills in adventure writing. There’s been a lot of discussion about it online, not just from me. It’s not clear to me why people still can’t write a description for a bedroom. The basic question is: how much do you need to write when you are describing a bedroom?

Fundamentally, I believe the adventure must be usable at the table. The more information you put in a room description the harder you make it for the DM to actually run the room at the table. When the players open the door to the bedroom the DM must quickly scan the bedroom description and relay some information to the players. If the bedroom is novel-length then there will be quite some delay as the DM absorbs the information. Further, as the players explore the bedroom the DM must quickly find information in the bedrooms description and relay that back to the players.

I assert (as would many others, I believe) that this means the room description must be short. The DM has to be able to glance at them and quickly absorb the information in a second or so. Yeah, some rooms may be more complex, but that’s a formatting and layout issue. The key concept remains.

How can you accomplish this? BY LEAVING THE FUCK OUT THINGS THAT DON’T MATTER. Information can be implied, sure, and DOESNT MATTER is, of course, a bit subjective. Anything in the room that is normal can be implied, or referenced obliquely. The room description needs to concentrate on what makes THIS bedroom different .. relevant to the adventure. “A sumptuous appointed guest room.” May be all the description you need. In fact, you might title the room Sumptuous Guest Room and not offer a description at all. Or, maybe “with stained sheets and bloody manacles attached to the headboard.” We now have the image of a sumptuous guest bedroom with stained bedsheets and bloody manacles. THAT’S a good description. It implies things. It leaves room for the DM.

We don’t need to know the bed is a full size, made of cedar, with a chest of drawers with six knobs and full of X, Y, and Z. These sort of of exhaustive room description have little place. You’re not writing a novel; this is technical writing.

This adventure makes this mistake OVER AND OVER AND OVER again. It provides in-depth descriptions of the most mundane objects in every room, exhaustively listing content. It kills any imagination and comes off as dry. Every room is litke this, or close enough to generalize as every room anyway.

In town, rules are embedded in the room descriptions. The descriptions engage in explaining WHY things are, and give detailed room dimensions, duplicating the map. The emphasis on this mundanity detracts from the wonder. Common adjectives are used, like “huge” and “large,” BORING. English is a fabulously descriptive language, and that’s even before you start to twist it. But the word “huge” was chosen. Ug.

The rooms descriptions are a SLOG to get through. I’m not even sure a highlighter would fix it, they are so mixed up. The VAST majority of each rooms description is just not needed and clogs up the room, making it hard as fuck to scan. Yeah, it’s a decent little vanilla adventure. But I ain’t gonna slog it while running it. I’m going to pick something better oriented to the DM running it at the table.

This is $10 at DriveThru. The preview is six pages long. The last few pages give you a good example of ALL of the room/key description writing. I’ve also included four example below. The last example, in particular, I think exemplifies the damage done to a room by excessive description.https://www.drivethrurpg.com/product/156763/The-Sinister-Stone-of-Sakkara?affiliate_id=1892600

9. Stable-Barracks Block: See the Stable-Barracks Block Map. The stable-barracks block is 200’ long, 50’ wide, and 15’ tall. The block is built to house one company of 60 cavalry, along with four subalterns (platoon commanders) and one tribune (company commander), collectively spread across the block’s twelve rows.

Rows 1-11 are each sub-divided lengthwise into two 24’ wide sections. Each of these two sections consists of an inner living quarters (16’ wide, 9’ long, and 8’ tall) connected by wooden doors to outer stables (16’ wide, 15’ long, and 10’ tall) that open up to the outside. Ladders rise from the stables to hay-lofts (16’ wide, 9’ long, and 7’ tall) that sit above the living quarters. Each section ….

19p. Latrines: Marble and maple-wood benches are built over an underground water channel that flushes waste into the Krysivor River. Buckets near the latrines are furnished with sponges on sticks, with which the lavatory user can clean himself.

(guard room)
This 30’ wide and 20’ long room is guarded by six kobolds. The two largest guards (hp 4 each) are tormenting the smallest one (hp 1) by tossing its money pouch over its head, while the others enjoy the spectacle. The kobolds are considered Distracted for the purposes of being snuck up on (see ACKS p. 97-98). If the kobolds hear noise in room 2, they will end their game to investigate. If their morale breaks, the gang will flee to room 4. In addition to the guards, the room contains bedding for the kobolds, a round one- legged table, and a pile of gnawed animal bones. The kobolds carry 1d6 sp each, and the two toughest both carry 10 gp in small purses.

16. The Bloody Shore: This roughly oval cavern is about 80’ long and 50’ wide, with a vaulted, stalactite-riddled ceiling about 25’ above. A huge pillar of stone, 20’ thick, rises from the center of the cave to the ceiling. Everywhere else the cavern floor is covered with reddish “roots” that seem to grow up from the stone itself. If cut, the roots leak a thick sap the color and smell of blood. At the back of the cavern is a large pool of red fluid that looks and smells like thick blood. This is a birthing pool for abominations (see Appendix I, New Monsters, p. 66 and Appendix II, New Magic Items, p. 67). A single abomination lurks in the 5’ deep pool. It will only surface if someone enters or touches the birthing pool

(This is my (bad) edit:)
A mammoth column of stone, 20; thick, rises from the pool to the vaulted stalactite-riddled ceiling. The floow is covered with reddish “roots”, growing from the stone itself, which leak bloody sap when cut. A 5’ deep pool of blood contains an abomination that surfaces when someone touches/enters the pool.

Posted in Reviews | 69 Comments

(5e) Shadows of Forgotten Kings


Zzarchov Kowolski
ZERObarrier
5e
Level 3

The villages on the edge of the jungle used to be wealthy: they gathered fruits and exotic hardwoods from within the jungle and sold them as wines and furniture to regular merchant caravans in exchange for grains and other staples. But caravans do not make it through anymore. A handful of tattered survivors have made it back to the city and reported being assaulted by wave after wave of panthers that would attack, retreat, and attack again in replenished numbers. The merchant houses want their lucrative route back. The villages need grain and supplies; their people cannot live forever scavenging fruit and huddling by their hearths in fear every night. Tales lead deeper into the jungle – to the ruins of an ancient empire fallen to a terrible curse.

This 31 page adventure uses twelve pages to describe a ruined and forgotten city in the jungle. The encounters form a great neutral environment for the adventure, full of interesting things to get in to trouble with, and the final section of ruins contains a 90 minute timer. The text frequently forgets to get to the fucking point, and drives me crazy with “this room used to be”’s. Be it the writing, editing, or layout, someone fell down. Hard.

This is a pretty good forgotten jungle ruins city. It feels like one, and there’s lots to get in trouble with … without it feeling directed at the party. Each night a tree grows in the heart of the ruins. Fruit ripens and turns in to severed heads with sewn together kips, trying to scream. Eventually they burst and flies come swaming out. Which carry the plague. They fill the city from 15 minutes after dawn to sunset, when they die. Bursting the head before they do so naturally cause gore and maggots to come out of them. Ain’t that a stinker? That’s fucking AWESOME. Now that’s a what I call a curse! In another area there are fallen glass doors that, when you step over them, cause a magic mouth to appear and speak … which causes cursed panthers that roam the ruins to show up. But the next room is a hall of mirrors, which causes them to become disoriented. The entire thing is written in this very neutral manner. It’s not deck stacked against the party, it’s a natural environment that they can exploit, if they are smart enough.

A gold chain hanging from the ceiling may cause you to search the floor, to find what was hanging from it. IT MAKES SENSE. Someone thought for one than one second about the room, and it shows.A shadow demon who doesn’t want to be guarding anymore. Spells on clay tablets. A rosetta stone to crack the ancient language used throughout. Clues in one area to secrets in another. This adventure is CONSTRUCTED, a thing that few are.

And it’s weakened, overall, by its routine use of common sins. The number of fucking times I had to read “this room used to be …” and/or “its all dust now …” is beyond number. You know how I knew the room was a library? YOU CALLED THE ROOM “#12: Library”! And you follow up by telling me the room was once a library? USELESS. And it doe this sort of thing over and over again. It was once decorated with luxury, but now all is dust.

And voice! “Unlike whatever wooden furniture was once in the room, the club has not rotted to dust.”

Room entries bury information important to other rooms inside their own text. “The creatures in the numbered entries are treated like mummies” or”treat the undead like skeletons. When do reach the impacted rooms/text there’s no hint that they are mummies or skeletons. Bolding/etc for monster encounters or other important things is non-existent. “If you put the emperor’s body in this tomb then you get the following bonus.” Great! You know what would have been better? Putting “(#8b)” next to “emperors body” so we all know where it is. The relation of one area to another is great, and it doesn’t have to spelled out in the text, for clues relating to another area but a reference on where to find things is CRITICAL in an adventure like this, that tries to integrate the explanation of what’s going on inline with the text.

Speaking of what’s going, a gentle reminder: background information is ok … but not when you bury important things in there. Like DC checks. Which this adventure does repeatedly, thereby forcing me to read the backstory. LAME. Let me guess, Empire, Fallen, Curse, Evil, Corruptions, Gods. Did U get it right also?

I’m not a happy man this morning. I was hoping for better, 5e or no. There’s a decent mechanic for getting lost in the jungle and for adding some variety to the wanderers, but it’s plagued by a lack of proper editing. The starting village is plagued by pather attacks … but there is no data on that. The NPC (and wanderer) descriptions are lengthy. I don’t want to break up play at the table by reading a two paragraph NPC description before that NPC interacts with the party. I will read it once, a few hours beforehand, and I will glance down for a couple of seconds. That’s it. If it takes me longer than a couple of seconds to absorb then it’s no good. That’s how these things need to be written.

This isn’t garbage. It’s well constructed. A good wilderness followed by a good exploration area followed by a good dungeon. You just need to spend a lot of time with a highlighter going through it. I’m not going to do that. That’s supposed to be part of the value proposition that the designer/writer, editor, and production staff provide.

You know, bits of the writing remind me of that shitty Dungeon magazine room description of a trophy room that went on and on and ended with “but it was long ago looted and now nothing remains but dust.” It’s the same … cadence of words?

This is $7.50 at DriveThru. The last page shows you some of the Exploration system for the jungle, while the two before it show you the village NPC’s. Talk about wall of text!https://www.drivethrurpg.com/product/243857/Shadows-of-Forgotten-Kings-5e?affiliate_id=1892600

Posted in Level 3, No Regerts, Reviews | 8 Comments

The Vanilla Adventure


By Wind Lothamer
Knight Owl Games ( https://knightowlpublishing.com/)
OD&D
Level 1

As the players arrive in Boson Bay, it should be assumed that they know nothing of the particular culture of this area. If anything, they will have learned that Boson is a bastion of humanity in an untamed wilderness on the frontier edge of the world.

Vanilla doesn’t mean generic.

This 52 page adventure is a wilderness crawl with an inciting event: dragons begin a rampage and burn the town to the ground … and then move on to do the same elsewhere. This starts the party moving and, I guess, a motivation to stop the dragons. It is charming, brutal, winks at Tolkien, and has no Vanilla in it. It’s also single-column and a hot mess. But man … it just needs a little more …

The party is level one and new in town. Night two: dragons burn the town to the ground. Then orc slavers move in and capture the refugees. The burning down of the town is, I guess, supposed to get the party moving in the wilderness to other locations, by stumbling upon them/talking to refugees, and provide an overall goal: stopping the dragons from burning down EVERYTHING. Because that’s what they do. There’s a mechanic in this for which wilderness encounter the dragons burn down each day. The 9HD dragons. (1e was 8HD at Ancient? OD&D is different?) The party move around the wilderness, learn of new areas from others and from refugees, and eventually … well, I don’t know. As far as I can tell there’s only way to learn what is causing the trouble: talking to the orc slavers.

But fuck that, this thing is charming as hell. Footpad Ferd is a thief you can recruit, as is Borrmormere and Eric Snow. Mary Pippins is a halfling in their village you can recruit, as is Billbeaux. The elves are forced to stay in their forest because they wear silver collars that cause their heads to explode if they leave. There are 200 orc slavers in their camp. There’s a poly’d unicorn who has forgotten who she is, and a harpy, her mortal enemy, is after her. The Dorkenstone is in a mine that has awakened the dragons, deep in the caves, and you need to make a -10 save to not go mad. Also, the caves are full of dead bodies and some weird insect hybrid monsters. This place is FUCKING. MADEHOUSE. And I LUV it!

You can talk to just about everyone. The orc slavers. The humans at the various guard keeps. Poor dwarves, elves, halflings, outlying farms, the unicorns. Go ahead, talk to them, make a reaction roll. Try and recruit them to your side.

The mechanic of burning down the main down and then having the dragons burn down everything else is MAGNIFICENT. It gets the party moving and provides motivation for for role playing skeptical people (who haven’t been burnt down yet) and in recruiting folks to help fight the 9HD dragons. As with the best ODD, it seems to started with imagination first and ignoring the deriguour elements. Yeah, and ripping off Tolkien with funny names is a time-honored D&D tradition.

It’s not super clear how the party is aware of the Dorken stone. The map for the Dwarf dungeon is missing, there being just a blank page where it should be. (As is, I think, a temple map.) There’s no scale on the wilderness map in spite of checkins being called for “for each day in the wilderness.” It’s single column. The stat boxes are HUGE, and the writing needs to be tightened up a lot. This thing should come in at 15-20 pages instead of 60, with better formatting. Layout, and tighter editing. It goes out of its way to use vanilla elements and rip off Tolkien, and probably more I don’t recognize, given that John Snow NPC reference. (Dorken stone ripped off from Heavy Metal?)

But fuck me man, this thing BRINGS IT. Each encounter packs and delivers. Lots of creatures. Lots of HD. The encounters are almost entirely written for play at the table with little no bullshit trivia. It’s a fucking mess, a glorious glorious mess! Get the party moving. Let them talk to things. Give everyone a bunch of treasure to tempt the party. Pretty fucking simple formula.

Also, it has Giant Beavers. As is wont in OD&D. Even those adventures not set in Canada.

Want to play some Vanilla OD&D and have a good time? This thing is it.

This is $5 at Drive Thru. The preview is 12 pages, with the (charming) regional map on the last page. Check out those monster stat block on the pages before that! This writing is not very typical of the rest of the adventure, it being mostly prologue. The Dragons, on page eight, would be the most representative, I think, although most the sections are shorter than this.
https://www.drivethrurpg.com/product/205032/The-Vanilla-Adventure?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 15 Comments

Tyranny of the Black Tower


By Extildepo
Verisimilitude Society Press
S&W
Levels 3-5

The village of Sacrabad is a wretched place. Dark rumors abound concerning its steward, “His Lordship” Nim Sheog, who rules the place through terror and cruelty. Merchants who have passed through Sacrabad tell tale of how chaos thrives while the good folk wallow in misery. Nim’s guard are no more than a well-paid gang of thugs, hired to enforce his relentless and often bizarre laws and what’s worse, they seem to be in league with a nearby band of goblins, The Yellow Fang, who are often left to terrorize the villagers without reprisal. It is rumored that Nim keeps the rightful and lawful lord of Sacrabad locked away in the dungeons of the keep, the ominous Black Tower. An imposing structure that once afforded the village protection, the Black Tower has become a symbol of tyranny. But there is hope on the horizon. Hope in the form of a secret society who conspire to rescue the rightful lord and overthrow Nim and his guard. Can our heroes champion the cause?

This 24 page adventure describes a small village and the wizard/manor tower of the evil rules, as well as the dungeons under it. It has some interesting ideas that could have deserved to have been developed more, like a village rebellion. Given a strong cleanup of the text you’d have a fairly standard adventure.

So, you’re standard repressed village. Corrupt guardsmen, thinly veiled alliance with the local goblins, evil wizard in a black tower on the hill overlooking town. There’s a small group of rebels in town. The party will get thrown in the dungeon under the tower on a trumped up charge, thus disposing of them, or they will push back when the guards push them, probably then making contact with the rebels. Whatever the reason, the party will end up in the dungeons (monsters) and tower (guards/wizard.)

I hate the village and I love the village all at the same time. It’s laid out in standard room/key format, which is a lousy way to describe a social setting like a village. The entries tend to the long side, making information hard to find in each. What’s worse, it’s mostly just the same old usual tropes. These things should be written to cut fast. Get in and out fast; a couple of words of description and focus on what’s relevant to the adventure rather than the trivia and mundanity. But …. It’s also got a great hand-drawn village map. It’s great for one main reason: it complements the rebellion thing that’s going on in the village. There are a couple of resistors to the mages rule and they could make contact with the party. The map perfectly compliments sneaking around at night. Fields, ravines, rises, hedgerows, tree copses … all it’s missing are some guard notations and maybe a patrol path and you’ve have a perfect map to support some great intrigue play. The text is not great in that regard; the plots could be called out more and so on. But it definitely leads to the DM imagining sneaking around the village, torchlight, and shiving guards on patrol and pulling them behind hedgerows, WW2 style.

It’s also got a pretty good emphasis on … zero-levels! The bulk of the guardsmen are zeros, with a 2nd level lieutenant or so here and there. Finally, a village in which all of the guards are not 10th levels fighters!

The tower, proper, has the upper levels that house the wizard and his troops and the lower levels that house a more typical dungeon, and in which the party might be thrown in to. There’s a wizard to free down there, who could be an ally if nursed back to health, as well as some goblins, sentenced to death, who could be allies also if you can put up with them being goblins … not outright betrayal but rather some low level stuff like stealing. It’s a decent little “wizards dungeon”, not awfully special but an effort is made with the encounters.

The writing though, is very weak. A page of background. A page of hooks (which should have been formatted better) and lots of loose text in the descriptions. “If the referee wishes …” is a good example. Why would that be put there? It’s padding. Be direct in your fucking writing, people! It comes out as conversational and indirect. It obfuscates the text and makes it hard to find the relevant bits. Non-trivial facts expressed with evocative words.

At one point dwarfs find a walkway of suspicious design … but nothing more is said of it. Uh. What? Why would you not tell us?

This needed an editor. And not one of this shitty copy editors. That crap’s mostly useless. (Except, of course, for my reviews, which desperately need one. 🙂 Someone to cut the weasel words, flag the common adjectives, and tells the writer to switch to active voice. The bons are good, if you can slog it through.

This is $3 at DriveThru. The preview is six pages, most of which are useless. The last page gets closest to the real writing. Note the “hooked” section on the left. The paragraph writing could have been better organized with bullets, or some such, instead of mixing everything in to the text. The first key is not quite typical, but note the mixed location data and lack of getting to the point.https://www.drivethrurpg.com/product/245819/Tyranny-of-the-Black-Tower?affiliate_id=1892600

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To Bring Down the Sky


By Benjamin Gibson
Coldlight Press
5e/Pathfinder/1e
Level 4

The overcast sky and dusty road are working in concert to make for a truly dismal day. It’s almost a relief to hear something out of the ordinary, like a wailing cry of panic and a harsh, coughing roar. Looking up to the clouds, a thin human figure hurtles down, chased by a savage beast with reptilian wings. But looking up past the two is an even stranger sight…three mighty isles loom out of clouds, impossible and yet somehow real.

This 49 page adventure, with about four actual adventure pages, takes place on three islands floating in the sky. The party travels there to recharge a feather of mass fly, and ends with fighting an quantum ogre. It’s terse, got good encounters, has a couple of interesting product concepts, and delivers on the “everything you need for one night” promise that so many other products fail at.

Normally, a 49 page adventure with four pages of content would arise my ire. This is PWYW, with a price of $1. I can pay a $1 for four pages. But wait, there’s more! This promises everything I need for a one shot/one night of adventuring. So many products do that. I’m pretty sure I’ve yet to see one deliver. Except this one. All of those other pages are support material. Blank character sheets. Party handouts. Pre-gens. Gear lists. A one page primer on how to play. 25 pages of battle maps. Some printable mini’s. I’d have a hard time imaging how someone could do better than this.

Then the adventure does something else interesting. There’s a DCC adventure that you can use when someone dies. You go off to the underworld to save their soul, if I recall. Blades Against Death. You pull out the adventure when someone dies. At that time I called it a whole new genre, the SItuational Adventure. You pull it out when a certain situation arises. I’m not sure I’ve seen another one in that genre since I reviewed Blades in 2013. Until now. This adventure gives you a magic feather that has, essentially, a mass fly spell. If your party needs to get a long distance, fast, then you can whip this one out. At the end they will have an item that can take them a long distance quickly.

Of the four pages of actual adventure you might consider two of them background. You read those ahead of time, once. They provide some background, a general overview, some clarification of wider goals, the preamble, hook of the adventure, and so on. Then there are two pages that are used during play, one a map and one a key. The map, isometric (I love isometrics for larger/complex places! DL1 to the rescue!) contains a few other pieces of information as well; some personality overviews and some stats.

Those personalities overviews are something Ben has done before/frequently, and I love them. He gives an NPC a three word description. The apprentice wizard on the isle is helpful, curios, and panicky. The old caretaker couple is dour, scared, and nostalgic. These perfectly communicate what you need to know to run the NPC and integrate them in to the adventure in a fun way. Panicky and curios gives you ideas. Nostalgic and scared gives you ideas.

The adventure uses a lot of techniques that I’m willing to call The Ben Style. Centered around a one or two pager, or a series of them, these short NPC descriptions, terse stat blocks and key descriptions, and some background information that is generally read-once orientation. It’s a great format. He also does things like give adventure follow-on suggestions, social mind maps for NPC interactions(Yeah!), and gives location reference in the text descriptions so you know what/where to look for things.

The encounters, proper, are interesting as well. The halfing couple are trapped in their house, with wyverns in the barn … along with the calf they don’t want to leave behind. A bridge pulls away from the main island. Wyverns lie sleeping, gorged. Bathing an artifact in the quantum ogres blood recharges it. They are interesting and make sense.

There ARE a few things that annoy me. The bridge that pulls away, it does that 30 minutes after the players arrive. That could have used some bolding or otherwise some sort of standout text instead of it being in the key description. Likewise, the monster descriptions are a little light. There’s at least one sentence/thing I don’t understand at all: “Pass to second isle exit is behind secret door.” Huh? The isle is connected to the main one by ropes … how can there be a second exit?

Is this one of the Best? I would say it has done as much as you can with with the format of the one/two pager. A little light on monsters descriptions, or evocative text. But … it’s a one pager. There’s a limit, I think, to the amount that can be accomplished with this format, and I think Ben has pretty much reached it. This is, absolutely, an acceptable level of adventure writing. If you were looking for an adventure and picked this up you would be satisfied, both with the adventure and with the claims it makes. It’s a good, solid performer. This goes against my absurd desire for every adventure to be an evocative tour-de-force, which is stupid. This is a good adventure. Ben would be my go to for 5e/Pathfinder content, at this point.

This is Pay What You Want at DriveThru, with a current suggested price of $1. The preview shows you the main four pages of the adventure, all of the actual content. How can you ask for more than that?
https://www.drivethrurpg.com/product/244681/One-Session-Kit-K3-To-Bring-Down-the-Sky?affiliate_id=1892600

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

Grudge Immortal


By Emanuele Galletto
Rooster Games
LotFP

The Year is 1564. A group of Western explorers reach Japan on board Portuguese vessels, lured by the promise of adventure, fame, and riches. What awaits them on the ghastly island of Takashima, however, is a much darker tale…

This 40 page adventure details a small Japanese island with a very bad spirit on it. Good theming can’t disguise the verbosity and formatting issues though. This could easily be half as long, if not less, and be much better for it. It’s a good horror adventure, and those are few and far between. But man, it’s a textbook example of an adventure making sense to the author, but needing the hand of a good editor to cut Cut CUT.

While in a small Japanese village the players hear some rumors. Some primitive villagers on a nearby island have silver with weird runes on them, there are pirates on the island, the island is a Heavenly Ark, left behind during the Age of Gods, and/or there’s a legendary sword on the island. This brings the party to the island. The first eight pages are full of background, historical and fictional, which condenses down to “you’re in a village and hear some rumors”, with it assumed the party follows up on. The actual content in this section is pretty weak, consisting mostly of just the half-column of rumors. Everything else should have been stuck in an appendix to safely ignore.

Achieving the island, it’s full of massacre site after massacre site with great horror imagery. A ruined fishing village full of the bodies of women and children cut down. The elders hut on a hill has some bodies torn apart, impaled, in a wholly different way than the rest of the village, and the headman is at the bottom of a ladder, his neck broken from a fall. Elsewhere on the island there a woman’s body stuffed in to a sacred well. In the ark proper there are the bodies of children in various states of decay mired in muck in a small dungeon room. It’s creepy as fuck, and a slow burn until it explodes in action. It’s got some great imagery, the dungeon proper has a lot for the players to interact with and get in to trouble with, and feels for all the world like both Japanese horror AND a deadly LotFP adventure. That kind of “the only winning is not playing” high character stakes shit that Raggi adventure have had. Good horror, the slow build with creepy as fuck shit, is hard to find in adventures. This is good horror.

The adventure is also a total pain in the ass. It engages in LENGTHY descriptions of things with seemingly on the very basics effort made to organize itself. So while you get major section headings like “Village” or “Pirate Base” you also get facts mixed in to the text, all stream of consciousness style. Mixed in to the pirate base description it tells us that at night you can hear gunshots from the base all over the island. Well, fuck man. That’s important. That’s not something that you bury in the text of one location. “Wilderness encounter 45 of 134: A great visage of God hangs over this site and can be seen everywhere, pointing a big red arrow downward.” The gunshots are perhaps the most glaring example of this lack of thought, but it shows up everywhere in the adventure. The formatting of large chunks of text is just plain WRONG. Important things are mixed up in the text of trivia. You have to read a full column or more to get a grip on whats going on in a location. General descriptions should be up front, with the most obvious things, with follow up text explaining more. Summaries, indents, bullets, bolding … use the full power of word processor and layout to bring clarity to the adventure text. This is just verbose stream of consciousness writing. Sure, the layout is nice, but who cares if its a pain to run?

Here’s the description of one of the rooms in the dungeon/Ark:
“Partially submerged within the sludge on the floor are the rotten corpses of eighteen male children, each in a different state of decay and swarming with arhropods. The most recent has probably been dead for less than three weeks, and the oldest is little more than a skeleton. All of them had their neck broken; a careful examination of the more intact corps- es reveals they were tied or restrained.

These are Tokiko’s failed experiments, the children kidnapped by the villagers and killed for Antoku’s soul to possess them. This process has never been successful: the young child-emperor has retained some of his sanity and purposefully resists the process. Tokiko doesn’t know this, or perhaps she refuses to acknowledge it.”

Note that the second paragraph is all fluff/history. Irrelevant. We’re actually told this information three other places in the adventure, iirc. The first paragraph is good, but, perhaps, formatted sloppily. The last sentence, maybe the last two, could be broken out in to another paragraph or via bullets or something. It’s not such a big deal in this room description, but as the descriptions get longer and the DM text does also, it becomes critically important to make the data easily transferred to the DM during a quick text scan/read at the table. It does this over and over again. You’re not writing fluff. You’re writing a tool to be used at the table. It CONTAINS fluff, those evocative descriptions and so on, but its primary orientation must be use at the table.

I like the adventure. Nice slow burn horror with dire consequences. That’s rare enough. But man, I can’t stand the format. This morning, it’s not worth it to me to go all highlighter on it. Let’s all remember though that I have very high standards; this thing is certainly interesting and its cons may be more manageable/acceptable to a wide range of folks.

This is $7 at DriveThru. The preview is six pages. It shows you all of that background data on Japan, historical and fictional, and the small section on the second-to-last-page that has the rumors/hooks. https://www.drivethrurpg.com/product/230052/Grudge-Immortal?affiliate_id=1892600

Posted in No Regerts, Reviews | 4 Comments