T2 – The Things in the Forest

by Bill Barsh
for Pacesetter Games & Simulations
AD&D
Levels 4-6

The Barbarian Lord and his army emerged from the Darken Wood and swarmed across the land. Eventually his army failed and the greed-driven lord retreated back to the wild lands of the north. He was never seen again. Many years later, a dark and horrific creature fell upon a peaceful valley many miles from the Darken Wood. Through the mystery of fate, these two events are directly linked. Now is the time to find and destroy The Things in the Forest!

T1 – The Thing the Valley, was one of my favorite module finds. This one has a couple of good things going for it but mostly misses the mark. T1 appealed to that folk tale groove that I get in to, rather than the OD&D feel that I generally prefer. The best parts of this module have that same folk tale feel.

In T1 the party found some things that belonged to the former owner of a mansion, along with notes on where the family moved should the master of the house return. This module follows on by assuming that the party has journeyed to that city and found the family in order to return word of the masters demise. This leads the party to discover a map to where the former lord went on his last adventure, which presumably turned him in to the undead creature discovered in T1. This is not a bad set up and is a decent follow on thread from T1. Unfortunately it takes place over almost four pages of text. That is quite a bit of exposition for me. Eventually the party take a long boat trip and end up at the edge of a barbarian filled forest. There’s a decent bit of text to get there, about two more pages, and in the end it just ends up being a combat with some were’s. I think there’s something hidden here though. There was a lot of talk awhile back about making the parties journey to the ‘mythic underworld’ memorable; that there be a hard transition from the mundane world to the fantastic world. I did this once years ago before blog-learning smartened me up and added a label to it. The world was full of mud & filth villages but when the party left the road they crossed over in to an area that was more green than it should be, and in which the shadows were deeper. A world of mist-filled grottos, etc. You could do a lot with that here. The cross-over point from the mundane to the fantastic is the HUGE forest that the party is on the edge of. The were’s have breached the edge. With a decent bit of flavor texting the DM could set the stage for some pretty serious Mirkwooding.

The journey through the forest is devoid of wandering monsters. And only has three set encounters. There’s a small part where the party finds a ransacked hunting camp. There’s another where the party finds some pillars … but they only do something at midnight under a full moon. Uh … given the perk they provide and coolness of the effect I can’t imagine not using it. Basically the party members are given the choice of loosing a stat point in order to get an amulet that protects them from undead. I’m pretty sure that your stats should be going up & down regularly in a good game, so the choice isn’t as clear-cut (“No”) as it would normally be. The last encounter is with an evil NPC party that has been following the party. As written this is kind of lame. They just show up and attack, get their ass kicked, and retreat. It would be MUCH cooler if they had hired on to the boat, taken it over once the party left, and then did some hit & runs on the party before the main dungeon, or just waited till the party was out of the dungeon and hit them hard then. Both of those allow for a decent bit of role-play and some foreshadowing of the villains before the party fights them and that add SO much more to the encounters.

The main dungeon has 31 room, has no wandering monsters, and is full of undead. FULL of undead. Because they are special undead there is no turning allowed and there are about 90 of them in the complex. A very large number of them are likely to be encountered by the party and combats and noise in rooms will pull undead from most nearby locations. There’s not a whole lot going on inside other than monstrous/undead encounters. There’s a decent trap/obstacle at the beginning and a couple of lakes to maneuver around, but otherwise it’s just a monster hack. T1 did a great job of setting up a foreboding atmosphere but that is lost in this module by the sheer numbers of undead. Further, the undead are a little too mundane; there’s not really a sense of danger or decay in the surrounding environment. Many of them have footlockers! That’s not the type of undead I’m fond of. I want mine to be dark creatures of evil with very little logical behavior behind them … or perhaps set patterns behind them. This reduces them to just another creature to hack through in a dungeon that not very evocative. The last room has a nice description but it’s wasted by no follow-up. It he skulls and body parts had coalesced in to the creatures you fight, with a little horror/gore thrown in, then its impact would have been much greater.

The environment and setting in T1 meshed with the creatures to creature a nice little folk tale like feel with a horror element. That sort of vibe is almost completely lacking from this module.

This is available on Dragonsfoot, in a bundle with T1.

https://www.drivethrurpg.com/product/167998/T12-The-Thing-in-the-Valley?affiliate_id=1892600

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AA#24 – The Mouth of the Shadowvein

by Joseph Browning
for Expeditious Retreat Press
OSRIC
Levels 3-5

The depths of the underearth weigh heavily upon the party as they delve deeper into the cold, hard stone. Every river has an end, even those that never see the light of day. Many adventures behind, the party continues to find the mouth of the Shadowvein. What lies ahead is surely dangerous, but the lure of the deeps is strong with gold and magic.

This modules continues from where AA#23 left off, with an underground hex crawl an five more hexes detailed. Tis is part two of the great D1 cloning, except at FAR lower levels of experience. The party travels through a map much like that in D1 and has some random encounters on the way. Several hexes along their way, which is a great underground river, are detailed and the map shows several other paths with undefined hex encounters located along these other more numerous, but small, pathways. A very rudimentary random encounter table is provided. You’re looking at about 6 days travel upriver, and with the chance of an encounter only 1 in 12, the party is unlikely to encounter anything random, interesting or not. Much of the introductory text looks to be just a copy/paste job from AA23. “1-2 ogres” is not ground shattering territory.

The first hex details an obstruction in the river that can be bypassed through some caves that immediately cause everyone to go insane and are inhabited by 12 wraiths and a lich. Zowie! That certainly a starting things off with a bang! The lich runs a portage service in which he has skeletons escort people through the caves of insanity to the other side of the obstruction. If the party keeps cool then this is just a little flavor text diversion. If not then they have 50 skeletons, 12 wraiths, and a 20th level lich to contend with. Other than the intriguing possibility of the party interacting with the undead in a a non-violent way there’s one other interesting thing in here. The lich can send the party on a quest if they are bad kids. That may provide the motivation needed to get the party moving toward the end of the river. It’s too bad that this may not show up if the party doesn’t get themselves in to trouble in the lich’s caves.

The next two encounters are quite brief. The second encounter is just with a large group of grimlocks in a wide spot in the corridor. The party can bluster past them if they are strong enough. Or, of course, you could just ignore the entire thing since the map indicates that the wide sport is no near the river and the party is, of course, making their way up the river in boats. If they are not then this is going to a ROUGH encounter for 3rd-5th level characters. There are about 50 of the creatures on a small 60×60 or so room with a 20′ wide hallway leading in and out. A single fireball may soften the dudes up A LOT, so lets hope your MU has it. The third encounter is with a friendly deep gnome mining camp.

The last two encounters are the real meat of this series. Te first is a great open cavern, 2 miles x3 miles, former home to a drow city and now overrun with mold, fungus, and other strange stuff. Mold, algoids, atomies, mites and pesties, mutated shrimp, gambados and … FLUMPHS! And the flumphs make sense! These are less encounters and more broadly outlined environs, as you might find in a Judges Guild or Stater hex crawl. You can also compare this to some of the keyed locations in D3 – Vault of Drow, except with fungus and other things instead of a drow outpost. These are very brief set ups for further adventure. A ruined castle littered with mite and pestie traps, pits, and barbs. Or A solitary monk stone giant interested only in meditation. These locales might get a paragraph or two each, just enough to outline what’s going on, while the rest will need to be expanded upon by the DM. It’s an interesting little environment but devoid of motivations. By that I mean that there’s no reason to get off the boat. Just float on down the river. I really like the various mix of encounters in this room. There is a lot of variety and most are suitably bizarre to be make the players imagine that they really are in a different environment. IE: underground life & civilizations. There’s just not much reason to go poking around and almost no treasure present at all. 250gp at one site and 4000gp at another. I should note that there are no less than four different wandering monster tables for this cavern and that they are chock FULL of interesting and cool encounters. All of the monsters are DOING something. There’s a great flumph migration, returning hunting parties, thieving beasties, nests of hissing giant hissing cockroaches (IE: shriekers) and more! This is EXACTLY what I want to see in a wandering table. A wide variety of encounters and the monsters actually engaged in some activity. This is the kind of stuff that does wonders to jump start my imagination and is one of the best parts of the module in that respect. It’s very easy to do, just a few words tacked on to the end of each description. “scatter before the oncoming party” or “decides they’re what’s for dinner” or “returning from a successful centipede hunt.” I really wish more designers did this and I wish more of that type of detail was in this module.

The last area is the actual great inland sea. The Mouth of the Shadowvein. The goal. An anticlimax? This is the largest location detailed in the undersea and has but a column of text describing what’s going on, followed by a brief description of a ship in the location. The wandering charts for this section are back to the same-old stuff: “2-12 barracuda” or ” “1-4 giant crabs.” The main area of exploration is a ship and it’s almost certainly going to involve a pitched battle. The party will be fighting wave after wave of mutated brine shrimp men as they protect their temple/ship. A nice order of battle is presented in text form to help the DM run the battle. After this battle the rest of the ship is going to be a let down. Several rooms are described but they are all empty and/or non-working. Then why waste time describing them? Or, better yet, put something in them that the party can play with and potentially get in to trouble with or get a boon. Instead it turns out to be a pretty boring place to explore without only one nice thing to play with, some locks. At this point the adventure ends. That’s it. No more. Because there was no end goal it feels like a let down. The entire point of the two modules was to explore/follow the river and now that it’s over … well, what’s next? A few more notes about where to go from here would have been nice.

The main humanoid monster is a bit interesting but is really only just a multi-hd orc out of water. There’s a new dragon that’s not really interesting and a couple of robots that are the best of the new monsters. Robots are cool, just like a fez. There’s a handful of new magic items also. These are VERY good. The bulk of the magical items in the module are just normal old book items but the few new ones are very good. Ok, no, two of the new ones are very good. An amulet of undead control is filed with a bit of the negative material place and glows with a dark purple light when in use. Cool! And it even has negative effects! The Rod of Undead Resurrection is formed from the congealed blood of the corpse of a dead god … the party gets to break it off to loot it! That’s a pretty bad ass origin story. The rod is uber-poerful in it’s present form … as a rod it gets unlimited usage, yes? It basically destroys undead by bringing them back to life … with no save unless it’s been dead for over 200 years. Ouchies! That’s gonna need some charges and/or negative effects there … But still .. VERY COOL!

The module suffers a bit from a a couple of things. FIrst, there’s a need to explain everything. For example there’s a lick who turns invisible and wear boots of elvenkind. I don’t think there’s any need to explain things. He’s a lich. If you want him to walk through walls then just say “he can walk through walls.” The need to explain things removes a lot of the wonder and magic from things. There’s also a bit of a gap in the text. There’s a lot of it, but it doesn’t quite reach the level of evocative very well. I should be drooling all over myself at the great fungus cavern, given my love for such things, but somehow it never really came to life in the text. I don’t think I know how to describe this … too mechanical? I don’t know … Maybe it was just the overall lack of motivation in the adventure. The party is exploring and going down the river just for the sake of doing it and thus has no reason to stop at any location except to explore and loot for XP. I’m ok with that, in fact I prefer it, but perhaps a McGuffin or two in the caverns would have helped get the party off the boat and exploring more things with a glint in their eye.

This is available on DriveThru.

https://www.drivethrurpg.com/product/101407/Advanced-Adventures-24-The-Mouth-of-the-Shadowvein?affiliate_id=1892600

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NS2 – Beyond the Wailing Mountains

by Ken Spencer
for Frog God Games
Swords & Wizardry
Levels 5-7

The story begun in Vengeance of the Long Serpent continues. The heroes have defeated the Children of Althunak, but the fell god’s evil fane survives. Strange beasts, dark magics, and unholy cold await in the lands Beyond the Wailing Mountains.

I have a healthy respect for low-magic, historical, and horror based games. In the role of everyman you get to react to things as a normal person, push the red button, go in to the basement and all of the other fun things that wisdom and character survival dictate that you should not engage in. These are all one-shots, especially at cons, and I seldom have more fun; chaos & character death, HO! I’ve never been able to pull off a historical or mundane game at any other type. It’s just too boring and mired in too much realism. This adventure tries to pull it off. If you’re in to historical settings and/or horror then you should probably check it out.

For background, you’re the crew of a viking longship and stumble upon a strange eskimo cult while out clubbing/skinning seals and rendering blubber. The cult is in all the native villages except one, and in the first module you put down the cult and destroy the secondary temple being constructed … Which implies a primary temple. In this module you take a break from your clubbing baby seals and trading with the locals to travel weeks over tundra, mountains, and ice in order to destroy that primary temple. Do you like dealing with environmental conditions like the cold, and like keeping track of food stores? Navigating dangerous terrain? Then do I have an adventure for you.

The adventure comes in five sections although only one of them has any significant amount of meat to it. It starts with the players meeting with the village elders during their evening feast in their honor and the village getting raided by hordes of Yeti and a Snow Bride. This is probably meant to bring the danger home to the party and provide some continuity from the last module; the cult is punishing the players and village for their actions in the last module. It comes off weakly though. The players just end up fighting a few groups of yeti, 3 or so to a group, while the village warriors battle their own groups. The Death in the Treklant series from Troll Lord had a similar viking-like setting, in the forests instead of the frozen north, and pulled off these sorts of large battles much better, I believe. They were frigging hard, probably a pain to run, and certainly things that the players would remember for years to come. The yeti battle just comes off as a couple of railroady encounters with yeti with some flavor text about other nearby battles surrounding it.

The next three sections of the adventure are essentially the same. The players travel 2-3 weeks over the tundra to reach the mountains. The players travel 2-3 weeks through some mountains. Then the players travel a week or so across the ice fields to an ancient abandoned city. You get a random encounter roll each day, with about a 60% chance something will happen. This could be normal animals on the tundra, or some sort of environmental issue like a blizzard or crevice, or it could be some creatures in the cults service. This probably lasts a little too long. With a decent level cleric the rations situation shouldn’t be a problem and encountering Yet Another Crevice amounts to tedium, not adventure. Some of the flavor text in the encounters is pretty nice but it’s DM text, not players. For example there’s some sleet on the table. This is actually the frozen tears of sorrow of the sacrifices to the primordial god involved. Pretty cool, eh? Now how do you communicate that feeling to the players? There is a decent variety in the encounters and the creature encounters are not all straight up hack jobs; some trickery can work wonders in places.

The lost city with the temple is the climax. It’s very sparsely populated. Most of the encounters should be ok for a group this high to hack through except for the two groups that each contains three 8HD ice demons. THOSE are gonna be tough. The temple in the city is a short little seven encounter linear affair. The high priest has an EXCELLENT little backstory … that is going to be lost on the players as they hack him down. Too bad, it’s really cool, especially the part where his new god forces him to eat all of his own flesh. Ewwwwww! There’s a nice little section at the end on how the evil god, on the down low, messes with the party after they defeat his minions. They are great suggestions for giving a feel of continuity to your game and implying there are consequences for a characters actions.

There’s TOTALLY a Lovecraft feel to this and I suspect you could lift the entire series for a Cthulhu game or some other more modern setting, especially in and around the 20’s era. Many of the monsters have some decent backgrounds as well; for example the Snow Brides are actually ice trolls … except they were once human an have been transformed in to their condition through their marriage to the EHP. There’s a lot of this sort of detail in the adventure even if there’s not much in the way of the traditional D&D weird that I groove on so much. Using this module as a framework and putting in a lot of work to expand certain areas and foreshadow much of the cooler flavor text could turn this in to one rocking pseudo-historical type setting. If you’re willing to put in the work.

This is available on DriveThru.

https://www.drivethrurpg.com/product/97422/The-Northland-Saga-Part-2–Beyond-the-Wailing-Mountains-Swords-and-Wizardry–Edition?affiliate_id=1892600

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1 Year and 200 Reviews

uh … I passed those landmarks a bit ago since I’m now 1y20d old with 209 reviews. I hate reading the posts similar to the one I’m about to make, but I’m nothing if not a hypocrite.

I started this blog because I could find no useful information about published OSR adventurers. I hope it’s helping expose people to material they may like, especially those from smaller publishers.

I anticipate running out of commercial material soon and expect to expand my coverage to free adventures and products for other system, like DCC.

I try to focus hard on just adventure reviews but I may expand a bit further in to other related areas. A comparison of the 0e and 3e version of the Judges Guild modules, for example. Or a comparison of the various domain systems, from Birthright to ACKS and HarnManor. I’m also very interested in producing a single page that allows you convert any edition module to any edition of D&D, focused on XP. IE: I have 3e characters and a 1E module: what changes do I need to make to it? Bump the level range down 3, divide all experience by 10, and do X for saves.

The least read blogger in the OSR,

BRYCE

 

(and I swear to fucking god I’m going to figure out what the deal is the fucked up CR/LF shit on this blog. Dammit, it drives me fucking nuts!)

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AA#23 – Down the Shadowvein

by Joseph Browning
for Expeditious Retreat Press
OSRIC
Levels 3-5

You carefully load your canoes and launch into the fast-moving waters of the underground river named Shadowvein. The Pod-Caverns of the Sinister Shroom behind you, the veracity of the map that is to be your guide into the dark unknown will soon be tested. Hopefully what is written is accurate, but if it is not, your wits, wile, and brawn should serve you well as you journey down the Shadowvein!

Gygax, thy influence runs deep.

This is a Descent in to the Depths of the Earth type underground wilderness adventure, complete with a partial players version of the DMs map that looks like it could have come straight out of D1. Primary, Secondary and tertiary passages, a river running through it, detailed locations along the primary path and a number of blank adventure locations for the DM to expand upon. There are five encounters provided as well as extensive wandering monster tables. The first two encounter areas are with monsters while the second two are with potential allies. The module finishes things up with a small linear funhouse dungeon. There is a wandering monster table for the primary, secondary, and tertiary passages but not for the river proper, which is noted as being very safe. This is probably a mistake. As written this would mean that the party simply encounters the five described areas with perhaps some flavor text by the DM about how they sleep and eat. That’s not really what I think of when I think of a hex crawl. The wandering monsters should be an integral part of an adventure like this, especially when it’s supposed to be set on a major underground trade artery. The river does follow a primary passage at points, so you could fudge a bit over the six-ish days of travel that a boat trip will take. The wandering encounters themselves are not very interesting either. Again, if wanderers are supposed to be a major part of the adventure then they should be spiced up. A 20-entry table with skeletons, zombies, shriekers, grimlocks, etc, is just about the minimum that could be done. Some extra detail for each encounter would have been fabulous, or even just a small random table telling us what the wanderers are doing wandering. The first option could have turned a ho-hum table in to a major interesting bit of content; “Wagon Train to the Fungas Lakes!”

The first encounter area is with a group of goblins in the middle of a power struggle. There are two factions and the party is going to be encouraged to join one of them and wipe out the other. There could be a bit of novelty here in negotiating and visiting with non-hostile goblins, but otherwise this is going to be a straight-up hack down a set of linear corridors while the party wipes out one or both factions. The idea of factions is a good one but the design of the goblin halls, a line, doesn’t leave enough room to reap the rewards. Rather than the goblins being a home base and interacting with them and dealing with whatever petty help or hinderance they could be we instead only have the option of moving straight forward and hacking down great numbers of goblins in small corridors.

The second encounter area is a tad more interesting. A former monstrous humanoid lair is now marked with The Plague Sign … which the party probably knows nothing about and thus blunders in anyway. The eleven or so rooms/caves are all essentially empty except for the main one. That cavern has a VERY nice encounter with a couple of mutated beasties right out of ‘ol HP Lovecraft or LotFP on a good day. A definite scene of horror that must have been inspired by The Thing. Nice evocative scenery in this room to go with the monsters, but thats it. Two 4HD monsters to not an adventure make. These caves are otherwise devoid of coolness.

Encounters three and four are with ‘good’ humanoid bases and are adjacent on the linear river path, being separated by six mile or so of river. Both have fully detailed interior sections which their text goes on and on about the party never being bale to reach/see because so groups are so paranoid. They both have public guests rooms for river travelers but NO ONE gets inside their homes. Then why describe them? And why put them adjacent to each other on the map? Are we meat to slaughter them? There are 300 dwarves in one, a far far cry from the two 4 HD monsters in the previous encounter. One of these areas has a cute statue encounter that the party will probably never get to interact with. Some other visitors or some intrigue in these areas would have livened up these two areas.

The final encounter area is a linear dungeon. There’s some backstory about an inter-dimensional trickster mage, but it’s really just an excuse to put a funhouse dungeon on the map. Hmmm, funhouse may be the wrong word. Grimtooth is closer to it. Ten rooms/encounters, in a line, each with some kind of deadly trap. I don’t have a problem with this in principal, it just that generally in execution it tends to come off poorly. It’s better here than in most I’ve seen. In fact I can’t recall any that do it better, but it’s VERY out of place. The party needs a MUCH different mindset to tackle this area than the ones previous. It’s kind of like sticking Tomb of Horrors as a side corridor in The Steading. It’s out of place and a completely different stye. A few more warnings/bodies may be called for to indicate that a context switch is required. The dungeon finished with a completely barren room except for a treasure chest with a white dragon curled around it. This must be some kind of in-joke from the designer.

A D1 for lower levels is a good summary of this module. Unfortunately it suffers a bit from the thing D1 does. If you can take D1 and turn it in to an evocative fun-filled romp through the underworld then you probably don’t need D1. If you can’t do that then it’s just a rather generic and boring crawl through the underearth. While the Plague rooms have some personality the module is otherwise lacking.

This is available on DriveThru.

https://www.drivethrurpg.com/product/100773/Advanced-Adventures-23-Down-the-Shadowvein?affiliate_id=1892600

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GC1 – It Lurks Below

by Bill Barsh
for Pacesetter Games & Simulations
AD&D
Level 1 characters

A mournful girl has begged you for aid. Her father, keeper of the city’s vast sewer system, has disappeared. The city guard will do nothing and she suspects foul play or possibly something even more sinister. An adventure is at hand and only one thing is certain, It Lurks Below!

Problems in the cities sewers?!?! What!? Say it isn’t so! In the modern world you pay your tax dollars and you are protected from dysentery. In the fantasy world you pay your tax dollars to be protected from dysentery AND you still take the risk of some nameless horror festering down below. I do declare, it’s enough to turn a man toward wanting dysentery …

This is a pretty basic adventure in the cities sewers with a few goodies tossed in to elevate it. The players are sent in by the daughter of a worker in order to find her father. The sewers have four parts: the sewers proper, the basement of an old house, a small cave system, and a tomb complex. The maps have a very basic branching layout without loops. The numbers and types of monsters, and lack of wanderers, makes that fact pretty irrelevant though. The house basement map is very small and it’s hard to make out where the doors between the rooms are. I believe the sewers are meant to link up to the caves, basement, and tomb, but the basement is the only area that I can figure out. The other two areas must connect somehow but it’s not clear to me at all how they do.

In a refreshingly change of pace, the sewers are essentially empty. Only some crocodiles are hanging about. They just serve as a passage to connect the caves to the basement to the tomb. There are a couple of rooms, including a locked door, but they just serve to hold the sewer workers tools. The basement is essentially a red herring while the caves provide the first clue to the old mans location … the tombs. These areas are essentially devoid of any interesting encounters. The temple is where things get Old School. Murals to study. Statue arches to pass under and freak out about. Swords that fly off the wall and attack. Alters that bless things. Animating heads and a ghostly oracle. More! I want more! I LOVE this kind of stuff. That’s what D&D is to me. Anyone can put some giant rats in a room make some goblins attack a caravan. That’s just some mechanical dross. It’s the wonder and the whimsey that make D&D special to me and I’m thrilled to see some of that OD&D spirit in this product.

The magic items are a little too mundane for my tastes: +1 maces and +2 shields and the like. I like to see the weird and unusual show up in magical items. Things like all of those effects for artifacts in the 1E DMG, or the Misc magic items in the same supplement. Those sorts of things will keep the party on its toes! The monsters are, for the most part, standard as well although there are a couple of more interesting ones. There’s a skeletal imp and some baby gelatinous cubes that should keep things interesting for the party. There are several multi-hd skeletons in the tombs also, but they suffer the fate of all 1st level undead: turning. The designer takes care of this by gimping the party cleric: no turning in the tombs areas. Gygax did something similar in the Caves of Chaos with those amulets the undead wear. With no limit to the amount of undead you can turn, or the number of attempts, 1 HD skeletons always seem to be throw away monsters. For such a classic monster type its a shame that they can never be used as written. But that’s a bigger problem with D&D, not with the module.

This could fit in well with a long-running city game. The daughter, who isn’t who she claims to be, has a lot of potential as a recurring character and the backstory could provide for a decent amount of adventuring before the characters even hit the sewers, if the DM were so inclined. That’s a nice inclusion.

This is available from DriveThru, as a bundle.

https://www.drivethrurpg.com/product/167997/GC12-From-Below?affiliate_id=1892600

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Goblins of Mount Shadow

by Brian Young
for Troll Lord Games
Castles & Crusades
Levels 1-5

Many long years ago the denizens of Mount Yr Wyddfa crawled beneath the earth; foul minded fey, goblins and others of that ilk; they fled for reasons unknown to any but themselves. The terraced slopes, the valleys, ravines and forested highlands settled in peace, farms spread along the greens, people settled and prospered. But the world unfolds, for ever turning, mirroring the past. It began with nightmares, followed by haunts hounding farmers in their fields, terrorizing them on the roads, chasing them to their sanctuaries. And then the goblins came a-hunting. Not seen in many years now they waylay travelers, despoil them of their belongs or worse, killing them on the road. And to all this the terror only adds, spreading even to hearth and home; young women have begun to disappear, kidnapped from their homes. Rumors speak of a new power, called the Grey King, which settled in the mountain. It is he that stirs up the creatures and has brought the goblins to life. Drawn by a string of random attacks on the locals, vandalism and sightings of eerie beings about the mist shrouded mountain, the characters must band together to discover the cause. To save the local villages from further devastation, the characters will need to hunt down the goblins and find the source of their rise to power.

WARNING: I like fey.

I’m conflicted on this module. It’s not my style and yet I can recognize that it has something interesting going on.It is a mess. A glorious glorious mess. Can you compose and present some kind of a grand campaign in only 17 pages of text? That’s what this thing tries to do. Oh, it masks itself as a normal adventure but there is no way in hell this thing can be ran in anything that resembles the form in which it’s presented. If instead you take this thing as inspiration and build off of what’s in it then you’d have one hell of a game. But then it would be a setting rather than an adventure. It may resemble more one of those old MERP supplements that presented a land and its environs, some castle plans, and then suggested some adventure ideas. And that’s a distant cousin. I would suggest a reading of the module that treats it like a short story in order to get inspired and then go in and rip out the various salvageable portions and fill in between them to get a GREAT campaign setting and adventure.

The setting is a kind of mythic celtic England with what appears to be a heavy Welsh influence, sometime around the 8th or 9th century would be my guess. There’s no sign of the Romans but instead we get a VERY strong fey flavor. There are large numbers of goblins, hobgoblins, spriggans, hags, kobolds, and others populating the environment. And they are all out to kill the players. Well, ok, not directly. The Grey King has show up and now the fey are flocking to him and he’s waging a murderous war on the human lands. The goblins and hobgoblins are of the fey variety rather than the ‘monster manual’ variety. I don’t usually mention art, but the cover to this book does not set the right tone at all. While it has some nice celts the goblin does not inspire you to think ‘fey.’ Back to the background. The Grey King arrives out of nowhere, sets up shop in a mountain, and start gathering evil fey to him who terrorize the countryside.

The module is organized around three Acts and there are plenty of warnings about such and such needing to survive and how the players can’t kill X or Y. Those are usually danger signs but in this case they can all be safely ignored. The kind of things warned about are extremely unlikely to occur if the module is run as written and if you use this as a campaign inspiration then you’re changing it all anyway. There are VERY brief descriptions of about a half dozen destroyed villages in the area. This are usually just a couple of paragraphs and are FULL of nice descriptive flavor without providing anything in the way of adventure. Eventually the players arrive in a non-destroyed village and listen to a page of monologue from a druid. This tells the players a bit about the Grey King and a magic item they can create to help them see the invisible fey. Cool! Every better, it involves the party questing to a wormwood grove and distilling it in to eyedrops! Pretty cool inclusion of the Green Fairy! Somehow the players stumble on to the environs at he base of the mountain. There are they are harassed by the dark fey that pour out of the mountain every night to terrorize the lands and also meet a couple of NPC’s that the DM can use to spice up the adventure later. They are both on quests to kill he Grey King and it’s pretty clear that neither will succeed, leaving a few opportunities for the DM to include the results of that in the mountain as the party explores.

The mountain lair is very cool and a TOTAL mess. There’s five levels! But only 23 rooms. 🙁 The map way be one of the best bad where ‘many ways between levels’ is involved. But you’re never gonna figure out that out from the crappy maps and the the levels are too small/simple to support any benefits from this type of play. The text mentions six ways in to the complex but I could only find two of them on the map. A careful examination of the text revealed one more, and one more beyond that which was not included in the six mentioned above. Most levels have two or three exits, at least, but where they end up is not noted very well on the actual maps. The text in the module and the maps disagree frequently. One room text mentions four tunnels out to other levels, only three are shown on the actual map, only two of those are labeled and those don’t indicate where they come up on that level. It’s crazy! Other rooms mentions shafts that come in to them or winding stairs that stop at different levels, but that’s all in the module text and not the map and it’s impossible to figure out where the things go. But … if the maps WERE accurate and you had a decent sized levels then you’d have a GREAT fortress complex for the party to explore with many many ways between levels.

There are HORDES of fey creatures in here. Most of them have special powers and most have more than 1HD. There is NO WAY a 1st level party can survive in here, and I doubt even that a fifth level party could survive. The rooms are too close together and there are WAY too many fey around. Any fight is going to pull from adjacent rooms and soon put the entire fortress on alert and the levels just are not designed in such a way that the party could sneak around; they are just too small and cramped. Oh, and the fey have ‘hellhounds’ which sniff out intruders and those are all over the place. The rooms are a strange combination of text which create a very evocative general environment to explore and yet have no interesting things at all. One room notes that the bottom of an undine pool is full of treasure from people they’ve killed. That’s it, no other indication of said treasure might be. Another mentions that there are 2d10 fey guards in the rooms and leaves it up to the DM to figure out which type, from a more general list earlier in the module, and what they have for loot. Somehow the things still manages to create an evocative atmosphere, at least in general. The corridors are full of rubbish, rotting heaps of maggoty garbage, larders of humans aging and so on. The vast majority of rooms have nothing special about them all, just holding some fey to kill and generic text. The single exception if a dark temple where accidentally spilling blood on the alter can curse the party. To top it off the place collapses around/after the party after they kill the Grey King AND the party meats an asshole elf outside who the DM is instructed MUST be kept alive in order for the next adventure in the series to take place. It’s CrAzY!!!!

You could ABSOLUTELY build an entire campaign around just this module, using it for inspiration and pulling out concepts and ideas. It’s a cool little bit of work that is almost certainly unusable as written.

This is available on DriveThru.

https://www.drivethrurpg.com/product/105123/Castles–Crusades-The-Goblins-of-Mount-Shadow?affiliate_id=1892600

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Q4 – The Final Chapter

by Bill Barsh
for Pacesetter Games & Simulations
AD&D
1st level, or one Level 3 Fighter

The orcs threw themselves in against the wall of the small woodland keep in a berserk rage. The small contingent of soldiers fought with equal ferocity and in the end, not a single orc remained. Years later, a dwarf entrepreneur bought the old fort and converted it into an inn and tavern, the now famous Green Grizzly. Your long trek through the woods has brought you to the inn but something is clearly wrong as not a soul can be found!

Pacesetters Q line is their quick-play series, meant to be finished in a single evening. This, their latest, is the most interesting of the line so far. It is set up so that the party stumbles across it just as the hook events have finished. Thus the party finds things in a very unusual state with some things going on around them … or not.

The idea here is that someone in the inn has found an old broken efreet lamp that was hidden in the inn. The efreet comes out, severely weakened, and then makes its way to the main room. Upon seeing an efreet everyone there does the sensible thing and flees. The efreet leaves to find some jewels needed to repair its lamp then the party shows up, less than 30 minutes after the inn is abandoned. I love this kind of In Media Res thing and this is not a bad set up. A recently abandoned inn with only a few signs of violence is going to be quite the puzzle for the party. I could have used more of this, with events unfolding around the party as they stumble from place to place, but then again this is a quick-play adventure. There’s really only two other events that take place: the efreets return to the inn and his death curse, neither of which really count towards the In media Res feel. Anyway, the party will find some clues in the inn. A geni lamp in the basement next to a dug up floor tile. An old diary. A new diary. A very good map of the forest the inn sits in. From these the party will learn the history of the lamp and what’s wrong with it. Three jewels from the lamp were hidden and three areas of interest are mentioned on the map and in the journals. Exploring them will eventually turn up the three jewels, which the party then needs to destroy to destroy the efreet.

There are a handful of encounters provided. Former guards return to try and loot the inn while the party is investigating. There’s a skeletal THING at a mass grave site. Mushroom men now inhabit the small cave where the orcs once laired. There’s a fair amount of text provided for these encounters and yet its going to take a decent amount of on-the-fly DMing to pump these up. The thugs will need to posture and negotiate and threaten and maybe ambush in order for their character to be revealed. The skeletal thing will need some good flavor texting from the DM to convey the actuality of what is happening, and the fungoid men will need some weirdness added to them to help convey the strangeness of the cave they inhabit. Despite the length of text on the bare bones of these encounters are provided. There’s nothing wrong with that … I think I’m more commenting on the length of the surrounding text and yet the lack of specifics. There’s a definite nugget of OD&D in here. The thugs are just humans looking to make a buck. The skeletal THING is a kind of non-standard skeleton monster. The Mycanoids, well, they are a little unusual to encounter in adventures and mushrooms always bring that OD&D groove. Likewise the magic items are not just book items. Well, they are and they are not. A sword of humanoid slaying, a javelin of piercing and a ring of shooting stars are present. Book items but not “Sword, +1” book items. I like the extra flavor that these sorts of non-standard things bring to a game. While they are no Oracular Skull they are very cool things that players would probably treasure.

Not quite as gonzo, weird and whimsical as I prefer but it does a decent job for what it is, a one night module, while providing a flash of that OD&D feel.

This is available on DriveThru.

https://www.drivethrurpg.com/product/263912/Q14-The-Screaming-Temple-and-other-Deaths?affiliate_id=1892600

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Dusk of the Dead

by David Kenzer
for Kenzer Co
Hackmaster
Levels 5-7

The long hours on the road have left you yearning for a good night’s rest at your favorite way station. Decent food, a clean bed and live entertainment have never sounded so good – especially so with those storm clouds looming on the horizon, mounting winds and periodic raindrops heralding some fouler weather to come. The warm glow of a fire and a hot meal will be welcome, but where is the wait staff?

This is the second of two Hackmaster modules I picked up at GenCon. They didn’t seem as jokey as their initial releases and I knew Hackmaster was trying to go legit so I thought I would pick it up and see how it compared. This is the better of the two.

If the Caves of Chaos scaled up to a higher level and the evil temple was a major force in the campaign world then the two page backstory in this module would fit perfectly. Some Evil High Priest is destabilizing the region. He killed a bunch of humanoids, blamed it on the keep to rile up the humanoids, destroyed an isolated inn, diverted the keeps patrols, etc. Nice Going EHP! This adventure deals with one part of that plan; the party stumbles upon an inn they’ve visited before only this time it’s full of bodies. This works best if the party has visited the place before, maybe on their way back and forth to the caves. It also raises one of the central problems with the murder hobo lifestyle: forming attachments is not a good thing. Getting married? You can expect problems with your wife. Buying a house in town? Expect it to be burnt down. Like the village? There’s an orc raid coming. There’s degree of continuity and a feeling of consistency in the game world when these sorts of character/environment relationships are established, which is a great thing. And then the DM takes a ham-handed approach to making the players/characters care about the latest bad guy. Why form an attachment when you know that the DM is just going to kidnap/kill them? Why, it’s enough to make someone turn to murder hobo’ing!

The players walk right in to the inn, as they usually do, and are confronted by a scene of chaos. Soon hordes of zombies start lumbering in to the main room and the adventure begins. The inn is built in to a fort type structure with small outbuildings living the edge of the fort walls. It’s actually not a bad little set up for an inn/way-station, and it’s a good little pace to be surrounded by undead. The adventure is a combination zombie & mystery so atmosphere is important. It’s dusk/night, rain is falling and getting heavier. The players are most probably outnumbered/gunned by the zombies. They are scratching at the doors and windows trying to get in. Most rooms have scenes of gore/struggle in them, some quite grizzly. There are lots of rooms/areas with zombies locked in. Sounds of combat attract zombies from nearby areas (an order of battle! Yeah Kenzer!) It’s still not quite clear to me that it’s enough. It feels like there’s some atmosphere missing. Maybe what I’m looking for is a few more tips on how to keep the pacing going and keep the atmosphere strong. Horror requires a good DM.

The encounters are pretty good. These range from the initial set piece attack on the common room when the characters first enter the inn to barricaded stairways and a PTSD survivor who nags and annoys until she gets what she wants and then goes catatonic. Most of the encounters provide some additional details when searched, or even a clue to where some treasure is. Drag marks on the ground actually lead to something. The designer also seems to know how skills work. Searching generally finds something without a skill check: a dropped club, or a blood-soaked pouch. There’s lots for the players to do, search, and find as they explore the devastated way-station, almost all of which relate to details of the attack.

There’s a nice one page section at the end dealing with consequences. What would happen if the players flee, or what happens if they loot X or turn in Y or burn down the inn, etc. I appreciate this sort of detail. It helps beginning DMs get in to the campaign mindset and helps turns episodic adventures in to the kind of longer ‘story of the characters’ that I think makes a good campaign. It also helps reinforce that the world exists outside of the actions of the players AND that their actions have consequences.

So, no new monsters. No new magic items. Real aloud text. LONG room entires. Nothing weird. But then again, this is not that sort of adventure. The zombies here are much more screen zombies than the standard D&D zombie which is a great thing. We get i to ruts, I think. “12 zombies attack” instead of the flesh-eating gore that’s common to all zombie media. Making monsters monstrous is a very good thing indeed.

We’re having a Halloween meetup this year. I think I’ll convert this to D&D and run it for the event.

This is available on DriveThru.

https://www.drivethrurpg.com/product/95661/Dusk-of-the-Dead?affiliate_id=1892600

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In the Realm of the Elm King

by Jerimy Cafenstein
for Kenzer & Co
Hackmaster Basic
1st-2nd levels

Though decorated for a festival, the village atmosphere seems ominously muted. Vendors relax in the shade but seem preoccupied with inner thoughts, showing little interest in you or the coins you might spend on their wares. You see no dancing and hear no song, and small groups of people only mutter as you pass, staring back at you with sad, deadened or suspicious eyes. You wonder what recent troubles hang heavy over this place…

I wouldn’t normally review a Hackmaster module but a couple of things came together to change my mind. I know Hackmaster is trying to go legit, especially with their Basic book, and at first glance this module didn’t appear to be a joke product. I was right, it wasn’t a joke product; it just isn’t very good and few redeeming qualities. Or maybe I’m missing the joke and you’re supposed to LARP the adventure.

After wading through WAY too much backstory and introductions, five pages worth, the adventure finally shows up. It is a travesty. Make a Current Affairs skill check to find out that a young girl has gone missing. Make a second check to learn that she was not the first child to go missing. Role-playing? What’s that? I wonder what happens if the party fails the check? There’s no adventure? Oh, no, wait, there IS an adventure if they fail their check. They get to go clean out the giant spiders from the cellar of an old lady. I am TOTALLY not shitting you. An actual ‘clean out windows basement’ quest. Someone didn’t try very hard did they? There is one interesting thing associated with this: if the party claims the spiders were the cause of the kids disappearances then there will be a big celebration. And then another kid will go missing and the villagers will be bitter and resentful of the party. That’s a nice little bit of added flavor, and something that also shows up in … Blood Moon RIsing, I believe. Anyway, the DM relents and allows the party to go on the adventure. This means wandering around the countryside and having some random encounters. Well “random” would be a better way to mention it. There is no wandering monster table but rather six encounters that “the DM can throw at the party.” Only two of these are at all interesting. The first is a wandering group of farmers on the road that are waylaying people as they search for the kids. That’s a nice bit to include, although it feels a bit isolated from the context given in the village. The second is a dead goblin that fell off a cliff and broke his neck. Again, a nice bit of flavor. Anyway, the party wanders around the woods being bored until they find some clue to ‘the Elm King.’ Going back to the village exclamation point/quest giver reveals that there was a guy named the Elm King around these parts awhile back. The old woman that lives nearby may know more. A quick hike to her home and some role play lets the party discover that her son is the Elm King and he hangs out near The Red Spur. A half day journey back to the village to find the location of The Red Spur. The party then has to make 18 wandering monster checks on the day and half trek to the Red Spur. Well, not checks. Essentially the party rolls to see which monster they encounter every 2 hours on their journey. They WILL encounter a monster, you’re just rolling to see which one. A table is provided, and we’re instructed that no duplicates should be used, so if a duplicate is rolled then just re-roll. Fine. The table has six entires. A half day in the party will have fought all six encounters on the table and then have nothing for the next day. The best of the encounters is probably the butchered body of a bear. I like these kinds of clues and the like that indicate that something is around and that the party is not alone in the world. It gives a good sense of time. Next up is a seven room encounter at Red Spur Gorge. There are some caves and passages here but none of it is really relevant. It’s just an opportunity o hack down 24 kobolds before killing The Elm King, a bugbear. It’s boring.

The old woman is throughly evil and could make a good addition to any game on an ongoing basis, but the village is boring with not much going on. The mundane treasure is nice enough: a bear paw, an upside down dwarf skull holding coins, wine, linen tableclothes, etc. The magic treasure is lame though and is just normal book stuff. The adventure would have been a bit cooler/creepier if the Elm Kings forces had been bandits instead of kobolds and they KNEW their leader was a fearsome bugbear and that he and his mate ate children live to jump start their fertility. Those are my kind of bandits! But alas, it is not. The adventure is really VERY basic. It has a couple of nice things to lift but otherwise ranges from Boring to Bad.

This is available on DriveThru.

https://www.drivethrurpg.com/product/78132/In-the-Realm-of-the-Elm-King?affiliate_id=1892600

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