Shadowed Keep on the Borderlands

shadk
by Creighton Broadhurst
Raging Swan Press
Pathfinder
Level 1

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest’s great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers now disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own.

An adventure only an actuarial could love. A 96 page Raging Swan release means probably about 20 pages of content. Let’s see … eight pages of filler before the content actually starts … always a good sign. The last 25 pages are full of pre-gens and illustrations already seen elsewhere in the adventure? Oh expectations, you cause so many problems in my life, but also provide so many answers.

Bandits in a tower, goblins on one dungeon level and undead in another. One page per room and maybe thirty rooms total. This thing is a poster-child for bad modern design. The set up is a classic one. I love the classics. Classics can be great. This one offers very little new or great. It’s bland and completely over the top in its faux-organization. An empty room is four paragraphs. There’s lots of “This room was once used as BLAH but is now unrecognizable blah blah blah.” This is useless. It adds nothing to help you run the game. Worse, it helps to obfuscate the parts of the room description that you DO need to run the game. It becomes a wall of text that causes your eyes to glaze over.

96 pages and four lame ass hooks of one sentence each that rank right up there with “caravan guard” … *sigh*. “You’ve heard rumors of wealth”, “Bandits live there.” Those are not hooks. That’s not supporting the DM. “Rogers boys just hit Niko’s grain wagons” is a fucking hook. The intro DOES list one bit of good advice: a rival party of murder hobo’s can be used to put pressure on the party to get their asses in gear and generate some time pressure. A DC20 rumor check tells you the former owner of the keep was a famous adventurer and rumored to be very wealthy. Those are certainly words worth the electronic paper they are printed on. I guess the designer just gave up? The rumors are uninspired, raw and boring facts that every DM has seen a thousand times before. The wilderness wanderers have a little life, with wolf packs hitting small party members, and the like. But then no attention is paid to the dungeon wanderers; they are just stat blocks.

This thing is devoid of life. It’s devoid of color. The rooms, lengthy and taking up a page each, are boring. It’s all the usual things described in a boring way. There’s almost nothing in the adventure that inspires the DM and makes you want to run it, or gets you excited about running it. Why would you buy this? The highlight, by far, is a stone demon mouth you can stick your hand in.

It DOES do two or three good things, but that does NOT save it from being a boring shit-fest. The bandits have some decent personalities and there’s at least a small opportunity to interact with them. There’s a great timeline provided which supports the bandits in the tower skirmishing with the goblins in the dungeon. THAT’S supporting the DM. It provides opportunities for embellishment. Springboards for more interesting things to happen.

The surly half-orc cook hurls insults during combat. In spite of the kitchen having nothing much of note in it, besides a hot stew pot, and in spite of the room description being a page long, we get no insults to hurl at the players.

The rote following of form never trumps imagination.

This is available on DriveThru.

https://www.drivethrurpg.com/product/100663/Shadowed-Keep-on-the-Borderlands?1892600

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The Black Monestary

tbm
by Mark Shipley & Scott Stabbert
Frog God Games
Swords & Wizardry
Level 7

… But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months…each appearance longer than the first.

This is a very classic take on an old school dungeon, marred by some issues with the verboseness of the descriptions. I’m quite enamored with the very earliest examples of dungeons. The period before everything became standardized and before mechanics began their serious encroachment on imagination. This dungeon does a pretty good job of being representative of that period and style. Effects are described rather than slavishly relying on mechanics. The adventure is best when it is being imaginative and ignoring mechanics and the worse when it is describing things from The Standard Books. Yes, AD&D killed D&D. Fuck You AD&D.

The idea is that there’s this monastery once used by evil dudes that kind of winks in and out of existence. Every once in awhile it returns to the same location. What you get is a couple of hundred rooms on a packed old school map with towers and dungeons in addition to the core monastery. Each room is well described. TOO well described. One style of bad adventure writing focuses on an exhaustive description of what’s in the room. How many socks are in the sock drawer, when the socks and sock drawer have nothing to do with the adventure. This isn’t that. This exhibits a more forgivable sin: a conversational style. Just about any room of any significance gets about four paragraphs of text with a couple of sentences, at least, in each one. The core of the room is described in a very … loose? way. The descriptions are good, but the core of the room hides within the text. This results in … long pauses at the table and lots of notes for the DM to make. The rooms all need a very strong edit to remove the conversational style while retaining the wonderfully imaginative things they describe. A talking door is great! Four paragraphs on a talking door? Not so great. Actually, that’s a bad example. The door is easy to run. It’s a talking door. All of the other rooms get the same treatment though and in THOSE there are effects and impacts that are more complicated than “a door that talks.”

Near the talking door there’s a room with a white mist in it. The mist drains/absorbs magic. The door and the mist are great examples of this kind of non-standard/pre-AD&D style of “weird things going on in the dungeon.” But then comes two more paragraphs describing the white mist. How it absorbs magic. What happens if the party does X, and then what happens if Y happens, and what happens if Z occurs. It’s all bullshit. It’s unneeded. Instead of 1/6th of a page in three paragraphs, just describe the basic effect. The lengthy description is not bad, other than the fact it’s lengthy and harder to use at the table.

The core is generally good though. It’s random. It’s got some disconnected stuff in it, like some orcs and goblins and gnolls that are somehow in the place. There’s a mini-cyclops guarding some headis on silver plates. Why? Because Dungeon, that’s why. A hag dead in a hallway? Sure, why not? There’s a ghostly green monk that comes up through the floor and offers dental advice. None of that is the main flavor. The main flavor is ghostly weirdness. It reminds me a lot of Shadowbrook Manor, another adventure I liked. Weird stuff, effects described instead of mechanics listed.

A special note about the magic items. They suck. Mostly. +1 swords. +3 plate mail. Sometimes they get to something more interesting, like a rigor mortis effect on a sword or some such. This is what I mean when I complain about book standardization. Pulling monster stats or magic items out of a book is easy. Too easy. It’s the imagination and creativity that we want, that we are paying for. That’s what’s important, along with a little organization so you can run the thing. The rooms are a great example of creative and imaginative encounters, in need or organization/editing.

This needs a second edition. It needs a good edit that keeps the evocative and imaginative nature while making the rooms easier to run/ave less text. It needs more on integration … there are great sections on an increase in lycanthropy when the monastery appears, or how some people are turning into ghous, slowly, for example. There’s a great deal here to expand upon and build on, and a good second edition could fulfill all of that.

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Dungeon Magazine #69

d69
Blame Fallout. I wrote ahead but missed by schedule by 48 hours.

Slave Vats of the Yuan-Ti
by Jason Kuhl
AD&D
Levels 3-5

“Keep a calculator at hand during this adventure, for the math.” Oh, joy … DERP! This three-parter, with the first being in this issue, is a precursor to the adventure paths to come. This one if a decrepit mansion full of jerlamainee triggering traps on the party, and then some yuan-ti labs in the basement, in a house that causes magic to misfire and giant insects/animals galore from a natural Enlarge effect. Parts of the house are nice (poison gas from an elephant trunk!) but the descriptions are mostly uninspired. The jerlamaine part feels like DM torture porn and the yuan-ti in the basement feels disconnected from the rest of the adventure.

Challenge of Champions II
by Jonathan M. Richards
AD&D
Any level suckfest

I like a bit more pretext. I shall quote the entirety of my review of the first installment, back in issue #58: This is a funhouse “proving ground” adventure. All spells are on scrolls and all weapons provided, no armor, blah blah blah, which is how it’s an All Levels adventure. This is more X-Crawl then it is old school funhouse. 10 challenges, all of which are really puzzles of one sort of another. It’s hard for me to recognize this as an adventure; it’s more of an evening activity in my mind.

Stumping the Party
by Christopher Pomeroy
AD&D
Levels 3-5

Side-Trek. An ambush by an Ettercap and some spiders, with a couple of webbed chambers in a cave below. What’s the fascination with Ettercaps? I don’t get the love for them.

Sleep of Ages
by Eric L. Boyd
AD&D
Levels 5-8

This is it kids, the poster child for bad Dungeon adventures. If you want to know what the evil bad guy had for lunch on one random day thirty years earlier and the impact it had on their digestive system, then this is the adventure for you. I’m sure that kind of detail is in this somewhere … because EVERYTHING else is also in here. Nine pages of text before the dungeon. Three pages of triple column text as background BEFORE the information for the dungeon master is presented. I’m also happy to report that there is a great abundance of overly-long and complicated names of places and people … Oh Boy! “[Long text describing something] … but all that remains of the massacre are a few small chunks of stone.” Jesus H Fucking Christ. Really? Seriously? Lots of gimps here: lots of bodies, but speak with dead doesn’t work and all of their valuables were hidden elsewhere, blah blah blah, experience the STORY and … [bleech]. Oops, sorry, threw up in my mouth and accidentally typed it out while doing so. But at least we have column long intricate room descriptions to look forward to … right? This goes in my Hall of Fame of bad adventures.

Posted in Dungeon Magazine, Reviews, The Worst EVAR? | 10 Comments

Maiden Voyage

mv
by Chad Brouillard
Penumbra
d20
Levels 1-3

There’s a tale you might hear in a tavern by the docks if you catch an old sea dog on a dark night laden with rum. He’ll tell you of an all but forgotten sea god with a hatred for the living and their ships that so brazenly cross his waters without offering the blood sacrifice he demanded in the days of yore. The god’s powers have been waning, as brave sailors of all the races bravely cast off in search of far horizons and treasures to fill their holds, but on the darkest of days his might returns. The grizzled sailor may have known someone who set sail on the Sea Maiden, just before such a day three decades ago, and never returned. Others may tell you that the crew of the Sea Maiden was restless, and mutiny was in the air; the crew no doubt ended up hanged as pirates in a distant port. But your storyteller assures you he knows better: the dark god of the sea had his vengeance — and he will have it again one day soon.

This is an encounter with a ghost ship while on sea voyage, and was a pleasant surprise. It supports well the social aspect of the adventure and doesn’t go into great verbosity about either the ghost ship or the player’s ship. Instead it (correctly) concentrates on the people and the activities. This supports the DM in running the adventure. The adventure knows what it and it stays focused on it: it’s a zombie movie.

The Zombie Movie, like Science Fiction, has some underlying themes with the zombies (or zapper guns) just being a backdrop and/or pressure. They have a message, and it’s usually something social. This adventure sets the players up on a ship and then puts pressure on the social environment, both positively and negatively. An abrupt captain. A mistress that the superstitious crew don’t like. A card cheat. A naive cabin boy. A criminal is lockup. A surly cook. The list goes on. Each is a decent trope, and thus easy to remember. The social situation boils during the adventure, up to the point the captain is found dead. Things are then set in motion with the various people forming cliques … all while becalmed in fog. An abandoned ship appears and is then dealt with. It then returns to launch a couple of zombie attacks. That’s the critical moment in which all of the players actions in the adventure come to a head. Did they foster the cliques, treat the sailors like shit, or try to work for unity? How the zombie attack completes is based on what the players did up to that point. ((Not formally, there’s no table or anything, just some advice.) The adventure SUPPORTS the DM in running it, not by exhaustively providing stats or DC checks, but by providing opportunities and consequences and advice. It’s a sandbox social adventure, on a ship.

The player’s ship is described in about two pages. The descriptions concentrate on how the characters will interact with the rooms, not their mundane contents. They crew play darts here. The poker game is here. Bob hangs out here most of the time. People & Activities. This isn’t an exploration adventure, it’s a social adventure, and the author knows it and stays true to the material supporting the social and paying little attention to the exploration, as he should.

Let me cite an example or the setups provided. At the start someone is brought on board by the shore patrol that looks unconscious. The captain orders him put in the brig. A drunk sailor? Something else? The players later learn he’s a criminal being taken somewhere to be turned over to another country/city. If they talk to him he claims to be innocent/persecuted because of who e is. He’s sharp. The players probably figure that out. He works his way in with the crew, especially the marginalized ones. In the end he figures out what is going on before everyone. Now imagine this guy in a cell, up against the bars, screaming about a curse and ghosts and all that. You KNOW he’s a liar and a cheat and will do anything to get out of that cell. What to do, what to do … It’s WONDERFUL. There are a lot of situations like that. There are a lot of little details that bring the place to life, but are easy to remember and run. But it doesn’t go overboard.

I have no problem saying this is one of the better adventures of the d20 era and while not perfect it does a much better job of setting up and supporting a social adventure than almost anything else I’ve seen. Like all/most good social adventures, it could be used in almost any time/setting/genre, as long as you’re willing to throw in a few zombies. It needs a social cheat sheet to go along with the combat one, and maybe a summary of the ship/events also. Otherwise, it’s very good at what it does.

It’s $5 at rpgnow.

https://www.drivethrurpg.com/product/145694/Maiden-Voyage?1892600

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Road of the Dead

road
by Creighton Broadhurst
Raging Swan Press
Pathfinder
3rd Level

Centuries ago, the Tuath were a mighty folk who strove against the goblins of the Tangled Wood for dominion over that ancient place. Defeated by treachery and their feral, warlike enemies the Tuath’s civilisation was thrown down, their settlements were sacked, their places of strength broken open and their holy places despoiled. The few survivors melted away into the trackless gloom of the deep forest leaving behind nothing but remnants of their once?great culture. The Road of the Dead, a ceremonial pathway representing a soul’s journey to the underworld, is one such fragment that yet lingers in the Tangled Wood awaiting the brave or the foolhardy. A cunningly designed death?trap, it hides the forgotten treasures and legends of a fallen people.

I don’t like reviewing this one, for some reason. Maybe because I’m so disappointed. Most of the review can be summed up by looking at some numbers: 50 pages. 7-10 encounters. Maybe 14-16 pages of actual encounter description. There is some GREAT imagery in this, extremely evocative. It’s also fragmented and disconnected and so verbose that the excitement that comes from the evocative imagery is dulled by the slog through the text.

There’s a sinkhole. It leads to the Path of the Dead, an ancient underground path/area that an old culture had funerary/symbolic meaning. It’s got seven rooms/encounters, a couple with a few parts, a few extra add ons for after the adventure. Each room generally has several features that is described in what I like to call “4.0 style.” A little section detailing lighting, sound, doors, ceilings, etc. One for each. Each cool little thing gets it’s own paragraph. That’s the problem.

Inside a barrow, water dripping from the ceiling. Large menhirs. A sinkhole, dark. The sound of churning water from below. Maybe a light mist. Part of the way down the sinkhole are three leering stone demon faces, covered in light mold/fungus/etc. That’s GREAT! OMG! I’d love to run that room! But it’s all spread out over two pages. The adventure has to describe EVERYTHING. The DC for this, the DC for that, the (irrelevent) history of things, things that are meaningless to the room or adventure, or the plot. The joy is sucked out of it by the explaining. Yes, guidelines for the DM are good. Explaining EVERYTHING is bad. It all gets in the way. “Overly Organized” might be the right description.

I’m not sure what’s going on. Is the length supposed to be a feature? Are Pathfinder DM’s morons? (I doubt it?) Is that the expected behaviour of Pathfinder adventures? I really don’t get it.

This thing could easily be trimmed to be a 1-page adventure, or maybe two. There’s clearly some very good imaginative stuff going on in this, especially the environments. I’d gladly pay $5 for this if it were 1 or 2 pages of the good stuff. $5 for the 50 page monstrosity that it exists as? No. It distracts and takes too much to run. I’ll forgive the linear nature, the challenge/test thing that I hate. The Imagery is REALLY good and works well together as a cohesive whole to present a compelling journey to the afterlife. Well, if it’s edited down.

I really like the imagery. I just can’t stomach the way its presented.

This is available on DriveThru.

https://www.drivethrurpg.com/product/127517/Road-of-the-Dead-Collectors-Edition?1892600

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Dungeon Magazine #68

d68
OMG! Why am I writing this instead of playing Fallout!

The Artist’s Loving Touch
by Charles C. Reed
AD&D
Level 2-4

An adventure with no redeeming qualities. A sculptor is turning people into statues. (Weird, never seen that one before.) He’s aided by wererats and jermaine. He thinks he’s doing good. The party is hired as guards for an art event, then they randomly find a woman looking for her missing husband. Rumors abound, a lot related to the sculptor. Telegraph much? This is akin to the notes you jot down in 10 minutes to run your game Friday night, but over ten or twelve pages. No interesting content at all. Wererates. Wow.

Convergence
by Christopher Perkins
Alternity
Level 1

I suck at SciFi/Space, so no review from me for this space station tickery adventure.

One Winter’s Night
by David Zenz
AD&D
Levels 1-2

Side-Trek Uh, it’s an tree cuttinging engineering mini-game. A young boy summons the party to help free his uncle, trapped under a tree. Goblins and wolves are nearby and attack if the party takes too long. There are a wide variety of options offered for freeing the guy, which is good. None of them mention time, which is bad. The adventure makes a point of the timeline and then gimps the timing aspect? Hmmmm … Nice imagery of snow in a fir forest, but it takes a lot of words to get there.

The Trouble with In-Laws
by W.D.B. Kenower
AD&D
Levels 1-3

Oh … so close. The hook in this is finding a locket in a cave. The cave also some dead bodies in it, being gnawed upon by spiders. Checking things out in the nearby town discovers a kidnapped woman, the owner of the locket. Nosing about discovers some leads to an old keep, and ye old assault then begins. This does several things quite well. The hook, a discovered item, is nice. The information in town is organized, with “here’s this person and heres what they know”, and it’s fairly easy to see how one lead can point out another person to seek out. There’s a good encounter near the keep, some attention paid to decent wandering and town encounters, and an order of battle for how the baddies in the keep react. It’s a bit … I don’t know. Dry isn’t the right word. It’s a bit flat. The characters, town, and so on are all pretty one-dimensional and lack the flavor that makes for great NPC’s. I’ll chuck this in to the “organized well” category and also the “lacks imagination” category that is oh so rare.

Al-Kandil
by John Baichtal
Al-Qadim
Levels 5-10

Side-Trek. A cursed magic item: a genie map that has a guy in it instead of a genie. He tries to trick someone into taking his place. Nice idea for a cursed object, if done in three sentences.

Stepping Stones
by Lisa Smedman
AD&D
Levels 6-8

This looks a lot like one of the modern D&D 5E adventures published by WOTC, at least in style. It’s a rough outline of an adventure with oddly specific details thrown in. A blind woman has a treasure map. If you wait a month and find some standing stones you can get a crown that lets you turn some stones into trolls … with their bags of gold. There are some centaurs nearby that know where the standing stones are. They hate dwarves. That’s the adventure. It’s all very general, almost like someone jotted some notes down on a page: “centaurs nearby know the location of the stone but hate dwarves.” And then centaur stats and names. Very odd. It’s more of a description of a potential plot outline then it is an adventure.

Merkin’s Magic
by Brian Corvello
AD&D
Levels 5-9

Imaginative but not evocative. Some dwarves hire you to find out what’s going on in the forest. It’s full of plant monsters created by a now-evil treant that was corrupted by a now-dead wizard in his now-abandoned mansion in the forest. The integration of the monsters into the adventure is well down, they fit. There’s a nice NPC in the form of a were-spider girl. The wizards mansions is nice and wondrous in the non-standard/non-book way that I like, with some great unique items, like a talking door plaque, that the party can grab. It’s D&D as if you hadn’t read all of the D&D books and adventures from the last 30 years. The descriptions are not quite up to snuff and are a bit boring, but the concepts behind them are good.

Posted in Dungeon Magazine, Reviews | 4 Comments

Scenic Dunnsmouth

sd

by Zzarchov Kowolski
LotFP
LotFP

Dunnsmouth is diseased and rotten to the core. Beset by malefactors supernatural and mundane, Dunnsmouth slowly dies in the swamp. But within the rot are mysteries to be solved, evil to be fought, and the Weird to be encountered.

Scenic Dunnsmouth is good. Scenic Dunnsmouth is not an adventure. Here’s the blurb from the LotFP store: “Scenic Dunnsmouth is an adventure for characters of levels 2-5 for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.”

Yes, sometimes I can be a petty ass and this is one of those times. Scenic is a village. It’s got lots of strange shit going on in it and a lot of weirdos to interact with. I love it. Scenic is not an adventure. It’s a backdrop. It’s a terrific backdrop full of everything Bryce loves. But it’s not an adventure.

I’m not sure why this shit sets me off the way it does. I’ve clearly got some deep wounds to my inner child that this sort of stuff sets off. Probably because of Castle Greyhawk. Everything bad in the world can be traced back to Castle Greyhawk.

I review adventures. I buy adventures to review. People don’t give me things. They try. I politely decline. If I buy an apple and you give me an orange I’m going to be pissed. If I wanted an orange I’d buy an orange.

This is a good supplement. A good village. I’ll almost certainly use it as a backdrop for some other adventure I’m running. But it’s not an adventure and I’ll always feel a little cheated when I look at it. 🙁

[Aso, this is why Zak’s stuff doesn’t get reviewed. He writes great stuff, but they generally don’t fall into the “adventure” category.]

This is available on DriveThru.

https://www.drivethrurpg.com/product/127039/Scenic-Dunnsmouth?1892600

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Three Days to Kill

3dk
by John Tynes
Penumbra
d20
Levels 1-3

Deeptown lies in the shadows of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it’s the bandits who make the darkest deals–and their ambition comes at a cost far greater than the contents of any wayward caravan. You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you’ll be well rewarded. Fail, and you’ll pay the price. You’ve got three days to raise some hell.

Sometimes I read forum threads where various folks say “Blah blah blah adventure is great!” I jot down the names and grab them when I stumble across them in a garage sale. Such is the case for Three Days to Kill. I can see why folks like this. In the land of generic genericism this adventure has some colour. The colour is scattered and not consistent. Portions of the adventure left me wanting to know more, in a good way. Excited about what I was reading. The main portion of the adventure is a raid on a ruined manor. That portion is relatively short compared to the page count in the rest of the adventure. This adventure covers all of the bases. It doesn’t treat the introduction or the starting village as a second-class part of the adventure. This recognition that the fun takes places EVERYWHERE in D&D is an important one. The journey is the Destination, and all of that jazz. I just wish it were a little more consistent in it’s color, in a bad way, and wish there was A LOT more, in a very good way.

The party is hired, in mysterious circumstances, to go raid a manor where an important meeting is taking place, disrupting the potential alliance being formed. Pretty simple, even though that particular task is not one that is usually seen. There’s this underlying sense of the unsavory that appeals to me. Everything about the adventure, from the village to the hook to the raid, is just a LITTLE bit not kosher. After experiencing adventure after adventure where the goal is to Save the World or Stop Evil, it’s refreshing to see an adventure in which things are a little more mercenary. There’s this sense that something’s not on the up and up … and yet nothing you can point your finger at to say “this is wrong!” It’s pretty skillfully done; no big complex setups, just relatable motivations.

There’s a trade pass through the mountains with a small town in the middle. Bandits abound in the mountains on both sides. The town in the center is a bit unsavory … perhaps a bit … libertarian? As the adventure notes, can you call it bribery and corruption when it’s an integrated way of life and just the way things work here? The town lives in the shadow of the mountains, literally and figuratively. Even this appeals to me. The sort of integrated whole of the environment leaves me wanting to know more about the place. It’s interesting. It’s simple. It’s described in the way that makes your mind race and want to run a game or campaign there. The town backgrounds descriptions are short and punchy yet the page count is rather high. This is because large sections are taken up with supporting sidebars. An NPC stats, or a map, or something like that. Interesting descriptions with easy to find information … that’s a plus.

The first section of the book has these little background snippets on the area, the town, the bandits lords, and the temples in town. Maybe three of four paragraphs on each with some generic sidebar information. (I said the sidebar/supporting information was easy to find, I didn’t say it added much content. 🙂 It’s very strong of 10,000 flavor and atmosphere.

The second portion of the adventure focuses in on a specific event: the Festival of Plenty going on when the party arrives. Again, portions of this are very colorful. An effluent pit and a nice little passion play are the highlights. They are both very well done and are great things to build off of. And then there are the other suggested events. “A drunk ½ orc picks a fight with a PC elf or halfling.” My my my. I wonder how long it took to come up with THAT idea? A dwarf wrestles all comers with a 1gp purse.” Again, not too much there. This kind of boring and uninteresting dreck is jarring in comparison to the better parts. Consistently the 10,000 foot stuff is very good, communicating colour and flavor perfectly. And consistently the specific portions, while organized quite well, are boring as hell. The NPC motivations are done well. The adventure doesn’t waste space on nonsense descriptions. But the specifics are just not interesting at all. The play and the drinking game are standout exceptions. “Ill kill you!” is a Baron Munchausen like drinking game that should delight the players.

After getting hired by some shady guys in masks the party goes on to raid the manor house. In high school I used to play Danger International. Every adventure ended with a raid on the bad guys base. We’d plan our assault, come up with some goofy idea, and then execute it. That’s what’s going on here. There are a wide variety of magic items to assist in the planning and execution that range from the cool to the lame. “Flare Pebbles” are lame little flash bangs. A devil eye floating in a glass jar that always looks towards the nearest/strongest presence of evil is pretty cool. There’s also a glass orb you can look through,kind of like binoculars. Glass orbs are boring, but that’s trivial to change to an eyeball also. Bryce Pro Tip: Organic magic items are always cooler. 🙂 The description of the manor is PERFECT. This isn’t an exploration mission. The room descriptions are about two sentences each and focus on what’s important. An oil lamp, or who hangs out there. The room descriptions match the purpose of the adventure. This section is quite short, and it really doesn’t need to be long. It may be missing an order of battle; what the various groups inside do when attacked. Other than that it recognizes what it needs to do and it does it. Good Job.

Let me note that the adventure then becomes SPECTACULAR. Chaos. Pure Chaos. While the party is attacking one faction turns on a magic mirror. And things start coming through. Who end up not allying with anyone. This makes faction number four (alliance side a, alliance side b, the party, the mirror) and THEN some orcs show up. Chaos! Wonderful wonderful chaos! The adventure is, though, missing a callback.. The presence of orcs in the area should have been a rumor, or maybe some bodies with missing ears or something. Something to trigger the party into saying “Oh shit! the orcs we forgot about!” (Also, the rumor table sucks.) Anyway, this is a great tactic to up the ante. Instead of dictating some nonsense set piece bullshit the adventure instead provides the elements to up tension. This is a great way to make things memorable without the usual set piece nonsense that modern adventures seem to rely upon. (WOTC: You suk.)

The PDF is $5 at rpgnow. I really like the background in this. I’d LUV to know more about the region/town/temples. If every adventure were at least this good I’d be a happy man and probably not running tenfootpole. It’s a long way from perfect, especially as it gets to the specifics, but it is VERY inspirational. It’s the kind of thing you WANT to run. And those are few and far between.

https://www.drivethrurpg.com/product/145648/Three-Days-to-Kill?1892600

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Dungeon Magazine #67

d67

Several adventures in this issue that come pretty close to being usable.

Witches’ Brew
by Steve Johnson
AD&D
Levels 3-5

This is a charming and delightful little adventure ruined by the verbosity. It’s one of the lamest of hooks: you’re hired to go fetch some spell components. But it’s done very very well. The maps of the wilderness and village are well done and clear (although the named of the shops could have been put on the village map to help out) and has a great little table to tell the DM who knows what about which spell components and where they can be found. Imagine that! Putting the information the DM needs in an easy to find it format! There’s also a nice colloquial rumor table, done in story format. These are much nicer than the fact-based rumor tables, especially when worked in Grandpa Simpson style. The villagers are friendly and helpful, if a bit bemused, by the party. It seems like most of the netires have something going on, and there’s a richness of style present throughout, such as the half eaten fish skeletons that the local goblins leave about in several places. On the negative side there’s a lame “usable only once” magic item, a dead man’s hand. Cool things like this should have a second use, at least, for the party to take advantage of. Carrying around the hand of a hanged man grasping a black candle is much more interesting than a stupid old wand. The writing style is also a bit too verbose. While the main encounters are a little long, the smaller keys are terrible. Way too long for what they are presenting and not nearly focused enough. The CONTENT is good, but it’s buried in the verbose conversational tone that it’s written in. This is another one of those adventures that needs a modern rewrite. [It’s always a good sign when I go research what else the author has written. In this case … Hey! I think I played D&D with this guy once! Or, rather, QAGS. I think I played his Gilgamesh QAGS game at Origins. I have my character sheet framed; it’s the first thing you see when you come in the main doors of the house!]

Eye of the Storm
by Lance Hawvermale
AD&D
Levels 6-8

A side-trek. LAME! But Awesome! And LAME! It’s fucking Chaos and I LUV LUV LUV chaos, especially in it’s non-cave form. The party is coming through a hellish thunder/lightning storm. Up ahead they spy a small hamlet. Dogs and children run about like crazy, being chased by women. Men madly dig impromptu shelters for their families. And the headman just concluded business with a lightning rod salesman in the middle of town … The party gets to put a lightning rod on top of every house in the middle of a lightning/thunderstorm. Yeah Adventuring! Imagine the chaos! The lame part is that the salesman is a elementalist summoning the storm and working with some “thunder children” to make the storms rage. LAME. Cooler if he was just cursed and making the best of it, or it just freakishly followed him around or something. The storm is a series of complications, but no more mention is made of the dogs/children/men/women. Those are the key to this, IMO. The lame ass combat stuff is just boring old also-ran. But the chaos of surviving a storm, with terrified villagers about? That would make a GREAT side-trek! But, alas, that’s not this adventure … this one is a hack fest.

Training Ground
by Rick Maffei
AD&D
Levels 5-8

It is SO very hard for me to get past my prejudices. This is a training ground adventure (Duh!) This must be the lowest form of adventure. No pretext of adventure at all, just a bunch of shit that the players have to figure out. Suck it you fucking haters of the metagame, the Training Ground adventure writers know the score! On the plus side this has a flaming skull that can join your party, and a nice magic item in the form of a bag of bones you can pull skeletons out of. On the minus … well, it’s a completely crap training grounds adventure. The hook is a comically murderous Zent wizard. On the way to the dungeon you meet a ranger. Who has nothing to say to you. (Why the fuck is he even in this adventure? Am I missing some bit of FOrgotten Realms lore/trivia?) Then it’s room after room of challenges. 20 or so if I recall, in a proving ground an old evil overlord once tested mages in. Joy. Why not just open the monster manual to a random page and announce that there are now 7 ogres in the room. At least TRY to come up with an idea!

The Little People
by Matthew G. Adkins
AD&D
Levels 1-2

Fucking piece of shit sidetrek adventure! A leprechaun gets captured by two dudes. His brother asks the party to free him. I have no idea how any other adventure pretext could be so implausible. Fuck no, I’m not freeing your brother! Gimme the gold and wishes you little bastard! Fucking fey! How many times have they tortured party members! Payback time asshole! Oh, oh, oh, if you try and talk to the two two dudes they attack immediately. Isn’t that fun? No bargaining. No Bilbo Baggins and the Trolls. No Bilbo and the Spiders. Nope, They just attack. That’s the most boring thing that can possibly happen. Exploiting leprechauns? THAT’S exciting! So of course you don’t get to do that.

Falls Run
by James Wyatt
Masque of the Red Death
Levels 1

The most Call of Cthulhu adventure I’ve seen yet in Dungeon. Strange things happen while on a train journey, ultimately wrecking the train. The party is trapped in a small appalachia town. There’s a cult that killed someone who was stranded EXACTLY ONE YEAR AGO. (duh Duh DUH!) The ghost is back and making trouble, trying to get the party to unmask the cult. The train journey is the hook, and thus quite railroady. (Get it! Train! Railroad! Literally in this case! I wonder if that was on purpose?) Anyway, the town portion is quite nice. The town is nicely described, very tersely by Dungeon standards but with lots of interesting things going on. I would have appreciated a summary page for all the NPC, and a few more non-plot NPC’s thrown in. IE: the usual village problem of anyone interesting automatically being under suspicion. A little more local color would have been nice also. Just a little table of one sentence per line with kids pulling pranks, christmas activities, etc. Another one that could use help.

Uzaglu of the Underdark
by Christopher Perkins
AD&D
Levels 5-10

Uh. This is a sidetrek, but not labeled as one. It’s a cavern in the underdark. Ruled by a giant undead mushroom. He’s animated some bodies with his spores. They hop around after the party. “Bloated corpses who, when hopping, their flesh almost jiggles and jostles off of their body.” That’s nice. The adventure need more of that and less of the lame ass factual descriptions. Chris Perkins, why can’t you do more of that? Why do you have to surround the good stuff with so much mundane crap? Just edit it out if you can’t awesome it up. Your adventures would be better for it.

Posted in Dungeon Magazine, Reviews | 4 Comments

No Salvation for Witches

nsfw
by Rafael Chandler
LotFP
LotFP

England, 1620. To strike a blow against the Patriarchy, six women perform a dangerous rite in an abandoned priory. Through their art, they commune with Terpsichore, Greek muse and patroness of dancers. Starving demons slither across the moors; monstrous nuns shriek in the infirmary; and within the Attic, a great unravelling awaits. The fate of the world rests in the hands of the player characters. Will they bring about an egalitarian utopia? Will they skulk away in the night, pockets bulging with treasure? Will they bring about the destruction of all things?

The usual Lamentations horrow gorefest. The party stumbles into a region of land and they can’t get out. Inside they see a church surrounded by a glowing forcefield. By collecting some glowing bubbles they can break on through to the other side. If they do this within 24 hours, and stop the ritual in the church, then the status quo of 1620 gets to continue. if they don’t then kings fall, religions die, and the peasants of the world get to be a little better off as the entire world begins to convert to the commie witches in the church. Scattered through the church, and the land, are the usual LotFP bizarre creatures and fucked up situations. It’s a decent enough adventure and hits several of the points I admire: fucked up creatures, fucked up magic, nice mundane trease, and mostly human antagonists mixed in with bizarre abominations. It’s a bit wordy, but it’s organized well. And, news flash, making the first line of the text “This is not a low-prep adventure.”, as this adventure does, does not in fact excuse the designer from providing supplemental data and/or well-organized information.

The big Lamentations adventures suffer from the same kind of flaw: they create Big Changes. Death Frost Doom famously starts the zombie apocalypse. In this one the workers of the world finally unite and a world-wide version of the Reign of Terror begins.The absolutist commitment to the vision is admirable, in a trainwreck gawking kind of way. And now, back in the real world, how many of us have nuked our campaigns because of a published adventure? How many are willing to? While I admire the commitment to the vision, my standards can’t allow for it. The adventure is a tool for the DM. What I expect is a page on how to destroy the world and perhaps a paragraph or two on other impacts than destroying the world. Some ideas on a timeline, a course of events and so on. Some ideas to kick the pig. What’s done in this adventure is the open-ended high-level descriptions that I’m not too fond of. Too generic. Too high level. It needs grounded in order for the imagination to work at its best. That’s a lot of bitching about the ending, but it’s also standing in for the bitching I didn’t do at the apocalyptic endings of the other LotFP adventure. Oops.

This has the monsters you would expect in either a Chandler or LotFP adventure. Weird human hybrids and a prominence of nudity, penis weapons, and gross out birthing scenes. The creatures are a pretty good example of how to work this style into an adventure. They generally relate to the circumstances the creature is found in and their effects are somewhat related as well. None of this “the golem is invisible because he wears a ring of invisible.” Oh no, the creatures here are abominations front and center and don’t need no stinking mechanic/rule to make them so. Bravo! Well described, there’s enough information to cement them in the DMs mind so they can adequately communicate the horror to the players. There does seem to be a theme of blob-creatures in this adventure, with three of four showing up, most in true “get bigger as they eat” blob form. Lots of hybrid humans, mutated humans and so on. Nicely weird, nicely non-standard, they fit in well to the environments in which they encountered.

Treasure is similarly nicely described. From ancient porno to golden crows, what you find is interesting enough to pique the interest of the players, and their characters. My standard here is always a players saying “Cool! I’m keeping that for my house!” and the treasure here is close enough to that. For those that are not they DO provide a decent bit of interesting when the party tries to hock them. “A 12” long golden dildo, slightly used. Hmmm, how do we fence THAT?” The magic items all have some decently good effects, nice and bizarre. The is a tendency to resemble “normal” magic items in form, like a ring or a magic wand, but the effects are suitable weird. Frankly, I would have preferred to see a magic jawbone of an ass instead of a magic wand, or a voodoo doll instead of a magic ring, but whatever; at least the effects are non-standard.

I’m pretty fond of the simplicity of the maps. A nice little wilderness map that combines “nice looking” with an almost abstracted design. It’s quite clear, as are the interior maps for the church and grounds. My primary complaint here would be … the scale and/or timeline. We are told to keep careful track of time (24 hours till the ritual completes!), and yet the map has no scale and the booklet no instructions on travel time. This gets back to that concept I harp on a lot about the adventure being a play aid for the DM. Sure, I can make something up and go consult the travel time sections in the book. I could also compile all of the monster stats onto one page, along with NPC personalities, so I can run the (probable) big final encounter in the church. I can also go create my own adventure, or use a thesaurus as one also. I expect the adventure to help the DM run it. You don’t need to reprint the rulebook but missing a key feature in a timed adventure shows this fundamental disconnect.

Lamentations adventures have an interesting way or being organized. Well, this one does and I recall the others being of a similar design. I spoke earlier of the almost abstract nature of the wilderness map. It looks like a normal wilderness map. The encounter areas are “the forest”, “the pond”, “the village” and so on. This is what I’m referring to when I mention the abstract nature. I wish I could describe it better. It’s absolutely not abstract. Except it really is. This leads back to the adventure descriptions. The Woods description appears on one page, describing the one encounter there. The Pool appears over two pages. The village appears over three pages. It’s a pretty simple way to organize the adventure and it works quite well. After all, this isn’t really an exploration adventure, it’s more an investigation. In each of those sections you get a description of something, or maybe two or three somethings. The descriptions can be quite long but the environment proper is simple. The pool description is quite simple. It focuses not on the pool, which is given but a simple description, but rather a paragraph on the undead fish in the water. Then the red sphere floating over it. Then the frozen tree on the other side of the pond. This alone gets a page. The descriptions are short. Are they? Wait, no, they are sometimes short. What they do is convey the flavor quickly and memorable. Because of this it’s pretty easy to get a grasp of what’s going on, quickly, and thus run it. It’s a very non intuitive way of organizing things and works, I suspect, because of the digest size with two columns forcing a kind of natural rhythm and breakpoint.
Where this breaks down is with the major NPC’s. They are scattered all over the book. Some descriptions in the church, some up front before the keys begin, some in the keys. The adventure encourages a very chaotic ending, with everyone you could possibly encounter almost certainly showing up in one very chaotic ending. Even if that doesn’t happen you’ll have stats & descriptions scattered through the church section … except for all of the major and important NPC’s scattered over a half dozen pages near the beginning. Flip back & forth or create your own cheat sheet? This is why I like summary sheets being included with an adventure. Briefly stat’d, reference to more information, quick personality, Done.

There’s no real hook presented. A little work could have gone into creating one beyond “you stumble onto something weird.” The flaws in this adventure are minor though, and with a little thought (hook), and some prep work (stat sheets/notes) you could have decent little adventure to toss at folks. It brings a good mix of horror, without going TOO far into bizarro penis-monster territory (quite an accomplishment given the presence of more than two penis monsters in this adventure.)

I’d have no qualms about running this.

This is available at DriveThru.

https://www.drivethrurpg.com/product/134386/No-Salvation-for-Witches?affiliate_id=1892600

Posted in Level 3, Reviews, The Best | 6 Comments