The Treasure Vaults of Zadabad


By Carl Bussler & Eric Hoffman
Stormlord Publishing
Swords & Wizardry
Level 2-4

Hot wind snaps the black sails of the Soulcatcher as an eager voice calls from the crow’s nest, “Land ho!” Ahead lies the island of Kalmatta, your destination, home to plague colonies, marooned pirates, madmen and secrets no mortal mind was meant to uncover. It is also the location of the ruined city of Zadabad and its famed treasure vaults. Whether fortunate or ill-fated, you have in your possession the Rod of the Crescent Moon, a relic of dead religions and forgotten kingdoms. It is also the key to unlocking the vaults. But finding the lost city is a challenge many have accepted, but none have survived. Fetid swamps, harsh jungles and unforgiving mountains hide your prize. How far will you travel and how much will you risk to uncover the treasure vaults of Zadabad?

This is a 64 page hex crawl on an island, looking for a lost city and its treasure. Pirates, big game hunters, natives, tombs, a lost city, giant animals … it’s all here. Any hex crawl on an island will force comparisons to Isle of Dread. To its credit, this is about as far removed from Dread as you can get while still containing the major bullet points of native, pirates, lost cities and giant animals.

The natives are the descendants of a former plague colony. The pirates have a little town and will trade with you (a refreshing fucking change from the usual Attack On Sight pirates.) The toombs, and several other sites, are mini-dungeons. There are resources to exploit and mine/trade. It’s got a little of that Isle of the Unknown weirdness. I’ll summarize everything as saying it’s got a little Land of the Lost vibe going on, sans Sleestaks. The mixture of the tropes is refreshing.The plague village, the big game hunters, “friendly” pirates, teleporter circles and ancient tombs. All with the goal of exploring the island to find the lost city and its treasure vaults. There’s a hint of whimsy at times, with a knob turned to eleven, a heavy metal axe, and In The Garden of Eden all appearing in the lost city. For those that are turned off by this meta, it’s mostly confined to that one area and easily avoidable.

The adventure has two (three?) problems, both not new issues. First, the encounter text is laid out incorrectly. Yes, I said incorrectly and Yes, that means that there is a right way. It engages in a form of description in which things are explained in order. FIrst let me describe the trees in two paragraphs, then let me describe the acorns in two paragraphs. Then I will describe the Giant Ape statue that looms over everything and glows bright red. This is not a format that is helpful at the table. As you turn to an entry and begin to scan it, in order to run it, you either get lost in the beginning paragraphs or miss something. “Oh, yeah gang, there’s this giant glowing red ape statue that’s 90’ tall towering over everything.” That’s not cool. The descriptions need to be laid out in a manner that help the DM pull information out. That could be done with (SHORT!) read-aloud that mentions the major features. Or a brief summary in the first few sentences of the DM text. Or by bolding words in the various paragraphs (IE: highlighting it for us) or by using bullet points or indentation. There are many options but the result needs to be a text that assists the DM by making the information easy to find.

There’s a treasure room description on page twelve that’s a good example of this. The room is dry. There are intact paintings on the wall showing X, There are several chests of silver bars. Then there’s a section on the problems involved in moving heavy silver bars long distances. THEN there’s a separate paragraph telling us there’s also a mannequin wearing a colorful robe. Well, FUCK. I wish I knew about that earlier. This isn’t an isolated occurrence. Half column encounter descriptions mix the relevent with the irrelevant, mix up the important information, and generally show little care about how the information is organized in order for it to be used well. Which is a shame because some of it is good.

It’s got a great unique and colorful magic items, lots of new monsters, but also leaves out things like “what happens when your the dead woman back to life… you know the major feature of multiple encounters.” But the other major miss comes from the nature of the hex crawl proper. There are very few encounter areas that lead to other areas. The hunters and pirates have rivalry, and some teleportation circles, but there’s not much that leads you from encounter X to encounter Y. Rumors, partial maps, inscriptions, etc. The effect is a party just wandering around the island, exploring every hex so they don’t miss something and/or find the lost city … because no one else knows about it. In Dread you know about the Central Plateau, but here you just wander about. I’m not sure that exhaustively searching every hex on the island is “fun.” I wish there was more clues to things integrated in and maybe some words about seeing what’s in the surrounding hexes from the hex you are in. That would both reduce the tedium and provide some nice roleplaying as you find giant poop, or smoke in the distance. A brief paragraph at the start describing the general layout/overview would have been nice also. These factions exist doing these things, etc.

If you like Dread and you have a highlighter then this should be ok for you. It’s better than most Dread hex crawls and you can certainly make something out of it, with effort.

It’s $8 on DriveThru. The preview is four pages and doesn’t show you anything other than the table of contents.https://www.drivethrurpg.com/product/176644/The-Treasure-Vaults-of-Zadabad-Swords–Wizardry?affiliate_id=1892600

Posted in Reviews | 7 Comments

The Trail of Stone and Sorrow


By Zzarchov Kowolski
Self-Published
Neoclassical Geek Revival/OSR
Level 1-3

Something wicked has emerged from the mountains and begun turning things to stone. The villagers are scared and have begun casting a suspicious eye towards a foreign wizard.

This is a rather short adventure, at eight pages (with three being title page filler), and focuses on the blurb: something is turning things to stone and there’s this wizard nearby … It s good little adventure for tossing in to a one-night party, with strong social elements for the party to roleplay and a mystery for the party to look in to that should not lose the party. The text could be formatted better for information transfer, but, it’s also only four pages long and is a decent little adventure for that size.

The wizard is rich, he’s foreign, and he’s a wizard; three strikes and the Salt of the Earth point their finger at you. Following the breadcrumbs, with the wizard or one of the other clues related by the villagers, leads to a trail or crushed vegetation, hoofprints, and/or stoned creatures. Following the rail leads to the creature. There are notes to convert to OSR, which is easily done on the fly.

More than a side-trek and less than most adventure, this is probably a single night adventure. Roll in to the village, get hired and talk to folk, then start in a clue and follow it to the end of the trail. To its credit you can enter the adventure from many points: the wizard, the stone creatures, rumors, and the adventure is open enough that starting at site three does NOT mean that one and two are not relevant anymore. It’s more than likely that the party will revisit locations several times for what is, in essence, a social adventure.

The situations presented are pretty strong, if a little long. The villagers distrust the rich, foreign, wizard, for all three of those reasons. That’s a pretty good hook in to roleplaying them. The wizard is relatable and yet suitably wizard-like in his esoteric studies. The farmers under attack are frenzied, sobbing, in grief, and shock and horror, which again comes across well in the writing. The creature has a good little hook: it turns things to stone AND does a mind transfer from the victim in to the creature body. That’s some gaze attack!

It’s only four pages but, still, needs a highlighter. The writing gets a bit long in places, or, maybe, I want a different word. It could have been bolded or indented in places in order to make the organization of the information better. The goal, of course, being for the DM to scan the text quickly to find the important bits during play.

It’s Pay What You Want on DriveThru, currently at around $1.80. The preview shows you three of the four adventure pages (five if you count the map) so you’ll get a good idea of the adventure and the writing style. https://www.drivethrurpg.com/product/141915/The-Trail-of-Stone-and-Sorrow?affiliate_id=1892600

Posted in Reviews | 2 Comments

Dungeon Magazine #138


It’s interesting, I’ve noticed another tonal change in Dungeon Magazine. The last few issues have contained adventures with a variety of styles. Linear, combat focused, more traditional styles. Accident or purpose? Who knows, but I do find the uptick in useful content refreshing. I’ve not been lothing my weekly review nearly as much.

Urban Decay
By Amber E. Scott
Level 2

Be aware: I’m fond of urban campaigns. Wererats. In sewers. Oh boy. Short & straightforward, the party learns some ratcatchers are missing. Checking in with the guild find the guild leader missing. A three room sewer reveals a wererat, which leads to a three room scow with another. End. I applaud the terseness, by Dungeon standards. This has a modicum of a low-tech/grunge feel to it, with a half-orc selling meat pies made out of rats and a “pigeon swarm” as guards in the sewers, as well as a giant cockroach. It’s nice theming. The NPC’s also fight to the death, for the usual reasons of fearing their superiors. Still, there’s room in this for roleplaying, bluffing enemies and the like. It’s getting pretty close to the platonic form of the lair-based/event adventure, but the roleplaying available and low-tech/low-life elements make it a cut above. It would make a nice little thing to dump in to an urban campaign.

The Weavers
By Richard Pett
Level 10

A long-winded linear adventure. Bob pleads with the party to stop an impending spider infestation in the city. You follow a linear trail, having fight after fight. Pretext after pretext for combat. Dude doesn’t answer his door and has a “guard drake.” Thugs don’t like people asking questions. On it goes. This is augmented by MOUNTAINS of justifying text. There has to be multiple paragraphs justifying the guard drake. Bobs mansion has a museum and there has to be a tour, to no purpose, so each room is described. The adventure goes on and on like this, as you follow the line,

The Mud Sorcerer’s Tomb
By Mike Shel
Level 14

This is the … fourth? version of this dungeon, I think? 2e (Dungeon #37), 3e (this issue), 4e and 5e. It’s a Tomb of Horrors like trap & temporal stasis dungeon full of puzzles. As I said in my d#37 review of the 2e version, the first room is a good example of what’s inside. Three names are on the front door in platinum letters. Examination reveals the letters of the last name “Elomcwe” can be depressed. Pressing “welcome” unlocks the door. By making this a Level 14 adventure it requires a pretext for gimping all of the players spells. Spells like augury, commune, contact other plane, etc were all originally used to AVOID death traps, but in this dungeon they, and others, are all gimped so the players can’t use them. This is a clear indication that the adventure is written for the wrong levels. Relying on Temporal Stasis is also a technique to disguise weak design. The puzzles, however, are top notch. A room with walls covered in eyes, all crying and moving. The tears are acid, making searching the walls for the secret door difficult. The adventure also illustrates the problem with the Search check. Previous editions had an element of player skill in the searching. The DM dropped hints in their descriptions, the players followed up and discovered things. In 3e this was abstracted to The Search Check. Just roll the dice, or take 20, and don’t bother with the more interactive portions. Rolling dice for routine resolution is boring as fuck. Once, running 4e RPGA at a con, a dude rolled his diplomacy to recruit an army of floating eyeballs from a bunch of wizards. “Uh, nope. What do you actually SAY?” I asked. “Uh, you’re one of THOSE dm’s. Can’t I just roll?” was the reply. This moment has stayed with me an excellent example of how mechanics can ruin play. Anyway, this is close enough to a clone of the D#37 adventure to be the same, except with the 3e mechanics. The 2e version, in play, should be stronger, because of the mechanics issues.

Challenge of Champions VI
By Johnathan M. Richards
Any Level

As with all of the others, it’s just a series of encounters for the players to overcome. It gets its “any level” designation because everyone in the contest gets the same stuff, provided in each room on scrolls, etc. Thus this is, essentially, a series of player challenges rather than character challenges. IE: the fun part of D&D/Combat As War. Generally the straightforward way is the worst way to tackle these situations, so ideas like “I stab it” are likely to be poorer choices than using your noggins. Creative play is encouraged. Still, I’m not really a fan of these. They require a game world with adventurers guilds with tryouts and a higher magic content than I’m comfortable with. As rooms that encourage open-ended play they are great though.

Posted in Dungeon Magazine, Reviews | 11 Comments

The Rotating Labyrinth


By James Eck
MindWeaveRPG
d20
Level 5

This fifteen page “adventure” centers around one gimmick: a rotating gear-like maze. A large & interesting map has to be constructed by printing it out, glueing it to cardboard, cutting out other parts and glueing to more cardboard. What you then have is a large dungeon map with some sections, circular, that can rotate entire portions of the map. And some other circular sections within those larger circles that ALSO rotate. This is combined with some sliding stone slabs that cut off access to areas, secret doors, dark portals that imps come through and some windows that give glimpses of a devil at the center. It’s a one-trick pony, the maze, with little else to recommend it beyond that. It IS a very nice trick though. And I’ve got a soft spot in my heart for gimmicks.

The dungeon has three rooms: the entry room, the prison room, and a treasure room. The entry room has a large stone statue and is the only room lit. It speaks to you, essentially introducing the purpose of the maze: to keep a devil locked up. The treasure room has a couple of unique items. The jail cell in the “middle” has a devil. It’s not quite true to say the rest of the dungeon is procedural, but it’s close enough. The circles turn. The slabs move. There are some dark portals that bring in little imps when you encounter them. And so it goes. Wander about. The maze changes. Maybe encounter some imps. Wander about.

The five rumors provided are directly related to the maze. The maze changes. There’s no light. There’s no water. Clues on how to prepare. The descriptions are bland. There’s not a lot to describe, but, even then, it’s “iron bars block access” and corridors dry & cold with smooth granite. It’s bland. The initial room, with the statue, is the best, along with “dark blobs on the walls” that the imps come through. There’s just not much to this.

And that’s both a blessing and a curse. It’s generic nature means you can drop almost anything in to it. Looking for an item? Or an oracle? Or a person in prison? The maze can easily be co-opted to insert your own plot point/thing in to it. Maybe that humble ant from DMG1e is locked in the center. But .. it’s a bland environment. Random corridor findings, more window dressing, SOMETHING to liven the place up more is needed. There’s a suggestion to include a rival adventuring party but, even then, this would need more. A four to six hour session of wandering around in corridors isn’t my idea of fun.

Enlivened a bit, I could see this as being a level of a megadungeon or a mythic place to go fetch something from. There IS prep time in this, in constructing the physical map. If you build the map AND liven the place up a bit then this would be a nice little thing. It’s the closest thing I’ve seen to a good maze and reminds me a bit of the Maze Runner movie. The map/rotation alone is worth it to have, then you can gut the place for your own adventure. Would you pay a buck for a kick ass map? That violates some core Bryce beliefs related to Setting Expectations when purchasing and Only Review Adventures … and I have ripped products apart for those two reasons. But …

If you view this as a map, and only a map, with all of the text really describing the physical characteristic of the map … then it shouldn’t end up on Tenfootpole … but it would be a cool thing to build off of if you were looking for a map to co-opt for your own adventure.

It is Pay What You Want on DriveThru. The three page preview doesn’t really show you a good example of the writing but there IS a video of the physical construction in which you can see the map and how the wheels work. It’s really quite nice, and the map and the rotation ARE the highlight.https://www.drivethrurpg.com/product/209116/Rotating-Labyrinth?affiliate_id=1892600

God, I’m such a hypocrite.

Posted in Reviews | 3 Comments

A Pipeful of Trouble


By Bret James Stewart
D-ooom Products
Labyrinth Lord
Levels 1-3

All is not well in Brierfield. The idyllic halfling village has fallen prey to unknown bandits and marauders. These peaceful victims of shattered loves and broken dreams need a band of heroes to save them. Are you willing to help them in their time of needs?

This 51 page adventure describes a halfling village, a small 26 room dungeon nearby where some bandits live, and a trial that (maybe) follows. It’s full of long tedious backstory, long tedious read aloud, long tedious DM notes … and not much else.

Bob the halfling loves Lily. He’s rejected, turns to banditry, and eventually steals a family heirloom. The villagers track the bandits to their lair, then the party shows up and they hire them to take care of the bandits/get the pipe. The bandit lair has them in it, a small sections with gremlins, and an old abandoned dwarf section with vermin. If you bring the bandits back alive then there’s a trial. This all takes 51 pages. You’d have a better adventure if it took five, and I’ve no doubt you do SOMETHING better in one. The problem is that the designer doesn’t know what the fuck he’s doing.

Come to Utah and dream a little dream with me, Picard-san, while you play your flute. Imagine a village. Build it out, in your head, in exquisite detail. The full live of the people, their routines, what they wear, why they wear it. Get DEEP down the rabbit hole. A leads to B because of C, over and over again. Spend a week, non-stop, doing this. It’s alive in your head. Now, run this village as an adventure. Record it as you do so. Village, bandits, trial, the whole thing. Now, transcribe the session. Take your week long dreaming of background and reasons and combine it with the transcription of the session. You would have this adventure. AND.YOU. WOULD. HAVE. WRITTEN. A SHITTY. ADVENTURE.

This fetishizing of REASON is the problem, along with the associated detail that comes with it. The problem is not the dreaming. Or the transcription. Whatever floats your boat to help you be creative and design the adventure. The problem is that this crud makes it on to the written page. It all has NO purpose making it to the buyer. The purpose of the adventure is to help the DM run it at the table. Mountains of extraneous detail does not help the DM do that. Backstory does not help the DM do that. Evocative and terse writing helps the DM do that. The designer is intimately familiar with the adventure. It had lived in their head a long time. The buyer doesn’t have that benefit. The goal of the designer is to communicate a vision to the DM *BAM* fast and deadly. An instant explosion.

Multiple pages of backstory doesn’t do that. Want to include it? Great, put it in the appendix. You know how many cocks I had to suck this week at work? No? Well tonight I have to run a game. And you have given a massive amount of text to slog through. You’re not helping. Then, I get to a new room. And have to slog through more text. “What do you see?” the players ask … well, hang on, I’ve got two pages of read aloud to get through, and we all know EVERYONE will have gotten bored after three sentences. This. doesn’t. Fucking. Help. Get in. Get out. Quick. Evocative.

Here’s a section pulled from the intro to the dwarf caves: “Soon after construction began, the dwarves contracted the plague. The disease was strong and fast acting. All of the dwarves died, including a pair that left the complex intent on travelling to their clan for help and perished in the wilderness.” That does NOTHING. How does it advance the adventure? How does it to lead to fun & exciting play for the players and/or make the DM’s life easier? It doesn’t It’s yet another cock I have to suck in order to get through the day. How about this little gem, pulled from another room: “Although it is not evident, this room was the servant’s quarters for the scullery staff for the dwarven complex.” So … it’s irrelevant? I’m sure whatever little dream you dreamed of the life of generations of people coming through this room was a nice one, but it has not place in the adventure. It. doesn’t. matter. You’ve done nothing.

More is not better. “Just in case the DM needs it” is not a valid excuse. This text bears down on the DM, hiding relevant details, making it harder to pick out the ACTUAL content for the room hiding behind all of that trivia. And that’s what it is. Trivia. This happens over and over and over again in this adventure. The inclusion of trivia and backstory and useless detail. “Mary likes to wear yellow dresses.” Who the fuck cares? Is that relevant? Does it make Mary relevant? If she dressed in a cow costume then at least it would be memorable to the players. One of the bandits says “barely” a lot in conversation. That’s a good detail. It gives him personality. Everything else, almost every physical description, all of the intricate backstory, it’s useless. A page to describe an NPC bandit is not helpful. Putting five bandits in a table with one sentence each for personality IS helpful. It helps the DM find it, it summarizes just the important bits.

There is the occasional bit of nice detail. An NPC personality. A word or two to describe a room. The entire “trial” idea at the end for running a “consequences” portion … including maybe a hanging. That should cause things to sink in a bit with the players. But it’s all fucking buried behind the useless detail of backstory or prescribed actions that read like they came from a session transcript. Detailed juror thoughts are not needed. Just include a few words in ONE sentence, maybe two, and move on. Leverage the DM. The wandering monster tables, for example, do a decent job of providing just a little extra “Umph” to the encounter. Skittering out of weeds, charging through the party, etc. They still take an entire page for six and are about twice as long as need be, but, still, short enough to wade through quickly to the good bits.

Understanding the purpose of a published adventure and the ability to focus your writing via editing, are two basic skills that all designers should have. Almost no one does. This leads to the shovelware industry we have today. Wanna buy an adventure? It’s probably crap. Knowing this you don’t spend much, driving prices down. Steam gives refunds, if the online stores did also maybe the state of the industry would improve. I wouldn’t want to discourage anyone from writing, but fucking christ, before you make us try and play it can you PLEASE make an effort to find out HOW to write an adventure?

It’s $5 on DriveThru. The preview is eleven pages long. You’ll get to see the massive backstory and the massive intro read-aloud. This is fairly indicative of the writing style present in the rooms and areas and should give you a decent example of the detail/backstory problems prevalent throughout the adventure.
http://www.rpgnow.com/product/208342/A-Pipeful-Of-Trouble

(If should be clear that sucking cock is a metaphor, stemming from the Assistant Crack Whore Trainee meme. Hey if you like sucking cock then more power to you. And if you don’t, well, then the metaphor should be clear.)

Posted in Reviews | 6 Comments

Dungeon Magazine #137


Siege of the Spider Eaters
By Tim Conners & Eileen Connors
Level 1

A short adventure with “good guy” arenae. Arriving at a village, the party finds it encased in webs with giant spiders on it. Inside the villagers relate a large number of them are missing. A lair is found, with spider eaters in it who are attacking the peaceful aranea who live there … and who are also the missing villagers. A guy in town brought in the spider eaters, so it’s back there to free the rightful mayor and kill the other guy. The implied morality is a little lame; it would have been nice to at least have the option of fighting the aranea also. The town sections are massively overwritten. Accepting the morality tale, the fifteen-ish room aranea lair is NOT a disaster. It has some elevation changes, kid hostages, a giant paralyzed aranea queen full of spider-eater eggs, a cocooned hydra, and an old pirate treasure. The variety is nice and while the read-aloud is boring and the DM text too long it is a cut above the usual dreck. Another one that, with some tweaks, could be salvaged. If it were, it would be a good example of the “initial encounter, roleplay, lair, big bad guy/followup” style.

Tealpeck’s Flood
By Peter Vinogradov
Level 6

You ride through an underground canal on a boat and kill things in this mostly linear dungeon-float. The water has piranha swarms in it … which is pretty cool. The dungeon claims 25 rooms, has columns of read-aloud and lots of extra detail for rooms that have nothing in them. It all ends with a large color & symbol puzzle. It’s a Disney dark ride, with combat. It’s hard to get past the linear canal gimmick and rooms stuffer with water-themed ghouls, water themed ogres, water-themed trolls, etc.

Man Forever
By Jason Nelson
Level 15

This starts out well. Kind of. Town is in an uproar: there are rumors the local lord is a vampire. Investigating the rumors via roleplay/town interaction is a major part of the adventure. The local lord is a little fishy. The local ruins point to the lord. Everyone in town, including the minor officials, have a slew of anecdotal evidence pointing to him as a vamp. It’s actually three hags casting charm person, dominate person, and modify memory over and over again, along with their Hagspawn Berserker minions who all wear rings of chameleon power. That parts all pretty lame. The hags live in a little compound under an illusion pond that is probably just one big pitched battle when discovered. The whole “town in riot” and a mob marching to the lords manor with pitchforks and torches is great. The concept is great. The social portion is quite cumbersome to run, being not organized very well, and the hag stuff at the end is a big break from the rest of the adventure … it could have been handled in town or something better rather than just a lair hack/pitched battle. And I can’t see ANY reason for the dominate/charm/modify memory garbage. Subtle events, rumor, and innuendo would have been a much better method.

Posted in Dungeon Magazine, Reviews | 5 Comments

The Dwarves of Copper Gulch


By Ian McGarty
Silver Bulette
Swords & Wizardry
Level 1-3

The Dwarves of Copper Gulch have returned! They seem to be a bit less industrious than before and you will have to figure out why.

This is an eleven page adventure in a small dwarven hold with around 28 rooms on two levels. It’s been taken over by goblins, who think they are dwarves. If I’m being generous, then the content is marginal. From layout to encounters to the core elements, there’s just not much thought.

Most of the adventure takes place in five pages, with two more for maps. You find a journal, or heard a rumor in a tavern, or find a map. All centering around hearing about an old dwarf hold that is rumored to be full of treasure if you can get past the traps and labyrinth of rooms. There is no labyrinth of rooms or even any traps. Instead there are goblins who think they are dwarves. Quick to anger, quick to laugh, and able to be reasoned with.

The formatting changes from one column to two. The rooms all run up against each other with no paragraph break between rooms, or bolding of their titles, making it difficult to pick out the individual rooms. The wandering monster table intro implies multiple creatures … but the table has one entry, labeled “1.” The front door is, evidently, locked with a puzzle lock. It’s not clear. There’s a handout with letters and numbers on it, but no indication of what the handout represents. There’s just this handout titled “Door Puzzle handout” that is a matrix of letters and numbers.

The treasure is all +1 axes and shields and so on, with no effort to describe or make unique. The final room has a silver statue of a bulette in it, with full stats. Does it do something? Does it come to life? Is it underneath the pit in the throne room? Absolutely no indication of any of it.

In summary: an “adventure” with no real efforts at hooks, no real efforts at formatting (Fuck man, just spend 15 minutes more on the layout to bold some room names and stick in some whitespace!) The “adventure” consists of, essentially, looting the place without getting caught by the “dwarves” …I guess? There’s just nothing here. A few monsters, some boring old room descriptions … nothing. It’s almost incoherent.

It’s Pay What You Want on DriveThru, with most of the adventure available in the preview. Page two shows the wandering monster table .. with one entry, while the bottom of the page shows the puzzle door with handout following. Page five is a GREAT example of the formatting. Whitespace on the previous page, none on this one and everything running together.https://www.drivethrurpg.com/product/210391/Dwarves-of-Copper-Gulch-a-Swords-and-Wizardry-Compatible-Adventure?affiliate_id=1892600

It’s 9:12am and I need a fucking drink after this.

Posted in Reviews, The Worst EVAR? | 7 Comments

Broken God’s Pain


By???
Unbalanced Dice Games
OSR

The Old God has awoken. He feels the pain of being broken and wants to be free again. He has cursed the party to find his body and make him whole again. They must venture into the caves and face foes who will thwart their every move. If the party has the wits and the will they will succeed. The Old God demands success!

This is a 64-page adventure in some caves with about sixty rooms in it. There is some pretext about an old god and a new god and worshippers, etc, but it’s really a funhouse dungeon with a large number of mini-areas with almost no relation to each other. Charming, a product of madness, youth, or a fantasy education that stopped at age twelve without any hint of Tolkien or D&D. Fantasy as written by Tom Sawyer. Overly written, no effort at layout, unrelated encounters … and the type of pure simple imagination that I’m not sure anyone is capable of once exposed to “mainstream” D&D. Troll? Art project? Youth? I have no idea.

There’s no layout to speak of. It’s all single column with a large font. Room names are bolded. Monster stats indented. A few pieces of art in a simple, charming/amateur style. The hook? You dream, and are transported at fantastic speed over the sea past seas monsters and ship to find yourself on a rocky shore next to a village with a voice having said “Come and find me.” The starter village is a mess, with events mixed in to keyed locations in a small eight keyed location that takes four or five pages to get through. They worship a sun god the priest knows nothing about, there are bat themed (The New God) hints all over the place and the people grow hostile when the Old God is mentioned. This is all crazy … except the village god setup IS a good one. The kids play “bat and mouse.” There’s an old bat mask in the church. People get angry at the talk of the old god. Eventually a girl leaders the party to the caves. Inside they get a vision/voice telling them to find the old gods eight parts and join them together. It’s completely obvious with no attempt really at a serious pretext. The old god/new god thing isn’t really going to come up again, except in the form of a few cultists you fight.

There’s nothing from the books in this. No treasure. No monsters. All fresh content. It reminds me, in a way, of the writing style of Tracia, Dungeon of the Bear, and of my favorite adventure The Upper Caves from Fight On! Magazine #2. Treasure? How about a cup that burns water like it’s a torch. A little doll the size of finger. Held in the palm of the hand, it does a little dance that heals 1d4 hp once a day. A green gauntlet that causes plants to wither. A stale loaf of bread whose crumb feed you for a day. A stick that turns in to a shovel and back when you will it. What the fuck? For real? A fake eye that glows red … if you stick it in an empty socket you get infravision. Almost all of them are non-mechanical; describing effects instead of the mechanics they produce. +1? That’s boring. I’ll take the fucking stick shovel ANY day over a +1 sword. It preserves a sense of wonder and mystery. There’s cursed armor in Upper Caves/Fight On #2 that shouts “Here I am! Here I am!” when you get close to undetected enemies. No mechanics. Just a description of what it does in plain english, just like in this adventure. The treasure is MAGNIFICENT!

The encounters proper, have little reason to them. Two or three rooms at a time might be related, like a trap that deposits you in to a room, or the three rooms related to shadows: in one you pass through a weird wall that mucks with your perceptions, in the second you fight some shadow monsters, in the third you’re offered the chance to rid yourself of your shadow. Or a vampire hunter which you meet in one room, see a group of slaughtered bodies in another one, and an empty vampire coffin in the third. The relationship between the rooms and the pretext, the old god and new one, isn’t clear at all … if it’s there at all. I get the feeling this is more a funhouse dungeon. Not with puzzle rooms, per se, but with a series of rooms that exist BECAUSE. Why is there a piece of the old god in a bird cage hanging from the ceiling? Because that’s cool. That room, the cage shocks you. If you break it to get at the part inside then you lay 1-2 normal chicken eggs every 12 hours for a week. When the hell was the last time you saw a curse like THAT in an adventure?

Here’s a section of text from the tempt in the caves. There are fourteen sentences in three paragraphs and these are the middle three sentences: “The men attack with their knives while the large manunbat shouts orders at them. When half the men have been killed it will reveal its true nature. The arms and legs will fall away and it will become man sized. It will remove its head to reveal that it is a plant skeleton that was wearing a costume.” They attack with knives. It shoults orders. It’s plant skeleton in a bat-beast costume. It’s a simple on-forced style of imagination that’s going on. And room after room after room delivers this style of imagination. A board/plank bridge that breaks under weight, of course! A crazy guy with one arm and leg that fires blow darts from a ledge and hits you with his crutch. A bald hermit sitting in a chair in a glass globe. Vignettes in a cave … it reminds me of one of those lost childhood adventures, with Pirates of the Caribbean and so on.

Based on my standards and continually harping on usability at the table, this is hard to recommend. Ignoring the hook/village, the encounters can be arbitrar at times, with a plank on the bridge breaking and the character left hanging. Or an earthquake sealing the party in. It’s text heavy, and the encounters CAN be inconsistent with many working better than others, but they ALL are imaginative.

It’s $4.50. The preview on DriveThru shows the table of content and the last page shows the “dream” hook. I wish it had also shown one of the encounters, so you’d know more of what you are getting in to with it.https://www.drivethrurpg.com/product/138421/Broken-Gods-Pain-A-Low-Level-OSR-Adventure?affiliate_id=1892600

Go buy it, if for no other reason that I have someone to talk about it with!

Posted in Reviews | 3 Comments

Dungeon Magazine #136


Hey, I’m on vacation in California! I finally get to go to Death Valley!

Tensions RIsing
By Ryan Smalley
Level 4

An airship has crashed in a hollow mesa and you’re sent to get some papers from it. The mesa entrance splits and goes three directions. There are two factions, and some random monsters, in the mesa caves with goals ranging from “kill the other guys” to “fuck up that airship.” The airship captain lives and refuses to leave, repairing his shit, you all take off and have one last encounter as the two factions launch an attack as the ship takes off. The map is kind of “trident linear” and does a good job privind a path/ways to engage with the three factions. One factions betrays the party while the other … doesn’t? It’s unclear, based on the finale encounter. There’s nineteen rooms and the adventure sometimes manages to put four on a single page, a singular accomplishment for Dungeon Magazine! A shit ton of text is taken up with prescribed tactics with some “Mr Bob had intended to use this room for X but instead Y and Z” nonsense. The basic setup with wounded factions trying to off each other is a nice one. You could probably have a nice adventure on one page, or one sheet.

And Madness Followed
By Greg A. Vaughan
Level 10

Iconic setup. Iconic location. Iconic situation. Shitty padded text making it all hard to run. I REALLY want to like this one. Raiders appear when big storms arise, according to the shitty hooks provided/dying man in the caravan. Tracking them back (100 miles … uh … that’s a bit long ..) has a massive temple appearing out of thin air at the end of a valley during a storm. That’s suitably classic! Inside are some monsters, intelligent foes, and the raiders. IE: MAYBE some factions. At some point while exploring the temple the storm ends, the raiders come back, and the place disappears from the material plane. Killing the raider leader breaks the curse/solves all problems. The map is excellent and reminds me a bit of the garden level of barrier peaks, with its mixed indoor/outdoor space, balconies, and so on, along with a shit ton of roof entrances to the temple. The switch from “exploring the temple” to “being hunted inside by the raiders” is a nice switcheroo also, changing the tone. It also includes an explicit section about who will talk to you … although starting everyone as hostile and those creatures being displacer beasts and chokers (when the fuck did D Beasts become intelligent? Talking chokers were some underdark nonsense, I think?) will both make things a little harder. Paragraph read alouds and long unfocused DM text sections detract from getting use out of it. “The other six hold only the barest bits of bone and shreds of cloth. This displacer beasts that occupy this room licked the lacquer from the corpses like giant candies before consuming the bodies.” Great. Does the adventure take place while they are doing this? No? And they’ve completely consumed the bodies? So everything in the LONG background paragraph is irrelevant to the adventure, as well as those sentences? Perfect. Glad you were able to pad out your Pay Per Word score. This needs a complete edit with a magic DELETE key, then you’d have a decent adventure.

Gates of Oblivion
By Alec Austin
Level 18

There’s nothing to this. Go to a shadow plane, visit three clearings and have a fight at each. Then you go inside a monolith and have a bunch more fights. Then you have a boss fight so you can save the world from darkness. It looks like it’s just an excuse to have a bunch of nightshades/nightwalkers in an adventure. It’s just mini’s combat.

Posted in Dungeon Magazine, Reviews | 5 Comments

Dread Machine


By Gus L.
Self Published
Labyrinth Lord
Level 3-6

This 52 page adventure describes a cavern and the machine at the heart of it, that can resurrect the dead. Three’s a small region presented around it, with the cavern locale having about five encounter areas, each with about five more keys, and then the main area with about twenty-one keys. Gus has a very descriptive and evocative writing style, although it gets verbose. The maps are cramped, but the entire thing is imaginative and full of interesting rooms to get in to trouble. He does a great job on imagination but this could use a good trim to make scanning/use at the table easy.

I sometimes talk about hooks appealing to players, and this adventure is a good example of that. Anything can be a quest, but if you can integrate your adventure in to what the PLAYERS want then they’ll be a lot more motivated to not jack around and be involved in the adventure. At some point resurrecting the dead is going to come up, either because of some plot of the characters or because one of them died. That’s where this adventure comes in to play: it features a giant machine rumored to bring back the dead. And it does! Instead of it being a screw job the party can instead find a machine that uses souls to bring the dead back to life. The ‘souls’ thing is going to limit it’s power, but even that opens up more hooks for the players. This is more than the usual fetch quest or hired by blah blah blah to do something. There’s personal interest at stake.

Gus does a good job with creating evocative environments with his writing, interesting things in the room/areas to interact with, and encounters in which there is potential energy. Farmers, hunting the party for a perceived slight, led by Pops Bonder. Zombies lurching hungrily, trailing eviscerated innards. A black pueblo under a curving cliff wall. A room braced with massive tree trunks waxed to a high sheen. An artificial wall covered in a maze of gears, pistons and metal plates. Gus presents a situation and dares you to go forward, giving the players a choice in their doom. An obvious blade trap over a door invites you to climb the wall and try to disarm it. A room has a whirling vortex of blue energy. A catwalk is covered with a slick oil … with a tantalizing view at the other end. The encounters invite the players in to them, almost daring them, tempting them.

The entire place feels coherent, alive. The farmers in the surrounding barren yellow plains make sense. The caves around the Dread Machine fit in with the farmers and the machine. The rooms of the machine are tied back with theming that’s obvious and not buried. The place feels different but not in a gonzo manner … at least until the machine proper is reached. The treasure, both mundane and magical, get just enough description to make interesting and more than throw-away items. A destroyed staff of the magi with some power remaining (inside a blast crater in the mud), a lump of golden metal (formerly a delicate thaumaturgical calculator), a gold ceremonial shark mask inlaid with mother of pearl.

The writing, colorful and evocative as it is, is also verbose. We’re not talking Dungeon Magazine standards, but it’s not uncommon for there to be two encounters per page, each being about half a page. There’s a header/summary at the start of each, so it’s not quite as bad as I imply, but it is still quite lengthy. The Secret Shrine has four paragraphs of text to describe a shrine with a treasure hidden in an idol. Two paragraphs paint a rich picture of the room while two more describe the hiding place and the treasure. “If the totem’s head, a twenty pound hollow ovoid of iron plate with indistinct features, is placed on the altar, the altar’s secret compartment slides open with a hissing gush of steam” That’s a great description. Or “Above the altar is a rough metal totem cobbled together from plates of black iron, welded and joined with thumb sized rivets.” Again, another great description. Almost EVERY sentence is a great description. But there are too many. It makes it hard to scan the text and find what you need to describe NOW.

There’s an attempt to mitigate this with a header section for each room. It describes the rooms appearance, smell, lighting, traps, treasure, and inhabitants in a little offset section. In theory this would be great. In practice … not so much. The summary attempts/descriptions are not particularly strong. “A dusty shrine to evil gods. Racks of skulls line the walls around crude totem and alter. Secret door on East wall to #3.” Both the initial “dusty shine” sentence and the “secret door” sentence are redundant. Instead telling us it’s a “crude black iron welded crude humanoid totem” and an “chromed sacrificial altar with pipes”, or something similar, would have helped. The players just walked in. What do I need NOW? Then the summary can kick in. And while they debate I can then scan the main text, which can call out important features with bold, or underline, or reformat so the more important sections are near the front of the sentence. That there fancy font don’t contribute to readability either.

The maps are a bit of a pain also. They range from half-page to third page creations. “The Black Pueblo” gets a little half-page isometric thing, trying to show the interior and exteriors of a location with ceiling access on moth rooms. The shading used to do that makes it seem a little busy. The map of the main location, a traditional map, has four levels snugged in to about a third of a page. It’s readable, but just, and a squinty chore that doesn’t exactly contribute to ease of use.

This is grade A highlighter fodder. It’s evocative. It’s got loads of interesting encounters. But it’s too verbose, which tends to hide what is going on in the rooms. The writing needs more focus on the editing side. I LUV those painting with a lot going on in them, every time you look you see something new. This adventure is like those paintings. Wondrous to enjoy, but if I tried to give you directions using the painting you’d get lost.

It’s free at Dungeon of Signs blog. Take a look at page eight for a nice wandering monster table, full of color. Pages eleven and eighteen have good sample maps to illustrate my points. The Secret Shrine room is on page twenty. Take a look at the summary section and then revel in the descriptions underneath.
https://drive.google.com/file/d/0B_4yfZaJH0e5Y2k5RzEtSURjUTA/view

Posted in Level 3, No Regerts, Reviews | 4 Comments