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

tbg
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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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

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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

Posted in Reviews | 4 Comments