DCC #72 – Beyond the Black Gate

72

by Harley Stroh
Goodman Games
DCC RPG
Level 5 Characters

Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!

This adventure has the party raiding a lair full of frost giants. The hook, while well done, is a railroad. The end of the adventure is giant battle royale, also a railroad. The thing is packed full of flavor though, and includes some great scenes as well as some great patrons, spells, etc. The overall quality of these DCC RPG adventures seems to be much higher than the told DCC line, in keeping with the goals of the DCC RPG. I think I’m giving a backhanded compliment. While the adventure has issues and is a little small, it does provide opportunities for great play, which is really the goal of any published adventure.

The players are shipwrecked. Their choice is climb the sea cliffs or journey through the sea caves below, a decision that must be made in a instant before they are swept back out to sea. They eventually end up in a coven of witches who task them with freeing their patron, The Horned King, from the thrall the Ice Giants daughter has over him so the Wild Hunt may once more run wild over the dem-iplanes! That’s the hook. It may be the firs 25% of the adventure also. It’s nice to see the hook integrated in to the adventure. Even though there’s a railroad shipwreck and there’s a railroad ‘quest’ (you get transported to the Horned Kings plane even if you slaughter the witches) it’s still REALLy well done. The entire hook section is only six encounter long but does a GREAT job of setting up a feel. I’m not even sure I have the words to describe what that feel is. A well of bones, sea caves full of torture implements and irons maidens rusted shut from the sea water killing those inside. Outside a fallen chapel the area is FULL of animals, just standing there, who part like the red sea to let the players pass to get inside. Inside is the Witch’s Sabbath. OMG! This is so bad ass! It is at times like this that I fail my readers. I have no ability to communicate the awesome descriptions that Harley uses to transfer the vibe form him and his words to the DM who has to run the thing. Long time readers know that this is one of the things I value most in an adventure. The purpose of the adventure is for the writer to communicate the vibe and feel to the DM to they can instantly grasp it and fill the details. When you read it and your mind races, filling with the imagery, then you know the designer has done a good job. Harley has done a good job with the opening, railroady or not. The whole Witches Sabbath, Horned King, Wild Hunt shit preys on your soul, dredging up everything you’ve ever read or seen related to those themes. I don’t believe in that ancestral memory crap, but it’s certainly the case that these classic tropes are powerful ones and very well presented. The classics are, in general, appealed to too often and they get old. Except when someone masterful touches them and reminds you why they are the classics. Harley does that here.

Enough gushing! On to the main adventure! Oh … wait … it’s good also. There’s an excellent opening scene with a dead giant bear, it’s head missing and a GIANT spear lodged in it. Sweet imagery! There are multiple ways in to the fortress, for clever PC’s at least. One of them has two giants bullying a third in to facing the party alone, with a fight on an icy drawbridge. There must be at least a half-dozen awesome thing set up in this one encounter. Bullying giants, icy bridge, drawbridge being raised, alarms to be raised … if your players don’t do something awesome here, or at least attempt it, then you REALLy need a new group of players … your old ones don’t know how to have fun. Inside is the usual assortment of sleeping giants, ice toads, etc, that we are familiar with from the old G series. It’s like a mash up of G1 (one of my all time favorite adventure locales) with the creatures from G2 (significantly weaker, IMO.) Mixed in with this is some foul and weird shit, like the Shrine of the White Worm. It has an egg .. with an incredibly potent yolk. This one encounter is straight out of the every Appendix N thing you have ever read where you partake of a forbidden and powerful substance. REALLY good stuff. The end of the adventure has the party meeting the Horned King, weakened on his throneIf freed from the enthrallment of the giants he rises and calls out, poetically, for the Wild Hunt to ride once more. That’s nice but it’s not the nicest part of the scene. The designer has given him about 5 hp in his current state. This just BEGS for the guy to rise up and give the mighty call to assemble the hunt! Only to then be stabbed ignominiously in the gut by a PC and immediately killed. Now THAT is bad ass adventure writing! Who the fuck is this adventure about?!! It’s about the PC’s motherfucker! not some bullshit power tripping fantasy that the DM has over their campaign world and how awesome a big of a virtual penis the DM has in creating the Horned King and the Wild Hunt. Yeah Mr DM? How about I just stab your cool ass NPC in the gut? Game Over Man! Harley did this earlier in the adventure also. When the party is confronted by the assembled masses of witches in their Sabbath, when they are charged with freeing or killing their patron the Horned King, once option is for the party to lay in to them and massacre the coven. Nice! I’ve seen over and over again how other writers deal with this shit. 27th level GISH orphan protectors, unkillable NPC’s, gimping the party and so on. None of that nonsense here! While the designer has railroaded the party in to the adventure he’s NOT dictated that the party has to be good guys or mildly accept their fate. Nice Job!

The new Harley Stroh now join the ranks of David Bowman, Matt Finch, and Gabor Lux as MUST BUYs. is there name attached? Buy it. And since only he & Finch seems to be currently producing work … that must mean he’s either #1 or #2 in the ranks of current adventure designers.

And yes, Harley, I should just hit cmd-q now.

This is available at DriveThru.

https://www.drivethrurpg.com/product/105619/Dungeon-Crawl-Classics-72-Beyond-the-Black-Gate?1892600

Posted in Level 5, Reviews, The Best | 1 Comment

Dungeon Magazine #13

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More than one thing to salvage from this issue! A decent adventure starts, an early Dungeon Dozen follows, and the then things go RAPIDLY downhill. Until a good, last, adventure appears.

The Ruins of Nol-Daer
by Howard L. McClesky
AD&D
Levels 5-8

This is that most rare of things: a good Dungeon Magazine adventure. It’s a three level abandoned/ruined keep now inhabited by a motley assortment of creatures that … and get this … all make sense together. I don’t mean they are fire giants with hell hounds or some such. There is a wide variety of creatures here and their reason for being here, working together or not, seems … realistic? There’s a page or so of bullshit introduction/background that is completely worthless but once past it you get a decently tight adventure, at least for the time it was written in. It’s got some great hooks that are short and yet integrate well in to the adventure. In fact, that’s a good summary. The adventure is full of things that are NOT throw away and fit in well. It has a certain internal logic. The ruined keep has impacted the countryside and there are a variety of places around it that have suffered. Missing livestock, a mining camp having trouble, bandits having trouble when making camp … these backgrounds, rumors, and real events all fit in very naturally. The adventure proper has a great map of a ruined keep and the encounters are full of real gamble material. A tumble down courtyard has a description that centers round the impact of it being tumble down. A monster hides in a room astral projecting … just go ahead and kill it. There’s a NICE magic ring that talks to the party and tries to get them to take it with them. Each of the encounters center around not just some bullshit victorian cataloging of the room contents but in how the players can interact with it or in how he DM can use it to interact with the players. Arrow slits might have things behind them, etc. that the DM can use to increase the players paranoia. That kind of practical advice to use in =actually running the game is what sets this apart from the vast majority of dreck.

Going Once… Gointg Twice
by Patricia Nead Elrod
AD&D
Any Level

This isn’t really an adventure, it’s more of a seed. An old wizard is retiring and moving and he’s auctioning off his stuff. The “adventure” consists of a couple of NPC descriptions and a list of 24 things being auctioned off. It’s positioned as a way for the DM to relive the party of some cash. Lame. However, if you just take the items up for auction and sprinkle them in to your campaign as treasure, replacing he lame ass shit that published adventures usually give out, then you’d have some decent treasures. Kind of like an early version of the most excellent Dozen Dozen (the best current D&D blog.) The fact that this POS takes up five pages is a tragedy, but I guess they have to differentiate themselves from a simple Dragon magazine list.

The Moor-Tomb Map
by Jon Bailey
AD&D
Levels 2-4

This is a short overland journey to an island with an old wizards tomb on it that is currently inhabited by bandits. Five of the adventure pages are devoted to the starting town, so it’s probably supposed to be a springboard to other adventures as well as a home base. From that standpoint it’s not terrible; there are a decent number of NPC’s running around although they don’t really interact with each other. The organization here will require a lot of note taking and rereading to allow the DM to run the village well; a typical village flaw that isn’t helped by the verbosity of this era. The overland adventure has only seven encounters. These are of varying quality. The first has a wolfwere and his six wolf buddies (concealed perfectly quietly in a crate) tricking the party and ambushing them. The lack of blood, six QUIET wolves fitting in a crate, and the absurdity of the set up ruin an otherwise classic “broken down wagon” trope. There’s a bridge ambush where a couple of turn-coat hirelings attack the party. I like the general aspect but I don’t like the way its done here. Even though there are bandits as a feature of the adventure this ambush has the hirelings in league with six lizard men. A little arbitrary … it seems like making this a rival bandit gang, hoping to join up with the main one, or ANY replacement of the lizardmen with humans, would be better. The last overland bit has a giant obelisk to be climbed to get a clue by looking through prisms. That’s a nice classic element. It’s ruined by the wizard having sprinkled clues on top to help the party … loot his tomb? Really? Ug. I hate that shit. THIS IS NOT A TEST! THE PART ARE GRAVE ROBBERS! The tomb is a tomb, and not bad by those standards. Traps, undead, etc. The bandit portion is a fake fishing village … a little far-fetched, I think. Maybe much better if it WERE a fishing village, dominated by the bandits.

The Treasure Vault of Kasil
by Patrick Goshtigian & Nick Kopsinis
AD&D
Levels 5-7

There vault/ruins are well known in the area and there’s a small village at the base of the mountain the ruins are on. I really like the idea of a small out of the way village, pretty peaceful, with a local tourist attraction nearby to go visit. There’s A LOT of possibilities in that which, are, unfortunately, not taken advantage of.Hucksters, wary mothers, people with dreams, guides … a lot of lost possibilities. The adventure proper is just five or death death traps straight out of Grimtooth … but a LOT more complicated. Ah, for those halcyon years of Jr High D&D play …

Of Nests & Nations
by Randy Maxwell
D&D
Levels 8-12

Uh .. I don’t know how to describe this one. Arson, rioting, sabotage, murder … and no suspects. That’s the tagline and I guess it’s a decent description. Specularum is having trouble Murdered guards, conjured monsters, etc, have the town in chaos. There are riots in the streets and every faction in the town is tossing about accusations and at each others throats. ALL HAIL DISCORDIA! “The duke and his advisors are very concerned over the growing unrest in the city.” Yeah? No shit Sherlock. The bulk of the adventure is an investigation. Events will happen on certain days and the party will follow-up and meet people and do things until finally either figuring out who’s behind it all and/or being targeted for elimination. There are A LOT of events. There’s is a decent amount of ancillary data to help the DM runs things. A handy table for mob action, for example! There are a decent number of one-liner comments that can lead to more flavor … the underworkld meets at Black Lilly’s bar … just a sentence or two is what we get but you immediately get the picture of a kind of no-man land, or neutral zone meeting ground so the underbelly can conduct business with hated rivals, if need be. The alien nature of the invader is nicely done and, while a little forced (of look, it has exactly the magic item it needs!) I think it comes across well enough. If you read this a couple of times and photocopy and cut out and make notes and expand on NPC’s (a lot of Speak with Dead possibilities and thus a need for the dead to threaten, worry, and embellish and the DM to be prepared for that) then you’d have a decent adventure. So, basically, this is an adventure outline. A GOOD adventure outline. But like all outlines you need to do work to bring it to life.

Posted in Dungeon Magazine, Reviews | 4 Comments

ONS3 – The Spire of Iron and Crystal

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by Matt Finch
Frog God Games
Swords & Wizardy
Levels 5-6

For centuries, out in the wilderness beyond civilization’s reach, there has stood an enigmatic tower known as the Spire of Iron and Crystal. It is a bizarre and ancient structure; four massive, eggshaped crystals are mounted into a twisting, ornate structure of rounded metal girders, one crystal at the top and the other three mounted lower down. Moving lights seen inside the huge crystals suggest that they are hollow and even inhabited, but no one has ever discovered the secret of how to enter them …

This is that most rare of beasts: a famous adventure that is worthy of its reputation. This is a delightful romp through a weird and wonderful setting straight out of OD&D land. It works well, supporting the core values of exploration, wonder, and “OMG! What is that?!! KILL IT WITH FIRE!”

This is a four level dungeon crawl through an environment straight out of a trippy 70’s fantasy painting: weird giant crystal eggs supported by a wrought iron infrastructure. Image one of those multi-level candle holders with a bunch of ornamentation but instead of candles the various levels hold crystal eggs. And the eggs are a couple of hundred feet in diameter. I REALLY wish the artwork here was in full colo; the black and white images inside do a great job of communicating what the place looks like but if it were color I’d go rip it out, blow it up, and put it on my living room wall. It’s THAT good. Remember, I compared it to 70’s trippy fantasy art; the highest form of compliment I can think of for a fantasy adventure. The inside of each egg is massive. The walls are short, 10′ or so, and open on the top so the players can crawl over the top. Well, except for the GIANT RAGING ELECTRICAL STORM inside, above their heads. This is open ended play at it’s best. Can you figure out a way to take advantage of the ceiling-less dungeon while protecting yourself from the giant lightning bolts raging overhead? A thousand player deaths will be built on the foundations of the zany plans they come up with to try and take advantage. That, my friends, is the definition of “Good Times, Good Times.” This utilization of the third dimension perfectly compliments what would otherwise be four moderately good maps with a decent number of loops and features.

Monster Time! Who wants to fight … Lightning Lampreys! No? How about … Slitherrats! No? Weirdly colored vermin? Fossil Skeletons? Gelatinous Triangles? Oozeanderthals? Those are some pretty sweet ass monster names! Your players are going to wetting themselves, not knowing what any of those creatures do, knowing what their attacks are or what they are vulnerable to … that is EXACTLY the kind of thing I want them to be thinking about while they in combat. 6th level? Phooey .. you could die right now Mr Cleric, right when this LIGHTNING LAMPREY ATTACHES TO YOUR EYEBALL!!!! The treasure is generally not as good. +1 swords, wands of fireball combined with some mundane gem/jewelry descriptions. There are hints of brightness, such as “chunk of gold worth 300gp” and telescoping metal rod”. In general though the treasure portion needs to be beefed up to provide the same level of wonder the rest of the adventure does. The chunk of gold is a good example. It’s got a short description yet your mind races when you hear it and you can describe it to the players in a way that seems … idk … real? Touchable? Concrete and not abstract like most treasure?

The encounters are almost all very good. Rooms that can only be accessed through crawlways, weird machines to play with and get in to trouble with. Monsters that go investigate noises in other rooms, a fun crane to play with … I could go on and on. There are 74 rooms full of fun in this place. Almost every one has something interesting in it. Not just a monster to hack down but something to play with or something interesting to investigate or something that makes combat more interesting than usual. There’s a great many NPC’s to interact with as well, so you’re not stuck just putting everything to the sword. How about some drunk academics … who are bird people? Or short friendly little aliens with speech problems? Or technicians on the run from deeper inside the egg?

This is a great adventure and one that you should own.

Oh, and I know the Frogs are saving money by using the generic ‘One Night Stands’ cover, but they really do a disservice to this one by doing that.

This is available on DriveThru.

https://www.drivethrurpg.com/product/93871/One-Night-Stands–Spire-of-Iron-and-Crystal–Swords-and-Wizardry-Edition?affiliate_id=1892600

Posted in Level 5, The Best | 6 Comments

DCC #73 – Emrikol was Framed!

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by Michael Curtis
Goodman Games
DCC RPG
Level 4

The mad wizard Emirikol is terrifying the city! Striking without reason and sending his winged apes to slaughter the populace, the famous archmage has gone too far. Now a coffer of jewels is offered to those who would dare defeat him. The ever-changing walls of his Shifting Tower are guarded by a host of diabolical traps, fiendish guardians, and unimaginable terror. Will your adventurers come out victorious…or lose their very souls in the attempt?

The story behind the famous scene in the 1E DMG. This is a series of set piece encounters in a strange wizards tower. It has more in common with the old (bad) DCC line than the new. It does retain that ‘Appendix N’ feel that the new DCC goes for and I groove on. It just takes A LOT for me to accept a linear set piece adventure. Basically, it’s just a raid on Emrikol’s tower.

This has the usual DCC awesomeness in it. The monsters, environments and magic all have that great 0E feel, from winged gorillas with crossbows to a liquid metal sword of chaos. The encounters are good ones. You go ‘up’ a level in one place by swimming up a tube of water. There is a suitably freaky golem room with weird amulets and strange players circumstances. Blueprints attack, skulls swarm over characters, and heads provide a kind of library … but in a a more differenter kind of way you’ve seen before. The trophy room has same decent weird things described, the rooms are full of interesting things, and the traps nice.

Your enjoyment of this adventure is going to hinge on how you feel about linear adventures. There is essentially only one way through the tower. You get to have twelve or so encounters in twelve or so weird ass rooms and then get in a three way fight. Is that what you want in an adventure? Great! Done Deal! I don’t know of a better way to describe this one. DCC is not D&D, I get that. It does have a lot of elements that are closer to 3E, and Curtis, despite his Stonehell fame, does seem to prefer a more linear format.

It’s a decent adventure it’s just linear set pieces and I have a hard time coming to terms with that.

Yeah, this review was lame. I had three martini’s this morning for breakfast. What do you expect?

This is available on DriveThru.

https://www.drivethrurpg.com/product/106625/Dungeon-Crawl-Classics-73-Emirikol-Was-Framed?1892600

Posted in Level 4, No Regerts, Reviews | 1 Comment

Dungeon Magazine #12

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Spottle Parlor is a fun little adventure.

 

Light of Lost Souls
by Nigel D. Findley
AD&D
Levels 2-4

This is supposed to be a spooky adventure. The characters are stuck in a lighthouse while the dead assault it. While camping in a shallow cave on of them is possessed by a ghostly lighthouse keeper and runs to the top of a nearby lighthouse. The lighthouse is then assaulted by a bunch of dead sailors who died when the keeper neglected his duties. At three-ish pages this is REALLY short by Dungeon Magazine standards. It’s too short. The whole thing is supposed to be a creepy assault with a kind of cramped and claustrophobic atmosphere. The designer says as much in one brief sentence. Unfortunately there’s not enough here to enable the DM to do as much. Zombie assaults are about defending the building with what’s at hand … one of the few times victorian style lists of rooms contents are appropriate. In addition the nearby town, which is supposed to be creepy & abandoned, is not detailed at all. The problem here is that you can’t just say “run it spooky”, you need to provide resources to help the DM run it spooky. That’s what we’re paying for. Without that you haven’t really provided anything of value to the DM. “Zombies attack while the group is in a lighthouse.” There’s no value in that. It’s very important to remember when designing an adventure that it’s your job to communicate the vibe.
Scepter of the Underworld
by James Jacobs
AD&D
Level 12

Solo adventure, for a fighter, in Choose Your Own Adventure style.
At the Spottle Parlor
by Rick Swan
D&D
Levels 2-4

This is a whimsical little adventure with some strong NPC’s. As a result you get a very nice little evening of gaming driven by the interactions of the NPC’s. It’s really exactly the kind of whimsical feel with strong themes and strong classical archetypes that I groove on. A rich old crippled guy, a well known gambler, invites the group to gamble that evening. They arrive to find a fat cleric, a dumb kid, and a hissing lizard man all sitting around the table. What results is some prelude scene setting and then ten rounds of gaming. It’s characterized by the priest begging for donations for his temple … which he then generally gambles away. The dumb kid has to have EVERYTHING explained to him. The lizard man thinks someone is giving him the evil eye. And the gambler doesn’t seem to care that he’s loosing. Then the hobgoblins show for the slaves they pressured the gambler in to. It’s got a long into but the vibe here is really great and the writing communicates the feel of the NPC’s and the feel of the adventure VERY well. For example, the priest is very high strung and nervous, more so lately because he has only been able to solicit 9cp in a week of trying to raise funds, as charged by his superiors, for a new holy shrine. There’s 11 or 12 ’rounds’ of conversation given, which I all found delightful. There’s even a little section at the end on salvaging the adventure if the PC’s knock it off the rails. The designer is one of the piece of shits responsible for one of, if not the, worst product of all time: WG7 Castle Greyhawk. With this adventure he slightly redeems himself: I will now NOT incoherently rant at him should I ever meet him. Il will, instead, coherently rant at him.
Intrigue in the Depths
by Michael Lach, Rocco Pisto
AD&D
Levels 4-7

In to the sea, you and me, to play some D&D! The group is hired by some mages to go check up on their undersea spell component delivery. Can’t breathe water? The mages supply you some magic! Need some free action? The mages supply some! Can’t speak sea elf? The mages supply some magic! But of course they can’t be bothered to go do it themselves. It never fails to amaze me how people can set their adventure in an exotic locale and then fail to make it exotic. Instead of flavorful descriptions of amazing locations and encounters we instead get the boring ass descriptions that make up the mundanity of modern life. How undersea villagers farm, what the workload of the villages are, and so on. SO. MUCH. LAME. There is a single exception to the boring ass shit in this adventure and that’s the description of a family of sea trolls. They each get names and brief personalities, and are outside wrestling sharks … that’s some great shit. It’s going to be totally lost since the party is just going to hack them down, but the initial effect stirs up imagery of the troll encounter in The Hobbit. Otherwise it’s just a boring adventure that’s forced to be under the sea.
Huddle Farm
by Willie Walsh
AD&D
Levels 1-4

This is a mystery adventure in a halfling farming village. It didn’t have to suck. It does. Two farms have a lightweight feud going on because someone built a hedge blocking someone else’s blackberry right-of-way. That’s GREAT. It shows the mundanity of halfling life. It’s absurd and nice and flavorful. The feud escalates to crop destruction, barn burning, and painting one guys cows green. Again, not bad from a certain point of view. Especially if it were presented as something wholly out of place. There is, of course, a third party work that’s stirring the shit. The problem with this adventure is that it’s based around a typical Room Description format. We get exhaustive descriptions of each of the farms rooms, almost none of which is relevant at all. The adventure just needs some lightweight farm descriptions and some good lightweight NPC and village descriptions along with a brief outline or timeline. Instead we get a bunch of data buried in giant room text descriptions. There’s really not much actual content here at all if the overblown room nonsense is ignored.

Posted in Dungeon Magazine, Reviews | 5 Comments

ONS2 – Death in the Painted Canyon

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by Ken Spencer
Frog God Games
Swords & Wizardry
Levels 5-6

A band of gnolls has been attacking caravans passing from the caravanserai at Salt Springs through the Painted Canyons and on towards the oasis town of Beni-Hadith. The Satrap of Salt Springs has offered a bounty on their heads. Can the PCs stop the attacks once and for all?

This is a relatively straightforward desert adventure with a decent amount of flavor and a nice open-ended lair assault at the end. Some treasure improvements could be made, as well as some nit-picky things regarding monster organization during the big end-game fight, but it’s generally got enough flavor to inspire and dig A LOT of content from. I found it good enough that now I want to run a Arabian Nights Scum type-game.

The local autocrat at an oasis needs mercenary scum to solve his gnoll problem. Not the most promising of starts, I know, but the rest of the adventure is so full of flavor that it makes up the lackluster hook. What we have here is really a kind of adventure locale that has an adventure running through it. You get a description of the local oasis, a description of the lair, and a little adventure sprinkled around with a mystery behind it all. It’s nice and it leaves a strong impression in ones mind. There’s local descriptions of the small oasis, the surrounding region, and a few of the major NPC’s in the place. It’s not necessary organized like a locale; the adventure is integrated in quite tightly with the locale. But it doesn’t matter, the place rocks and screams for reuse.

It is at this point that my own crappy writing skills show up. I seldom feel like I can communicate the richness of flavor that some products bring. In this instance there’s just enough foreign words and customs sprinkled in to give it an exotic flair. That’s combined with a excellent description of the town/building that makes up the oasis. It’s a kind of Kowloon type place except with a vaguely desert air about it. The potentate in charge gets a personality that is both fair and generous as well as dangerous, ruthless, and even somewhat capricious. This all combines to bring this little watering hole to life in a way that few places are. To be sure, there’s not much more too it. Shops, NPC personalities, and the like are missing and it would have been to see this expanded upon a bit,especially given that the place IS intended for reuse. But, overall, its very strongly described in a modicum of words and dances vividly in the imagination.

The adventure has a couple of events in town and a couple on the caravan trail and then a big monster lair. The lair is a nice affair. It’s laid out very … non-linearlly? and full of flavor. What you end up with is this kind of place that the party can approach in many different manners. I LOVE that sort of design. Lot’s of ways in, lot’s of open-ended play options. The descriptions of the various locations are pretty well-done also. You get some good descriptions, light but which allude to more. It does a good job of communicating the non-human and brutal nature of the creatures without going overboard in the gore/salaciousness department. I really like the open-ended way the place is laid out as well as the focus on some of the activities going on in the camp/lair. I think it really makes the place come alive. The treasures could be better described though. We get vague mentions of trade goods and “the best worth 10,000 dinars” and the like, but I’d really prefer to have some additional detail here. I’m paying for you to use your thesaurus. 🙂

I feel a little bad in writing such a s short review but I don’t know how to make it longer. I REALLY like the locations in this and because of that the encounters that tie them together. The whole things comes together very well and my mind immediately ran away with things like long or pairs of raiders seen up high in bluffs, and other vaguely desert/arid imagery. That, plus the excitement this generated in me o run a desert/arid game, should speak volumes as to a recommendation.

This is available on DriveThru.

https://www.drivethrurpg.com/product/93869/One-Night-Stands–Death-in-the-Painted-Canyons–Swords-and-Wizardry-Edition?1892600

Posted in Level 5, No Regerts, Reviews | Leave a comment

Strange Allies

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by Chris Clark
Eldritch Enterprises
Generic
Levels 3-5

A forlorn wagon lies abandoned at the side of the road. Curious, you decide to investigate. Suddenly goblin arrows fill the sky, and a burning sensation assaults your forehead. Goblins within the trees shout spiteful imprecations and it is all over almost as quickly as it began…except that your fellow adventurers have rags over their noses, and everyone seems to be moving away from you. The reason for this behavior becomes abundantly clear when one of them shouts at you,”Dude! You stink!”

This is a little wilderness adventure, mystery, and lair raid that is either a railroad or a Wander Around Until Something Happens adventure, depending on how the DM chooses to run it. It notably features the chance to pick up some allies for a HUGE assault on a goblin lair. And by “Huge” I mean 200 goblins in an 80×80 room HUGE. The generic nature gives it an interesting feel, as the creatures, spells, and magic items seem fresher than a book-standard AD&D adventure. It’s not complex, but the basics are generally done ok. The devotion of the EE guys to their generic format and LARGE layouts is admirable, especially in light of how much their generic format and large layouts suck.

Oh’s No’s! A wagon on the side of the road with a dead merchant! And with the ensuing ambush starts another lame adventure derived from a lame hook. But wait! What’s this?!!? An adventure based on that hook that’s not lame?!?! Say it’s not so! My cold and icy heart has thawed, just a little! From a humble goblin ambush at a wagon attack comes a decent adventure from Chris Clark. Clues at the wagon scene lead one to believe there is a captive. A trail leads in to the forest. The party spots someone watching them who takes off. The group is cursed with a stinky disease. There are at least six different motivations there for a party to pursue the hook. Each one is slightly different and probably leads to the the wilderness encounters being hit in a different order. That may be one of the more interesting parts of the adventure: depending on the parties motivations after the attack the DM can use the encounters to enforce that viewpoint without necessarily railroading the group down a certain path. This isn’t exactly explicit in the adventure but that’s how things look like they could turn out, which is fine with me.

The group is going to wander around the forest having some animal encounters and some bizarre animal encounters before running in to one of the pre-programmed encounter areas. That wandering will lead to the party (maybe) picking up some allies and having at least one little side-quest: freeing a druid from madness. Eventually the road probably leads to a goblin lair stuffed FULL of goblins and well defended due to natural terrain. It’s not clear to me why anyone would assault the goblin lair. That seems like do-gooder work and unproductive. It IS stuffed full of treasure though, so …. The allies are an interesting assortment with their own goals and motivations. The writing is a little long/large but the personalities generally come across strong enough that you don’t ned to refer to them again after the first casual read, and that’s generally a sign of good writing. [In fact, i bitch about terse descriptions all the time. I went back and reread one of my favorite terse descriptions: the description of Old Bay’s cave from the Crab-Men/Bowman issue of Fight On! magazine. It turns out the description was a little longish. Not excessively so but certainly longer than I remembered. The value in it though is immediately apparent: it was so full of flavor that to this day I can recall the flavor of that encounter and how to run it off the top my head.] Certainly while the NPC’s are strong the encounter areas kind of all merge together and are much weaker with not much really standing out. Except for some of the wandering table entries. “A doe scrambles in to the clearing and then explodes for 1d6 for no apparent reason.” Wow! Now THAT’S the kind of shit I want to spend my money on! There are a couple of others like this as well, two more in fact, and they are just as good. I wish there was more like this. I do want to emphasize the NPC’s. I think they get a bit of a gloss-over but it’s clear to me that at least one of them should be a major player in the game and probably the other two as well. They are going to add A LOT to the adventure, but the DM needs to work them in.

Ultimately the group may be faced with an assault on a well defended goblin lair with LARGE numbers of goblins inside. This is a kind of tactical assault/kooky plan stuff that I think D&D thrives on. There are something like 200 goblins inside and the entrance is VERY well defended because of its location. It should be a fine challenge for a higher level party. I love these sorts of things (large combats, difficult places with no real set path forward, etc.) This one could be a little better with perhaps a surrounding area map and maybe a slightly more complex cave to allow for some more options once the party reaches it.

The monsters and treasure get an uplift here because of the generic nature of the adventure module. They seem a lot more OD&D like because of the weird ad-hoc nature of their abilities. The druid has a power, not a spell, and the cleric does weird magic and not Cleric Stuff. Likewise the magic items seem more unique, simpler (in a folklore kind of way), and somehow more magical than just showing something from the 1E DMG in to the treasure list. I heartily approve. Magic should seem magical and wondrous and creatures should be full of weird powers. The feel this imbues is one of wonder and mystery and I think D&D thrives on that. At least the kid of D&D I like anyway.

Yeah, the formatting sucks and there’s lots of repetition and the initial set up appears lame and one NPC has a gimp magic item and the entire things needs a HARD edit to shorten the verbosity, but it’s a decent little adventure. I give it a C or C+, which means it’s better than at least 90% of the crap published.

This is available on DriveThru.

https://www.drivethrurpg.com/product/113374/Strange-Allies?1892600

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Dungeon Magazine #11

d11

The Dark Conventicle
by Richard W. Emerich
AD&D
Levels 8-12

This is a raid on a major underground cult complex in order to save a kidnapped victim. If we ignore the do-gooder aspect and craptasic “save the merchants daughter” hook then you have a small infiltration/crawl that almost certainly ends in a very large scale mass combat, maybe similar to the mass combats that were possible in D2 & D3. In fact, the adventure might be summarized as a raid on the D2 temple while they were mostly gathered for a sacrifice … and you want to save the sacrifice victim. The map here is nice, with cave tunnels, worked stone, elevation changes, multiple passages/loops, same-level stairs, portcullis, statues, chasms, and tunnels blocks off by rubble that can be dug through. It sprawls over three levels. This is combined with a wandering monster table, and rules/guidelines, for the entire underground temple complex going on alert because the noise the party makes in combat and/or escaped guards. The encounters make a decent attempt, with traps, levitation holes, and guard rooms sprinkled throughout, but in general they are an overwrought and boring affair. The end of the adventure culminates with a mass combat in an underground chapel with over 200 people. There are guidelines for human wave 0-level mass combat, as well as the bajillion evil clerics in attendance. The whole things takes place in a 2-level room with a balcony, a chasm, and a lot of pews. There are no great monster/treasure items here, just the standard stuff. There are references to sewers, and the crappy hook is crappy. The encounters are generally lame. With a little work though you could turn this in to a decent high-level adventure that tests the parties ability in a non-standard way … through a HELL of a big fight at the end.

The Wooden Mouse
by Roger Smith
AD&D
Levels 5-8

This is a one-on-one thief adventure that involve … SURPRISE! infiltrating a house. And it’s actually a test! Woo Hoo! Let the suckatude begin! The problem with this type of adventure is that thief skills suck and once they flub a roll its hard to make the case that the entire house doesn’t show up to kill your ass. This is supposed to be a caper, but many of the encounters involve forced combats, which defeat the purpose of the adventure. It’s yet another piss poor attempt to force a certain play style. I’m sure someone could a decent one of these, but this is not the one.

The Black Heart of Ulom
by Mark Keavney
AD&D
Levels 5-8

There’s an evil forest nearby and you’re hired by an archdruid to go fix it. You need to pour a potion on the magic tree in the center to cure the corruption. The major differentiator in this adventure is the evil wood ‘waking up.’ The more the players screw with the forest then the more awake the forest is, eventually leading to a VERY bad outcome as all of the trees animate and annihilate the party. There’s a pretty giant wandering list that’s influenced by how awake the forest is, as well as a short series of programmed encounters if the party takes the direct route up the river to the heart of the place. The basic format is: you have to get out of the boat because of some obstacle, something in the forest attacks. A wise party avoids the combat and moves on. The final encounter is with a couple of treants, and then the adventure is over. The Awakening part is cute, but I’m not sure the forest is large enough to get full use out of it. There is a Monster Statistics table at the end that serves as a kind of reference for the adventure. I wish every adventure did this.

Wards of Witching Ways
by Christopher Perkins
AD&D
Levels 3-5

This is a tournament module, with scoring. It resolves around a four-level keep/castle with about fifty rooms in it. The party has to make their through it to the end. The two major occupants are betting on the parties outcome and if they’ll make it, with the adventure eventually ending with the party fighting both of them. It’s not terrible for a tournament adventure: it’s self-contained and there’s a decent amount of variety in the encounters as well as options available to the players in navigating the keep. There are some pre-planned/programmed/event encounters in addition to the usual location-based encounters. It’s a tournament module so the forced ‘bet’ hook can be ignored. Otherwise, it’s a decent tournament adventure. There’s no railroad and the thing needs a serious edit to cut it down to size so groups of DM’s can run it, but that’s generally the case with ALL Dungeon adventures. If that kind of work were put in to this then you’d have a decent adventure for a con that you can score.

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Bryce’s Adventure Design Contest

Hey kids, spread the word: I’m running an adventure design contest! Write an adventure. Submit it. Get eviscerated! Or, maybe, win a box of cardboard paper towel tubes! Woo Hoo!

Details are over at RPGGEEK, where I’m running the contest. This is where I archive my reviews because I believe that site has the best chance, long term, of not disappearing in to the Internet ether.

http://rpggeek.com/thread/1063645/bryces-2013-adventure-design-contest

 

Now go get your ass in gear for the coveted title of: I Sucked Less in 2013!

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NS4 – Blood on the Snow

ns4

by Kenneth Spencer
Frog God Games
Swords & Wizardry
Levels 8-10

The country of Estenfird is in flames. Wild men and beasts have descended in hordes from the mountains bringing fire and destruction into the forested lands below. The hirths of the North have been called forth to defense, but with the heavy snows of winter delaying travel will their arrival be in time to save this frontier realm? Even the heroic Protector of Estenfird, Hengrid Donarsdottir, is hard pressed and has called upon all heroes to come to their aid. It is time to don arms and armor and brave the winter’s wrath to come to the defense of Estenfird in its hour of need.

This is a great high-level adventure in the frozen north, heavily themed for vikings. It mostly avoids the high-level traps that many high-level adventures fall in to and provides some great text that can really help you get in to the mood. It’s not the most original adventure ever made but by integrating the viking theme it comes off as a good attempt to take old ideas and change the window dressing to make them fresh again.

I don’t know why but I really get off on frontier adventures. No the usual “Keep on the Boringlands” stuff but rather a kind of “Settlers in the Pacific Northwest” or “Viking homesteaders” type of adventure. I liked the Death in the Treklant/I series from the Trolls and I like this one also. They invariably involve viking-type people, LARGE combats, and a free form type of play. Two out of those three points also work well in high-level adventures. This particular adventure has a very 13th Warrior feel to it. The local Beast Cult is raiding outlying villages, burning towns, etc … a big mass uprising. The players set forth to gather and rally the Hirthmenn as they make their way to the main town. There they find besieged, get in, participate in the defense, and then infiltrate an enemy camp and rescue someone. Like I said, generally pretty standard stuff. The lower-tech/frontier feel to this adventure feels lot more ‘right’ for this type of adventure though and ‘Thing’ meetings, the Hirthmenn, and even the beast cult all seem to work much better in this then analogous elements do in Generic Fantasy/Boringlands type adventures.

There’s a decent mix of encounters scattered throughout the adventure. These range from some good wandering encounters with nice descriptions that fit the theme to a couple of pre-programmed encounters. For example, the party can encounter The White Stag in a herd, who can lead them past an ambush point. That ambush involves a mixed group of enemies rolling a big log down a hill at the party and then attacking. There’s a big part when the party tries to sneak in to the beseiged town through scattered enemy camps and then a bunch of little mini-vignettes where the party faces various situations during the siege. It ends up with the an attack/raid on an enemy “temple” where they are getting ready to do a sacrifice. All of these encounters have a decent Flavor to Text ratio. Things tend to be described briefly and with a lot of flavor to them. It really gets across a kind of norse/frontier vibe and gives me enough to work with to expand on it, given my cursory background of norse knowledge. The town encounters have things like women guarding children, with the women getting slaughtered when the party rolls up, or the siege of an alehouse, or what happens in the various homes that are sieged. They are very nice.

The problems with the adventure are interesting. It points out in advance that the characters can probably teleport, fly, or do something else to get the town fast. What this does is cut off one portion of the adventure: gathering the Hirthmenn. It makes defending the town all the harder, but you can do it. See, that’s the way to write a nice high-level adventure. The stakes are higher (town under siege) and the while you can use magic to blast your way through the adventure, the outcomes of such may make things harder for you than you’d otherwise find. It ignores the fact of why the name-level pc’s are willing to go do the job in the first place. It also has a forced kidnapping during the siege to set up the adventure endgame. That’s lame. The siege of the town is a little bit of a let-down also, or at least he consequences are. The battles in the town are modified by the number of Hirthmenn the party brings with them. It you brought a lot of dudes then the party faces fewer foes and those foes have been weakened by having fewer HP. It doesn’t really feel though like the Hirthmenn make that big of a difference to the town proper, or that the parties actions make that big of a difference to the towns outcome. They’ll save a group of orphans here or there, but in general there’s no guidelines on outcomes based on the quantity of Hirthmenn and the parties actions. That makes it feel A LOT like window dressing. Nice window dressing, but still window dressing.

I did like the ADVENTURE outcome though. If the PC’s fail then things get REALLY bad in the north. Thor dies and all hell breaks loose in heaven and earth. The description is more than enough to give a decent DM ideas for AGES of follow-ups. If the PC’s save the victim at the end then one night they get to party in Thors longhouse with the man himself, and get some nice mead, venison, and magic to go along with it. That’s a pretty sweet little flavor-text portion for a party! I’m serious man; I would totally dig that outcome if I were playing this adventure. It acknowledges that the treasure int he adventure is light and gives an alternate reward. Nicely Done!

This is available on DriveThru.

https://www.drivethrurpg.com/product/112802/The-Northland-Saga-Part-4–Bood-on-the-Snow-Sword-and-Wizardry-Edition?affiliate_id=1892600

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