Knowledge Illuminates

by Tim Shorts
for Gothridge Manor Games
Swords & Wizardry
Level 1

This is a short little adventure meant to completed in one night. It has a small wilderness area and a small eleven room dungeon. It has some decent encounters but feels bland. It doesn’t suck, there’s just not enough to it.

The idea is that there’s an old wizards workshop out in the wilderness. The players will wander around the wilderness having adventure until they find the workshop. Unfortunately, in order to get there we have to suffer through three pages of introductory text. Descriptions of Gods, descriptions of some kind of secret do-gooder society, descriptions of demons, the history of the wizard and his workshop. There is way, way too much of this stuff. Highly detailed backgrounds and exposition are nearly always wasted space in an adventure and this is no exception. Almost none of the information is needed to run the adventure; it’s just fluff, feels like padding, and gets in the way. The worst part of this is the hooks. They suck. You can track a strange creature you see. You can investigate the disappearance of a tinker. You can go on a mission for the Do-Gooder society. You can hunt bandits for villagers. You can learn of the lab from older mages who remember it. These are piss poor hooks that do nothing to get the players excited about going on the adventure. The hook needs to motivate and these do not. They amount to fantasy rationalizations, and I hate the rational in my Fantasy RPG’s.

The wilderness crawl takes place on a map that’s maybe 10 hexes by 10 hexes, each hex being a 1/4 mile. Road, stream, forests, and a couple of hills contain seven locations to discover. The encounters are pretty good ones. An ankheg living in a giant skull with the remains of victims in it. A hangmans tree. Bandits with some personality, etc. All of these have some little detail to make the encounter more interesting. The writing style is very conversational and that makes all of these encounters take up more space then they should. There’s s a statue encounter that takes up three paragraphs because we have to be told all about it … gamewise there’s a silver clasp hidden in the base. I was a bit surprised to not see a wandering monster chart. Having the players wander all over the map looking for the wizards lair is going to take some time and that time is traditionally filled with wandering monsters.

The wizards lab is a short little eleven room affair. It’s very very linear. Rooms 4-11 are all in a row: come in one door and go out the other. Further, there are no real creature encounters past room six, leaving the second half of the lab a little anti-climactic. There are a couple of traps, pits and poison gas, and a couple of decent little encounters. Ghouls who gnawed their arms off to escape from manacles. A ghostly shadow next to his body in a magic pond. Two creatures arguing over an item. There are occasional bursts of good imagery. For example, skeletal bodies still grasp the handles of the chest they were carrying when they died. Otherwise … lots of bits of disparate and, IMHO, irrelevant, information, especially in the rooms in the back half of the lab.

There are a few standouts in the adventure. Arrows of Fireball are a new magic item. I like these sorts of twists on standard magic items. Err, or maybe I should say that standard magic items are boring and should never be used, especially in an adventure module where I’m paying for creativity. There’s also some flowers that can bump up the effectiveness of healing potions. This is a nice little way to get the players carting around ingredients and getting them more interested in the non-traditional and i like it. A portion of the adventure revolves around Viz, little magical pellets that a wizard can use to cast spells without using a slot. There’s A LOT of viz in this adventure. In fact, there’s a pool that it can be harvested from. I like the idea, it sort of acts like a scroll for a spell you’ve already got memorized, but there’s WAY too much in this adventure. That’s pretty easily remedied though.

So, it’s linear, missing a few things, and a bit bland in places. It’s meant to be an introductory adventure but I’d rather have a really kick-ass introductory to get the players genuinely excited about the game, and I don’t see that happening with this. Still, it’s better than most published adventures.

This is available on DriveThru.

https://www.drivethrurpg.com/product/87982/Knowledge-Illuminates?affiliate_id=1892600

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H1 – The Bonegarden

by Lance Hawvermale and Rob Mason
for Necromancer Games
d20
Levels 12-14

The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history’s most awful criminals. Those inside are determined to escape, and one of them may have found a way…

I wonder if there are any 3e adventurers that don’t suffer from verbal diarrhea? This adventure/setting is set in a giant graveyard and is full of factions, adventure seeds, and GREAT set ups. Unfortunately the adventure is buried under TONS of text.

Graveyard. One mile in diameter. Giant invisible one-way force field around it; you can get it but nothing inside can get out. It’s chock full of undead. Who come back to life each night if slain during the day. Just about everybody inside, living and dead, wants to get out and has a different plan for doing so. In most cases this puts them in contention with others inside the graveyard. Fun ensues. This more closely resembles a setting than it does an adventure. But it’s not generic or unimaginative the way many are. It instead is a kind of graveyard sandbox in which you can place something the players are seeking.

The graveyard has about seventeen locations scattered throughout. These can be roughly divided in to two categories: factions headquarters and weird stuff. The weird stuff is, essentially, a non-faction encounter area. The Windmill of Woe or the Hangman’s Tree or the Plague Bog … these are all nice little evocative locations. The Plague Bog is a low point in the graveyard where all of the blood, ooze, effluent, and other horrid substances collect. Quite a nice little fetid image there. Floating in it you can see a log with one arm hanging on to it, the rest under ‘water.’ Valley of Bones. Mass Graves. Revenge Lane. The Unquiet Garden. Just the names alone get my mind going and my creative juices flowing. (In to the plague bog, no doubt.) That’s EXACTLY what I’m looking for in an adventure. I need it to provide me just enough evocative information to get my mind going so I can do the rest. This product, however, does not do that. It goes completely overboard in the descriptions is provides. The locations all seem to take up at least a page each. What is was used for. Who lived thee. Who used it. What they did there. What happened to them. What’s happening now. The price of tea in china. The descriptions are just WAY too long. What ends up happening is that you can’t find the information you need/want in order to run it. Taking a shit ton of time and a highlighter to the text is going to be an absolute requirement. And then, of course, that’s combined with the absurd 3e stat blocks that take up even more room. What’s a shame is that the encounters are great and that greatness is communicated in just a couple of sentences in each. A skeleton warrior and a ghost are locked in eternal combat, each night the loser is resurrected to do battle once again the following night … these are great encounters!

The encounters are great but the factions are better. Without the factions you’d have some nice and interesting little encounters. With the factions you have a real place with people in it with their own goals and motivations … that are frequently at odds with each other. In to this volatile environment the party arrives. Human Drama Ensues. Errr… and Undead Drama. You’ve got various groups of human survivors holed up in a couple of locations; the remnants of other adventuring parties or expeditions. They just don’t want to die and want to get out of the graveyard. Then you’ve also got several factions of the intelligent undead. These range from undead thieves to lovers triangle to a lich. Each has their own supporters and agents and their own headquarters in the graveyard. They all want out and are all pursuing different methods to make it happen. They generally have at least one grudge against a different group. And then there’s the underground village/town. It has some people in it, miners, as well as a shit ton of underground types, like deep gnomes, drow, and the like. Besides the normal guys just trying to get by there are two factions trying to take over the town and a powerful do-gooder getting in everyones way. Everyones got agents and allies working for them, generally with THEIR own agendas. And it seems like everyone also has a boat load of prisoners each with THEIR own agendas and adventure seeds. I can’t emphasize it enough. I’m a very strong believer that the social element, the goals, motivations and interactions among the people, is what makes a good urban supplement. This place is like one of the best the best town supplements ever written.The party can hack, talk, negotiate, connive, plot, cross, double-cross and, most of all, try to survive in the face of the hordes of the unintelligent undead. I mean, if you can make it through the verbosity.

The maps are nearly throw away. They tend to be small and linear and don’t really provide much in the way of interest. It’s almost like they were an afterthought, or someone felt compelled to add them. It’s not clear to me how much value ANY map would add since the social aspects tend to not need as many detailed maps. Still, better and more interesting maps could have replace all the verbose dreck and allowed for some really interesting exploration elements which would have aded even more excitement to the adventure. It does have a decent number of new monsters (Undead, surprise, surprise, surprise!) and new magic items. These are both something I look for in an adventure. I like new monsters because they keep the party on its toes … they don’t know what to expect from a new creature. The ones in this module are pretty well done, playing on some nice horror tropes. The new magic items are nearly all new wondrous items, which again I prefer. I want magic to be mysterious and fresh. “Sword +1” doesn’t do that but weird mass miscellaneous magic items do have that impact. I approve.

I’m really impressed by the number of adventure seeds and the degree of potential interaction among the creatures in this. I’d be hard pressed to name a supplement which does things better than this, and this isn’t even an supplement but an adventure module! This is a great little place to insert in to a campaign world, if very VERY deadly. It’s going to sound silly, but the only thing I found lacking, besides the verbosity, was the LACK of adventure seeds in the underground village. There are supposed to be some ‘normal’ people down there and some more information on them and their plight, with some seeds, would have been nice. It feels strange to say that in a module with so much in the way of adventure seeds. Perhaps the lack of seeds for the townspeople felt out of place because of the vast number contained in other places? In any event, if you can wade through the “paid by the word” nonsense then you would have a great higher-level supplement. A kind of Sigil for the undead.

This is available at DriveThru.

https://www.drivethrurpg.com/product/745/Bonegarden??affiliate_id=1892600

Posted in Level 12, Reviews, The Best | 6 Comments

NS3 – The Death Curse of Sven Oakenfist

by Ken Spencer
for Frog God Games
Swords & Wizardry
Levels 7-9

In the Northlands the laws of hospitality are absolute, to violate them is to seek dishonor or even death. What then must our heroes do when their host asks them to fulfill his dying wish, to face down the wight of the legendary viking Sven Oakenfist and convince him to lift a curse laid with his own last breath?

A pseudo-historical viking adventure, except with some D&D monsters thrown in. It has an EPIC feel. Not the 4e kind but rather of the Greek/Homer kind. I’m unnaturally attracted to these sorts of things, so be warned. It’s a pretty open concept wilderness adventure.

Sven Oakenfist is an asshole. Seriously, he is. Err… was. Err … is? Yeah, so, he’s out one day with the boys raping and pillaging a dirt-poor village full of women and children when some kid pig-herder stabs him in the back and kills him. Sven, jerk that he is, uses his last breath to curse the kid with a lifetime of good fortune … until he comes back from the grave to kill him. Come on Sven … uncool dude. Almost certainly totally in character for you since you were pretty much a dick your entire life, but still, uncool. The swineherd grows up to be a great Jarl. The party is feasting in his hall one night when the front doors crash open and the spectre of Sven appears, all ghost like and shit, and tell the Jarl that his days are numbered and he’ll be back at the spring feast to kill the Jarl, everyone in his hall, burn the place down, and kick his goldfish … and then disappears in to mists. Rought Roh Raggy! Whoever will save the Jarl?!?!!

The adventure proper is not very long. Except … it is. There are three people, the daughters of the Norns, that the party can visit, and then they can go visit ol poopy-head Sven in his barrow and kill the shit. The Norn visits are optional. Kind of. Unknown to the party, the more of them you visit the weaker Undead Sven will be when the party goes a-hacking. If they charge right off then he’s 18HD and will swallow their souls. He can be weakened to 7, 4, or 3 HD. The party can also learn, through those same Norn visits, that recreating his murder will help defeat him. As in ‘using the same spear that killed him the first time.’ This goes as far as ‘having the Jarl use the spear to stab him in the back’, which auto-kills the Big Bad. The barrow has only a couple of chambers in it, 3 or 4, and the Norm visits have only a couple of sub-tasks in them, so not a super-long adventure. Except, while the barrow is only 10 miles from the Jarls longhouse the Norms are a couple of weeks ship travel apart. This then is the meat of the adventure. Each day there’s a wandering monster check. These are contained on two-pages in the back of the book and are really well done. The designer has chosen monsters well and has given them a kind of scandinavian bend to some of them. I suspect, though, that there is not enough variety in the sea encounters. A storm and 3 monsters is going to make for a lot of giant octopi attacks..

The adventurer has a couple of problems. First, it’s very strongly mythic and scandinavian. A lower-magic or human-centric game would have no trouble substituting the vikings for someone else but it’s going to take some effort to come up with the classic travel/environments presented: they are strongly scandinavian. Human-centric and low-magic games appeal to me, maybe because of the more epic feel and classic elements like norns, witches, hags and the like.

My second issue is with the start of the adventure. The module wants each party member to make up to six stat checks in INT, WIS, and CHR. If someone succeeds in four INT checks then the party will get the information they need to find one of the Norn daughters. That’s absolutely critical. If the party charges off to the barrow then the wight is 18HD and the party is going to die. The whole thing is set up so that they will visit the Norns but this relies on that INT check being made at least four times by someone in the group. Spreading some cash around and talking the elders will get you a reroll of a check. That’s not enough. The adventure relies on the party discovering the norns exist and where they are located. I don’t mind killing people but this seems more like a bait and kill and/or ‘guess what the designer wants us to do’ syndrome. Not quite a plot but very close to it. The solution is to ignore it and let feed the party the information through roleplaying. Most importantly they need to figure out the wight is a creature of power and they are doomed if they simply confront it. That should get Norns talk going with the community. (Which isn’t really described, but there is enough BRIEF information about the Jarls house to get a good feel of things and get the DM going on some people to talk to.)

So, VERY Nordic. Very Mythic. Fixable. Strong wilderness elements that may need a little extra help. Nice if you’re in to this sort of thing.

This is available on DriveThru.

https://www.drivethrurpg.com/product/97420/The-Northland-Saga-Part-3–The-Death-Curse-of-Swen-Oakenfist-Swords-and-Wizardry-Edition?affiliate_id=1892600

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Death Love Doom

by James Edward Raggi IV
for Lamentations of the Flame Princess
LotFP
1st level fans of Hostel Movies

Love inspired the gift. The gift kills. Death by love.

This thing has a lot of VERY graphic imagery in it. It’s more appropriate for a horror campaign … as opposed to sitting around with your pals drinking, laughing and killing shit. Then again, maybe you like to sit around and drink and laugh while exploring emo Forge crap.

Things start out well enough: The players overhear some people talking. Rumor has it that a wealthy estate just outside town has been abandoned. A gang of thieves is organizing to hit it tomorrow night … That is a GREAT hook. There’s loot and we need it before someone else does! It’s relatable and should motivate the players well to get their asses going TONIGHT in order to hit the place. This is combined with a great little rumor table section. There’s only about twelve entries but it’s very well done.

The adventure takes place on an estate. Besides the grounds and the main house there are also a couple of outbuildings. There might be just over 30 locations in total, with 23 or so being in the main house. The room descriptions could be laid out a bit better. There’s generally some combination of a normal description, treasure, the occupant, and the freaky shit in it. It’s presented as a text block but could be laid out a bit better to make referencing the room better during play.

As with most Raggi adventures the goal is to get in, grab as much treasure as possible, and not die. To that point: there are four main enemies and a possible horde of undead. The four enemies are mobile and there’s a chart to determine which part of the estate they start in, although no real direction on how/when they move about. I’d probably just let the dice fall where they may and leave them in their location until they potentially chase the party. That’s pretty much the adventure. Avoid/fight the four baddies while trying to find as much loot as possible in a four story townhouse. Oh, and the grounds and house are filled with gore and abominations.

Yes, we can’t forget to mention that; it’s the main point of the adventure. As the party explores they are going to be witness to some scenes of unbelievable mutilation and gore. If the party explores the grounds first, maybe casing the house, then there will be a slow build up. Lots of blood, mutilated bodies, etc, all appearing kind of out of nowhere. By this I mean, for example, that everything appears normal UNTIL you stumble over the body/gore/etc. It’s a juxtaposition, see? The gore gets more bizarre and more graphic in the main house. One of the enemies is a naked man that shoots black goo from his cock. Another is a naked old woman who has replaced her nipples with her eyes and keeps her weapons in her vagina. Oh, and then there’s the naked woman who’s miscarried/undead fetus drags her around by the umbilical cord. Besides these wonders there are also a nice assortment of dead bodies mutilated in interesting ways and a couple of people who are still alive but horribly mutilated … usually with their intestines hanging out.

Raggi claims he put the most whacked out shit he could in the module as a kind of statement. What kind of person are you, Mr PC, that endures witnessing/encountering all of this stuff just in order to get a little cash? He also offers advice to the DM: keep everything bland and normal with your descriptions of the gore, etc. Until a living victim is met, and then really play up the agony, etc. Keep a straight face, don’t show emotion. EVen if the players are joking around then maintain a somber mood in order to bring them down. Wonderful; a module as performance art.

Once upon a time I used the CoC adventure “Loves Children Lost” from The Stars are Right for a Lacuna game. It’s a Call of Cthulhu adventure that deals with drug abuse, incest, child abuse, porn, and a whole bunch of other fun shit. It worked great, almost unchanged, as an adventure set in humanities shared subconscious. Death Love Doom would work well for that also, or any horror type game. It’s very graphic and explores the very nature of what it means to be a murder-hobo. You go somewhere to rob people, and perhaps kill them, and in return you’re willing to put up with all of the horrible things in this adventure in order to profit. As subtle as a hammer to the head. Of course, I don’t play fucking emo Forge games. I’m not particularly interested in exploring the nature of mans inhumanity to man or the depths to which a person will go in order to liberate a few coppers for power/XP. I could see lifting some bits of this for a fantasy game: the hook, the monsters, etc, but taken as a whole product this just isn’t D&D. It’s Forge or maybe hardcore modern CoC.

This is available on DriveThru.

https://www.drivethrurpg.com/product/104807/Death-Love-Doom?affiliate_id=1892600

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The Tomb of Sigyfel

by Daniel Proctor
for Goblinoid Games
Labyrinth Lord
1st Level Characters

Legends of the dark-hearted sorcerer Sigydel around in the local town, despite the fact that he has been dead for centuries. His evil exploits are the topic for many late night fireside stories, and to this day the townspeople often paint a red eye above their doors to ward off Sigyfel’s evil spirit …

Different standards for free products?! BAH! This is a small tomb with 10 rooms that just about fits the profile of a one-page dungeon .. except it’s three including cover page and OGL.

A dead body has turned up on the road, it’s face frozen in terror, and the party is expected to investigate on their own, or get hired by the mayor for 300gp to investigate. That’s a pretty bland hook for what, I assume, is a product intended to get people excited about Labyrinth Lord. I generally find that motivating the PLAYERS rather the CHARACTERS is the key to getting things off to a good start. Sometimes you can do this with a decent bit of fire & torture on the villains part and sometimes you can do it by dropping some !!SERIOUS L00T!! rumors in town. I recall one group following a drunk farmer out of the tavern, confronting him, and then chasing him when he ran off. They shot him in the leg with a crossbow and *ahem* applied pressure, in order to learn more about the !!SERIOUS L00T!! he implied was nearby. Now THAT’S a group of motivated players!

The only wandering table is for the countryside on the way to the tomb. Wanderers only show up in the wilderness. And at night. And you only roll once. And they only show up on a roll of ‘1’ on a d6. Uh … it strikes me that the inclusion of a wandering table may not have been warranted. The dungeon has ten rooms. There’s an entry hallway that divides in to three corridors. The dungeon has two traps, neither of which is likely to be avoided, and three monster encounters. Skeletons, Orcs & an evil cleric, and a ghoul. Each room has a 2-3 sentence description which is just about as generic as the hook. There’s absolutely nothing here of interest. It’s just about an unimaginative of an adventure as you can possible generate. “The doors to this room are locked and it’s full of wooden debris.” or maybe “the room has rotted silks and tapestries and a table with a box on it.” I like a terse description but I DO expect the text to provide a bit of inspiration. There’s nothing inspiring here at all. It’s a static place with generic monsters just sitting around in their generic rooms waiting for the party to kill them. At least there’s no plot.

This is meant to be a kind of introductory product. Giant stone ape heads shooting red disintegration beams out of their eyes, and brains in jars that grow tentacles, and reprobate wizards … that’s the kind of stuff that make D&D a game of legends and stories. Not an empty dusty room.

This is available on DriveThru.

https://www.drivethrurpg.com/product/57863/The-Tomb-of-Sigyfel?affiliate_id=1892600

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Rappan Athuk

Frog God Games
Swords & Wizardry
Levels 1-20
[The new Kickstarter version]

It’s really big. It’s really tough. It’s got a TON of interesting encounters and levels. It’s also maddeningly confusing in places and shows a 3e heritage. It’s WELL worth having and playing.

Uh … yeah … so this thing is BIG. Something like 55 levels, plus the ground level, plus the wilderness areas … and THEN they are going to release more levels for it in the future. The book is about 500 pages long and the text to describe just the dungeon levels is about 325 pages long, not counting the ground levels and the wilderness areas. And thats for the Swords & Wizardry version; I shudder to think how long the Pathfinder version is! [Hmmm, rpggeek.com says 673. Not bad for stat bloat!] I spent two weeks reading and read all of the wilderness and dungeon levels twice, thumbing through the appendices and the supplemental books. With some restocking rules in play I’m pretty sure you could run this module forever.

The way the levels are interconnected in the adventure is second to none. There are AT LEAST seventeen different entrances to the dungeon from the surface. Levels are interconnected with stairs, slides, pits, tunnels, streams, and teleporters. Levels and sublevels connect horizontally and vertically. Some interconnections skip many levels, and in one case that’s “9 levels deeper.” Level 1B (EL 4) can drop you to level 10B (EL9.) Depth underground as an indicator for toughness? Level 3B is EL 17+, although admittedly it’s impossible to get to without being close to that experience level and having explore a massive part of Rappan Athuk. This is absolutely WONDERFUL. The depth underground, hidden levels, and bypassing areas only to return later recall the very best of the level design from Thracia. It is wonderful to see and appears to flow much more organically than the interconnects in Stonehell.

The various levels have a lot of individuality to them. This has a great del to do with the level design and the encounters on the levels. Many, if not most, of the rooms with encounters feel more like set pieces than Just Another Encounter. I don’t mean a railroad encounter but rather an encounter with some crazy and unusual shit going on. In addition the encounters and rooms cover just about every classic element possible. A vampire & succubus lover, with the succubus used better than I’ve ever seen another. Sucking mud, poison air and Will-o-Wisps. A basilisk? No. A cavern FULL of basilisks. Goblin cities. Jungle levels. A level with multiple mazes that are used very, very well. There’s just so much here that it’s actually hard to pick something out. Let’s pick one completely at random. A room full of rubble from a collapsed ceiling. Move is halved. Running requires a saving throw or you fall and take a bit of damage. There’s a narrow passage near the ceiling that you can find with a locate secret doors check. Wandering monsters like to hang out at this point on the other side. That is a great room on many levels. Best of all it shows how the simple mechanics of 0e D&D can be used to great effect. Let’s pick another: a room full of statues that must be rotated to cause a secret door to open. And another: a room full of hot quicksand with an arched bridge of it and the ceiling full of hot sulfuric gasses. Not every room is this way … but it sure as hell seems that way … AND I LIKE IT! It reminds me a lot of the Tower of Gygax. It’s not. As I said there are many rooms that are empty or trivial. But it reminds me of it and that’s certainly the impression I got after reading the thing. The kind of slow deliberate exploration with many puzzle-like (but no riddle) elements in each room makes each place seem dangerous and mysterious. That’s just the kind of feeling I’m looking to invoke in my players.

I’d like to cover a few things that are … problems? with Rappan Athuk. First, the one thing that really pissed me off: There are monsters pulled from other books that don’t have full entries in the bestiary section. A decent number, 60 to be exact, are pulled from Tomb of Horrors Complete. Uncool guys. The mini-stat block is included at the rooms entry where they are found but all of the creatures special abilities, etc, are not. Uncool. Yeah, I know I had to have Fiend Folio or MM2 if those monsters were referenced by T$R in a product. That was bullshit also. UN. COOL.

The book is also unwieldy because the dungeon is so large. The book proper, is going to be fun to manage at the game table with it’s whole 500 pages, but I’m more speaking of the lack of a useful introduction/overview. The book does have an introduction and it does have an overview and each level has a little section that it essentially an overview of that level, noting special effects, rules, and a little background on the level. The introduction and overview for the entire dungeon, though, is not useful. Essentially we learn that the followers of Orcus live there and adventurers like to go there. There is a side-view map provided that shows all of the levels and their interconnections, along with the room number of the interconnection that helps a little but it’s not enough. Maybe some color-coding on the side-view to show areas of influence and some notations of equivalent dungeon level? And perhaps a slightly longer dungeon overview that notes the various factions in the dungeon and how the various levels fit together. That’s the root of the problem: with a product this big it’s very hard to get the big picture view from reading through the module levels. After two read throughs I’m still not sure how all of levels fit together. There’s also a decent amount of foreshadowing missing. Many of the levels and encounters would be better if the party learned about them ahead of time. Fearful mumblings of prisoners or some such. There IS a decent rumor table but I think the levels could have worked out better if there was some knowledge of things to come. Certainly a DM can insert this themselves, however the general obfuscation-due-to-size thing comes in to play here as well.

This extends to the wilderness area above. There IS a wilderness area provided along with suggestions on how to use them in play. (Ambushes as you come out of the dungeon, anyone?) It’s got an extensive number of encounters, numerous groups of bandits, and a robust and diverse description of the various environments in the area. What it doesn’t have is a decent key or layout. Just a map with some numbers on it. There’s a road on the map … but the only settlement mentioned is WAY off the road. Like, 40 miles off the road. A riverboat stop.??? It SEEMS like there should be another settlement closer. I get that feeling from a lot of the text in the module, but there doesn’t appear to be any. It’s gonna be a long hike back from the dungeon. 1/2″ =10miles and the map fills an entire 8.5×11 page, with the main/killer dungeon entrance roughly in the center. That’s gonna be roughly 100 mile hike down the coast road to a settlement IF it’s right on the edge of the map. It feels wrong, as if I’ve missed something. It seems like there should be more in the way of how the surface works together and the logistics of exploring the dungeon.

Factions are an issue as well. I’m STILL not sure if there are any factions in this thing. There are a couple of NPC’s who are noted as not being intent on immediate murder. A handful more are described ambiguously enough that you could insert some role-playing. (IE: The guy is not described as attacking on sight.) The single exception may be the goblin city, in which there is a faction-like thing going on that clearly recognizable. This is a bit relentless for my tastes, especially for such a large dungeon.

The encounters do tend to be more verbose than I’d prefer. It’s not quite at 3e “pay per cent” levels but it does clearly have a mild case of the verbosity sickness. WAY too many words are used to describe many rooms which impairs the DM’s ability to quickly look at the room description and figure out what’s going on. Some serious editing could have been used to pare things down. Again, it’s not quite at 3e levels, there are still ten or so encounters to a page, but it’s pretty damn close.

Finally, most levels are smaller than I think many folks first imagine. The vast majority of the levels look like something out of the 3e era. Maybe 16 or so rooms per level and a loop or two. NOT linear, but not quite the ‘fill the page’ type design either. This is mitigated to a certain extent by the NUMEROUS interconnections between most levels, allowing the vertical to come in to play as well, but the individual levels still seems weird and feels small.

The battle maps are stupid and not worth having. They are just some almost generic thing. Same for the pre-gens. You’re getting nothing special there.

None of that, though, is a deal breaker. What it means is that the DM is going to have to put some time in to understand the module, crib it with notes in places, and develop a logistics plans around the entry/exits.

You can get this on DriveThru.

https://www.drivethrurpg.com/product/112605/Rappan-Athuk–Swords-and-Wizardry-Edition?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 8 Comments

Death Frost Doom

by James Edward Raggi, IV
Lamentations of the Flame Princess
LotFP

Up on a mountain sits a house by a cemetery, haunted by the memories of atrocities past. People remember that horrible things happened up on that mountain, but not exactly what those things were. Still, they stay well away, and live long and prosperous lives for their wisdom. But rumors of abandoned treasure and magic always bring those wishing to recover it. Brave, skilled men need not fear that which terrifies the common folk. The cult on the mountain is long gone, yet the music of weirdling death carries on the wind. The mountain is cold. So very cold. And the greedy and the foolish will march bravely up the mountain for gold and glory. Who Will Survive, and What Will Be Left of Their Souls.

This is probably the defining product for the publisher, the Lamentations RPG, and the designer. It has a near perfect antechamber/lead-in, lots of unguarded loot, tons of weird shit, is very deadly, and can totally change and/or wreck a campaign. It’s a perfect pick-up-and-play adventure and for cons. Running this in a home campaign is akin to throwing Tomb of Horrors at your players unannounced.

The lead-in on this adventure is very, very good. It consists of two or three parts: an old man, a graveyard, and maybe a cabin. I say maybe because at some point there a transition from the lead-in to the actual adventure. The point of a good lead-in is to transition the players from the real world of villages, towns, farmers and merchants in to the world of the fantastic. This serves a couple of purposes. It does a wonderful job of setting a mood and getting the players attitudes transitioned away from works, wives, and the IRS and in to a different mode. It also serves to note that the game world rules have just changed. The characters have entered the realm of the strange, full of deadly traps and creatures. The intro in this adventure involves a peaceful meeting with an old mountain-man. His self-given job is to make headstones for all the people sacrificed by the cult that used to live in the dungeon. He’s a disgusting old man but completely friendly. He has two good lines, beyond relating the dungeons backstory. If attacked he states “I know what happens to the souls of men who slay men. Do you?” with astonishing clarity. He also tries to physically restrain people going up the mountain, and after failing he yells at them “Your doomed. All Doomed!” This is a WONDERFUL preamble. It immediately sets the stage for whats to follow. More tension and atmosphere is added by the small area surrounding the cabin: a graveyard. The mountain man has put up hundreds of tombstones and statues. There’s a hanging tree, eerie music, scraggily dead trees, a snow covering everything, an old well, and a fresh corpse in the snow. Oh, and the souls of thousands of murdered people lurking just below the surface of reality, waiting for a Speak with Dead to be cast. By this time the party should be both quaking in their boots and terrified. This primes them for the cabin encounters, which may actually be the start of the dungeon. It’s shabby and run-down with sagging roof, and every bot of its surface covered in intricate minute calligraphy. Has the party run away yet? No? Ok. The cabin is the final room of the antechamber. It’s got some classic spooky elements. A clock that impacts time. A freaky painting. A giant book full of the names of murdered people … and a chained-up trapdoor that leads to a black pit under the earth … The party should now be completely freaked out and they haven’t even got in to the dungeon yet.

The dungeon underneath has about 31 keyed encounters and maybe 50 rooms. The map design is branching hallways with rooms hanging off of them. Not the most complex of designs. But then again, there are no wandering monsters and not really any monsters at all (for certain definitions of ‘any’) so the exploration elements of a loops map aren’t really ready to be taken advantage of anyway. The dungeon has three parts. The second portion leads to the third and both the second and third are going to require some … uh .. hard decisions to get in to. This is a good example of ramping things up in the dungeon. For example, getting in to the second part requires someone to pluck out a tooth. Getting in to the third part will require something else. There’s a great deal of unguarded treasure in the dungeon. There are also a great many ways to die and/or get SERIOUSLY maimed. It’s also pretty obvious when you are going to do something that will screw your character, so I’ve no issues with that … with a single exception we’ll cover later. The place is freaky and very atmospheric. It utilizes a lot non-standard mechanics and there are only a VERY small number of monsters, one of which offers EXCELLENT roleplaying opportunities. Oh, and the players could cause the campaign to end in two different ways. They could awaken a giant so large his fingers are hundreds of feet long. They could also cause about 12,000 undead (zombies and ghouls, mostly) to reanimate, kill them, and then proceed to devastate the known world. It’s not too difficult to make either of those outcomes come to pass … and therein lies the problem with the adventure.

The adventure is very very good. It’s also a bit slow and, tossing this at your normal campaign players, out of the blue, will almost certainly end your campaign. The designers message is that messing with things, especially those you don’t understand, will get you killed. And he’s serious about it. There’s sooooo many good things about the adventure, from the curses and other shit you can play with to the weird magic items to the reclamation of the Bless spell. And then your game probably ends. The roleplaying encounter is a GREAT one. It can also be used to keep your players alive when the dead come back to life. Soo … everyone is alive but you’ve release TWO great evils on the world. Hmmm…

It’s a VERY good adventure. It’s atmospheric. Good things to play with. Great roleplaying and tension. Maybe a little slow. And then your game probably ends. The problem with it is that the ‘game ending’ scenarios are baited traps … at least one them is for sure. It’s less making a choice and more ‘HAHAHAHA! You caused the game to end!’ I’m not cool with that, or rather, I’m not cool with the total picture. The roleplay encounter can save the party, but they have to do something they know will cause problems later. And to get to the roleplay encounter they have to find a secret door. While the world is ending. Making that secret door more obvious is probably the key to turning this from an unfun disaster to a fun ‘actions have consequences’ plot hook.

This is available on DriveThru.

https://www.drivethrurpg.com/product/63592/Death-Frost-Doom?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 8 Comments

Tower of the Stargazer

by James Edwar Raggi, IV
for Lamentations of the FLame Princess
LotFP/D&D
Introductory characters

Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died. But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now you’re going to walk right through this wizard’s front door.

Stargazer is very good and can be very deadly, in spite of the low creature count. It’s one of my favorite modules to run at cons. Unlike most of what I review, I HAVE run this. About 20 times.

The module is in digest format and sometimes manages to squeeze three entries to page. Raggi does like to fill a room with words, ad there’s a little bit of this that goes on in the module. Unlike many 3.x modules though it doesn’t feel TOO excessive. Many 3.x modules feel like they are being padded in order to exploit a ‘cents per word’ payment rate by the publisher. In this product though it feels lie it’s genuine excitement over the room and setting. The module is also meant to be a kind of introductory work and thus there are some extensive notes in certain areas. These are a kind of combination designers notes and advice to the DM; advice both on how to run the room and the design behind it, in order to guide a new DM and help them run better games in the future. I LOVE designers notes and don’t really have too much of a problem with them being integrated in to the main text. The advice also does a decent job of conveying the feel the designer is going for. Most games are shooting for a certain feel and it can frequently be difficult to figure out what that feel is. This helps.

Stargazer only has about 26 rooms, spread out over the seven levels of a wizards tower. Each level only has three of four encounters in it however it manages to deliver a good Exploration feeling, the kind that’s very rare in a setting with so few rooms. It does this primarily through two mechanisms. First, it’s the tower of a reprobate wizard, and thus there are many strange, bizarre, and weird things in it. This does an excellent job of setting the mood of the various rooms. Secondly, there are multiple ways around many of the levels. Three of the levels are only accessible through a levitating platform, and two of the levels are NOT accessible through that platform. Three levels also have no stair access while two levels only have stair access and two levels are connected by multiple ‘stairs’ and have areas not accessible by the other stairway. This map complexity to some decent Exploration elements in the tower, which, combined with the atmosphere, leads to the players not quite knowing what’s around the next corner, even when it’s obvious there is no next corner. Eventually though this leads to “find the missing room” syndrome, which is not necessarily a bad thing. The players get to experience both the mystery of the tower AND have a mostly-satisified feeling of having explored everything.

This being Raggi-land, the module is short on opponents and full on weird and death-traps. There is not, though, a feeling that the traps are arbitrary or unfair. Carry a ten-foot pole though a lightning field and take your chances. Go through the eighteen steps required to use the telescope and suffer the consequences. Perhaps the only borderline example is the front-door, but even then it can serve as a good example of how old-school play proceeds and it certainly sets the stage for what is to follow. I don’t have problem with it since I use this frequently in con games with a boat-load of pre-gens available as replacement characters.

There is a SHIT-ton of stuff to play with in this adventure. Lots of stuff to drink, or to open, or to mess with. Some good, some bad, and almost all of it weird. I LOVE this kind of stuff and this is what OD&D means to me. It’s the weird and strange and its use to invoke a sense of mystery in the players. There’s absolutely no telling what some of this stuff will do. This instills a kind of apprehension in the players and keeps them off balance. It’s terribly hard to min-max things through the rules when encountering the weird and non-standard. Almost every room has something interesting in it. I particularly like the crate room, the anatomy room and the wizards room. The wizards room, in particular, provides an enormous amount of fun in running, both for the players and the DM, in my experiences. The players generally think they are getting one over on the DM and the wizard is A LOT of fun to role-play. I only recall there being five monsters in the module, two which are NICELY bizarre and two of which are classics. It’s not a combat-heavy affair.

The only criticism I have is that it can sometimes be a bit slow. Most of the combat encounters are clustered in the same area. This can lead the rest of the tower to feel a little slow.

I like this module a lot. I keep it in my “quick-start” kit, along with Death Frost Doom, Tomb of the Iron God, and Shadowbrook manor. Those four choices, along with a pad of graph paper, a big stack of 1st-level pre-gens, the magenta D&D basic book, and dice-pencils make for a PERFECT “zero effort” D&D kit. This module, along with that kit, makes it possible to play D&D IMMEDIATELY. Anything that lets you play more D&D is a good thing.

This is available on DriveThru.

https://www.drivethrurpg.com/product/82999/Tower-of-the-Stargazer?affiliate_id=1892600

Posted in Level 1, Reviews, The Best | 12 Comments

Isle of the Unknown aka “A Comparison of various hex crawl settings”


by Geoffrey McKinney
for Lamentations of the Flame Princess
LotFP/D&D
Wilderness Hex Crawl

This is a hex crawl. AFAIK, there are only two extensive examples of hex crawls: The Wilderlands series and Staters NOD/Hex Crawl Classics line. It’s inevitable that any hex crawl will be compared to these, especially Wilderlands. I love hex crawls for their adventure seeds and I was struck by just how different I found Isle of the Unknown to be from Wilderlands and Stater. I like a lot of the ideas that Geoffrey produces … but I didn’t find Isle to be very useful.

There’s a definite OD&D vibe in Isle that I can get in to, but it is overshadowed somewhat by the formulaic entries. Two types, in particular, stick out and are what got me thinking about other hex crawls in comparison. There are giant hybrid monsters on the Isle as well as magic-users. Individually these encounters suffer from what I’m going to talk about later, but taken together they get formulaic. “Oh, gee. look, another giant hybrid monster. Ho hum.” A giant four-legged eagle who’s body is covered in feather faces. An 8′ tall humanoid swan with three human faces on its chest. A 240# giant mantis walking on its hind legs. A 4-legged pigeon the size of a large dinosaur. The book is relentless in the appearance of giant animal hybrids. They get a little “all the same” after awhile. Hmmm, or maybe “anticipated and therefore boring.” is a better way to describe it. Also along for the ride are the magic-users. Basically, a random person you run in to is a magic-user with weird powers, and probably some animal buddies. It seems like there are A LOT of these guys. I like a good OD&D magic-user but between them, the giant animal hybrids, and the statues things get REALLY repetitive.

What I’d really like to talk about though is the way the various hexes/encounters are presented in Isle. Here’s a typical entry from three hex crawls: Isle of the Unknown, Wilderlands of High Fantasy, and Staters HCC1 – Valley of the Hawks.

Isle: “Orchids grow from the rumps of squirrels, rabbits, chipmunks, etc that are prolific in these woods.”
Isle: “A 6′ tall wolf-man slithers on the ground, moving with its arms. It has antlers on its head.”
Isle: “A 7′ long caterpillar has skin made of metal. It can crawls on the walls and ceilings as easily as the ground.”

Wild: “Abode of four huge ogres which relish human flesh. Every ogre has 3 eyes and flaming hair. A pet giant crocodile follows them to feast on their leavings.”
Wild: “3 Harpies harass 12 dwarves on this rocky land fall. Unknown to all except 1, a yawning cave is the treasure trove of pirate. 3 chests are guarded by 4 skeletons.”
Wild: “A blackened Great Keep whose roof has caved-in and the gates have rotted down, provide shelter for four giant pigs.”

HCC1: “There are a number of tall conical spires here topped by large balancing stones. If the stones are removed then thousands of mechanical locusts will pour from the spires and descend on the Valley, making it a wasteland until stopped.”
HCC1: “An old, grey horse wanders this area, grazing on the grasses and accompanied by twenty zombies in leather harnesses and carrying barbed spears. The zombies were under the command of the necromancer Bethnay, whose body is still dragged by the horse after a fall cracked open her skull. The zombies accompany their mute master, waiting for new orders. The remains of Bethnay still hold a treasure map in one boot.”
HCC1: A small village of ancient men in his hex is plagued by pixies. The woodsmen live in leather tents surrounded by a thicket. They are tall and thin, with golden skin, reddish-brown hair and long noses. The men are bison riders, capable of communicating with and controlling not only their bisons but all mammals. They wield throwing clubs called knobkerries and long, serrated daggers and wear leather armor.

Stater is certainly a bit longer, but not nearly 3.x “we pay by the word” length. Ignoring length, the HCC hexes give you a decent little encounter to flesh out and its readily apparent what’s going on. There’s something strange in the hex and there’s something strange going on with it. Wilderlands has decent little setups also. The harpies and dwarves encounter is a good example. There’s enough information there to flesh out and run an encounter. “There’s an X here and Y is going on.” The Isle examples are different though. They name something, and do little more. “There is a book in this hex.” or something similar. There’s something missing. The description needs more to turn it from being a THING and in to the basics of an encounter.

Oh, and while it’s gouche to do so in another mans review, I encourage folks to check out Staters Land of Nod (Lulu print and PDF) and Hex Crawl Classics (Frog God Games print and PDF) lines. He’s one of the best producing work today, and also one of the less visible.

This is available on DriveThru.

https://www.drivethrurpg.com/product/97687/Isle-of-the-Unknown?affiliate_id=1892600

Posted in Reviews | 1 Comment

Isle of the Unknown aka “A Comparison of various hex crawl settings”

by Geoffrey McKinney
for Lamentations of the Flame Princess
LotFP/D&D
Wilderness Hex Crawl
This is a hex crawl. AFAIK, there are only two extensive examples of hex crawls: The Wilderlands series and Staters NOD/Hex Crawl Classics line. It’s inevitable that any hex crawl will be compared to these, especially Wilderlands. I love hex crawls for their adventure seeds and I was struck by just how different I found Isle of the Unknown to be from Wilderlands and Stater. I like a lot of the ideas that Geoffrey produces … but I didn’t find Isle to be very useful.

There’s a definite OD&D vibe in Isle that I can get in to, but it is overshadowed somewhat by the formulaic entries. Two types, in particular, stick out and are what got me thinking about other hex crawls in comparison. There are giant hybrid monsters on the Isle as well as magic-users. Individually these encounters suffer from what I’m going to talk about later, but taken together they get formulaic. “Oh, gee. look, another giant hybrid monster. Ho hum.” A giant four-legged eagle who’s body is covered in feather faces. An 8′ tall humanoid swan with three human faces on its chest. A 240# giant mantis walking on its hind legs. A 4-legged pigeon the size of a large dinosaur. The book is relentless in the appearance of giant animal hybrids. They get a little “all the same” after awhile. Hmmm, or maybe “anticipated and therefore boring.” is a better way to describe it. Also along for the ride are the magic-users. Basically, a random person you run in to is a magic-user with weird powers, and probably some animal buddies. It seems like there are A LOT of these guys. I like a good OD&D magic-user but between them, the giant animal hybrids, and the statues things get REALLY repetitive.

What I’d really like to talk about though is the way the various hexes/encounters are presented in Isle. Here’s a typical entry from three hex crawls: Isle of the Unknown, Wilderlands of High Fantasy, and Staters HCC1 – Valley of the Hawks.

Isle: “Orchids grow from the rumps of squirrels, rabbits, chipmunks, etc that are prolific in these woods.”
Isle: “A 6′ tall wolf-man slithers on the ground, moving with its arms. It has antlers on its head.”
Isle: “A 7′ long caterpillar has skin made of metal. It can crawls on the walls and ceilings as easily as the ground.”

Wild: “Abode of four huge ogres which relish human flesh. Every ogre has 3 eyes and flaming hair. A pet giant crocodile follows them to feast on their leavings.”
Wild: “3 Harpies harass 12 dwarves on this rocky land fall. Unknown to all except 1, a yawning cave is the treasure trove of pirate. 3 chests are guarded by 4 skeletons.”
Wild: “A blackened Great Keep whose roof has caved-in and the gates have rotted down, provide shelter for four giant pigs.”

HCC1: “There are a number of tall conical spires here topped by large balancing stones. If the stones are removed then thousands of mechanical locusts will pour from the spires and descend on the Valley, making it a wasteland until stopped.”
HCC1: “An old, grey horse wanders this area, grazing on the grasses and accompanied by twenty zombies in leather harnesses and carrying barbed spears. The zombies were under the command of the necromancer Bethnay, whose body is still dragged by the horse after a fall cracked open her skull. The zombies accompany their mute master, waiting for new orders. The remains of Bethnay still hold a treasure map in one boot.”
HCC1: A small village of ancient men in his hex is plagued by pixies. The woodsmen live in leather tents surrounded by a thicket. They are tall and thin, with golden skin, reddish-brown hair and long noses. The men are bison riders, capable of communicating with and controlling not only their bisons but all mammals. They wield throwing clubs called knobkerries and long, serrated daggers and wear leather armor.
Stater is certainly a bit longer, but not nearly 3.x “we pay by the word” length. Ignoring length, the HCC hexes give you a decent little encounter to flesh out and its readily apparent what’s going on. There’s something strange in the hex and there’s something strange going on with it. Wilderlands has decent little setups also. The harpies and dwarves encounter is a good example. There’s enough information there to flesh out and run an encounter. “There’s an X here and Y is going on.” The Isle examples are different though. They name something, and do little more. “There is a book in this hex.” or something similar. There’s something missing. The description needs more to turn it from being a THING and in to the basics of an encounter.

Oh, and while it’s gouche to do so in another mans review, I encourage folks to check out Staters Land of Nod (Lulu print and PDF) and Hex Crawl Classics (Frog God Games print and PDF) lines. He’s one of the best producing work today, and also one of the less visible.

This is available on DriveThru.

https://www.drivethrurpg.com/product/97687/Isle-of-the-Unknown?affiliate_id=1892600

Posted in Reviews | 1 Comment