DFT1 – Trident Rock

dft1

by Michael Martin
Freely distributed by Dragonsfoot
AD&D
Levels 5-7

Can you unravel the mysteries of the island of Trident Rock?

Must I?

This module gave me a headache. This review is not going have the pretense of being objective.

An Investigation? A social adventure? A dungeon crawl? A mess of a module. It’s laid out ok but the various sections don’t tie together well. Nor does the introduction tie in with the rest of the module. It tries to do too much and ends up not doing very well at any of it.

There is this noble family that lives in some ruins on an island. They are cursed to live on the island forever, dying once they leave it. Most of them are super duper evil, according to their descriptions, and full of plots and schemes. Each of the eight named NPC’s get a paragraph of explanation in the front of the book and some stats in the back. The DM is warned time and again that these are complex people and that they should be very familiar with them in order to run the complex set of interactions that the module has.

Wait, let’s back up. Why is the party on the island in the first place? No reason. No pretext. Nothing. It’s an island out in the ocean and the party is there. It’s implied a couple of times that the party is there to investigate/break the rumored curse. WTF? So I’m sitting at home one day having some beluga and six dudes with guns show up and say they want to hang out and investigate the Bryce Lynch “Bad Module” curse. Can I put them up for a few days? Huh? And I say Yes?!?! Oh yeah, and I’m super rich and live in a burned out shell of a house. Come on man … Oh, and the party is randomly attacked by gnolls and ghouls while in the lands around the ruins on their way to the ruined castle. That’s background information. “You’re randomly attacked by an increasing number of ghoul and gnoll groups on your way to the castle.” You know why I fucking hate read-aloud text? Go ahead take a guess. Did you guess “Because it has this kind of stupid background railroad shit in it Bryce?” If that WAS your answer then you’ve read too many reviews. So, no reason why the party is on the island or at best a silly one, an implausible reaction from the “complex” NPC family and a bullshit off-stage background journey. Joy.

Back to the family and NPC’s. They live in the remains of a ruined keep. “Ruined” as in “less than half of the buildings have not collapsed in to rubble”. Noble family … Right. Anyway, the family members each get a short paragraph of description that does almost nothing to help the DM. Bob is evil. Ok. Dan is scheming, gruff and grim. Frank like to plot and scheme. Betty is tricky. That’s the extent of it. No details on what their evil plans are. No schemes or plots for a DM to work with. Just a simple notation that they are Super Not-Nice people. “Dan will work against anyone who attempts to sabotage his plans.”” WHAT FUCKING PLANS?!

Up till this point you might be thinking this was a social adventure with lots of NPC interaction, etc. Well, no. The module says it is but does nothing to help the DM. One short paragraph per NPC, not plots or schemes, no details anywhere else in what the family is up to or how they react. Tra la la. … you see, this is actually just a slaughter fest. Pure. And. Simple. Hack. It terrible. It’s like I presented stats and maps for the people in a one-block radius of your house and said “Go kill them!” WHAT?!!? Oh, and the ruins? There are bugbears, ghouls, and a demon in them. In some cases LITERALLY right next to a building people live in. It’s insane. So, ok, after the NPC’s we start to get location descriptions in the module. Some for the Keep, some for the Goal, some for the Tombs, some for the Dungeon. Location descriptions involve something like 2-3 LONG paragraphs of read-aloud text followed by 3-4 paragraphs of DM only text, two or maybe three rooms to page. Seriously? People still do that? Oh, Oh, and the guards in the first two watch towers the party encounters have “magic gongs” that when rung alert everyone in the keep/ruins. And do they all have magic amulets that prevent ESP type shit also?? Oh, no. They all have magic amulets that prevent them from being attacked by the undead on the island. I SINCERELY feel sorry for people who A) Learned to play D&D this way B) Still play D&D this way.

Gaol is under the ruins. 29 rooms, most of which are empty cells. Demons, bugbears, ogres, jailer with Iron Bands of Bilarro, neo-otyugh, roper, minotaurs in a maze, rust monster & disenchanter room, water weird. Not even an attempt to put something together here. Just a seemingly random assortment of monsters that show up in the dungeon with some bullshit explanation. “Evil Bob brought the rust monster and disenchanter here to get rid of adventurer equipment.” DON’T TRY TO EXPLAIN THINGS! The statue talks BECAUSE. Fire envelops you BECAUSE. The sorcerer shoots red beams from his eyes BECAUSE. Don’t tie a spell to it. Don’t try to explain why magic happens. Fucking Victorians.

Tomb. Symmetrical layout. 14 rooms. Every room has undead. Wights, wraiths, shadows, zombies, coffer corpse, ghouls, ghasts, skeletons, mummies, Sons of Kyuss, Heucuva. I think every undead EVAR appears in this thing. “Blah blah blah read-aloud” THEY ATTACK!!!!!!!!

A dungeon? Yes, 24 rooms! What’s in it? Sahuagin. Margoyles. About a dozen other monster types. The map kind of looks like a tourney map, with a few sections to it. It’s the most interesting part because there are a couple of environmental features. A hallway alongside a chasm. Flooded areas, a decent classic trap or two. I love a classic trap. It’s like a big red button. “The rooms has holes on the floor and ceiling, you say? Please, Mr. DM, give me some pretext so that I may enter.” There’s a devil down in the dungeon, the last member of the family. And nothing about the family curse that I can see. Since the family gets pissed when you mess with any of them it’s pretty much going to be a total hack fest. Oh, and while labeled a tourny module there is no scoring information.

This thing is all over the place. Social? Dungeon? Tourny? Seemingly random monster assortments … It needs some SERIOUS tightening up in order to become playable.

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Dwimmermount (Draft) Review

by James Maliszewski
Labyrinth Lord/ACKS
Autarch? Grognardia Games?
Levels 1-10

The gates of Dwimmermount are opening. After years of rumors, it is time to discover the secrets of this legendary dungeon for yourself.

This review is based on a DRAFT copy of Dwimmermount. I don’t know how to review a draft. I’m going to ignore that and just jump right in. More disclaimers, product history, and other weasely shit at the end. This module doesn’t break much new ground. It’s got a kind of Vanilla D&D feel to it which is then combined with “Useless Description” syndrome. It’s at its best when channels OD&D through idiosyncratic rules and non-standard elements. It leans HEAVILY to the vanilla. That’s not my bag baby. It DOES generate a certain feeling of continuity that is built up, level after level. That’s a very good thing.

The raw WORD draft copy is 218 pages long. This is BEFORE it goes in to layout. The only part of the book for which layout seems complete is level 1. For comparison, the first dungeon level takes up about 10 pages in the raw WORD doc and the “Layout complete” version of dungeon level 1 would be 11 pages without the map of level 1, and maybe 9 or 10 without the art. To me this means about 220 pages or so of content in the finished product. The actual keyed entries for the dungeon runs about 111 pages long, starting around page 34. Prior to this is mostly background and tacked on to the end are the usual new monsters, new spells, new items, etc.

There’s about five pages on the history of the dungeon. I don’t like long backgrounds and this is just about at the limits of my tolerance level. This section DOES help put the rest of the dungeon in to context though, and it’s NOT in the form of a short story. Putting the dungeon in to context, or rather maybe “Explaining how the dungeon fits together” is a critical part of a megadungeon. There’s a LOT going on in a megadungeon and the DM needs a good overview. The background here does a decent job of helping to do that. For comparison, I also think Stonehell did a decent job while Rappan Athuk sucks donkey balls in this regard. There’s also a six page section later on in the introduction/background which goes level by level through the dungeon and explains all of the factions on that level and what they are doing. This is VERY helpful to getting a feel for what’s going on and is something Rappan Athuk desperately needs. It’s lacking rivalry information though. How do the gnolls, orcs, ghouls Thulians, and Varaze on Level X feel about each other, and outsiders? The plotting and scheming, and a hook or two seem to not be present, which I find disappointing. That would have made the history and faction information really stand out. As is, it still does a good job at it’s intended purpose. It’s approaching my tolerance for length but it maybe that just something you have to get used to in a megadungeon. Stonehell gave this to you in bite-sized chunks and Rappan Athuk ignored it.

The rest of the introduction (~ 20 pages?) is not too useful. The player overview section has some common knowledge about the place as well as some rumors for the party to pick up. That’s probably the best of the rest of the introduction. The adventure seeds are short and not very interesting; mostly fetch quests or some other type of assigned mission. I’m not in favor of Holy Quest or Save the World or Be A Hero type adventures/seeds. The goal of a good seed should be to motivate the PLAYERS not the characters, and these don’t do that. Dropping some hints about the the Throne of the Gods being at the bottom, or something like that, works much better IMO. You remember the last time you gamed with this group of players? What did they want to thwart you? Put that at the bottom and let them know it’s there. You’ll have to beat them off with a stick with all the enthusiasm.

There’s a section on gods/religion which is useless. Just a bunch of gods with two or three sentences each describing some boring-ass typical D&D stuff. Gods of law, gods of chaos, don’t like each other, like each other, blah blah blah boring boring boring. I’m not buying a product to get a realistic world-view of religion. I’m buying a product to help spark my imagination and present to me ideas I’ve not thought of before. Things that get me excited. The same-old same-old view on gods doesn’t do that. “Bob is the god of Craftsmen. He’s friends with the God of Heroes. Their clerics often cooperate. His priests wander with no permanent home.” Compare to the insane AI gods of ASE1 and their random electric temples. “But this isn’t Gonzo!” I don’t care about gonzo. I care about fun. The gods sections adds nothing to D&D and just reiterates things we’ve all seen a thousand times before.

There’s an adventuring home base town presented in the introduction: Muntburg. It’s not very interesting. Just a listing of various buildings, the name and stats of who runs the place, and some text detailing what they can do for adventurers. It feel hollow and without life. The people don’t have much personality and have almost no goals, motivations, or inter-personal relationships presented. The descriptions are just that, descriptions. There’s no seeds present, nothing interesting going on. No rivalries, no love triangles. Nothing to spark a DM’s imagination or springboard them in to something new and fun while in town. The quality of a town or village is based almost entirely on how the villagers relate to each other and to the party. That’s what creates the fun in town. That’s not here. And don’t give me any of that “the DM needs add their own flavor to bring it to life” nonsense. That works when the supplement describes 12 buildings on a page … and even them most of those types have some good stuff to work with . If I’m wading through long descriptions then the designer needs to include some interpersonal relationships, some hooks, and some bizarre things for me to work with.

There’s more throw-away material related to the surrounding countryside/world. Five or six pages describing towns and villages nearby and wilderness areas, etc. More boring descriptions, though short this time. “Winterburg lies in ruins having been destroyed by a marauding army of orcs supposedly led by a demon.” Uh … ok. Lets see, that’s like the 8 millionth time something like that has appeared in a D&D supplement. That’s not interesting. The players have seen that shit before. They seen it A LOT. There’s nothing there to motivate the players to go there OR the DM to expand it. There are a couple of adventuring sites noted, such as the Cursed Chateau and the Tower of the Stargazer. And a temple to Saint Gaxyg the Gray. *sigh*

All that content is just dross. Some kind of value-add to main event: the dungeon. If it’s good it expands and contributes to the fun and if it’s boring it can just be ignored. Kontent is King. The first part of the dungeon is the map. A good map contributes MAJORLY to the adventure. Loops, intersections, varied terrain, same-level stairs, lots of inter-level connections … these things work their ways subtly upon the players, much like the Psychetecture in Mister X. The darkness presses in from all sides and it’s claustrophobic even though you’re in a great chamber. You don’t know … is your map right or are you actually lost? Can you even get out again? What’s down those other hallways? Is something going to come down them and attack from behind, or above or below from that dark hole we left behind us? THE UNKNOWN is everywhere and it probably wants to kill you. Lots of intersections can help with the feeling, as can terrain, varied elevation, same-leve stairs, and LOTS of inter-level connections. Symmetrical dungeons, small dungeons … these things help kill that feeling. The players should never feel safe and never feel as if they’ve explored everything. Bowman and Pogue have done some outstanding maps. Stone did some good maps. The maps for level 6 and 7 seem to do a very good job; they have a complex design with lots of alternate routes. These can allow players to bypass encounters, ambush monsters, and be ambushed by monsters. The rest of the levels fall somewhere else on the scale. They generally do a pretty good job … I think. There’s 70 or so rooms on some levels so it’s going to be hard to NOT do a good job. Level 7, some caverns, would be a high point with lots of terrain, lots of side passages, and lots of interesting features. Level 1 may be the worst, or maybe level 8. Level 1 has hints of symmetry and at least one long linear cavern section, while level 8 has a lot of linear sections with some side rooms. There’s not much on most of the levels in the way of same-level elevation changes/stairs/etc. Many of the maps seem to almost have a generic “dungeon geomorph” feel to them. Except for level 8, the lower level maps seem to feel better than the higher level ones. There’s more variety and they feel less generic. Some o the maps in Castle of the Mad Archmage had this kind of generic feel to them. Something like this: http://www.cartographersguild.com/attachments/dungeon-subterranean-mapping/10510d1234978451-%5Bcc3-dd3%5D-old-school-dungeon-maps-castle-mad-archmage-level02ne.png

It fulfills some technical requirements of being a good map but seems to lack a soul. That’s how many of the upper levels feel. The lower levels tend to do a much better job of presenting an interesting environment to explore. Most maps have about 60 or 70 keyed encounters. Most levels have suck-ass wandering tables. Just a list of wanderers on the level. Kobolds, rats, orcs, spiders, centipedes, fire beetles, slime, and … NPC Party! This is mostly a lost opportunity to add flavor. I like my wanderers to be doing something rather than just be random sword fodder. I’m happy to see an NPC party on the table; those always add a lot of fun to a big dungeon. Basically I want something to add some flavor and not just be another generic monster fight. I appreciate modules which provide a little extra detail in this area. I’ve also got a copy of Shams “What are the monsters doing” table next to me at the table to help out … meaning almost no module provides this extra flavor.

Adventure Time! This is a Maliszewski dungeon. If you’re familiar with his other work them you’ll be mostly familiar with this. It doesn’t deviate much from his usual style. The best parts are when it does. He’s got a kind of bog-standard D&D vibe going on that I don’t really get in to. Knights, brave paladins, holy clerics, etc. Not quite the nonsense I equate with 2E, but more of a non-weird 1E style. IE: Boring. This feel is exacerbated by the O M G LAME room descriptions. He’s got this style where he describes meaningless detail. Something like “This room was once a vestibule” followed by several sentences of what it was once used for and what it once contained. That’s then followed by something like “but it’s now filled with just some wooden scraps and debris.” WTF dude? What’s the point of the description provided? It did nothing to help me run the room or inspire me, the DM, to greatness. There is A LOT of space wasted on this kind of thing. Here’s an example from the text: “6. Trophy Room This large room once contained trophies commemorating Thulian military victories. There were plaques, statues, and other similar ornaments all long since looted and removed to other parts of the fortress. There are indentations in the walls, shelves, and brackets that all give evidence to their former presence. Also in the room are the bodies of two dwarves, both quite fresh though cold to the touch. They wear chain mail and carry axes, but the rest of their belongings (if any) are no longer present.” That’s once of the most useless room descriptions I’ve ever seen. It’s long, boring, and does nothing to help the DM with the room. The vast majority of the rooms have this problem. It’s almost like …. idk, the fluff text that appears in those fluff supplements. I loved the “Eye, Tyrant” book, but its not a dungeon supplement. In a dungeon description I need to be able to find information quickly and I need the information convey general ideas about the room. Things to spark my own creativity. That trophy room description does none of that. It’s just text that has to be slogged through, for fear of missing something, in order to run a boring room. That room did not make my job as a DM easier. It did the opposite. Most of the rooms have this problem. I don’t usually comment on layout/etc, all I generally care about is content. I’m going to make an exception here because the style chosen makes the problem worse. I’m not sure if James or Autarch are doing the layout, but it stinks. It takes these long, boring, meaningless text blocks and turns them in to giant text blocks. I believe the style is called Full Justification. ANY soul in the rooms descriptions are completely killed off by this style. You can’t quickly pick out anything important. It’s just a mass of fully justified text. If you’re lucky there’s a second paragraph. HATE.

There are brief flashes of interesting content scattered throughout. There’s a storeroom with a mini-rule about stirring up the dust. I like the image of stirring up dust, I like mini-rules, and I like the choking/coughing/wandering monster checks it can force. It combines “something non-standard” with an idiosyncratic mechanism for running it. I love that kind of thing in my D&D games. That’s a major part of the fun. There are more than few of these things scattered about. There’s a whole statue thing going on where you can replace the heads of some statues and find rooms of statue heads,all to get some temporary or permanent effect. That’s a good thing … even though the first room in the dungeon totally blows it. The room is full of statues, all with the wrong heads, and replacing them does nothing. Maybe it’s meant to be a red herring. I think it’s a missed opportunity to teach the players that exploring and doing things is rewarded. There are a scattering of these things, like pools that can cause spell levels to be modified, much in the same way that many Gygax products has things which modified attributes permanently. I want a party that’s curios and willing to play with things in the dungeon and I’m happy to see some of that appear in Dwimmermount. I don’t think there’s enough if it. Ultimately it doesn’t feel like the place has a soul. It doesn’t feel alive. There are notations about monsters retreating to their rooms, and some throw-off tactics comments, but even then the dungeon doesn’t seem like a living breathing place. Monsters stand guard. They don’t live. Recall those two dwarf bodies in the trophy room? That’s a good attempt to make the place seem alive. I’m probably giving too negative an impression of the amount of interesting things (IE: not generic monster encounters) but overall that’s the impression have. It’s mostly boring. Boring with a touch of arms/armor mania. Many corpses have a note of what weapon/armor the bodies have an in what condition they are in. Enough of them anyway that it stood out in my mind. Weird.

Many of the new monsters are not new. ‘New’ means ‘not in the LL rulebook’ it seems. Is a Mimic, Babau, or Balor new? I think not. There may be a few actual new ones scattered in but I’m not a monster expert so I wouldn’t know. I like new monsters. They contribute to that air of mystery and the unknown I mentioned earlier. The party doesn’t know what to expect. Do we need to burn it? Is it resistant? Will it fuck up our stats? FEAR OF THE UNKNOWN. Orcs don’t generate that effect. I note that so much of what I’m looking for is an attempt to recreate the feelings of those first few times you played D&D, before it all become known, and therefore boring. This modules monsters don’t really help contribute to that new & fresh feeling that I’m looking for. Nor do the encounters. It’s nostalgic in that it recreates the environment of those early D&D days. You fight kobolds and orcs and undead. But it doesn’t recreate the FEEL of encountering a ghoul for the first time. The fear. The dread, uncertainty and excitement.

The treasure is another poor showing. It’s pretty terrible. In Bryce-speak that means “straight out of the book.” A gem worth 50gp. A gold statue. Earrings. A hairpin. A brooch. A silver chain. That’s crap. It’s one step above the jewelry in G1. Recall, it stated “6 pieces of jewelry each worth 1d6x1000 gp.” The standard in mundane treasure is “does the player want to keep it for his character?” If the answer is yes then it’s a good item. A 1,000 piece fine dinner setting for 12, including olive spoons, oyster forks, and 6 type of forks, with intricate carved handles and long tines, made in gold & platinum with a different gemstone in each setting is the kind of treasure a players says “Fuck Yeah! I’m putting this shit in my house! Can’t wait to invite that asshole Mayor over for dinner!” Earrings: 900gp does none of that. Rare woods, ivory, bolts of cloth … all of that would have been appreciated but are few & far between in Dwimmermount. The magical treasure is just as bad. It’s all straight out of the books. +1 shield. +1 sword. Potion of ESP. +1 plate mail. No descriptions. No unusual effects. B O R I N G. If the player has a character keep a magic item long after more powerful things have been found then you know you’ve done a good job with the description of the earlier item. Any idiot can roll on a magic item table and put in a +1 sword. I’m buying a product to get access to the designers imagination, not because he rolled on the damn table instead of making me do it. There are some exceptions, but again they are few and far between. Too few and too far between. Masks that let you breath poison air. Jumpsuits that mage can wear to lower their AC. Yeah, I know it’s a robe of protection, but it was customized and given a different explanation. See, I’m not THAT hard to please, but you do have to make at least a token effort at imagination. And calling a Javelin of Lighting or Pearl of Power ‘new’ is stretching things a bit. There are a few actual new items and those are very good. But there’s not enough. By far.

Time for the weasel comments.

This is a review of a DRAFT. The final product can change. It’s not complete; there’s a lot I didn’t mention: restocking, NPC parties, etc. Don’t be a dick about something sucking because I didn’t mention it.
I don’t really pay attention to a lot going on in the OSR. I buy modules, do reviews, and look for ideas to steal for my own games. Sometimes something catches my attention and Dwimmermounts kickstarter status did so. I kickstart a lot of adventure modules but I don’t pay much attention after that. The last update on Dwimmermount DID catch my attention, which caused me to review the other mail and do some searches. To be polite, there may have been some confusion during the funding campaign regarding how complete the manuscript was. The project is late and the designer does not seem to be communicating. Update #43 from Autarch suggested that the backers with access to the content play, explore, and enjoy it. I do that through reviews. Hence this one. From what I’ve seen, the situation does not look conducive to a published booklet ever appearing.

I don’t follow blogs like the designers, Grognardia. I did, but then unsubbed. I’m looking for content, like The Dungeon Dozen, and Grognardia is mostly nostalgia. There’s nothing wrong with nostalgia but I get mine through Space: 1970. I’ve seen the designers work in a couple of other products I’ve reviewed, from his dungeons in Fight On! to the Cursed Chateau. They were not my thing. Maybe they’re your thing. IDK. I’m pretty sure I like a play style that is VERY different from the designers. There are not a lot of megadungeons out there. This is one. It doesn’t suck.

This is available on DriveThru.

https://www.drivethrurpg.com/product/133746/Dwimmermount-Labyrinth-Lord-version?affiliate_id=1892600

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DF30 – The Village with No Name

vill

by Robert James
Freely distributed by Dragonsfoot
AD&D
Levels 1-3

 Along the road in a distant location is a village with no name but with citizens under siege by a gang of evil rogues, adventurers, and rubes. Who will confront these men and their leaders? And what twist of fate awaits the PC’s?

This is an adventure in a village that has been taken over by ruffians. It is part social and part combat. There are some decent social elements in this one that make it worth checking out, but the entire thing could use more local color and more social interactions. It’s almost like everything is ALMOST complete. And I don’t mean in that way in which all DMs need to fill in details. There’s a twist to the adventure but very little is done with it or the consequences.  It’s ALMOST a pretty good adventure.

There’s no hook here. It’s just a village. The introduction mentions that the DM should drop some hints about the village to get the characters there but that’s really just throw-away advice. This is a place. Something is happening here. Give the frequency that parties visit villages I’m not sure a DM needs much more. It can just be dropped in, which is the best kind of supplement/adventure. Screw hooks. Hooks are PhAT L00T and _Adventure_. This does that. Nuff said. Oh, wait, there’s also no need to really be a hero here. That’s not assumed although there are opportunities for it. There’s also “do the hookers” and “rob the place blind” opportunities. LOT’s of options for play. My kind of place.

The village has three kinds of buildings. Some have just villagers in them that are either just keeping their heads down or are anxious to help he party get rid of the bandits. This can range from someone who just is willing to answer questions to hookers willing to provide a nice reward, to those villagers willing to join in combat with the party to evict the bandits. The second type of building has just ruffians in it. These range from cold-blooded killers who will shake the party down to other guys who don’t really give a shit. Finally there are the buildings which have both villagers and bandits. Good examples are the inn and tavern. Townspeople run the place and there are bandits visiting the place. The villager-only places and the mixed joints tend to be the more interesting places since they have role-playing opportunities in addition to combat, while the bandit-only places tend to be less interesting. Theres a decent range of flavor across the villagers and bandits, even the combat-only bandits. You really get a decent range of opportunities to play with in terms of personalities.

There are maybe two issues I could point to.. First, many of the combat-only bandits/buildings don’t really do a good job in foreshadowing their occupants. I think this is critical to building suspense in players. There are several decent bandits who could use more explicit hints dropped. A teen bandit known as The Cannibal lives in a place with a couple of scraggly dogs. If the party just shows up and kills him then where’s the anticipation? But if they hear some stories of him, see the other bandits defer to him or give him a wide berth, well then you’ve really got some dread built up in the party. That sort of thing isn’t really done very well at all and there are several bandits could benefit by it. Secondly, there’s not a lot of interaction between the various buildings. The villagers don’t have many/any relationships with people outside of their own building and the bandits don’t really move around much/at all. Inter-building relationships and sub-plots are critical for a village to feel like a real place. Both intra-bandit/intra-villager and inter-mixed relationships are missing and would bring much more flavor to the adventure. How about a love triangle between a villager, one of the hookers, and one of the bandits? There are many good NPC personalities in here but they mostly feel static.

There are a couple of plot elements in the adventures. Actually, let;s say “timeline” instead since that has less of a negative connotation. Plot is railroad. Timeline is stuff going on around the players that make it seem like the place is a real living and breathing environment. There’s one major timeline element. Uh … I don’t think there are any others .That one element is meant, I suspect, to make all hell break loose in the town. It feels flat though. The adventure could use a few more suggestions on how the bandits react to the players, how the bandits and villagers react to the twist, and things like that. I’m not looking to be spoon-fed but I would like a little more to work with. Not 2 pages of text, but a brief section of general advice would be nice.

There are a couple of decent magic items that are non-standard but for the most part it’s just book items. That’s disappointing. There are also a couple of gimp items that show up. These are meant to allow some notable NPC’s to escape butchering at the hands of the party. LAME-O! I should mention also that he adventure features assassins, a troll, and a monster that can only be hit by magic items. That’s some pretty hefty challenge for a first level party. That’s not a problem in general but probably does need a little more foreshadowing.

I like village adventurers that are done well and I like failed villages. There was a Troll Lord adventure that had several in it that I also really enjoyed With some work this one could be turned in to something better and really worthwhile. But it IS going to take some work.

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DF29 – Ruins of the White Watch

ww

by Andrew Hamilton
Freely Distributed by Dragonsfoot
AD&D
Levels 5-8

Centuries ago the White Watch defended the land. Then it fell and it’s location was lost… until now. Who knows what treasures could be found in its depths.

This is the exploration os a small ruined keep. The default hook has the characters recruited by a mage who wants them to go recover magical scrolls, books, etc. He’ll let the party have everything but in return he want to examine all of the magical lore. This is not my favorite type of hook however it can be made to work. I find that replacing the words “adventurers” with “mercenaries” helps me get in to the right mood with these types of things. The wizard is a goody goody type and wants to geas neutral and chaotic parties and won’t deal at all with evil parties. Oh, and he’s 18th level so no fucking with him. This is SUCH a major turn-off for me to see in modules. Why not just make him a greedy asshole wizard who obviously shoots meteor swarms out of his butt? I really dislike seeing this kind of stuff stat’d up with all sort of logical reasons provided for why X does Y and is a good-goody and ensures his needs are met by Z … and here’s the stat block with his Medallion of Mind Masking to go with it. Oh Well … at least it can be fixed easily enough, even if FAR too much space is wasted on the introduction, read-aloud, and the like. The read-aloud alone is fully a page long with a lot of setting-specific information. None of the setting-stuff is a deal breaker, it just the standard “once mighty empire now ruined and everyone has forgotten” stuff and has no impact on the adventure. Which begs the question: why include it, or the painfully long read-aloud?

Theoretically there’s a wilderness adventure to get to the ruins, but the map and encounters really stink. The map shows one area a bit to the south of the ruins but doesn’t show it’s relationship to the nearest settlements, etc. Where’s the start? Who Knows! The Bramble Run is detailed quite a bit. It takes up one teeny tiny portion of the map. The Ash Wood is detailed quite a bit, but it runs off the southern border of the map page so there’s no telling how/where the party enters the forest. The hill area where the ruins are are not detailed at all. The wandering monster tables don’t have a frequency and are quite boring. Songbird. Game. A wereboar. A brown bear. That sort of thing. I like to see animals and the like but I would have liked to have seen a bit more detail on the encounters. WHat are they doing? Why are they there? It’s not that they are bad, and they do in fact do a decent job of giving a flavor, but there’s just nothing to them. Lest the party get bored there are, however, four preprogrammed encounters in the wilderness. No locations given, just whenever the DM wants to use them. Bad Designer! No cookie for you! Forcing players in to encounters sucks majorly and shouldn’t happen. You want to write events then go write a stage play. Now that I’ve ranted about them … they are also not bad for what they are. Two of these are essentially environmental: ticks and a thunderstorm. Both are pretty decent examples of providing environmental encounters to the party, although both do have a bit of “punish the non-OCD characters.” No gaiters? Ticks! Got food and dry tents to wait out the thunderstorm? I hope so! Did you bring a pot to piss in, or at least one to cook in? No hot gruel for you!

There is one combat encounter here that is indicative of most of the rest of the module. The party encounters 14 were-wolves. They use hit and run tactics, take out mounts to delay the party, and so on. IE: they are smart and there are a lot of them. This sort of thing will show up over and over again in the module. Large number of opponents will encounter the party. They will use good tactics, outlined in the encounter. They fight smart, withdraw when things go badly, and set up ambushes. They attack at inopportune times, such as when the party has encountered a trap … that the creatures have set. They fight with spears to get at back ranks and keep their distance. They do swooping raking attacks form the skies. They attack while the party is in the middle of another combat. And there are A LOT of them. Large pitched battles could be a routine occurrence. That’s some pretty bad ass stuff and reminds me a lot of some of the human-centric I-series modules from Troll Lords. Oh, and they generally have a LOT of HD, making the fights even tougher.

The rest of the module is … not so good. The ruins are just watch-post so they are not too complex. Nine or so locations in the fortifications with maybe three of them expanding in to small and simple maps to explore. Not too much exciting there, although probably realistic. I prefer fun over realism. I can appreciate that it’s realistic, and challenging, but I want the players to enjoy themselves and realism can be a deterrent to that. There needs to be enough to buy in but not so much that a player feels they are gonna get screwed over for not bringing 99.5% pure salt to deal with the leeches. (That’s not en example from this module.)

The the locations can provide for some decent combats, especially with the intelligent opponents and they listed tactics, the rooms otherwise are devoid of interesting things. Not much to interact with and not many interesting features. Again, realism to the detriment of fun. I don’t really care about what a room was once used for, or yet another description of old dusty books. I’m buying a module to help me spark my own imagination and to get great new ideas from someone else. That’s not really present here. The main enemy, the SwordWraith, also leave me a bit cold. (get it?! Get it?! Cold?!?! Wraith?! Cold!! … Nevermind.) Undead traitors, they have a mess hall and lockers for their possessions, etc. This doesn’t seem like cool unholy undead stuff. It seems like an excuse to put a lot of undead in a module … which you have to do otherwise it won’t be realistic. There’s another strange thing … some bones that rise up as undead. There’s some hefty penalties to turning them because of the ‘unholy ground’ nonsense that’s frequently trotted out. Except there’s not really any references anywhere, except that one statement, that he place is particularly evil or unholy. Just another rationalization. Bleech. The treasure can be light, with only two real rooms anything significant in mundane treasure … and even one of those might be light for a group of 8th level characters.The descriptions of both the mundane and the magical items are none too exciting. I prefer more detail; SOmething to get the players excited about their characters have found. That’s not present here. The magical items are almost all book items with the only bright spots being (the two?) which are not: a simple magical helmet and a Ring of Twilight. It’s a rationalization also, for someone who doesn’t like the sun, but at least the party can loot it.

I’m not sure I’ve seen a module with combat encounters like this one. Maybe Tharzidun and the norkers? But still, even they didn’t have stairs, balconies, and the like with advice on how to run things. The combats here are interesting and challenging and I like that. The rest … doesn’t do a very good of providing evocative settings or things to get a DM’s imagination fired up.

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DF28 – The Banked Swamp

df28

by Steve Temple
Freely distributed by Dragonsfoot
AD&D
Low-level parties

A thick mist, a splash heard in the distance, the lure of treasures untold…

This is a small hex crawl through a swamp. It has limited locales and lacks … direction?

The hook here is treasure. Rumor has it that there is great treasure in the swamp … so go find it and enjoy the wine women and song that it will pay for! Short, sweet, and to the point! There’s an ok little 20 entry rumor table also. Not too much flavor but a decent amount of variety. What’s lacking though is direction. The goal seems to be just to wander around the swamp. That seems … not too productive. There’s also not really a whole bunch of clues about where to find things. A sparse wilderness crawl needs some hints placed to get you going in the right direction. Finding a village may revel a rumor that there’s a ruin down on the McGuffin Peninsula, or maybe Farmer Bob talks about the giant wolf tracks and bloody livestock he’s seen in the foothills east of here. That gives you something to aim for rather than just wandering aimlessly.

The hex map for this is about 32 hexes by about 22 hexes with each hex being 100 feet across. There are ten locations listed on the map with wanderers checking every 3 turns on a 1 on a d6. At standard D&D movement rates I believe that the characters should be able to move 22 hexes a turn, or 11 hexes a turn through swampy ground. This seems … weird. My math says that the entire map could be systematically explored in 10.6 hours resulting in 21 wandering monster checks with about 3.5 wandering encounters showing up during that 10.6 hour day. Again: Turbo Mode Exploration! The wandering monster table is made up of the creatures found in the adventure to a great degree. There’s also some random terrain available, like quicksand, mud slicks, and mud holes, with no advice/text given to help run them. That’s a bit disappointing, as is the lack of a refresher on visibility. Being able to see for X feet in any direction would at least give the party a little heads up that something interesting is nearby. Oh, wait, you can’t see. The entire place is covered in thick fog that doesn’t allow you to see more than 20′. *sigh*

The ten encounters are not the most exciting ever seen. They are WAY too long for what they are. In fact, encounter one doesn’t even count. It’s just a bunch of read-aloud text, like four or five paragraphs worth, that says “you’re in a swamp.” Oh, no, wait. “the stagnant bubbles of air hold the smells in a perpetual embrace.” I’m very sorry your unpublished novel has been rejected, but it is STILL inappropriate to inflict it on the rest of us. Encounter 2? A 1 in 10 chance of meeting a dinosaur. Encounter 3? A hitching post in the swamp. Other exciting encounters are giant flies eating a deer, a crab in the sand, a statue with some stuff underneath, a lightly defended lizard-man village, and the adventure focus: a 5-room “dungeon” with a scrag in it. Oh, and 30 giant rats in one room. The amount of interesting things going on is very small. There’s a statue with a secret door in it, and a magic fountain that transforms the land from swamp to farmland. The lizard-man village could have been cool. WHen the players approach they hear the terrible screams of a human coming from it. Turns out the human is dead (and has not details beyond that.) Expanding on that a bit to have the human alive would have at least provided some motivation to interact with the lizard men. A rescue, negotiations, etc. As presented they are just there to hack down, just like everything else.

Most of the adventure has only a VERY small amount of treasure. Like “3d10 gp” and the like. That’s not going to be NEARLY enough for an AD&D party. Oh, except for the scrag. He has about 23,000gp worth of gold and jewelry. The balance seems just a tad off. In addition all of the magic items are just book standard thing. +1 ring of protection. +1 sword. +1 bow. +1 battle-axe. There’s no attempt to add a bit color either in description or in ability. That’s disappointing to see.

This is a short adventure that the party will turbo-charge through. The fountain at the end is a bit interesting and I wish there was more like it in the adventure. Alas, it’s just full of generic monsters and generic treasure and generic magic items and generic encounters that all add up to a very generic adventure.

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DF27 – Red Tam’s Bones

df27

by John Turcotte
Freely distributed by Dragonsfoot
AD&D
Levels 3-5

Can you find the bones of Red Tam, the notorious Bard?

Fey abound in this adventure pack. This has both a significant wilderness adventure and a nice house-crawl ala Shadowbrook/Amber/Tegal. It is plagued by some longish text but otherwise does a great job of recreating a kind of idealized land of wicked abbots, noble manor lords, and the civilized faerie folk. And remember, I’m unusually drawn to this kind of fairy-tale fey stuff.

That silly little blurb does not to this one justice. It does a great job of re-creating a kind of fairy-tale English setting. It has two adventures: a wilderness trek to find the burial place of a wicked, and dead, bard and a house-crawl similar to Amber. It does a good job giving the DM enough to get their imagination going … and then stays FAR too long in some cases.

The first part is similar to a hex crawl, but without all of the special hexes. An abbott is trying to break the charm on a young lass and he needs the bones of the deceased bard who placed the charm to interrogate him as to the solution. Except no one really knows where he’s buried. There are a couple of rumors to get folks started, but that’s all they are: rumors. There are different wandering monster tables for the Moors, Forest, Swamp, and Fairy Paths, all of which generally have a fairly heavy lean to the Fairy and wilderness/beast side of the house. In fact, the goblins, ogres and kobolds could be given a decent fairy bend with a little advice and work on the DM’s part. The manticore and displacer beasts feel a bit out of place in comparison. There;s not much given in the way of advice for the wandering tables, just a little expansion to the “Men” encounters. This is a little disappointing; this portion of the adventure relies a great deal on the wandering table and a little flavor would have been very nice. The party has another group on their heels for their wilderness crawl: The Three Very Fine Gentlemen. Fey, of course, who don’t want the body of their pal Red Tam found/disturbed. They annoy and confound the party with their fey ways, although not much advice is given in this area. While the NPC’s are painted a vivid portrait their meddling is not … although it’s implied that a couple could resort to combat. They make sure the party doesn’t have good luck; making noises when they hide and generally trying to cause a little mayhem as subtly as they can. Four general locations are described in a bout a paragraph or so and two are expanded upon. One is Damned John O’Crewet, a manor lord doomed to wander the moors, while the other is a set of fairy mounds where the body is. Damned John is a strange encounter. It’s full of flavor, and rather long at 3.5 pages for what it is, but it could essentially a non-combat encounter. What’s strange is that it’s surrounded by essentially combat encounters or generic encounters (from the wandering table) that are most likely going to be combat encounters after the Three Gentlemen have their say. The important fairy mound gets a great description, and the general locations are all very evocative, but there’s not a lot of more specific flavor.

The second part has the party being sent to collect Red Tam’s bardic instrument, a rebeca. It’s in a manor home that was burned to the ground to stop the petty evil that was there. Now it’s a fairy manor, appearing only from dusk to dawn at its former location. Played wisely, this section could be very heavy on role-play with not much combat. This is Castle Amber with more flavor, less insanity, more fairy feel, and more direction in how the inhabitants react. There are servants, guests, and the Lady of the House at home, as well as a bit of vermin lurking about. This section is VERY heavy on flavor. Generally each room gets between one and three of so paragraphs of description with some taking much more. The first paragraph usually is QUITE evocative and more than enough to get a feel for the room, while the ones past the first overstay the rooms welcome. A room decorated with wood panels painted with grand designs and fantastic birds of paradise, now deeply water-stained, with a cold wind blowing out of the empty fireplace. That’s a rocking description. It’s then supplemented by another telling how the doors are stuck and need to be forced open, and too much information about the contents of the room. The folks in the rooms get good treatment also, which also goes a bit long. The designer manages to paint a great picture of them in just a couple of sentences detailing their personality “Grampus is a sour, dour soul He is joylessly gaming at the table…” Great! Exactly what I need! Which is then supplemented by a paragraph detailing all of his stats and armor/weapons. The NPC’s really are well done, as are the encounters. Talking rabbits hanging in the kitchen, fire elements in the fireplace collecting their own firewood. Well done illusion traps, and grey elves “listlessly haunting this room.” That tells you ALL you need to know on how to run the room. It’s like you’re wandering through a fairy tale, say, Jack & the Beanstalk, encountering all of the animated objects and people, almost none of which are initially hostile. Besides the description verbosity the only other thing I’d comment on is the lack of an order of battle for the house. There are some hints here and there like “the occupants of room 13 will respond to sounds of combat” but just some general comments about “bodyguards reacting” or the “household mobilizing” otherwise. A short paragraph with more specifics would have been helpful.

The common treasure is very well done, each getting their own description, and usually a very good one at that. A giant milk pelt on a bed, electrum armband set with opals, or a silver torc set with amethysts. I LOVE descriptive common treasure; I think it adds a lot to the game. The magic treasure is a mixed bag. There are great things like a bell that acts like a wand of enemy detection, and a wand that slays insects, and a jewel that acts as a stone of weight, a light blue potion with a feather in it (flying) and another green one with a frog in it (poison.) Those are GREAT items that will cause a player to hang on to them and delight their imaginations. Then there’s the “Bastard Sword +1” carried by the evil manor lord on the moors. The dude gets 3.5 pages of description for his encounter, has his regalia described, but all we get for a weapons is “bastard sword +1.” ARG!

This is a wonderfully evocative adventure, especially is you have any interesting in victorian/edwardian/regency England and/or fey.

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DF26: The Forgotten City of Al-Arin

df26

by John Riley
Freely distributed by Dragonsfoot
AD&D
Levels 10-14

Hordes of Dragon Flights have been seen over various locations in the Desert, dropping explosive devices

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I’m testing out a new interactive review format and you, gentle readers, can help. After each sentence you, the reader, should repeat to yourself “This is the stupidest module EVAR.”

Everything you need to know about this module is contained in that first sentence: hordes of dragons carpet bombing places with homemade explosives. It could have been cool gonzo, but unfortunately a brief perusal led me to the map for dungeon level 2 which prominently features a Grandstand. Did I mention that the first encounter is with 10 ancient red dragons? Thank you, DF26, for restoring my prejudicial view of free web modules.

Uh, so, flights of dragons are dropping bombs on cities and always head back in the same direction, towards the ruined city of Al-Arin. The party sees a city in ruins, except for a might dragon statue at the center, and a bunch of red dragons. The dungeon has seven levels. Level one has eleven rooms in a linear layout. Level 2 has 13 encounters … and the grandstand. Level three has an Oriental Adventures theme and has 30 encounters. Level four has six in a symmetrical layout. Level five has eight in a symmetrical layout. Level six has eight and level seven/eight has four or five. Don’t get excited, the levels are very simple and the maps not interesting. The secret doors lead to traps, for example. The closest comparison would be a funhouse dungeon, except I don’t think this is supposed to be that.

The first room has a save or die trap. In fact, the first three rooms have very deadly traps. Rooms four and five feature statues that animate and challenge the players to single combat, with five also featuring a save or die “take the place of the challenger” bullshit. The spells required to get past it are mostly beyond the ability of a level 14 party, or on the edge of it. You need Wish, Limited Wish, Alter Reality, Temporal Stasis, etc. Room seven make everyone blind, deaf, and trapped in a cube of force. Rooms eight and nine feature pits-like traps that teleport you to the drop again. Oh, and the dungeon started with a pit that deposits you in the abyss after three of falling. Blah blah blah. Save or die. Bah blah blah take 1-100 damage each round until dead. Etc, etc, etc. Level two is actually on the true neutral plane and has the hierophant druid hanging out, for no particular reason. Oh, and Tiamat as a wandering monster.

Back to this shitty module. Level something has a dragon in gold-rimmed glasses acting as a secretary and five rooms which have 12 ancient red dragons Wait, hang on. One 7HD dragon, one 6 HD dragon and 10 5 HD dragons. I stand corrected. Room 7 has Tiamat in it. Oh, and room two has the Invulnerable Coat of Arnd in it. Level whatever does have a naked elf chick in it so , hey, How you doing baby? The players eventually face Teronus the ULTIMATE DRAGON. He teleports away though and the players get teleported/trapped in a room in which they die in 48 hours. Or they could figure out that one wall of the room is only 30; away from a great underground sea. Finally they get to climb the unending stair (what was that called in LOTR? Durins’ Stair?) and get to fight Teronus for real and free Baphamut. Except it’s not for real and THEN they get to fight him for real. If the arty ever fails or takes too long then the carpet-bombing dragons win and Tharizdun gets released. Whoops. Have fun kids.

I recently watched Top Gears ‘Worst Car in History’ show. They made the point that the REAL worst car was a clunker from a manufacturer who should have known better Dragonsfoot should have know better This is a piece of shit.There’s a trap in almost every room. A LARGE number are save or die, and the ones that are not deal significant damage EaCH ROUND. IE: 1-100. I’m not really sure what kind of party is meant to adventure here. It certainly doesn’t seem anything like the same danger levels found in S3 or Q1. The one cool thing in this module is a trap where the characters hands get melted/stuck to a bar. Ouch! Otherwise it’s noting more than a crapton of silly funhouse situations poorly done, a shit ton of save or die/massive damage traps, and a lot … a WHOLE lot, of elder dragons. Alphonso Warden is Joyce in comparison.

Here’s the first level, for your amusement:
0. 10 red dragons
1. Save or die
2. Save for 25/50/75 damage
3. 1-3 per round until 40STR lifts a block
4. Statue champion fight you
5. Save or die/become the guardian. Happens multiple times. Need Wish, etc.
6. Nothing
7. Deaf/blind in a cube of force
8. Sucked in to teleport pit, 5-60damage
9. Sucked in to falling down stairs/teleporter. 20-120 damage
10. 1-100 damage per round
11. save vs 200′ fall

And here’s level 5: (30% chance of each being present)
1. Red Dragon
2. 12 black dragons (coat of arnd)
3. 12 blue dragons
4. 12 green dragons
5. 12 red dragons
6. 12 white dragons
7. Tiamat

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DF24: Stormcrows Gather

by John Turcotte
Distributed freely by Drahonsfoot
AD&D
Levels 5-7

A brutal winter has fallen on the Land of Song. Weakened by incessant attacks throughout the autumn by humanoids and worse descending from the Trevärä Peaks, its hardy people now struggle against the unrelenting elements. An ancient enemy of the clans seeks to reassert her cold iron grip on the northern reaches. Sharp checks have been dealt against her and now the clans are holed up in their ancestral halls and strongholds. Waiting out the storms of ice and snow, they hope their meager stores will last.

This is a wilderness adventure with a viking theme and set during winter. It has some great little encounters and is reminiscent of a hex crawl, but with a purpose, goal, and some hints of direction. It does a very good job of invoking the feel of a epic. It feels like a tale out of myth or some Scandinavian story. A story about the heroic deeds of men without jumping the shark in to superhero land.

This is part three of the Her Dark Majesty series, set in the Land of Song. Let’s get this out of the way: this should have been the first fucking module in the series. If this one had been first then the other two, Where the Fallen Jarl Sleeps and Under Black Towen, would have been much better. If you’re planning on running these then I’d take a long hard in-depth look at this one first. I’d use it to replace all the wilderness and background in the first two modules and then run this ones quest as a part of those two or after those two. This module makes the Land of Song come alive. It’s fabulous. It feels like the land of a Scandanavian epic. The land comes alive. It doesn’t come alive because of umpteen pages of background or because of some bullshit short fiction in the beginning, like so many other bullshit modules include. It comes alive because of encounters and the little bits of pieces of text in each one that add on top of each other building towards a land with a rich history. Most hex crawls feel a bit disjointed and don’t deliver that rich history. Of course, this isn’t really a hex crawl in the traditional sense. It does have a hex map that the players will be traveling through, and there are encounters in some of the hexes. Hmmm, that’s a hex crawl. I guess it’s that rich history and sense of purpose behind the travel which make me think it’s not s hex crawl.

Those cowardly Northmen are at it again! Having saved their asses twice now the party is called upon to do it again. Please oh pleas Outsiders, go find the two missing magic war horns that we lost a long time ago. Ok, so, the hook probably works better if the party is from this land or nearby ;a kind of 13th Warrior “Uncle Thufnir wants to see us because he can’t protect his own hall” kind of deal. There’s a good selection of rumors and the players start with two to kick start their travels: Horn one disappeared over at geographic feature X during an invasion and horn 2 was given to one of the sons of Chuck a LONG time ago. Have at thee Player Characters! Unknown to the players, there are at least two other groups roaming the Land of Song who are also looking for things. One group are evil clansmen bent on discovering the horns for themselves and will ambush the players at some point. The second group has a different purpose. Having thwarted Her Dark Majesty twice now the players are the target of her anger … a diabolical hunter is after them. And WHAT a hunter! A bone devil by the name of JSJHGDJSGDK, aka “Joy Taker” wanders the land as a tall emaciated woman wrapped in a pale sheet and barefoot despite the freezing temperatures. That’s good detail. It’s a devil but not a ‘just hack it down and move on’ devil. It’s got style. It’s got theme. Just that one little brief description gets my mind going. I can visualize it. That’s exactly what I’m looking for in an encounter description. The rumors are good with a nice Scandinavian flair to them, and the section on wilderness travel lists both miles and hexes per day, exactly the way it should. It’s brief, to the point, and has exactly the information needed. The wilderness wanderers come in the form of six tables with sub-tables for herd animals and men, all broken down by terrain type. The tables are heavy on animals and light on the fantastic, which is very nice. You get giant weasels, wild boars, and spiders with a smattering of ice trolls thrown in. It feels like a wilderness table in the wild frontier of the North. Most don’t have a lot detail, being just entires on a table, but about fifteen (of a hundred or so) get some additional detail.

This one has about 25 encounters with each one taking up from about a paragraph to a column of text or so, with a handful being major sites that are a couple of pages long. This is on a map that is 32×35 hexes long, so it’s not like the party is going to be stumbling over encounters with every step they take. Instead some of the initial rumors lead to encounters which give hints to other encounters, and so on. FOr example, the Jarls favorite son was Bob. Bob went to live to live the elves over by blah bah blah. Going there perhaps means being sent to kill the great beast of Gershain, and so on. If I was in a bad mood I’ call this a series of fetch quests. The encounters are what make this stand out. The Summer-Eater is a legendary gigantic winter wolf that roams the land, moving steadily towards civilization. The Handsome Folk are a group of people who have set up a recent settlement on the shores and look completely different from the Northlanders. Mammoth Hunters, rampaging cavemen, flocks of devil birds, ghostly warriors and a few other beasts of legend all abound in the land. These all have enough information to spark my own imagination and get it going which lets me fill in the rest of the encounter on the fly. That’s exactly what I’m looking for in an encounter. There’s variety, not everything in an enemy that attacks on sight, and they all have a touch of myth to them. A couple of the adventure sites are also very open-ended. There’s a hostile settlement and there’s something inside you want … GO! Frontal assault Stealth? Deception? Diplomacy? It’s scoped down enough that as DM you’re not left wondering what to do and yet open-ended enough to allow for multiple play styles.

As is usual for this series, the mundane treasure is well done. A silver necklaces with cavorting dolphins, or a skull drinking goblet done in gold. My standard here is: would I want to keep this because it’s cool, or sell it off for GP? There’s lots of gems, jewelry, etc that I would just want to keep. Magical treasure continues to be an issue. There ARE a decent amount of unusual items in this module: magical millstones, or sails, or intelligent swords. There’s also a great number of “shield +1” or “+2 chain mail.” I’ve always felt that magical treasure should feel unique, either through description or through being very non-standard. To mimic my previous statement: is it cool enough that a player wants to keep it long after they have found something with a higher “plus”? So, decent job on the magical treasure but it could be much better.

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DF21: Beneath Black Towen

by John Turcotte
Freely distributed by Dragonsfoot
AD&D
Levels 4-6

Once again evil threatens The Land Of Song and heroes must be found.

This is an adventure in the dungeons of a destroyed fortress where evil forces are beginning to mass once again. It’s got a lot of neat little details in it … which are surrounded by boring guard room encounters. A LOT of guard room encounters. A lame hook but a nice little OD&D feel at times … which is a compliment. 🙂 This is a sequel to Where the Fallen Jarl Sleeps. It does devils very well.

The cowardly northmen are at it again! After failing to protect themselves in Fallen Jarl the northmen once again seek out the heroes to save them Their old enemy has seemingly returned: Her Dark Majesty. The hook is short and not very motivating or clear. The wise woman foretells the evil ones return so the Jarl sends the heroes to take care of it. They have to be strong, they have to be true and they have to belong to the night. There’s a nice little rumor table, but the introduction and background are not very involved, which is a good thing. I hate being bored to death by backstory. There’s a decent little wilderness journey to get to the adventure site; just over a week probably. That’s going to be about 24 wandering checks, with a 1 in 10 chance. The lowlands, hills, and high mountains all get their own eight entry chart, charts which are very good. There are some wilderness hazards like avalanches and blizzards but the real attraction are the creatures. The designer does a good job providing a little extra information for each to make them standout a bit. Coffer Corpses, cloaks flapping in the wind, A Grim looking to help out, highlander berserkers, a helpful snow maiden, or refugees with horror stories to tell. They tend to have a paragraph or so of detail, amounting to a couple of sentences, and that;s generally just enough to make them stand out and provide a little assistance to help me run them. It gives a taste of the Northlands which could perhaps be a bit stronger, but the encounters do stand out.

The dungeon under the ruined fortress has four levels with about 35 or so encounters on the first three levels and about 20 on the lower level. The maps are not terrible complex, from a looping design standpoint and do also show a touch of the hated hated symmetry. They do, however, have multiple areas on each level that can generally only be reached by going lower and them coming up a different set of stairs. It’s not the full blown “multiple paths between levels” that is encountered so rarely but it does provide an extra little touch that I appreciate. There are also notes about creatures on lower levels responding to noise on upper levels, especially at the stairwell rooms. Well done.

I found the encounters frustrating to no end. There are all sorts of cool little details in some of them and references to stairwells that go different places and so on. That can get me very excited when looking through an adventure. I REALLY like an OD&D feel: that strange and wondrous combination of whimsy and idiosyncratic which is impossible to mi/max rules lawyer your way through. It can make a player think they have no idea what is going on. That’s exactly what they SHOULD be thinking since this is a fantasy world and not a Victorian catalog of botany. Open a door and billowing choking fumes roll out of it followed by swarms of carnivores flies … now that’s what I call a portal to hell! Or sit in a chair that summons an invisible servant to do your bidding, or command the skeleton in a room; these are all great examples of cool little things that help bring a dungeon to life. Those are the kind of details I’m looking for to help me run a room. This is supplemented by allies in the dungeon. No, really, allies! There are slaves, prisoners, and actual damsels to be rescued! There are even mushrooms you can eat that not only DON’T kill you but also provide nourishment! Far,far too often published adventures contain only things that want to kill the players. All food items poison. All damsels are polymorphed demons. That kind of adversarial design discourages players from really exploring and getting in to things. Why rescue someone when you just KNOW it’s a doppleganger/demon/etc? Why eat a mushroom; it’s just gonna be a save or die … None of that here; it feels a lot more neutral and because of that a lot more fun to explore, I suspect. Both this adventure and Fallen Jarl features devils in it and the devils are well done. They tend to be the leaders and use their illusions well. The devils feel like the evil masterminds they are supposed to be, and all without the railroady DM bullshit that some modules use to make the point. They are done simply and well. Bravo! There is also a little hook nin the dungeon which could lead to a truly epic rivalry, reminding me a lot of the Galactic North SF story. It would be really cool for the party to encounter to rivalry over and over again, in song, person, or symptom, as they pursue the rest of the adventuring career.

But those tend to the exceptions to the rule. There are a LOT of guard rooms in this place. That’s not really a problem. The problem is that the guard rooms tend to be boring. Another guard room with gnolls. Another guard room with evil dwarves. And guard room with the Black Watch. Zzzz… The room holds six duergar. They are armed with blah. They are armored with blah. Their leader is blah. He is armed with blah. He wears blah. There are coils of rope and fishing nets in the room. Repeat. Repeat a LOT. There is also a scattering of other rooms with creatures that can be boring also. The rooms need to be spiced up a little. Not all of them, but some. They need some variety. They could also use a better Order of Battle. These guys are supposed to smart and led by a genius; how they respond to the players incursion could be more laid out, which would be a great help in running it. The mundane treasure is generally well done, with good descriptions of the items. The magic items tend to be generic book items spiced up with a few special weapons, like a sword that does extra damage to fey, or frost-brands, or swords of wounding. I appreciate the extra details but they could have used a little more. Maybe a bit more description or a little more unusual effects for some of them. That kind of detail can turn Just Another Item in to a treasured item a player keeps long after it’s game usefulness ends.

There are at least three modules in this seres: Where the Fallen Jarl Sleeps, this one, and Stormcrows Gather. As I work my way through these modules (Stormcrows should appear next) they are growing on me quite a bit. The production values, which I don’t usually comment on, are top notch. I’m guessing this is donated time by the Dragonsfoot collaborators and they’ve done a fabulous job. The series proper is a good one, each one building the shared mythology of the Land of Song. Despite my mocking of the Northmen this is a very good series; one of the best, free or otherwise. My problems with them relate specifically to the ‘be a hero hook’ and my perceived view of the encounters being a little relentlessly monotonous at times. Yet more Undead in Jarl, or Yet Another Gnoll/Dwarf room in Towen. If you want vikings, or a human-centric campaign, then the series would ratchet up quite a bit.

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DF19: Church of the Poisoned Mind

by Mike Calow
Distributed Freely by Dragonsfoot
AD&D 2E

The party has come across a ruined church situated between a forest and a swamp. A thorough search reveals nothing other than a storm cellar door, which shows signs of recently being uncovered (the rest of the ruins are overgrown with weeds and grasses.) There is, curiously, no graveyard.

This is another expansion of the sample dungeon is the 1E DMG. The first three rooms are the ones in the DMG while the rest of the rooms attempt to expand on it. This one claims to have deep ties to Ravenloft but in reality it’s really just Yet Another Module with little to distinguish it. It’s supposed to come across, I believe, as a creepy old church whose brother monks have turned to cannibalism/tuurned in to ghouls/ghasts. That doesn’t really come across very well though.

This one pretty much jumps right in to the action. Without only a paragraph or so of introduction it adds a couple of new rule variations for undead: ghoul paralysis that impacts limbs instead of the entire body and some alternate energy drain effects. These are clearly meant to limit the impact of a couple of serious effects, but I like them anyway. Monsters should feel mysterious and dangerous and adding variety to them is a very good thing. I would never want a player to be able to quote monster powers back to me, verbally or subliminally, at the table. The game should be full of wonder and mystery and The Unknown, not a min/max exercise. These sorts of rules supplements are a welcome addition that help achieve that. I also like, in general, seeing additional information on the theme of a module. If you’re going to have an undead-heavy module then a few BRIEF additional rules/descriptions/thoughts on the undead are nice to see. Got lots of bags? Then how about a bag generator? Got lots of bricked-up walls? How about a few supplemental rules for breaking them down! The rules don’t have to hang around forever and Variety is Spice.

The encounters here are not that dazzling. In fact, it looks like even the first three, straight from the book, have been watered down. There’s no yellow mold. The rooms are mired in mundanity. Each one starts with a short, and generally uninspired, read-aloud paragraph followed by a paragraph of meaningless text. I know it was the style at the time to wear an onion on your belt, but the read aloud thing is stupid, especially as presented here. The supplemental text after the read-aloud is uninspired. The rooms are too mundane; there’s nothing much interesting going on. There are three exceptions. In one room you can find a body stuffed in a pickling barrel. In another opening the door will cause the contents to spill out, down the sloping corridor. Finally there’s a nice description, in the read-aloud, of a maggoty corpse: “When you open this door the smell that reaches you is enough to make you gag. Lying on the floor is the maggot ridden remains of a human male.” Yes, that’s a good one; something is going on. Otherwise … the rooms are not so interesting. Skeletons, ghouls, ghasts, trash … just lots of boring little rooms. “This room was once opulently decorated but has been allowed, almost encouraged, to fall into disarray.” What’s the point of that? Why not put that in the DM text and allow me to describe it? This room has two ghast lieutenants who fire crossbows as soon as the door opens. Not the most dazzling or interesting of rooms. There is an hourglass which opens a secret door when turned over; that’s an interesting and strange little effect. This adventure needs a lot more of that type of thing.

While there are no new monsters the variable paralysis/energy drain effects in the beginning should have much of the same effect. The mundane treasure isn’t too bad, with things like a golden hourglass filled with silver powder. That’s some nice detail that should distinguish it from just another XP-giving loot. The magical treasure is more disappoints, just being book items. Spear +1, “potion of clairaudience” and so on. I really dislike book items, although the emphasis on consumables is welcome. I want magic items to invoke a sense of wonders in the players and to be mysterious. That’s not going to happen when they find “spear +1.” More troublesome is the lack of treasure. You’re looking at about 2000gp in coins and not much in the way of items, with only one room really having anything in it.

Monastery of the Order of Crimson Monks did this much better.

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