The Amulet of Shinkara

shinkara
By Stan Shinn
Rogue Comet
D&D 5e
Levels 1-3, 4-6

Before you spiral stairs, descend into a cobwebbed and vermin-filled grotto: the perilous lair of the orcs. The raiders of the Orc Lord Sharg have long menaced the local shires of Tenamen, but their thievery has now gone too far. Sharg’s Orcs recently stole the glowing green Amulet Of Shinkara whose unique healing properties alone can restore the ailing Lady Alana of Tenamen. You are oath bound to retrieve the amulet to save the princess. The 1,000 gold piece reward for the amulet’s retrieval certainly bolsters your willingness to descend into the skull-littered chambers below! Can you survive the unknown perils below and find the stolen amulet in time?

This is a decent adventure. I’m going to nitpick it to death because of the chosen “1-sheet” format. If I paid $5 for it (and I did) I wouldn’t feel cheated. Oh course, if it were better then I’d look FORWARD to running it …. 🙂 I stumbled upon these while giving some indiegogo money for a cut down/basic set of the 5e rules. If I was going to buy the rules I decided I might as well get a preview of the writing style.

This is a 1-sheet adventure, front & back, which details an orc cave and has a couple of extra columns of text to provide some context and pretext for going adventuring in them. These sorts of limited page count adventures give me fits in reviewing. I feel like I pick them apart on details … but they, by their choice of formats, invite this, I think. Which isn’t a criticism at all for their chosen format. I think that the 1-page and/or 1-sheet adventure has a lot of merit. It requires a focus to pull it off and that focus should, I hope, reflect further when the designers move into longer products. With only a page you have to choose your words for maximum impact and I’m ALL about maximum impact. I also feel like I end up writing reviews that are much longer than the adventure. To his credit Stan has crammed A LOT into this. It’s got multiple possible “plotlines”, is statted for two different levels of adventurers, contains reference data, and includes some intrigue and/or factions in the dungeon. It’s also one of the most OSR-like adventures I’ve seen for 5e, not that I’ve seen a lot.

Let the nitpicking begin!

There’s a little section of boxed text to start the adventure off, followed by a short couple of paragraphs of player background. These both seem to do the same thing in the adventure. There’s enough information in the read-aloud to either use it verbatim to start the party in front of the dungeon stairs, or to use the information in it to expand it a bit in a hook you can roleplay. The players information section, which is about 1/18th of the entire text, is mostly … oh I don’t know. Irrelevant? Adds little? There are a couple of nice bits in it about multiple bands of mercenaries being sent out and rumors in a little village that could be worked into more by the DM (that’s a good thing.) The most lengthy section of it through, the background of the lady’s illness and/or reason you need to go looking, don’t really add much interesting to the adventure. The “multiple groups of mercenaries” lets you add some more factions and kind of “gold rush of killers” aspect to the adventure. The rumors in the village let you add a kind of village on the edge of ruin aspect to the adventure. But the background on the illness and the “the orcs stole it” don’t really add much in the way of content you can expand upon.

SImilarly the DM’s background. It’s a mix of text, tables, information that’s useful and information that’s not. A small random monster table has JUST enough extra data. “Treacherous rivals seeking amulet” is enough to run a decent wandering encounter. There’s a small section of rumors and a small section on generating a random storyline. Both are related, so the rumors may be true or false depending on which plotline and/or complications you roll/choose. And “plot” is a strong word here. It’s really just some extra stuff like “who actually has the amulet” and who ordered the theft, if anyone, and or is the amulet a fake. As always, I would probably choose ALL of the complications and run them at the same time. Chaos is a good thing, after all, it’s all just a pretext for having fun. I’d say it’s all targeted at making the adventure LARGER. What happens after the adventure, what does the amulet actually do, and so on. I appreciate it. The section rubbed me the wrong way at first and it was overly something quite minor. The first sentence of the section says that the party can dispatch a messenger boy to tell your employer of your finding about the caves, before you enter. It’s like, two sentences long. And I wanted to hate everything in this section because of it. SHould that one paragraph be stricken I’d say the entire section does a wonderful job of expanding the adventure context while retaining focus. I don’t know, sometimes I can be an ass.

There’s a couple of sections that follow that add little to the adventure. “Visuals” says “The GM may want to prepare a map of the lair.” Well, yes, and I may want to buy chips & soda also. It’s really just filler text. The next section is on 5e stats and I really have a hard time understanding why it’s in the adventure. Basically, it says “go look in the SRD for the stats” for each and every entry, and lists the CR & XP. Everyone in awhile there’s a note to the effect of “Shagrat: treat as ogre for stats.” Decent, but probably doesn’t need to consume as much space in the adventure as it does and could be included in the room stats.

The descriptions are generally pretty good. “Lit poorly by greasy cancels burning in upturned skulls of humans, elves, and sheep.” That’s pretty nice! Orcs gambling for shanks of mutton and babies playing with human bones and slugs is a nice touch also. The room descriptions are at their best when they are proving that degree of interesting “quick hit” detail or when they are detailings factions, etc, like the blinded orc in love with a beautiful nymph. They are at their worst when the provide mundane detail or history, or things that can’t easily be introduced into play. “A cave descends from the valley above and into the lair.” Or “The orcs usually let garbage fall where it may, but when they must they force (blind orc) to shovel it into the refuse pit. There’s also a nice bit where the shamen torturer kills people through torture and then brings them back to life to torture them some more. That would be excellent if it could be worked into the adventure in a better way. As written the two shepherd prisoners who relate it just give the party extra moral authority for their slaughter. Maybe a bit about the ors claiming to be misunderstood or something, until the secret gets out? I guess if the party come in by bluffing their way and get a tour it might happen, or the blind orc could grump a bit, but those seem like a stretch. Maybe you MEET the orc shoveling the filth, with his sewn shut eyes.

The map is fine and complex enough for an adventure of this size. The treasure, except for the titular amulet, is not that interesting and is disappointedly abstract “3 pieces of jewelry worth 150gp.” Compare that to the full suits of armor with Wolf Head helmets from the Death House portion of Curse of Strahd. Which would you rather have?

I wish the adventure text was more like the good examples I cited, all slugs and human hands baby toys and greasy cabled in sheep and human skulls. If there was one bit of criticism or advice I had it would be something related to that, more focus in that area. I don’t have a problem paying $5 for a good sheet of paper, I think the issue comes in when folks don’t understand what they are getting for their money, when they are gambling. Somehow gambling $5 on a 20 or 30 page adventure seems ok but not on a 1-sheet adventure, I suspect. As it is this is kind of borderline in my … tastes? I like the basis of the experiment, in 1 sheet, I like the background/DM sections, I like parts of the rooms. I just wish the treasure was more interesting and, in particular, the room descriptions/encounters were more consistent in providing that “quick hit” gameable flavor that I’m always looking for.

This is available at DriveThru, as a bundle:

https://www.drivethrurpg.com/product/216225/5e-World-of-Redmark-Adventure-PDF-Collection?affiliate_id=1892600

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Dungeon Magazine #75

d75
Non-Prophet Organization
By Charles C. Reed
AD&D
Levels 4-7

A decent enough little adventure marred by the organization. A village has portents of doom. Some believe and some don’t. A little investigation and/or a timeline can lead to some caves and the hags behind it all. It’s all described in number/dungeon format and that’s too bad. Instead of including all of the information about the people in the description for the locale it should have been broken out to a short description of the “mundane” village locations and another section on the people, personalities, and politics of the situation. There’s an element of the hags using Wands of Frost and plotting in a, what I consider, an un-hag-like manner. Once again, just do the effect, you don’t need a justification from the book. Still, minor points. Some note taking would shorten this to a page or so and make a decent little adventure.

The Amulet and the Underdark
By WDB Kenower
AD&D
Levels 5-7

The party is hired to find an amulet. Bandits stole it and sold it to someone who sold it to someone (evil dwarf stronghold!) in the underdark. “The party should not be allowed to kill the bandits if they are of good alignment, after they question them.” Uh huh. It’s also not clear at all how the party is supposed to find out where the amulet actually is in the dwarf town,and the underdark portion is really just glossed over without much detail except for a wandering table. This adventure is super-long for no real reason.

The Forgotten Man
By Steve Devaney
AD&D
Levels 6-8

Meh. A story of redemption. You meet a dude in a village who has lost his memory. There’s a big build up with someone coming to find him and a stupid stupid play (plays and carnivals, I just don’t get the fascination with them in adventures.) Dude learns he’s The Evil One and goes back to his castle with his lich pal. Lich pal and his 100 jerlamaine torment the party on and off as they explore. Meet the evil dude again and hope to turn him back again to good. As a story of redemption is sucks. As a dungeon is sucks and is boring & lifeless. As a DM aid it does not help run the adventure in any way other than “here’s a whole lot of words to look at.” IE: it sucks. The set up is fine, if very long and transparent. The entire middle is lame and the end/dungeon is just not interesting.

Into the Nest of Vipers
By Matthew G. Adkins
AD&D
Levels 1-3

Oh, I don’t know. Six pages of hook/backstory is a bit much. The 10th level druid who cares a little but not enough to do anything, and the bulk of the dungeon adventure in a “dead magic” zone, along with the length but boring description, make one hard to find something good to say. Six page hook to go find a ranger, find the ranger dead with a note referring to the druid. Druid sends you to dungeon in a dead magic zone where you fight a bunch of bandits. This should be one page, at most, instead of the 16-18 pages it is. There’s just nothing interesting in those pages of detail.

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Slavers of Mareshdale

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by Travis Casey & Julian Stanley
Ebon Gryphon Games
Monsters & Magic
Levels 4-6

Farmers have been being disappearing from around Mareshdale, leaving behind obvious signs of a struggle. The Sheriff was investigating… but last night, he was taken! With the Baronet away at the wars, Lady Alyce has proclaimed a reward for any adventurers who can solve the mystery! Can your bold band do it… or will they too disappear?

Ai, tis the oldest adventure: do some investigating and then kill some stuff. What if you mashed up the goblin caves from Keep on the Borderlands with HarnManor and then chucked it into one of those older furry RPG’s? You’d get this adventure! HarnManor keeps it grounded, the fight it ultimately with goblins, and there’s a kind of Bakshi Wizards thing going on with the diversity of demihumans/monster present, including a Lamia! I assume that the system, Monsters & Magic (that I know fuck all about) brings the demihuman diversity element … as well as an interesting way to describe things. The adventure is long for what it is, at 45 pages, and a lot of that is …. Unfocused? But it DOES bring a lot of GOOD detail as well, as well as relatable situations.

There’s a village and the manor lord needs you to look into some disappearances. That’s been done about a zillion times before. What’s the pretext this time for Captain Courageous not minding his peasants? Except … I’ve often said I’m fond of the classic. They are classics for a reason. The hand wave that most designers give to them doesn’t do them justice and they become overused garbage. Until a decent one shows up, and this is a decent one. Sir Whathisname is a manor lord, meaning he doesn’t have a whole lot, and he’s off in the northern parts doing his manor duties. He left behind his wife, his steward, and three guardsmen. His pregnant wife. And his elderly, but capable, steward. This is going to be something the players can relate to. It’s not incompetence or ignorance this time, everyone is trying to do the right thing and the best the hand dealt to them. The Sheriff has just disappeared. But he was appointed by a judge serving a Baron and didn’t report his findings to the Lady … she’s not in his chain of command, he was over in a parallel one. Sadly, no beadle or villein in this adventure. I think you can see where I’m going with his … it’s got the surface treatment of being more realistic than most crap does, and because of that it’s more relatable.

There’s a small investigation element with clues at the various sites and various people about the village that know things, as well as advice on how to get a wayward party back on track. They don’t go to the inn and/or talk to the bouncer? Then have a different person they DO choose to talk to relate the information to them. Not a bad tactic if the goal is for everyone to have fun and give the players a feeling of accomplishment before taking them to the next part of the adventure. I might quibble on the details but the overall philosophy is a good one: if the investigation is a pretext/hook then make sure it can be completed so the party can move on to the next part.

There are a couple of adventure locations in addition to the goblin lair. One is a nice little ruins area with a decent dopplegangerish type encounter with children. It’s quite well done and sets up a scenario that, again, is frequently handwaved in other adventures. This is combined with something like 15 pages worth of wandering monsters. I’m not kidding. The vast majority are quite nice little vignettes. Lost children, angry mobs, wild animals and a few folklorish-like things.

The monsters, NPC’s and locations, all have these traits, actions, and sayings attached to them, or some combination anyway. This is a sentence or three that attempts to describe to the core of what is going on. I assume it’s a part of the Monsters & Magic system. Either way, it does a decent job of communicating the flavor and style of the location, monster, or NPC. One of the locations is a ravine, with the traits “treacherous footing, sharp rocks.” That does a decent job conjuring up for me the location and a way to run it. The monsters have “actions” like “flee when outnumbered” or “harass the good looking.” I assume this is influence from the narrative games? When I say ‘action” there’s no description of the action, or mechanics. It’s just a shorthand couple of words to describe the way the monster acts. NPC’s also have some similiar for a current goal and some mannerisms and phrases. “When you’ve lived as long as I have …” and “go ahead, I’ll catch up” and “unconsciously braids and unbraids his beard” are the ones for the old steward. VERY nice little touches and they communicate a lot in a few words.

The demihuman/monster circus of friendly NPC’s is easy enough to ignore/convert if your vibe isn’t so. There adventure actually includes a NPC roster at the very end, all on one page. I know! It’s a fucking miracle! Unfortunately it just lists the name, a two-ish word description like “goblin shamen” and a page number to find more, but, still, I’m in shock that someone has included a useful tool for a DM in an adventure! There’s also a little page on timelines; on what will happen if the party doesn’t do something. That’s a nice touch also and helps bring the adventure alive. Again, I wish more people did this.

On the downside the adventure loaded with text. The creatures all seem to have full stat blocks, taking up half a page each. The NPC’s and locations all get lengthy descriptions as well … which is pretty redundant given the EXCELLENT traits/actions/mannerisms. It also falls into the trap, in places, of being overly prescriptive in cause/effect actions. Evil dude will first do this and then this and then this and then this. Zzzzz. Wall of Text. The goblin lair gets the worst of the conversation description style, which is a bit disappointing.

It’s $7 on Drive/Now. I’d pay $7 for an adventure half this length … but maybe not for one as … conversational/wordy/unfocused as this one. I’m torn here because I really want to reward the relatable environment and interesting trait/action element, not to mention the fucking reference sheet. This one is SOOOO close. A highlighter and read through would fix most of it. It’s a decent basic adventure. It needs either a highlighter or a second edition that cuts A LOT of the redundant and uninspiring text.

This is available on DriveThru.

https://www.drivethrurpg.com/product/174860/The-Slavers-of-Mareshdale?1892600

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Underport: Abyssal Descent

underp
Edited by Matrox Lusch
Direbane Publishing
Knights of the All Mind
Level 1 … up to 17!

MEGADUNGEON!

From 1978!

FuCK yeAH BABY!

This hot mess was designed during the jr high/high school years, with a few refinements added in the later years to clean it up for publication. It hits, again and again, with the sort of noun/verb encounters that I think bring an adventure to life. It’s disconnected and random, as you would expect of a 1978 jr high adventure, and the modern editing added too much length in the form of extensive monster stat blocks. Presented as is, as a kind of historical object, it’s fairly interesting. Like Habitation of the Stone Giant Lord, it will suffer a bit in actual play. These historical objects are walking a fine line. Do you present the text in the original Middle English in order to remain true to what it is, or do you translate it to make it more accessible and usable? And if you do so, do you lose the focus and reason for it existing/being published in the first place? IE: Is this an adventure meant to be used or a interesting coffee table project?

The dungeon cross-section and style remind me a lot of Caverns of Thracia and I’m sure that’s no coincidence. Jr high minds get inspired easily and the author notes the inspiration of Judges Guild and Arduin source material.

I think my platonic adventure format is closer to Vampire Queen/Tegal Manor than it is 80’s or 90’s Dungeon Magazine/2e adventures. There’s this sweet spot of a sentence or two to describe a room/encounter that inspires the DM but makes the adventure easy to run at the table. A lot of that sweet spot has to do with a dynamic encounter, the kinds that features nouns and active verbs. I spoke to this, and compared, in my Hex Crawl review of Isle of the Unknown. Too many environments are static and boring. There’s nothing much interesting going on for the party to interact with. The verbs chosen to describe the room as passive instead of active.

This adventure does a great job bringing that noun verb action that sets up exciting and interesting things for the party to interact with. “A brownish-white oozy mass is in the center of this chamber, with a small twitching arm sticking out of it.” That’s an interesting encounter. There are two more sentences that go along with it. The second says it’s a black pudding and the third says on one finger of the arm is a ring of regeneration that will pulled into the pudding in 5 rounds. Arguably, this one encounter has done in two sentences, the first and last, what most adventures can’t seem to do in three or four paragraphs: set up something interesting for the party to interact with. The descriptors could be a little more … opulent, but even as written it’s a pretty solid evocative encounter. This is not an isolated incident. “A lizard man chief prepares to eat an extremely beautiful human female.” Or “The kobold chief is trying to convince one of his two sub-chiefs to go and tell the gnolls about the treasure offering.” Or “a giant badger having a snack of a hobgoblin” or “the lifeless body of a fighter with a stirge still attached being devoured by a piercer.” “16 giant hats busily munching away on 9 freshly killed hobgoblin bodies in this fungi-covered cave.” Notice how something is going on in each of those encounters? The creatures aren’t just sitting there, they are up to something.

That sort of thing is what makes encounters interesting. Just a sentence or two is all it takes. Not paragraph on paragraph describing the room. Not monsters just sitting around waiting to die. The dungeon seems ALIVE. Again, this text isn’t perfect; replacing some of the more common words with more creative and interesting ones would have taken the text to the next level. But, still, it’s a GREAT effort and I’d estimate at least 50% of the rooms have this sort of thing going on.

50% of the rooms in the first half anyway. As the adventure goes deeper into the dungeon the author got older and the writing style seems to have changed. The descriptions get both more verbose and less interesting. More descriptions of boring, uninteresting static things and fewer “action” scenes. “In this blood soaked room are several heavy oak and iron chairs fitted with manacles and head braces.” Great. A static description. And then a description of what the room is used for follows. Uh, I think we know what it’s used for?

As the rooms go deeper and deeper the room descriptions and entries get longer and longer. Some of this is the aforementioned crappier descriptions. Some of this is the format chosen for the monster stats. I’m looking at a page right now that has seven sentences of descriptive text and the rest of the page being taken up by monster and treasure stats. Book monsters and book treasure.

This thing is $5 on DRIVE/NOW. As an example of decent writing it’s worth $5. As a beer & pretzels megadungeon it’s worth $5 for the first couple of levels (completely unbalanced levels. I love it!) It’s also worth $5, IMO, to steal entire rooms and sections for your own dungeons. It’s formatted roughly, the maps are barely legible, the text is clogged with boring and verbose stat blocks, with no hooks or wandering monsters and only implied factions, etc. And the beginning few levels are an absolute delight.

This is available at DriveThru.

https://www.drivethrurpg.com/product/175958/Underport-Abyssal-Descent?1892600

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Dungeon Magazine #74

d74
The Scourge of Scalabar
by Christopher Perkins
AD&D
Levels 1-3

This being pirates, I was expecting a crapfest and was instead pleasantly surprised. Gnomes, submarines, pirates, and gunpowder seem custom made to set off my “Die in a fire” mentality, but, this does a lot right. It’s an investigation and assault. The town wandering encounters are nice and decently short, full of variety. There are several ways to reach the end game. Overview and summaries are present. There are lots of suggestions for names for ships and inns, without an overabundance of irrelevant detail. There IS some droning when it comes to certain areas. “ … On round 3 the druid casts entangle (blah blah blah). On round 4 the druid casts (blah blah blah” The droning descriptions get worse when you get to the base section, but the town section/investigation is quite nice, if a bit long and tope-filled.

First People
By Kent Ertman
AD&D
Levels 4-6

Native Americans/First Peoples/Indians/Indigenous! Scene based! Oh boy! This seems to be the issue of surprises; once again what I would assume is a suck ass adventure is actually not too bad. The scenes could be construed more like events and there’s a nice little mythic elements of a nymph turning evil, etc, that I thought was quite inspiring and realistic. The plot is ok and decent enough, with a bad shamen (go figure!) and the first peoples needing some help with some monsters that can only be hit by magic. A little more depth to the village and personalities in it would have been nice, for you see there is no real reason for the party to hang around or anything for them to do while they wait for the next event. It’s more of a “just hanging out and then something happens” type of adventure, and the social element needed to support that sort of play isn’t really present. Still, not too shabby!

Night of the Bloodbirds
By Brian Corvello
AD&D
Levels 3-7

Yeah! I can get back to the hate! A loathsome tale in which each of the twenty-some hobgoblins has a name and they’ve trained stirge to respond to whistle commands. There’s a nice slyph encounter as well as an encounter with a rock (everyone should know by now that I like the folklore/fey stuff a disproportionate amount.) Hobgoblin leader Bob has set up an ambush for months now and given each of his soldiers a dose of Invisibility potion. Oh Boy! I quite enjoyed all of the side-encounters (mostly classic and/or folklore based) in this adventure and hated almost everything to do with the main adventure (mostly magical ren-faire based.)

Preemptive Strike
By Paul F. Culotta
AD&D
Levels 10-15

There might be an adventure here, but it’s hard to find. It takes five of six pages to get the party into the adventure and on to some (token) griffons. One of the first encounters may be a dragon negotiation, which would be nice, but it’s SO overwrought with text that it’s hard to find the awesome. It’s basically a base assault, with the party coming in on griffons, and fire giants riding red dragons, and salamanders riding giant spiders on the rim of a volcano. You might think of this as “Hall of the Fire Giant King” if the hall were at the to of a volcano and there were more red dragons. It doesn’t have to be terrible, but it’s very hard to dig through the dross in this. A textbook case of full paragraph stat blocks and irrelevant text getting in the way of the adventure.

The Vale of Weeping Windows
By Marc Johnson
AD&D
Levels 4-6

A side-trek. Weird vale, with some eerie stuff going on and then leucrotta attack. I like the weird locale vibe of this, it’s not very odious and doesn’t try to explain the mystery of some statues in the valley, a tree arch, or the crying that is heard (although its later taken advantage of by the leucrotta.) The valley allows provides a decent boon, in the form of an out of body experience, that can used by the DM to hook in other adventures or provide an oracle/sage like experience. I like the core idea here. I think this may be the first side-trek that I not only didn’t loathe but actually liked? The impact of NOT explaining the mystery is very strong.

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Curse of Strahd

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by Jeremy Crawford,Tracy Hickman,Laura Hickman,Adam Lee,Chris Perkins,Richard Whitters
WOTC
D&D 5E
Levels 1-10

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

This is a retelling of the original I6 Ravenloft adventure, both expanded and and harkening back to the old adventure. Previous WOTC 5E adventures have been almost afraid of providing gameable content. They have provided this kind of generic detail that has been both uninspiring and irrelevant. This don’t do that. It provides some interesting environments to game in and some genuinely spooky shit. In some respects it meets or rivals the spookiness in one of the best horror adventures of all time: The Inn of Lost Heroes. It’s a little more visceral in this adventure, at least in places. It’s sets up some nice places to play in, especially the villages, and does a decent job with the imagery in many of the encounters. Again, in some ways it does a better job bringing things to life than Phandelver. Phandelver is still the best WOTC 5E product though because Phandelver is PLAYABLE. You can crack is open and play it. Curse of STrahd requires reading. A LOT of reading. And note taking. A LOT of note taking. And photocopying. A LOT of photocopies. It also needs about 75% of the text trimmed out of it. Yes, that’s right: 75%. AT LEAST.

Some parts of this adventure are REALLY good. They rip at you and I dare say they are best examples yet of what DREAD is supposed to be. One of the first areas is in an appendix, meant to get the characters from Level 1 to Level 3, Death House (this might be a free download. If so I encourage you to check it out to see what I’m referring to.) The Children in this house were locked away in room 20 in the attic, starved to death by their parents. The window is bricked up. There are two small skeletons huddled in the middle of the floor, one clutching a teddy bear/doll, with a sad little toybox and dollhouse nearby. Holy Shit! This is WOTC and/or Adventurers League?!? It’s very good. There are other scenes in the same adventure, such as the crib draped in tattered/aged black veils, with a swaddled bundle in black in it.When you unwrap it, it’s empty. There’s also the classic “storage room full of mirrors and dress mannequins covered in sheets” room. These are all quite nice and in the case of the children, quite moving and/or visceral.

There are other examples as well, in a similar vein. There’s some hags that literally grind the bones of children to make “dream pastries” to hook people on for escapism. They have an old rain barrell that they use for scrying. If they rap on it three times then a dretch can be summoned, hauling itself out of the barrell. That’s very good. It demonstrates a basic understanding of the shared heritage of what a Hag is and then builds upon it. There’s enough here to get quite inspired.

There are bits and pieces of this sort of excellent adventure/encounter design all over the adventure, much more so than any other WOTC/5E adventure, including Phandelver. They are to be applauded for those bits. From the deep scratches on the doors and windows of Barovia to the woman mad with grief to the priests who’s trapped his undead son in the basement, there are some very good things going on in Barovia. Nice job Strahd!

The villagers and places, in particular, seem more alive than they have in many other WOTC/5E adventures, or in many other adventures period. There are multiple people in each village who all have something going on with them. Each with their own personality. We’re not talking Pembrooktonshire here, but they are certainly a more interesting lot than has I recall ever appearing in any WOTC/TSR adventure, or most others for that matter. It’s not just one plotline, or two, but several. This is then augmented by many of the locations having events. Things HAPPEN in this adventure. People are not just waiting around. Parades of ghosts, vampire attacks, almost every location has one or two events to augment and/or enhance some of the plotlines in the village. This is REALLY good. It brings the place to life. No longer static many of the villages now feel alive in a way they seldom have before in a WOTC product.

Finally, let me comment that some of the art is quite nice. I don’t usually comment on art unless it sets the mood exceptionally well, and it usually doesn’t. In particular there’s a piece on the Gates on Barovia that does a wonderful job of setting the mood of what’s to come. And on the downside I think every picture of Strahd proper is forgettable or laughably bad.

Hmmm, no, one more thing before I move on to the bad. The monsters here are … almost good? The vampire spawn crawl on the ceilings. The hags are haglike. The spectres in the Death House adventure are provided an environment in which they can come to their full potential. You can imagine, from the descriptions of the setting and the monster, how they could be used to appear and attack and so on. IE: The DM is inspired by many of monster texts. That’s exactly what the fuck EVERY adventure should do. There’s also a few near misses. Again, Death House there’s a door that comes alive and sucks the party in. The adventure says something like “the door is a mimic.” Let me suggest that there is a world of difference, in inspiring a DM, between “the door is a mimic” and the door comes alive and reaches out and tries to suck the party in. Treat it as a mimic.” The first is boring old book shit. The second gives the DM a shortcut to running a bizarre encounter by referring back to some 5e rules. There are multiple places in the adventure in which this comes up, this … “wouldn’t it be cooler if I did X … and I can just use these stats to replicate that.” It is at least close enough that this comes to mind, even if I would see it reinforced a little more.

On to the bad. I find myself wanting to make excuses for the adventure. I want to place the blame on Pay Per Word or on some set of Writer’s Guidelines that had to be followed. I’ve got no basis for any of that, but I seem compelled to find the reason for the suck. Maybe because the non-sucky parts are at times very good?

The read-aloud in this, in many places, is laughable. Here is an example: “You stumble upon an old grave.” Or another: “You find a corpse.” Or another: “The bundle contains one set of common clothes sized for a human adult.” Or “You hear the howls of a wolf some distance away.” This is meaningless dreck. If you’re not going to make an effort then it should have been eliminated and no read-aloud provided. Certainly other parts of the adventure provide no read aloud, so why here? Oh wait, oh wait! Here’s a masterpiece of creative read-aloud writing!!! “You find something on the ground.” What the FUCK is up with that? PPW? Style Guide demanding read aloud for every wandering monster entry? And for the record these ARE for a wanderers table, but the read aloud in other places is just as drivel-full. Nonsense, but important because …

In other places the text is long/meaningless in different ways. Rooms are described in detail for the DM. Detail that is meaningless and has no impact on the game. I THINK the writer is trying to set some ambiance, trying to inspire the DM to communicate a creepy vision to the players. But it all becomes Wall of Text. The entries are so long that the important bits are lost. Even the inspiring bits are then lost. Three sentences are used when one will do. Six are used when it needed two, or three. This is one of the major sins of the adventure. There is so much text provided that instead of being inspired you are lost in it all. It’s impossible to run with the book open in front of you. You’re going to have to prepare notes ahead of time and/or highlight the shit out of the adventure in order to run it at the table. And, after all, that’s what this thing is supposed to do, right? Be run at the table? The PLAYABILITY of the text suffers. It’s unfocused.

Back to playability: there’s no overview. Oh, there’s the “Strahd wants his babe back” and the whole “random special object” section up front, but there is nothing beyond yet. It’s clear that each section is meant to tie in to the other locations, I suspect in order to get the characters on the road and roaming around, experiencing the mini-region around the castle. Recall that I mentioned that each of the areas has a lot going on, socially. Lots of little mini-plots. It is, for the most part, these things that hook into the larger region. In Death House you find the deed to w windmill nearby. There’s also an old woman selling sweets in the street. Someone wants you to escort Strahd’s babe to a certain safe place. And so it goes. A leads to B leads to C. But the only way to get an understanding of this is to read the book THOROUGHLY and take a lot of quite focused notes with this purpose in mind. There’s no orientation to the adventure for the DM. “Sandbox” is not an excuse. There’s clearly some things meant to be worked in and the adventure as a whole suffers from not having an overview of how these things fit together.

The locations, particularly the social one such as villages and their ilk, suffer a lot from not having a summary/cheat-sheet. The major NPCs, a couple of words on personality to jar to DM’s memory, a sentence per plot, and so on. A concrete example? I’d love to! Page 26 has a brief overview of what everyone in Barovia knows about what’s going on. You’re going to have to refer back to this incessantly while running almost every social interaction in the book. Similarly, some of the villages have a section like this. You’re going to have to refer back to it, digging through the book. “Uh, hang on, let me find the page, it’s around here somewhere …” It’s lame. You know what you do get? A giant tear out poster in the back of the book. It’s fucking useless. It’s not a DM play aid it’s an art piece. It’s far too large to use during play and it shows the floor plans and layout for the the locations. Hang it on your wall, use it as a marketing piece for the artists who’s hawking his hi-res maps, independently, but it’s fucking useless for the DM. Had that section instead been one page per social location and a brief list of rumors/information and/or an overview flowchart then it would have been MARVELOUS. Seriously, I’m starting to think that no one at WOTV involved in this thing has ever run a game. You’re going to seriously make the argument that the poster map is useful during play? Really? Or that reference sheets wouldn’t have been more useful?

I always feel like I’m walking a fine line between a critique and second guessing. Maybe it’s appropriate, maybe not. I’m a hypocrite though, so let’s talk Hooks & Railroads. The hooks in this are shitty. Just terrible. Strahd sends someone with a fake letter to get you in, both in Version A and Version B or “Strahd lures the tools in.” Then there’s the ever popular. “Mists surround you. You’re in Ravenloft.” You know, the one where the designer doesn’t even try at all. The only one with any promise at all “Werewolves in the Mist”, where werewolves comes out the mists of a forest to raid and steal children. This is the Adventurer’s League hook, and comes with some factions rumors along with it. The whole werewolves coming out of the mist to kill and kidnap is very imagery, it’s too bad that it’s all abstracted. I suspect that the opening read-aloud paragraph is somehow meant for a 4-hour con-game slot and not a 250 page campaign book. Too bad, expanding on this just a bit, even to the point of eliminated the other lame ass “Strahd manipulates you into coming” hooks would have been a much better use of the words. On a related note, the railroads in this are few and far between, which is a VERY good thing. And when they do show up they are ABSOLUTELY TERRIBLE. Strahd Knows All. Strahd Manipulates All. Strahd blah blah blah testing you blah blah blah forces you to blah blah blah. The whole Omniscient and Omnipotent being manipulating you and testing you thing has NEVER been a good hook. EVER. It is only a crutch for a weak writer taking a shortcut. I’m surprised to not see the Strahd Christmas Episode. “The Mists! The Mists!” “They surround you. They close in! Better go where I want you to go or I will kill you!” Lame. Boring. Not. Even. Trying.

Unrelated to the adventure, let me complement the designers on the Character Options presented in the book. This is, essentially, a replacement background that can be used instead of the boring ones in the PHB. Some of the other adventures have tried to include these also, however I’ve found them as boring and lame as the ones in the PHB. Not these! As A Haunted One you get things like: “A hag kidnapped you and raised.” or “A fiend possessed you as a child.” The ten harrowing events are almost all not just good but GREAT. “A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.” THESE are the hooks that myths are made from, not the generic crap in the PHB. These get your mind working. You immediately want to come up with the specifics of what is going on. Similarly, the Gothic Trinket Table. “A winter coat stolen from a dying soldier.” or “A picture you drew as a child of your imaginary friend.” Great great stuff. Not the same old boring genericism that usually comes with official D&D products.

And on the “WOuldn’t it be nice” front, I think some more examples of how a less god-like Strahd interacts with the party would be nice, as well as some more examples of Dread. There’s a little bit of both of these present but I think a few more and/or different examples would be nice. The Strahd stuff seems to focus on his attacking the party. A list of 10 of examples of ways he interacts would have been welcome, especially is a non-combat setting. Similarly, there are some examples of inspiring Dread. Describing wood as rotten, mildew, etc. This would have been an excellent idea for a list of 10 things to put on top of a DM screen or reference sheet, all present to help remind the DM to add that certain style of flavor.

You can find a copy of the Death House adventure at:
http://media.wizards.com/2016/downloads/DND/Curse%20of%20Strahd%20Introductory%20Adventure.pdf

This is the Adventurers League version of the one in the back of the book, meant to get the characters from first level to third, so they can then start the “main” adventure. It differs a bit, but not enough to matter and can serve as an excellent reference to some of the points I’m making. It’s a dungeon, rather than a social location, so the mini-plots and personalities of the people won’t be present in this, but some of the other positives and negatives will be.

The last paragraph of page 3:
“The Mists” are a crappy plot/hook device. There are better ways to do this, even if you want to use the classic Ravenloft mists.

Room 2 (Main Hall) on Page 4:
Note the length of the description for this. It’s trying to set up some ambiance but it’s using so many words/sentences that it’s quite hard to run during actual play. You have to read, instead of glance. Fewer words and a more opulent use of language would have been better in this description, and in many of the other descriptions. The extra stuff adds little gameable content.

Room 6 (Upper Hall) on Page 5:
The armor description is the second sentence is in the last paragraph on the first column. “has a visored helm shaped like a wolf’s head.” I’m always harping on how treasure should be less abstracted and book-like and make the PLAYERS want it. This is a good example of that. just that second clause, about the wolfs head, will make almost every player finding it drool over it.

Room 9 (Secret Room) on page 5/6:
AT the top of page ten the chest is described. It’s a good description and the body hanging out of it is a very nice example of the extra “good” detail adding a lot to the ambiance. Again, the entire room thing is WAY too long and spoon-fed, but the core idea is a very good one.

Room 15 (Nursemaids Suite) on page 7:
As a DM, reading this, I had a very strong visual image of the nursemaid attacking through the stained glass door between the main bedroom and the nursery. The description of the spectre, in one sentence is very good. That is an example of doing a description right and inspiring the DM. Note also the last paragraph of the main room description. The crib with a black shroud/swaddled bundle is a very nice example building tension and dread and, like the body in the chest, is a great element for the room … even if it could use tighter writing.

Room 20 (Children’s Room) on Page 7 and 8:
A core room so it’s allowed to be longer, but it’s still too long. The last two sentences of the first paragraph, describing the children’s bodies, is GOLD. Pure GOLD. The doll house having the secret doors shown is great also and a good example of integrating secret and knowledge into an adventure … for people that pay attention and try harder. Finally, the examples of how to run Possession by the Ghosts, at the top of page 9, are quite nice shortcuts to get a decent little effect but still allowing the players to run their character.

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Dungeon Magazine #73

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Mere of Dead Men gets a cover/feature image! Too bad this installment is one of the worst adventures in Dungeon history.

Quoitine Quest
by Kate Chadbourne & Cal Rea & Greg Rick
AD&D
Levels 1-3

A mage hires you to find some minerals he needs. This has a long, boring backstory/beginning, a decent middle, and an unsatisfying end. The middle part is the description of, and several small locales, in a little … fiefdom? Manorial land? Anyway, a small little area of the countryside with a couple of manors and villages and other features to explore. It all feels very real and yet still has those elements of the fantastic. a rock wakes up and talks to you. Yeah! There’s an old noble lady who has died … and doesn’t know it. More than the usual hack-fest, you get to interact with her, perhaps for quite some time. The end has the party negotiating with a high-level monster who is sullen and trapped. It feels … unsatisfying, but I’m not sure why. The adventure does a decent job in providing those little bits of detail that I like in order to anchor an adventure to, but could still be more specific with them AND trim the backstory/exposition/unrelated nonsense. It should be about a third the size it is. Id say it’s a quiet adventure with a decent amount of interesting roleplaying offerred.

Eye of Myrkul
by Eric L. Boyd
AD&D
Levels 6-8

A Mere of Dead Men adventure … supposedly. In reality one of the worse written adventures in Dungeon history. This starts with four to five of backstory, some of the driest history I’ve ever read.The entire thing has reams of text. Reams and reams and reams. An dragon with a ring of invisibility gets the players to go dig up some bones. A couple of wilderness encounters. Some long text at a tower and in a crypt. Seriously, it’s like every every single thing is expanded to three paragraphs when one sentence would do. The destruction of your allies fortress happens off screen before the adventure starts. THAT’S why players hate D&D. This fucking with their lives for no reason at all. “Ohhh, I need to motivate the players.” Try motivating them with something interesting then instead of restoring to the old “someone you care about is kidnapped” trope. A dragon wearing a ring of invisibility? Let me guess, he flies because of a ring of flying? It’s a fucking dragon. Make him turn the fuck fuck invisible if you want him to be invisible. P.O.S.

The Necromancer’s Pet
by Jason Duke
AD&D
Levels 4-6

LAME. Side-trek. It’s shit like this that ruined D&D. You save a puppy bulldog from some werewolves. It drains your life at night with a vampiric ability. Wow, the thing you save turns out to be EVIL? Oh my, never saw that coming. D&D parties are paranoid and unhelpful for a reason: bad fucking DM’s.

The Setting Sun
by Andy Miller
AD&D
Levels 5-7

3 evil shapeshifters have taken over a temple in a village in a remote area. The party is sent to investigate why an invading army leaves the village alone. A pretext is displayed. (Very nice: a spinning top spun by an acolyte. I like!) There’s a small wilderness map for the surrounding area with some … interesting by generic? encounters. Most of the text is taken up with the description of the temple and the catacombs under the temple, both described in a dungeon-like/exploratory manner. It’s all disconnected. The priests are supposed to, I guess, give themselves away and make it obvious they are the bad guys? Or the party is supposed to sneak around the temple getting into things? The connection between the priests, their turning out to be evil, and then the exploration of the catacombs and the temple is not very strong. You’d have to do some linking yourself. Given that the imagery and plot isn’t very strong, it’s hard to see this as useful.

Faerie Wood
by Jeff Crook
AD&D
Levels 1-2

Side-trek length. You buy some art form a gnome. Turns out it’s a transformed sprite. You’re attacked by 36 sprites firing sleep arrows and then forced to go stop the gnome from transforming faeries. They can’t go after him because of the 20 shrikes he keeps as pets/friends. This is an adventure?

Posted in Dungeon Magazine, Reviews | 1 Comment

Towers Two

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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

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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