Towers Two

tt
by Dave Brockie & Jobe Bittman
LotFP
LotFP
Levels 4-6

Dave Brockie (GWAR, Whargoul) and Jobe Bittman (The Monster Alphabet, The One Who Watches from Below) bring you a sordid adventure in a countryside ravaged by unending war! Featuring the Eloi! The Suck-Thing! The Loi-Goi! Spooks! Osuka the Talkative! The Sea Slut! Pig-Men! Truly unmentionable magic! The two brothers in their Towers Two!

This is a delightful romp of an adventure that gets most things right. Right enough for me to recommend it. It’s flavorful, sandboxy, and has more than enough things going on to keep the interest of the players up. it’s specific where it needs to be, offering up little scenes and motivations of the monsters/NPCs in order to spur DM/player interaction … exactly what an adventure should do. Easily the best adventure so far in the LotFP Grand Campaign. This being Brockie, there’s a decent amount of weird sex stuff in places. Those parts are written, I believe, as tastefully as is possible to do so, leaving the prurient mostly to the DM. as such it’s pretty easy to ignore or abstract if you’re a nice midwestern prudish american.

The adventure is a pretty good example of a sandbox. There are these two towers, each inhabited by half of a twin brother. There’s a town with two groups living in it. There are three or four sets of monsters independant of everyone else. There are a couple of sets of creatures related to the towers. Everything is presented in a very non-railroad perspective. There’s no assumed path for the players to take. Go here, talk to them or go there and do something else. This is refreshing. It’s just people, with relationship to other people, and the party showing up in the middle of things. There’s a huge number of groups to interact with, each with something going on. That’s great. I love it when an adventure has EVERYTHING going on, never a dull moment.

Those points are so important to a sandbox adventure. Because of the neutral tone and the sense that that the party is just showing up in an existing situation, the thing feels real. This is amplified by the various factions/ground and their relationships to each other. The old woman at the bar is treated like shit by the owner but the regulars are beginning to sympathize with her. The stable boy is caught somewhere else, giving the party the chance to get some information. The tower folk are out and about in the countryside, not just locked up inside. It feels like a real place.

This is combined with the use of “actions” to great effect. When they are out and about, or you encounter them somewhere, they are almost always DOING something. The stable boy is caught trying to “make sex” or the imp is trying to plant an object, or someone is trying to perform a kidnapping, or having a conversation about X. Again, I think this is one of the key elements to a good adventure. You can think of each of these as the inciting action for the encounter. It constrains the scene just a little in order to orient the DM’s imagination and allowing the DM ot then fill in the rest. “Thugs” is different than “Thugs attacking a villager” which is different than “thugs kicking the shit of a muddy boy in the gutter.” Thugs has no action inherent in it, leaving the world of possibilities open. That’s not necessarily a good thing. Thugs attacking a villager does contain the action element I’m looking for, but lacks color or mood. kicking the shit out of a boy in the gutter … that’s different. Why? Who’s the boy? Did he deserve it? What’s the bystanders doing, or even .. .are there bystanders? The mood has been set and now the DM’s imagination can go to the races.

That should be enough; those three things distinguish it from most adventures and in combination there are only a few that hit all of them. There’s more goodness: the monsters descriptions are evocative. There’s nice tables of villagers and random weird “deathsex” magic curses. The wandering monster table has a little vignette, less than a paragraph in Brockies original, for each. Just enough to bring them to life. The background is concise … for a modern adventure, and not too overblown. The maps (brockies own, I believe) are pretty decent as maps go. I especially like the village/wilderness maps done in a topo styling, kind of Harn-like. It’s also nice that the adventure relies, for some decent amount, on the Evil of Men. Sure, there are monsters, but the humans (the evil ones anyway) come off as real shits. it’s more … relatable, I guess? More visceral, to be sure, when the evil is from a human rather than a pig-man.

Everyone gird your loins for this next bit: a product for LotFP, by the GWAR frontman, has material which pushes buttons and causes some discomfort! I know, weird, right? There’s a rain of piss and shit when the big bad is defeated. You have to emasculate him to drain his power. and there’s the magic items: the deathfuck magic items. The magic items let you take some corruption and gets to use some powers. All pretty straightforward and nothing weird. But the main items are a weird sword-like thing in the shape of a phallus and whip made from a succubus cunt: the cunt whip. There’s also a monster or two with some ambiguously “lots of phallus-like implements.” Like I said earlier: details are not explicit beyond pretty much what I’ve described. This isn’t hard-core jr high fantasy stuff with explicit details. “It’s a cunt whip” and the adventure moves on. It’s about as tastefully done as it can be while still being included in the adventure.

On to the negatives! It’s a little wordy in places. I would call it unfocused, the way many Dungeon Magazine adventures are/were, but rather exuberant in its text. it adds a sentences or two or three when one of two could do well. I think this more … conversational? style detracts from the encounters during play because it makes the text harder to discern while running. There’s no hooks in the adventure. There are certainly a number of dangling elements that, once read through, you could use as hooks, but a hook summary at the beginning would have been nice. I think this is exacerbated by the book’s layout and the way the art is used. I like the art, but I think sometimes it gets in the way of organizing the text well for use at the table.

The factions/NPCs should have been summarized in a table, noting a few key relevant facts. As is, each DM is going to have to take some notes and make their own reference sheet doing the same thing. if we all have to do it then why not include it? Product designed to be used at the table rather than product designed … for some other purpose?

I didn’t do a strong comparison of the Brockie manuscript to the Jobe finished text, but at a glance it looks pretty similar. in some ways the Brockie text seems terser, but that may be the layout effect. Jobe did as good of a job as I think one can keeping up with the spirit of the Brockie text and trying to honor what Brockie did before he passed away. He’s to be complimented for that. In retrospect, his DCC work kind of leaned towards Brockie’s aesthetic. It’s hard to imagine a different writer fitting in so well.

The adventure is a little … opulent? in the use of text. The layout and support tables/materials should be better. Otherwise, this is a VERY good adventure and a worthy addition to your table. That fact that the GWAR front-man did it is just the icing on the otherwise scrumptious cake.

This is available at DriveThru.

https://www.drivethrurpg.com/product/175128/Towers-Two?affiliate_id=1892600

Posted in Level 4, Reviews, The Best | 12 Comments

The Bridge of Zheng He

cmg

by Matt Jackson
Chubby Monster Games
Swords & Wizardry
Level 1

A small group of goblins have taken command of a choke point along an old dwarven pass deep inside a mountain. The players will need to battle, or negotiate, their way while dealing with the goblins.

A short and conversational six-ish room cave system. It describes one feature: a decaying bridge across a ravine on an old underground dwarven highway system. The area now has goblins that ask for a toll to cross.

there’s not much too this, it’s really just one largish encounter area with the five or six related rooms/encounters. It has a very conversational style that adds to the text and provides only a little more color. The living quarters room takes up a little more than a page and amounts to almost nothing. “Around the fire are numerous bedrolls, likely festered with fleas.” Lots and lots of sentences like that. The designers is trying to add color, but is doing so in quite the verbose way. Further, the rooms are not very focused. There’s lots of scattered descriptions, almost haphazard, rather than descriptions which augment the action. or may too many descriptions? In any event, focusing on a couple of key details that augment and support the play would have been better than trying to do lots and lots of little things that distract from the attention.

Smoke bomb Potions. One goblin dips his ax blade into a quick acting poison (never mentioned again as loot.) Generic +1 ring of protection. There are not highpoints. There are, however, couple of interesting items what looks like one of throw away “f you search the garbage heap” rooms. An ornate halfling helmet. A clay vial with a potion. a small leather pouch that duplicates what’s inside of it. all of those are much better than the “silver ring of fire resistance, +3” that appears later.

There’s this vibe I get that this is not a S&W adventure. It feels like a hack adventure. It features a decent amount of silver and little gold. (S&W White Box is gold=xp, correct?) The entire thing feels weird, more like the vibe I would expect from a Pathfinder or 4e adventure or even a 5e adventure. Encounter areas, limited treasure, goofy monsters attacks (ax poison, smoke bombs) and so on. Most goblins are boring and these book goblins are no exception, with their entry at the end being unimaginative.

The bridge proper feels like a set piece and/or a “fight your way to the other side of the lair” encounter. I guess that’s one way to play Swords & Wizardry.

It’s only $1 at rpgnow, but still, …

This is available on DriveThru.

https://www.drivethrurpg.com/product/174172/The-Bridge-of-Zheng-He?1892600

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Dungeon Magazine #72

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In a stunning turn of events … I’m now no longer wanting to gash out my own eyes when thinking about the next issue of Dungeon, but rather AM LOOKING FORWARD to it!

No Stone Unturned
by Peter C. Spahn
AD&D
Levels 3-5

This is an interesting town adventure that is a little bit investigation and then has three of four linked areas underground to explore. Some zombies teleport into town. The party is hired to investigate, it leads to a hole in the ground, with caves, a ruined city, and an abandoned tower. There’s a little bit of several different genres present and the folks encountered seem more like real people than in many adventures. The little investigation is straightforward and involves encounters with people who have very human motivations. A cleric afraid to cast commune because of the answers he might get, or someone putting their life back together who has to deal with the sins of the past. There’s a little cave crawl that ends with a ruined city. inside are some mongrelman that you can ally with. Again, very real motivations and interesting things to talk to and interact with … not just a hack down. Overly wordy, could use better organization and maybe a little more color in places, but a nice variety of situations.

Deep Trouble in Telthin
by John Hartshorne
AD&D
Levels 10-12

This adventure takes care of that pesky high level problem by setting most of it on the Elemental Plane of Water. There’s the usual page or so about spell and magic item impacts, although the adventure makes sure and point out that you will need to ensure the party has some +3 and +4 weapons so they will have +1 and +2 weapons for the special monsters they encounter. Flooded streets in a city lead to a wizards home and a gate to the plane of water and his (invaded) home there and the big bad, a marid. I don’t know, the planer stuff and water adventures always seemed like a pain in the ass to me. It doesn’t seem worth the effort to run/read a three column room description. I like the artwork for the marid though! (the cover) But that vibe doesn’t come through in the adventure.

Under a Pale Moon
by Jason Carl
Dargonlance Fifth Age
Levels 2-4

Jesus H Fucking Christ. The DM talks for 45 minutes and then the players roll a die and then the DM talks for another 45 minutes. Nonsense act/scene based adventure with almost no content at all. Descend into valley. See/Fight/Talk gnolls. See/fight/Talk to gnoll masters. Ally maybe. big fight. Done. And here I thought Dungeon Magazine had improved.

Mistress on the Mere
by Paul F Culotta
AD&D
Levels 5-7

Maybe the weakest so far in the Mere of Dead Men series. I love the premise of the series and the previous entries have been pretty good. This is a vampire hunt in the swamp, after a meeting with a group of female stargazers. Eventually the party finds out the headmistress is evil. The stargazer compound has some interesting people. They could be better organized into a table for use during play, but this is Dungeon in the 90’s, so, let’s be happy they have names and personalities and entries that are only one paragraph each. The swamp vampire is more like a set piece and the astronomy castle is pretty open ended. I wasn’t really inspired by the vampire, expect with an off-hand note that he lurks on the astronomy compound roof at night scratching at windows and whispering things to the people inside. That’s a great line that can lead to loads of fun. Most of the rest of the adventure doesn’t come close to that though. Putting a vampire in the swamp is not imaginative, nor is putting his grave in quicksand or putting some evil trees in. That’s just procedural and mechanistic. Scratching at windows at night and whispering love to the women inside … that’s imaginative and leads to creative play by the DM and players. One sentence.

Plundering Poppof
by Andy Miller
AD&D
Levels 1-3

A short little B&E job at an evil wizard’s home while he’s out of town. Nicely evil-lite (evil skeleton cats, evil skeleton dogs, evil? marionette with its mouth glued shut.) There’s no presumed one way in and a lot is left up to the players. Not overly burdened with real-aloud or text, especially where Dungeon is concerned. if you were running a city game then this would be a nice little locale for the party to hit if you worked it into whatever else you had going on. I was especially inspired by one the hooks: random NPC hires party to break in and loot it and leave evidence of another evil NPC having done the job. Imagine the party is contacted by some lame beggar “The crow barks at midnight!”

Posted in Dungeon Magazine, Reviews | 3 Comments

The Last Prayer of the Dying

lpd
by John R Davis
OSR
Level 1

The party are travelling to the new frontier to help return an ancient Duchy to its former glory. A chance encounter with the legendary ‘Arisen Knight’, a very old hero, sets them on a path to adventure. Like most published scenarios there are some railroad parts, but enough choice to provide the feel of a sandbox.

This is an OSR conversion of a kickstarted 5e adventure that also has a Pathfinder version. It’s got 90 pages and could be considered a “sandbox” if one had never seen a real sandbox before. With respect to this adventure Sandbox means there are three or four places you can go. If all the world were sucky 3e/4e railroads then I suppose this would appear to be a sandbox. The inciting event of this adventure has a magnificent backstory. There is clearly a concerted effort by the designer for the adventure to be useful to the DM. Nothing gets close to the inciting event backstory (which will never come up, I suspect) and the high points of the adventure are when it reaches C+ territory.

This is not a good first effort. But dude DID run a kickstarter, raise about 1500 pounds, and get product out the door and is now running a sequel kickstarter. The secret to good writing is to keep writing. Keep producing, get better, and keep producing. As a human person I hope John continues. As a reviewer

Let’s cover the good part. The beginning has a lyrical and/or mythic element. I LOVE those. A knight rises from the dead when the land needs him, only to ritualistically kill himself to await the next need when the crisis is over. The party meet him as an old haggard man, being attacked. Which of the thousand faces can you count there? How many? I don’t care that it’s ripped off, its GUD. It preys on every subconscious feeling of heroes the players have heard. It brings back and summons those thoughts, feelings, and emotions they’ve had. It’s inspiring to the PLAYERS. That’s a singular quality of all of the best hooks.

That is my first and last compliment. The closest I will get is “they meant well …” Nothing much is done with that hook, except to get the characters to go to the first dungeon to return his body to his tomb. All of that sound and thunder in the players is lost. Further, the mystery is ruined. He’s got a rod of resurrection on him. LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME LAME. When you explain the mystery then the magic is lost. He should come back because it is by will alone he sets his mind in motion. Or he comes back, resigned at last, because his god keeps rez’ing him to do his work, putting off his last judgement, final rest, and reunion with his friends & family. A book magic item is behind the legend of King Arthur? Yeahhh… right …. fuck you.

There’s a … prescriptive? element to this adventure that’s embedded very deeply. Strong assumptions are made, espoused on at length, and others ignored. Early on, in the first tomb/dungeon, you meet a disillusion hobgoblin. He’s a prisoner. He begs for an honorable death. [Hobgoblins=Kingon and Orcs=Vikings in this world.] He goes on at length about what to do once he is dead, and who back home to contact to free his people. It seems like he goes on for a page between his read aloud and all the contingency data around his pleading/death. The only assumption made, in this or in the second dungeon (his people’s lair) is his death. OSR players have no monopoly on exploitation. ANY player would look at this and want to take advantage of the situation. And free him! What an opportunity! All of the information the dude would have about the power structure in the lair, the layout, who’s who. And freeing a fucking rebel leader to come back and help him in his homeland? AWESOME! And definitely the easy button for that second dungeon! Think of the roleplaying opportunities! “That’s Fred. He’s a little toady bitch who we can’t trust. [slit.]” Moral quandaries! Petty jealousies! Raw power grabs! Now THAT’S a real rebellion! That’s what happens when you take prisoners and talk to the monsters baby! Action & Adventure!

But of course that doesn’t happen. EVERYTHING is written as if the players kill him. And at length. The Tyranny of the Author’s Voice. This happens over and over again in the adventure and it’s disappointing. Less exposition, more contingencies. Or, even better, NO contingencies and just language that communicates the overall environment, giving the DM the ability to do their job. This shows up in explicit ability checks, and in reinforced by maps that small, cramped, and linear. Do X then do Y then do Z. Conform. Obey. Consume.

There’s a strong element of “detailed overview” in the town description that reminds me a lot of the nonsense in the recent WOTC harback adventures. A teen girl is being shown how to make the local drink by an old woman. (a different lame sentence after that one.) How about “Butterface Betsy being scolded by crone Carly as she milks a dirty cow directly into overly briney vinegar, trying to make Possett.” Fewer sentences. More detail. Communicates the vibe perfectly. Specificity is the SOUL of storytelling. Inspire the DM to do the dirty work. and fill in the details.

The town has a few people with too much description and a lot more with no description. And no summary sheet present. Make a fucking summary sheet people! Summative who, where, and their personality on one page for the DM to reference during play! The fucking adventure is supposed to be a play aid, not something to make more work!

A good effort is made in the wanderers table. “Giant rats feasting on a dead cow” is a good example of having the monsters DOING something when you encounter them. Most of the encounters are written in this way. Nine of the twenty are expanded upon AT LENGTH. Too much length. I can dig a paragraph or so to add some color, but two pages to describe a lot of detail that will NEVER come up? What’s described must be relevant to moving things forward, likely to be needed, and related to guidelines for the DM. Once the designer gets prescriptive (there’s that word again …) then the text drags on, the meaning of the encounter gets lost and WALL OF TEXT SYNDROME appears. This isn’t helped by the extensive, and boring, read-aloud. The authors cites their hope that they didn’t put too much in. You did. And it’s boring. Give the DM the facts. Give the DM the speaker’s personality (in one sentence. MAYBE two.) Omit the monologue. Done. Rinse. Repeat.

There’s this thing where trivia is mentioned for the sake of trivia. While on a longish journey there’s this line “if the party searches for an hour they find a dead axe beak.” Uh. Ok. I understand the intent. The next encounter is with some axe beaks enraged because of some hunters. But just dropping in some trivia is no way to go about this. It’s akin to saying, out of nowhere, “If a CN Cleric pronounces “DFWDFK:JD:L” correctly then a broken wagon wheel appears.” Uh. Great. And? Is that really likely to happen? I’m not bitching about the foreshadowing, or even giving a careful party a hint of what’s to come, but the way in which this adventure approaches it is a bit random.

Going along on this thread, the monsters entries are clumsy. They are quite lengthy, devoid of most stats, and rely on a standard format that is bulky and clumsy. The intent here was good: describe the monsters motivations and their tactics. But it’s done in a manner that obfuscates by being overly long and constrained by the mania to provide it in the same format every time. It’s like those dungeon that insisted on having a header to EVERY dungeon room describing the lighting, sounds, walls, ceiling,floor, etc. Or the overly long 3e monster stat blocks that insisted on listing EVERY detail possible. And there’s no fucking summary sheet! Dammit, go buy a copy of the Ready Ref sheets. I think they are still about $1. Look at half page of monster stats. Every fucking monster in existance described in half a page. But modern authors can’t be bothered to help the DM that much. Oops. Shouldn’t generalize. That’s my definition of evil.

Finally, this is supposed to be a few adventure. It doesn’t feel like a fey adventure. It feels about like an adventure that has “Elf (Subtype: Fey)” saying it’s a fey adventure. It’s devoid of life or imagination in that area. It tries in places, with lovers and special powers when holding a rose, and so on, but it’s not enough. It doesn’t have that otherworldly shimmery vibe that I’m looking for when I think of a Fey Adventure. Instead it would be labeled as “Several Subtype: Fey monsters!”, but I guess that’s not very good marketing?

Another of the little lost children that could have been.

This is available on DriveThru.

https://www.drivethrurpg.com/product/169495/The-Last-Prayer-of-the-Dying?1892600

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Moans of the Dead

moby Lotheras of Gaiden
Self Published
Swords & Wizardry
Level 1

The Villagers of Iceshire are certain they are hearing the gurgling and moaning of the undead in the snow capped woodlands that surrounds their tiny civilization. Some of the citizens believe a Liche, spoken of in legends, is trying to acquire what he desperately seeks: the Gray Pearl. An amulet possessing the divine powers of creation.

I know that “What does OSR mean?” is a hot button topic in some circles. In a related note, is an adventure a “Swords & Wizardry Adventure” if it contains S&W stats? Are there any other requirements? I don’t know. It seems like there’s a Spirit of the Law and Letter of the Law thing going on. This is a linear scene-based adventure that uses S&W stats but does not follow the S&W treasure guidelines. Also it’s linear & scene based. It’s got some decent imagery, especially with the monsters, but 8 linear scene encounters, half with large groups of ghouls, half with “and then after you kill them 4 more come rushing in” just doesn’t seem like the spirit of S&W to me.

Adventures like this are why I write reviews. I have certain expectations and when they are not met I tend to feel cheated. This thing is not what I expect when I buy a S&W adventure. It may be fine on its own (it’s not) but you should know what you are getting before you buy. Especially at the $4 or $5 price point on RPGNoW.

A monastery/religious village is having trouble meditating at night because of the increasing moans coming from the forest. The Moans of the Dead! (It sounded better in my head, in a cheesy 50’s way.) There’s about a page of background before it jumps into the encounters, which are one page per encounter. The introduction is ok. it’s nicely terse and evocative, but is missing a few things. Like a map. (Remember, Scene based! in a village?) The name of the bad guy is buried further in the adventure, even though the priest briefs you at the start. A little more on the village would have been nice at the start, to get things oriented.

The eight encounters all have the same qualities. Props for consistency, even if they are not great. At least the review will be shorter. 🙂

There’s a section of read aloud. it’s about four sentences each, but quite long sentences. There’s usually one good descriptive line in it. “Pale white boney hands reach out from the earthy graves!” or “in the distance you hear the screams of the villagers and the moans of the dead.” This will be followed by a description of the battle about to take place. There’s ALWAYS a battle. “3 tentacles attack” or some such. Then there’s the monster stat block and description (again, nice monster descriptions!) and a couple of sentences on tactics (which usually has a good evocative line: “they claw wildly with their bony fingers”, or some such. I liked it.Then there’s a section on treasure. “A silver ring and 14 cp.” or “12gp and 22 sp.” There tend to be large groups of monsters, especially ghoul-like things with paralyzation abilities, and after you kill the first batch another batch then shows up.

You should be recognizing some issues about now. Not enough treasure. Forced combats supported by the scene-based and format and lack of a map. Lots of tough creatures. Lack of agency in the second group showing up in a programmed fashion. In addition there is another railroad with the priest showing up later dead. That’s a typical plot-based problem that doesn’t account for the party not following the plan the designer had.

I REALLY like the creativity of the non-book monsters. (I didn’t go into them, but they are really good, non-standard, creepy, and well described.) I like the sentence or two of evocative text in each encounter. But the rest of the text is just filler. Stylistically, this feels like a Pathfinder or 4e adventure than it does a S&W adventure.

This is available on DriveThru.

https://www.drivethrurpg.com/product/264114/White-Box-Quests–Moans-of-Dead?1892600

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Dungeon Magazine #71

d71
Priestly Secrets
by W. Jason Peck
AD&D
Levels 1-4

Set on the Lenore Isles, this is a little investigation dungeon crawl with a decent amount of color, that is at least four times longer than it needs to be. Giant rats suddenly plague the town. Instead of wererats, it eventually turns out that they are fleeing some newly freed ghasts down in some old caves/crypts. There’s a bad scene with an “arrest” of the PC’s, but otherwise there’s a decent amount of little colorful incidents, including rats chewing on a homeless waif. The (long) plot is laid out at the beginning and the town described after that. This separation of events form locale tends to be rare but I appreciate seeing it. There’s an entire sections about follow-ups that’s quite well done, but the homeless girl to the political position of an abbey, to a screw-up priest. I’d save the maps, make some notes on them, and keep the key to the dungeon/caves, throwing out everything else. You’d have a decent little adventure there.

Wildspawn
by Paul F. Culotta
AD&D
Levels 6-8

This is a creative little thing about an island full of weird creatures. It’s got a bit of an Aliens vibe. Investigating the loss of a new colony, the party discover an island with some weird features and then tunnels underneath. New monsters with weird attacks/looks/breeding makes for fun times! The unusual island features (hatches in the ground? A lake with sides that go straight down? geometric irrigation troughs?) should bring a nice sense of weirdness to the adventure. Long winded, as is usual, the aboveground portion of the island could use a few more weird features and encounters. There’s a possibility for several mass battles, some nice ‘how the monsters react’ notes, and the party could be appointed governors of the island. Nice! Hard to recommend, based on the verbosity, but easy to recommend, based on creativity.

How Do You Stop the Rhino from Charging?
by Stan!
Marvel
Any

A sidetrek. The Rhino suddenly charges down a street from out of the blue. Nothing to this.

Dreadful Vestiges
by Steve Johnson
AD&D
Levels 4-7

More Mere of Dead Men adventure, and, again, not a suck-fest. You’re sent to stop/investigate the evils of an old manor. It’s flooded, and lizard men are about. inside are some spooky undead, a demon, and an EHP. There’s a nicely little evocative piece around a magic pool that shows visions ala the Dead Marshes. I think it’s marred by having lizard men attack … I’d put that encounter later. The lizard men at the flooded manor probably turns into a little assault, which would be nice. The flooded manor, proper, is nicely described in a way which brings it to life. The undead could be a bit more … spooky? And the EHP/lizard men/etc inside could have a plan for responding to assaults on the lizard men. Uh, a plan other than “I spy on you with my magic mirror and prepare for you in the final room.” That’s ALWAYS lame. But the core is nice, if wordy, particularly around empty rooms.

Dark Magic in New Orleans
by Randy Richards
Masque of the Red Death
Levels 5-7

This murder investigation involving voodoo has some wall of text and organization issues. Laid out in scenes but it’s not actually scene based. Hiding inside of this is a decent enough little voodoo thing in New Orleans. It’s got some decent humor also (the murdered banker recently denied a loan to “Doctor John” whose occupation is listed as “Voodoo King.”) There’s a nice half-alligator man at the end. Worth fixing, if someone had the time.

Posted in Dungeon Magazine, Reviews | 1 Comment

For Sale – Almost everything

Please forgive my rather crass marketing.

I’m transitioning to a being of pure thought and as such need to get rid of some things. I’m selling most of my physical RPG collection (Stupid Marie Kondo!) along with my wife getting rid of most of hers.

Most of it it $5, with a few rare exception. I’ll be in Chicago over the weekend after 4pm today, with limited contact availability. As I said, it’s a combination of my wife’s stuff (3.5 mostly) my best of the best OSR stuff, some OSR crappy stuff I haven’t gotten rid of yet, and a few odds and ends.

The cherry-picking has already begun.

https://rpggeek.com/geekmarket/user/bryce0lynch

Yes, I’m keeping some stuff. No, it’s not much. No, I’m not lessening my RPG fervor, just transitioning out of the realm of the physical for most things.

Shit, almost forgot, I’ve also got a 2-volume set of OGLAF for $20 and a 16 volume set of The Years Best Science Fiction, each one about 650 pages long. Drop me a note if you are interested in those two.

br*********@***il.com

Posted in Uncategorized | 3 Comments

The Evil of Witches Fen

tbg
by Joe Johnston
Task Boy Games
Labyrinth Lord
Levels 4-7

Uh … DeRp? A one page hex crawl in a foul swampy region. It gives it the old college try but falls short in its lack of verbs … and content.

I usually try and avoid reviewing one page things, but evidently I’m too dense to understand what I’m buying. It’s hard to justify a review with twice as many words as the product you’re reviewing. it just feels like I’m picking minutia apart, which is unfair to the designer.

The language used in this is pretty good: “baleful vapours issuing from Mt Foul” is some great imagery, as is some of the laconic humor: “your party has been stranded here until the next ship from capitol arrives (17: chance; check once per month.) Ouch! That’s a mood setter, if a bit subtle. 🙂

There’s a distinct lack of content here. Repeats of the map take up a lot of space. Repeats of swamp travel take up extra space. Things on the map are unexplained. But the real sin here is the lack of verbs. The folks in the hexes just sit there, as nouns. To paraphrase: “There’s a dragon in this hex” or “there’s undead in this hex.” In this way the crawl is similar to Isle of the Unknown, which also suffered from this problem. The good parts of The Wilderlands, and Nod, etc, are where there’s some kind of verb involved. The undead are collecting heads to build a ziggurat, or the dragon tends his near mortal wounds with rare herbs. This turns the description from a static feature to a dynamic encounter with possabilities for the DM to expand upon.

This don’t do that.

This is available on DriveThru.

https://www.drivethrurpg.com/product/113026/The-Evil-of-Witches-Fen?1892600

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Under Fogbreath Peak

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by Joe Johnson
Taskboy Games
Labyrinth lord
Levels 3-5

A Stone Giant needs your help. His clan was slaughtered by a mad wizard who now lairs among its bones. He wants revenge. Can you survive the warrens beneath Fogbreath Peak?

This is a one-page dungeon assault of a mostly linear 12-ish room cave/dungeon. It’s got some nicely tight writing in places, with the more generic parts standing out in contrast.

I find myself questioning myself about the one page dungeon. The focus required to produce something viable on one page is admirable. The artificial constraint forces the designer to really focus on the core elements of evocative creativity. As a tool to hone one’s skills in design I think they are great. As a DM I can also appreciate the ease of use they provide. one page. Map on the same page. Everything on one page. Easy to grasp rooms (If it’s designed correctly, that is …) It harkens back to the days of just a map and some notes on a paper for running the game. IE: the way I like to imagine most people run their home games. What I can’t get past is the artificial constraint it imposes and the thought that it’s more of a gimmick. Stonehell got by this by providing support materials but keeping the “running the game” portion to the one page concept.

The opening of this is pretty good and is a great example of tight writing. It’s two sentences long. You’ve been hired by a Stone Giant, Jarl Drago, and in exchange for five large diamonds you are to return with the severed head of the blood-traitor Ironbones. It reminds me of the very short intro to Against the Giants. Specificity is the soul of storytelling and that specificity comes through. With just those few sentences you should be able to run a nice background encounter with the Jarl. The flavor comes through.

Similarly, a skeleton holding a sign saying “go away or stay for dinner”, a nice stone statue, and orgres and trolls who can be bribed combine with static ghostly images to provide decent flavor blasts to the adventure. There’s another nice little puzzle that has a clue earlier in the dungeon, something I wish more adventures with puzzles would do. A nice trapped chest (web blasts with a monster then showing up) is great, as is an evil book that is one of the primary treasures. “Ogre ‘Joey’ is in charge of security for Ironbones. It can be bribed at the LL’s discretion.” is a great example of adding colour while not droning on.

And then there’s the +1 shield and some simple “2 monsters in a room” encounters. These detract. A boring wandering table of just monsters on a page (“10 Morlocks” should instead be “10 Morlocks bringing tribute” or something like that.) The troll doesn’t have a nice or much or a personality, in contrast to Joey the ogre who comes with JUST barely enough to run him as a full person.

I like this adventure. I want to like this adventure? it reminds me of the things I like. it’s probably fine for printing out and running a decent little adventure at a con or as a last minute game night fill in. I’m not sure it’s a GO TO adventure, but certainly if it were included in a book of one-pagers it would be a stand out and i’d be happy-ish with it.

It’s pay what you want at DriveThru.

https://www.drivethrurpg.com/product/107279/Under-Fogbreath-Peak?1892600

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Dungeon Magazine #70

d70
This issue of Dungeon is worth seeking out.

Homonculous Stew
by Andrew DiFiore Jr
AD&D
Levels 2-4

This is trying to be good, but six pages for three encounters is pushing my tolerance for text. There’s a talking ogre who negotiates, a haggered woodsman in thrall to a dryad, and some magic stepping stones in a stream. There’s also some flamlings that talk and interact. Very short, but it’s also got a nice OSR/folklore vibe going, if you ignore the comedic opening with the old wizard setting goblin butts on fire.

The Maze of the Morkoth
by James Wyattt
AD&D
Levels 4-6

This underwater adventure is an attempt to build around a Morkoth. The leaders of two underwater communities have gone missing. Signs point to an area known as The Maze of the Morkoth. Hmmm, wonder what could live there? There’s a handful of encounters, the most boringly described underwater city ever, and some generic twisty tunnels that lead to the Morkoths lair. Lots of words in this one. LOTS of words. Not much content. A seashell chariot pulled by seahorses and a chick riding a giant eel in a saddle are the highlights … both at the beginning. The city has things like … empty streets. Uh … Why describe it then?

Boulder Dash
by Andy Miller
AD&D
Levels 6-8

Side Trek. Hill giants throw rocks at you while you cross a rope-like bridge. Not a terrible set up, even if it is a set up. The cave they live in has a 6’ crystal status, magic plate full of the last wearer scattered about in pieces, and a tapestry wall made up of scalps. Cool treasure!

Ssscaly Thingsss
by Kent Ertman
AD&D
Levels 3-6

A decent bit of adventure. A swamp, a lot of hostile lizardmen, and a fort with some humans trying to outlast the lizardman siege. The big to do is that the fort folk ae almost all dopplegangers and ONE member of the party may know about it. They have some eggs, and there’s a wizards tower with a trapped demon, and a final siege … oh boy. That’s a lot going on and I LOVE IT when there’s a lot going on. Maybe a few civilians or not everyone in the fort being in on it would improve things a bit, but that’s a minor quibble. There’s a railroad or two also, and again that’s a pretty minor thing. There’s good atmosphere in the swamp, weirdness going on, a desperate siege, several factions in the lizard men. This one stands head and shoulders above the vast majority of Dungeon adventures.

Kingdom of the Ghouls
by Wolfgang Baur
AD&D
Levels 9-15

This lengthy underdark adventure is easily one of the best finds in Dungeon. There’s an army of ghouls down below and their rampaging is forcing the other residents to flee or, uh, “join.” While lengthy it doesn’t seem like a long or verbose read. That is, no doubt, a testament to how interesting it is. Baur does a good job retaining focus. Each of the encounter areas is short but quite punchy. The flavor of each area is well communicated and after reading it your mind wanders to the possibilities present. In many Dungeon adventures you’ll need to take notes. In this one you’ll WANT to take notes to get down your fevered ideas as you wander through the text. There’s this weird byzantine feel to the ghoul leadership. “Murliss, Lady of Worm, True Ghoul Marquiss” If you’re not thing Xerxes at this point then you’re not really a living and breathing person. The underdark presented in this adventure is more weird, or maybe baroque, than in any other version I’ve seen. D1-3 was weirdly generic and maybe a bit more adversarial than I would prefer. The modern versions, most recently in the latest WOTC offering, is strangely “generic fantasy” and mundane. This version brings the weird, which was no doubt the point as Clark Ashton Smith is frequently referenced throughout the adventure in offsets. There’s a weirdness of the language that I assume also comes from the Smith influence (I was always a William Hope kind of guy and never got into Smith, so I’m not sure.) In this way it bears a resemblance to the better DCC works of Harley Smith. The casual off-hand name dropping of weirdness, with no further explanation offered … it’s present in both works and tears at the fevered imagination. You can talk to almost everything, for better or worse, and there’s thing done where the zombies are used as a resource. A walking food supply or a zombie raft. Normally the magical ren faire and/or magic as a substitute for technological drives me nuts and I hate it. In this though it’s wonderful. Weather it’s because of the restraint shown or perhaps because of the taint present, it makes sense. I’m not sure there’s a throw away encounter present. Each one contains just the seed of an ide, but what an idea!

It makes me sad when I compare it to Baur’s recent WOTC work and how much crappier it was. None of the splendid mystery of detail that is present as it is in this adventure. Hoard was boring and mundane. This is fantastic and wonderful.

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