A7 – Under the Despairing Stone

This is a Castles & crusades adventure module, although it can easily be used with any pre-4E version of D&D.

This is a guardian/running the gauntlet module with four set pieces. The encounters are with four different demons, being well done and interesting. It’s also quite short and rather bland overall, except for the demons. It’s too contrived for me to use it, although the demons really are well done.

When The Evil One came to rule he found one of his so called peers hanging around. This “peer” pissed him off so The Evil One tricked him and had him locked up in an extra-dimensional prison. He set four demons in the prison as guards. Each day the demons each play their magical instruments in order to keep their charge locked away. The players need to bust in and keep the demons from playing. Theoretically, this can can be done in a method other than slaughtering them, although in reality these four guys do seem unusually committed to their eternal task. Hacking them is going to be rough, they get resurrected automatically every 48 hours. Oh, and the prison is on another plane, so once the payers go in they can’t get back out again without freeing the prisoner. While I like the world, this is all a bit too much contrivance for my tastes.

The prison complex is located under a giant floating rock and has about 18 keyed locations. It’s really just a symmetrical dungeon with four creatures in it, the demons. I really don’t like these sorts of maps. Yes, I know it was purpose built to house the prisoner, but still, I don’t like it. It may make sense, however this is an environment in which people throw giant fireballs from their hands … it doesn’t HAVE to make sense. In fact, a major portion of the fun is derived from it not making sense. The place has four objectives, the demons, and each demon has a small suite of rooms. This being a running-the-gauntlet type module, all four objectives must be achieved before the players win. The map is not LITERALLY linear however it might as well be.

Those four objectives ARE interesting. The demons are unique, both in form and in personality. They live in some nicely atmospheric environments, the like of which are seldom seen. There are WAY too many words used to describe their environments, however these four guys could never be considered dull. I shall describe but one to give you all a taste. Charlie is a demon. He’s always growing these mutant apendiges: a new arm over there, a new spleen over there, and so on. He’s an oozing, gooey mess. He’s also an intellectual who likes to read. He has his imps continually making new comfy chairs for him to sit in so he can enjoy sitting around for all eternity lounging and reading his books. He’s searching for the perfect comfy chair design, unfortunately his propensity to grow new random appendages in random places makes this difficult. As soon as he gets a new chair constructed that’s nice, and can hold his bulk, a new appendage will grow and cause him to have to construct a new chair. His chambers are covered with bloody goo and the remains of his limbs which have dropped off. The other three guys are just as interesting.

This module feels more like a 4E module than any other I’ve seen. “Here are four encounters.  Kill them and move on.” The rooms do have a few features to mess around with: a drinking horn, magic dust, and vials of goo/liquid/etc. Those are nice elements however they can’t by themselves make up for the sparseness and linearity of the adventure. It’s too brief, too spartan, and at the same time too verbose, using many many words to get to the same four encounters.

This is available on DriveThru.

https://www.drivethrurpg.com/product/89437/Castles–Crusades-A7-Beneath-the-Despairing-Stone?affiliate_id=1892600

Posted in Reviews | Leave a comment

A6 – Of Banishment & Blight


This is a castles & Crusades adventure module. although it can easily be used with any pre-4E version of D&D.

An interesting concept overall. A dungeon in a frozen mountain ruled by a primordial entity who doesn’t really care, much, what happens to his supporters. There can be some tough decisions and interesting problems with a strong social twist in the middle of the combat.

I think we’re all aware that the gods made a couple of things before man. Dwarves, elves, ents and the like are the usual culprits. What about those entities that precede even the gods? Strangely, most trope doesn’t tend to cover this, except maybe the Greeks. In this adventure module the characters journey to a strange and fabulous place to seek out one of those entities, an elemental lord of frost, to ask a boon.

It appears that if your birthdate falls somewhere before “time begins” then you gain a certain perspective that others lack. That whole “1000 years of rule by the evil god Unklar” that just came to an end? That’s really just a bump. When you’re a primordial entity you just seem to care about other things. When Unklar come to power he cut a deal with the Frost Lord. He’d turn the world in to a long winter in exchange for the frost lord getting rid of things for him. That’s a good deal if you’re an evil god and you’re going to do those things anyway. Why piss off someone with UNMAKING runes? The Frost Lord also picked up some servants from the evil one. Unklar, the Dark Lord, hasn’t really been keeping up his end of the bargain since his downfall and banishment from this plane, so the Frost Lord is looking to make some changes to his retinue … if only the players knew that …

There are a couple of hooks to get the party in to the adventure. The most logical are the continuation of module A5, however the Frost Lord can UNMAKE anything, so any quest to get rid of something could be appropriate. The Frost Lord has a small village around his mountain. It’s full of people who are now immortal, as long as they stay within about a mile of the mountain lair. Most of them have been there a VERY long time and they, like the frost lord, have developed a certain perspective. They just don’t care about most of anything. The path up the unnaturally cold mountain takes the party past a gatehouse and seven guard towers. Each tower leads to a different portion of the mountain lair, and they all eventually interconnect. There are probably about 60 or so rooms scattered through the various areas.

The occupants fall in to three  general categories. First there’s the goblin servants. Wimpy and weak, they do a lot of running away. Second are the ogres and minor demons. These guys are evil and were sent here by the evil god to serve the Frost Lord. They serve in the roll of ‘Murderous Denizens bent on killing the party.’ Finally there are the long-term residents. These are the closest things the frost lord has to friends and have been with him since before the 1000 year reign of the evil god Unklar. These take the form of monsters, a naga, hag, rhemoraz, and ancient white dragon, however they are not immediately hostile. The Frost Lord doesn’t care about much anymore. You can kill his servents. You can take pretty much anything you want. You can even mess up his house (which his brother, the rock lord, made for him.) But man does he get pissed off if you killed his friends. This is a bit of a test of restraint for the party. Kill the dragon the treasure pile or ignore it? Is that a yawn or is the rhemoraz about to eat us? This situation is perfectly illustrated in one particular encounter. An ogre lord and naga queen are sitting in a dining room after dinner, talking. The Frost Lord just left, noting to both of them that change was in the air. The ogre knows this means he’s on the way out and the naga knows she’s not going anywhere. And … SCENE!

This is mostly a straight up exploratory dungeon and hack in a cold environment. There are a large number of empty rooms and the enemies are pretty much all ogres, demons (of a certain type) and winter wolves.  The number of weird and unusual elements for the party to play with are quite limited … and mostly limited to figuring out that killing everyone they meet is not a good idea. The dungeon layout is unusual … think 10 or 12 towers, with one floor and 5 or some rooms each, all interconnected to a central tower with a couple more floors. It’s not very complex, but is is something I’ve not seen before. I wish there would have been some weird fantasy elements. This would have been the perfect place to showcase them since this guy has been around A LONG time.

This is available on DriveThru.

https://www.drivethrurpg.com/product/64081/Castles–Crusades-A6-Banishment–Blight?affiliate_id=1892600

Posted in Reviews | Leave a comment

A6 – Of Banishment & Blight

This is a castles & Crusades adventure module. although it can easily be used with any pre-4E version of D&D.

An interesting concept overall. A dungeon in a frozen mountain ruled by a primordial entity who doesn’t really care, much, what happens to his supporters. There can be some tough decisions and interesting problems with a strong social twist in the middle of the combat.

I think we’re all aware that the gods made a couple of things before man. Dwarves, elves, ents and the like are the usual culprits. What about those entities that precede even the gods? Strangely, most trope doesn’t tend to cover this, except maybe the Greeks. In this adventure module the characters journey to a strange and fabulous place to seek out one of those entities, an elemental lord of frost, to ask a boon.

It appears that if your birthdate falls somewhere before “time begins” then you gain a certain perspective that others lack. That whole “1000 years of rule by the evil god Unklar” that just came to an end? That’s really just a bump. When you’re a primordial entity you just seem to care about other things. When Unklar come to power he cut a deal with the Frost Lord. He’d turn the world in to a long winter in exchange for the frost lord getting rid of things for him. That’s a good deal if you’re an evil god and you’re going to do those things anyway. Why piss off someone with UNMAKING runes? The Frost Lord also picked up some servants from the evil one. Unklar, the Dark Lord, hasn’t really been keeping up his end of the bargain since his downfall and banishment from this plane, so the Frost Lord is looking to make some changes to his retinue … if only the players knew that …

There are a couple of hooks to get the party in to the adventure. The most logical are the continuation of module A5, however the Frost Lord can UNMAKE anything, so any quest to get rid of something could be appropriate. The Frost Lord has a small village around his mountain. It’s full of people who are now immortal, as long as they stay within about a mile of the mountain lair. Most of them have been there a VERY long time and they, like the frost lord, have developed a certain perspective. They just don’t care about most of anything. The path up the unnaturally cold mountain takes the party past a gatehouse and seven guard towers. Each tower leads to a different portion of the mountain lair, and they all eventually interconnect. There are probably about 60 or so rooms scattered through the various areas.

The occupants fall in to three  general categories. First there’s the goblin servants. Wimpy and weak, they do a lot of running away. Second are the ogres and minor demons. These guys are evil and were sent here by the evil god to serve the Frost Lord. They serve in the roll of ‘Murderous Denizens bent on killing the party.’ Finally there are the long-term residents. These are the closest things the frost lord has to friends and have been with him since before the 1000 year reign of the evil god Unklar. These take the form of monsters, a naga, hag, rhemoraz, and ancient white dragon, however they are not immediately hostile. The Frost Lord doesn’t care about much anymore. You can kill his servents. You can take pretty much anything you want. You can even mess up his house (which his brother, the rock lord, made for him.) But man does he get pissed off if you killed his friends. This is a bit of a test of restraint for the party. Kill the dragon the treasure pile or ignore it? Is that a yawn or is the rhemoraz about to eat us? This situation is perfectly illustrated in one particular encounter. An ogre lord and naga queen are sitting in a dining room after dinner, talking. The Frost Lord just left, noting to both of them that change was in the air. The ogre knows this means he’s on the way out and the naga knows she’s not going anywhere. And … SCENE!

This is mostly a straight up exploratory dungeon and hack in a cold environment. There are a large number of empty rooms and the enemies are pretty much all ogres, demons (of a certain type) and winter wolves.  The number of weird and unusual elements for the party to play with are quite limited … and mostly limited to figuring out that killing everyone they meet is not a good idea. The dungeon layout is unusual … think 10 or 12 towers, with one floor and 5 or some rooms each, all interconnected to a central tower with a couple more floors. It’s not very complex, but is is something I’ve not seen before. I wish there would have been some weird fantasy elements. This would have been the perfect place to showcase them since this guy has been around A LONG time.

This is available on DriveThru.

https://www.drivethrurpg.com/product/64081/Castles–Crusades-A6-Banishment–Blight?affiliate_id=1892600

Posted in Reviews | Leave a comment

A5 – The Shattered Horn

This is a Castles & Crusades adventure although it can easily be used with any pre-4E version of D&D.

This is an evil tower complex with an associated cave complex underneath. It does a fairly good job of recreating a sparsely populated evil tower, and has several trick/trap areas and a couple of nice weird elements. There’s a time limit associated with the adventure.

Do you recall the chapter/scene in The Return of the King where the hosts of Mordor empty the lands and pour out of the Black Gates to confront the armies of the west, the noble king, and the resplendent Gandalf the White? Do you know what my players would do when that happened? “Dude! No one is left to guard the treasure in the Black Tower! Let’s loot it!”

The fortress presented here was once a minor waypoint for a mighty evil empire. When the Dread Lord fell his minions were scattered. The current ruler of the tower has one claim to fame: When the Dark Lord fell he was still alive. He’s moved in to the tower and is gathering other forces to him. He intends to gather a great army and force his way south, reconquering the lands and paving the way for the Dread Lords return. Go Team Evil! As the party approaches the tower they notice a huge force of evil humanoids, a thousand at least,  pouring out of the gates, emptying the tower and it’s grounds.  It’s STRONGLY suggested that the party overhear a couple of the remaining guards mention something about the army coming back in 48 hours. “I’d like to do an appraise check on the master Palantir. How much?”

There’s a small wilderness adventure to get to the fortress. It’s quite heavy on humanoids, however this was the marshaling area for the dark lords troops. he encounters do have a little blurb associated with each one. They are not overly interesting however the effort is appreciated. For example, there’s a random number of goblins who can show up, however they only attack if they outnumber the party at least 3 to 1. There’s also a special encounter or two, like … The Flesh Pits. Oooo, that just sounds bad ass doesn’t it? Wandering hordes of flesh golems who kill things and dump the bodies in the pits they were created in. That’s pretty cool. There’s really not much to the encounter beyond that, although there is a great deal of text. That’s a good description for the entire adventure: interesting tidbits wrapped in a lot of text.

The maps for the tower complex remind me a lot of Dark Tower, by Judges Guild. I’m not sure why … maybe because the tower complex in this module is composed of multiple towers with internal connections between the the towers, with multiple stairs up and down. That’s really the only similarity, there are no ‘external dungeons’ like there are in Dark Tower. The maps also remind me a lot of those MERP supplements, Cirith Ungol or Camath Brin from Trollshaws. There are about 36 encounters in the towers and about eight more in the caverns underneath.

These towers have a lot more going on than those MERP supplements. Great flocks of ravens fly around. Giant bird statues do freaky things to PC’s who mess with them, and the souls of the dead all talking at once and driving players mad. Weird blood ink/ooze. There’s a lot of freaky stuff in this module and I. Love It. The tower is only sparsely populated, unlike many of the previous modules. I suspect this is primarily because of the limited time: with only 48 hours available the party is going to have to move it, and large numbers of creatures in the towers are not going to allow that. There’s a nice selection of freaky magic items present as well, and quite a bit of treasure for parties who can cart it off in 48 hours. Most of the encounters will deal with evil humanoids of one type or another, with not too many being powerful.  The bad guy is just a wizard of sixth level. He’s got some hefty magic items, but if the party find him without his orken guard then he’s probably going to go down fast. I believe “Kill the MU first, and fast.” is a universal piece of wisdom.

It’s an evil tower, full of evil humanoids. That’s not a recipe I generally fond on. The weird components, tricks, and freaky stuff, combined with the timed element, really work together. I suspect that the PC’s will talk for a long time to come about that tower with the freaky stuff they looted, just before the army returned.

This is available on DriveThru.

https://www.drivethrurpg.com/product/59841/Castles–Crusades-A5-The-Shattered-Horn?affiliate_id=1892600

Posted in Reviews | 1 Comment

A4 – Usurpers of the Fell Axe

This is a Castles & Crusades adventure, although it can easily be used with any pre-4E version of D&D.

This is a rather generic city adventure. The various personalities are not fleshed out much, and there is a definite lack of subplots. The hooks provided are weak and the various NPC interactions are light as well. This is going to take some work to get some high-quality city play out of it.

There’s a city of about 200 souls. In it is a certain Baron who has come under the control of an evil cult/cabal. The players might want to do something about it. Or then again, maybe they don’t.

City adventures are tough. You need a lot of personality and subplots to make the place come alive, otherwise it’s just Yet Another City Hack Fest with the players treating your NPCs like target practice instead of real people. Cities are large and complex living things; I’m not sure I’ve EVER seen a good city supplement.

This module is in three parts. The first is the largest and describes the various locations within the city that may relate to the adventure hooks. The second section is a list of all of the NPC’s that were described in the first section, along with their motivations. The third section has stat blocks for all the NPC. Thus the second two sections are really only for reference, which I can fully appreciate. The NPCs could show up anywhere and having a generic location independent reference is a very good idea.

The city locations are not going to knock your socks off. A brief description of the barons keep. A couple of inns, A couple of guilds (silk & sheep), a marketplace, and so on. Only 12 places in all, including the Barons keep. There are a couple of mini-dungeons, lair-type, under the city that are connected to … The Sewers! Not only do the people of this fair town tolerate the presence of a sewer system, known to all as a universal breeding place for evil, but they are ignoring the members of the rat-catching guild complaining that the rats are all gone. As a potential town council member I want to recommend you not build sewers for your town AND you listen to your beggars and rat-catchers. It’s good insurance.

Lets talk hooks. “You’ve heard the Baron is unfair and the sheep guild is offering a reward for his head.” Seriously? “Find out why the silk guild is successful.” and “Just passing through when you get in a bar fight with the cult.” are little better. Maybe the party took part in A3 and found some clues that the evil base was working with people in town. Even that one is a kind of stretch. The “Whats in it for me?” factor is a little low on this one. “This is tonights adventure” might work as well. Seriously, the DMis going to have to put some work in to this to flesh out the city in a major way and get the players motivated to investigate.

The NPC’s are a little one-dimensional. They have some notes concerning the current plot, but not much else. There are some people that the players could use a co-conspirators to overthrow the Baron and start a coup, but it’s not clear how the PC’s are going to stumble upon this, especially in the short term. This sort of conspiracy/X-Files thing tends to work better from the sidelines, being revealed as subplot as the party does other things. Then, as they build trust and and come to know the city better they can explore the main plot. There’s just not enough detail in this product to do anything but the run the main plotline, everything else is going to have to come from the DM.

This is available on DriveThru.

https://www.drivethrurpg.com/product/54409/Castles–Crusades-A4-Usurpers-of-the-Fell-Axe?affiliate_id=1892600

Posted in Reviews | Leave a comment

A3 – The Wicked Cauldron

This is a Castles & Crusades adventure module, although it can easily be used with any pre-4E version of D&D.

This is a seven level fortress/dungeon set in a ziggurat. The entire place is populated by one army. There is a certain amount of interesting detail, however the writing is a little bland and verbose. A DM running will need to spend significant time prepping the module.

What we are presented with here is a very good example of a LE fortress. The forces of evil have an ancient ziggurat that they are conducting operations out of. From this regional base they send out spies, bribes, assassins, raiders, and generally scheme for the domination of the surrounding region. Leading this particular fortress is the Witch Queen (not related.) She’s running a working temple and bureaucratic base and trying to get a lot done. If the modules have been played in order then the players have a thrown a wrench in to some of her works in A2 and have followed up to find this base of evil. They have their work cut out for them.

The Ziggurat has seven levels and 78 keyed locations. That’s a lot of dungeon to epxlore. Since it’s a ziggurat, the levels get larger and larger and the characters descend in to the fortress. While the first level only has three rooms the final level has 25 or so locations. Despite many of the initial maps being small the level layouts are pretty nice. Most of the levels have alternate paths between locations, and each of the levels has multiple stairways up and down. There are many secret and concealed doors as well. I like this sort of map complexity because it allows for more player options. The party can decide to sneak around a different way, or even take the stairs down to the next level to come around the back way. It also allows for many more avenues of flight and for ambushes, something which should come up a lot in this module. There’s a nice wandering monster table provided for the wilderness that has some monster motivations ion it. This is just a word or two, but I like it when products do this. It helps bring the world to life. The ziggurat table is a little more boring, just a typical list with a couple of NPC’s thrown in.

The fortress has quite a few goblinoid servants, who are mostly cowardly, as well as lots of humanoid guards ranging from orcs through ogres to trolls. In addition there are a smattering of priests around, as well as the witch queen proper and a few of her guests and visitors. The party MAY have the opportunity to bluff their way in, however once combat starts things are going to get hairy. My reading of the module is that folks are packed in pretty tight and a combat is going to bring guards to investigate. That _should_ quickly lead to a coordinated response to the interlopers. This is probably the biggest fault of the product;with a large and organized band of opponents the DM could use some help. A brief chart or map entires noting nearby guards and their responses would be VERY helpful in running this. Without it the DM is going to need to spend some serious time making map notations and charts to help coordinate the inevitable response to the parties incursion. Hopefully the party is smart and runs easily; a group of 3rd and 4th levels characters are going to have trouble with a well-coordinted response from large numbers of multi-HD creatures. Remember all those alternate paths and stairs? They work for the monsters also …

The fortress is populated with an assortment of folk. A party bluffing their way in, it is a working temple after all, should get to interact with both guards and other humans and the like. While they generally do have some background motivations presented it does end up being mostly a moot point. They are all evil and no one is going to change their ways. At best they betray the party later to get in good with the boss lady. This lack of factions in the module is disappointing. With so many evil people running around you’d think SOMEONE wants to be in power besides the Witch Queen. They are all good little drones though, so no factions.

There’s a decent assortment of traps and strange new magic items presented. While the traps tend to be of the ‘trapped chest’ variety, he magic items are more interesting. Many of them are atypical. I’m looking at adventure modules because I’m an unimaginative git who needs help getting things going, so new magic items with unusual powers are exactly the sort of thing I’m looking for. In addition, many of the rooms have some unusual features. There’s a sad lack of “pools of water” or “trees with strange fruit” to experiment with, however this is an evil temple. That means a large assortment of “you feel strange ” rooms, rooms with negative modifiers, and strange idol type things. I generally like these sorts of things. In this case though, the writing is a little … bland. Maybe it’s because it’s also a bit verbose, but the entire module just feels a little flat to me, in terms of atmosphere. I wish I could be more explicit in my analysis but I don’t think I can be. The product just didn’t fire my imagination. The overall atmosphere of a LE humanoid base just wasn’t interesting and there were no strong weird elements or atmospheric elements to kick it up a bit.

This is available on DriveThru.

https://www.drivethrurpg.com/product/24506/Castles–Crusades-A3-Wicked-Cauldron?affiliate_id=1892600

Posted in Reviews | 1 Comment

A2 – The Slag Heap

This is a Castles & Crusades adventure module, although it can easily be used with any pre-4E version of D&D.

This is a village heavy adventure. Three separate marginal villages are encountered. There is a progression of evil in the three villages, although none of them are outright hostile. The villages are FULL of factions. This makes the entire place a bit of a sandbox in which the party works to obtain whatever the adventure hook is. It’s a fabulous little piece, primarily because of the factions and potential for social interactions that are not generally present with evil humanoids and bandits.

What happens to civilization when the borderlands retract? When the mines play out and the crops fail a few years in a row? What’s left is someplace just past he borderlands. A lawless place full of bandits, outlaws, escaped convicts, rogues, mercenaries, bounty hunters, and all of their various hangers on. That’s what’s presented here. Just past the last of the civilized strongholds are a series of three marginal/failed villages. Created to support mining, they never really thrived and the mines played out quickly, and poorly. The three villages each represent a slightly different quality of collapse. The first has a tavern, but almost everyone drinks for free. The second has a tavern, with humanoids camped out in it. The third is a fully humanoid controlled village, the victim of an invasion and slaughter. The entirety of the three villages and the surrounding regions  are ostensibly under the control of a bandit lord. The first village shows more of this control, the second less, and the third almost none. All of the villages have a raw lawlessness feel to them. It borders on hostility but may better be described as bullies. None of the villagers, humans or humanoids, are outright hostile to the point of attacking the party on sight. This is a lawless society where might makes right … and without any real organization.

Surrounding the locations are the various motivations & goals of the inhabitants. There are A LOT of factions thrown in to this mix. Ready? Set! Baron Jerkface wants to acquire the lands of his neighbor, Baron Inexperienced. To this end his pays off a notorious band of humanoid raiders, the Red Caps, to raid Inexperienced’s lands. Inexperienced will then have to beg Jerkface for help and he’ll extract an oath of fealty from him. Once this happens Jerkface will pay off the Red Caps and ride to the rescue. But he’s not dealing with the Red Caps, he’s dealing with one band of the Red Caps, and they don’t intend to stop raiding once they receive the final payment, leveraging the deal in to an extortion scheme to raise their position within the greater Red Cap band. Jerkface send a group of men to negotiate with the Red Caps. They take the payment and stop raiding or they send the Red Caps heads back as a threat. The Red Caps send a group to negotiate with Jerkfaces men. Their order: get more money or send their heads back as a threat. Jerkfaces guys are in village 1, trying to figure out what to do next. Red Caps men are in village 2, trying to figure out what to do. The entire region is ‘under the control’ of a bandit king named Miles, who is really the rightful ruler of Jerkfaces lands. He’s not a good guy or a bad guy, he goes both ways. His bandits are called the Malcontents, and portions are located in village 1 and village 2. Neither are fond of each other, and each of these groups are basically lazy ruffians, fighting, eating, and drinking all day long, while exerting as little energy as possible. There’s an assassin present in one of the villages, hired by Jerkface to get rid of all the bounty hunters who are now showing up. He doesn’t want them exposing his plans. The villages are full of slave workers. They are ‘encouraged’ to remain and farm the land so the bandits will have food. The third village has an evil guy sent by his evil lord to take over the region. He’s lazy and apathetic so his evil lord sent a second evil guy, much more loyal and full of zeal. He’s in the third village also, and in the process of a subtle takeover. Finally, several of the slaves and humanoids are detailed and given short backgrounds and motivations. In to this environment the PC’s show up. There are five or six small hooks to get the PCs moving and traveling to these villages, however none are of the ‘epic quest’ variety. Bounty Hunting, spying, exploring, slaving and so on are all potential hooks.

This is one of the most socially complex environments I have ever seen. It is all presented VERY clearly and is easy to follow. The humanoids and humans are all presented as real living people. None are psycho-killers or frothing at the mouth. They are lazy, apathetic, want to get ahead with little work, and have personalities. I generally don’t like humanoids in my adventures however this product makes me want to warm to them. They are real. For example, in one room there are 12 orcs. Two of them are notorious and have names and reputations all over the region, with a small paragraph on them. Not just “HP 5 and HP 6.” All of this allows the PCs to interact with the bad guys and maybe move freely among them. This should be a fabulous environment for the party to explore and interact with.

The final village, a conquered gnome settlement, is the most stereotypical dungeon environment. The creatures here are all evil, not just lazy. It also has the most dungeon-like environment, and is the most organized. It has several nice touches of atmosphere, such as the humanoids all eating the driders children, spitted with cinnamon and spices. Yum!

The DM is going to have to do a little work to get the most out of this one. You really need to read through it, note the names of some of principal individuals and groups, and do some name dropping before the party gets close. Knowing Miles has a rep, or that the two orcs are notorious, and so on, will really help cement this location in the minds of the party. The various hooks are a little weak, but again with a little work the DM should be able to get several of them to link up and get the party visiting most of the areas.

This is available at DriveThru.

https://www.drivethrurpg.com/product/3782/Castles–Crusades-A2-Slag-Heap?affiliate_id=1892600

Posted in Level 2, Reviews, The Best | 5 Comments

A1 – Assault on Blacktooth Ridge

This is a Castles & Crusades adventure module, although it can easily be used with and pre-4E version of D&D.

This is a small village area with a couple of cave complex dungeons and a few wilderness encounters. The various areas are a bit disconnected, and presented more as ideas for the DM to use, as opposed to a well-connected series of adventurers.

The various encounter areas in this adventure module are strangely disconnected. We’re presented with a village, several wilderness encounters, and a couple of dungeon complexes. These are strangely disconnected. The wilderness encounters don’t show up on any map, they are presented more in a way that the DM can force the PC’s to stumble across them. I suspect this is more like how many DM’s run their actual games: you go someplace (the village) to get an objective then stumble around the wilderness looking for your goal while meeting various encounters the DM has dreamed up. Finally the DM drops a hint in a wilderness encounter that leads you to the core dungeon. I understand that this is the essence of every town/wilderness/dungeon adventure, however the degree of … vagueness? in the various encounters means that this is essentially a story based adventure until you get to the main dungeon. Or perhaps it’s more like a sandbox or design kit, with many options provided to the DM in order to get the party doing something. In any event, it left me feeling a bit uneasy … even though I’ve railroaded my players many times in the past.

The town of Botkinburg is presented. It really only has a tavern/inn and a manor home. Everyone else is a farmer of some sort or another. About 25 areas in the town and nearby halfling village are described. The townsfolk are not particularly memorable, although they do each have some quirks. I wish there were more subplots going on than just the current crisis. Quite a few of the townsfolk may accompany the party if they try to recruit them. i appreciate that sort of detail in a town description, especially when it’s meant to be a home base. The potential recruits are of varying quality and have various motivations, which is a nice touch. There are some issues with the text in places. For example, a few of the townsfolk visit a witch in the woods. The witch lives 6 days in to the woods. That’s 12 days away from home. SOMEONE is going to notice that. Overall the village is not very impressive; Just Another Fantasy Village With A Problem. In this case, some humanoid raids and some missing/kidnapped children.

The wilderness encounters are more interesting. Rather, taken as a whole they are more interesting. The individual encounters lack atmosphere however when taken together they provide the campaign environment an interesting flair. Ruins in the wilderness. Strange magical animals, witches in the forest … it’s almost a lighter magical game, more realistic, and with the elements of the fantastic grounded in a more fairy-tale element. There’s an elder witch deep in the forest. She’s not necessarily hostile. There’s a giant magical intelligent otter that’s been captured and is being interrogated by bugbears. There’s an ogre living in an abandoned cliffside fort. These and more give the lands an interesting feel, although none of the individual encounters are very  atmospheric. One of the encounters is fairly large, a kobold cave complex with an old tomb at the end. The cave is interesting, with ledges, tunnels, and so on. The tomb portion, while small, is interesting as well, with walls to tunnel through and treasure presented in an interesting way. I actually preferred this small complex to the main dungeon, even though it has kobolds and is fairly linear. I should also note the wandering monster table is nicer than average. All of the entries on the table, humanoid and animal, are doing something. “After a raid, encamped” or “searching for new home” or “eating.” I like those sorts of elements. It helps bring a game world to life.

The main dungeon is in two parts, with a single connection between the two. The upper portion is occupied by humanoids while the lower section is more of an unused portion of a military complex from deep in the past. That portion has some treasure and and a nice spooky guardian. The upper portion basically just has humanoids. There’s about 30 keyed locations between the two locations, with most being on the upper portion. With one notable exception, there’s not much going on in the upper portion other than ‘room with goblinoid raiders.’ The lower portion, being abandoned, is more interesting from an exploration standpoint, but is far too small to be a major play area. I wish the upper portion had a more organized response to incursions and there were more weird and fantastic elements in the dungeon.

The village is realistic, which means boring. The wilderness encounters border on the fantastic, which is wonderful, although there is no wilderness map and it must therefore be a bit of DM railroad to get those encounters in to use. The core dungeon is really just a humanoid lair while the supplemental kobold dungeon is more interesting from an exploration standpoint.

This is available on DriveThru.

https://www.drivethrurpg.com/product/19422/Castles–Crusades-A1-Assault-on-Blacktooth-Ridge?affiliate_id=1892600

Posted in Reviews | Leave a comment

A0 – The Rising Knight

This is a Castles & Crusades adventure module, although it can be easily used with an pre-4E version of D&D.

My copy of A0 is a part of Umbrage Saga boxed set. Your milage may vary.

This is a solid introductory adventure for a group of beginning characters. It touches on all the important points: an interesting base, a wilderness adventure, a dungeon crawl, some unusual/weird elements, and an ancient evil. It does a decent job in all of those areas but does not excel in any.

Life is hard out on the borderlands. You think that in moving your family away the heart of the kingdom that you are getting away from the wars, strife, and land disputes that a part of everyday life. You find a nice patch of bottom land next to some other folks and lay in to the hard life of a farmer. Things are rough but looking up when … a batch of monsters show up. Maybe life back in civilization wasn’t so bad after all …

A village on the borderlands is being threatened by some marauding humanoids. After a couple of raids they are now just outright extorting tribute from the villagers. The local rulers are too busy with their own troubles to send troops, so instead they offer a bounty on the humanoid bandit leaders head. That’s where the party comes in.

The small village of Mallforten is the one having the trouble. It’s a small village on the borderlands, primarily agrarian. There’s really only two shops: a tavern and a supplies shop. A tinker comes through once a month, most trade is in barter and lend/lease. The local gaol has a hanging tree out back with a rotted rope attached and hangmans mushrooms that grow underneath on nights of the full moon. There are twelve figures of note described in the village. Some may be allied to the players cause, some neutral, and some opposed … they are now spying for the raiders! The village description is a good one for a realistic portrayal of a small village on the borderlands. Townfolk gather at the tavern early in the morning after the cows are milked, and then the place clears out during the day while everyone works, filling up again in the evenings. That’s the sort of realistic touch that I appreciate. The townfolk described are likewise interesting in that they each have different reactions to the current crisis. It gives the impression that these are real people responding the way real people do: hurt feelings, pride, cowardice, greed, and so on. The kind of apathy of action and lack of clarity that dominates everyday life for most people. There’s a rumor table for the village and for the travelers on the road, as well as a short and uninteresting wandering monster table for getting to the village. There’s also a touch of fantasy thrown in, such as the poison mushrooms that grow under the hanging tree on nights with a full moon. I really like that light touch of the fantastic, especially in this product. The real world for most people is boring but just beyond the edges is the fantastic. Even to the extent of the party being bounty hunters … that’s not usually a role I suspect that most people see themselves in when they adventure, but it’s a realistic one and one that the villagers are going to appreciate, even if they are a bit apprehensive about armed strangers. Seven guys with Katanas walking in to town could spell trouble, even if they are there to ‘help.’ The major problem, and I use that term lightly, with the village is that it’s focused on the adventure. The subplots and feelings and interactions of the villagers are not detailed outside of the current troubles. Life goes on, even in times of trouble, so a couple of love subplots, or other interesting facts outside of the adventure goal, could have catapulted the village from being single use to being a classic location, such as Hommlet or Pembrooktonshire.

There’s a short wilderness journey, a few days, to get to the raiders. There’s some generic wandering monster tables and six opportunities for fixed encounters. These fixed encounters are not located on a map, just described. Most, if not all, of them are going to be missed without some serious intervention from the DM. A nymph that only comes out during a full moon. A haunted ridge line in the wilderness that only occurs during a crescent moon. Secretive fairies. The civilized world needs to imply that the fantastic is just around the corner and the wilderness should be  good place to encounter the fantastic. The encounters have a light, airy, fairy tale feel, which I throughly enjoy, it’s just not clear that they are going to be enjoyed by anyone except the DM reading them. This usually means the DM needs to force them on the party, which leaves a bad taste in my mouth. With some work the encounters could be re-rigged a bit so they occur near places the party might camp at night, or might travel past.

The raiders are hanging out at a ruined evil temple. A SENTIENT evil temple, which is trying to raise the last high priest. It just needs ONE more sacrifice and the EHP will be back in action. As such, the gnoll leader is mostly waiting in the sacrifice chamber for the party to show up, with the temple helping things around through the use of an illusion here or there to channel the party to the gnoll. The ruined temple has two dungeon levels. The entrance outside is realistic; multiple trails in the ruins all leading back to one point. The maps for the two levels are small, with just six of so keys for each levels. They are composed of a couple of large loops with some branching hallways. This isn’t enough for true explorative play however it’s ok for the ‘lure the pcs to the center’ type play. Most of the chambers are occupied by humanoid raiders, kobolds and goblins mostly, and a large number have ‘something else’ going on. A weak wall that can bashed through. A blood offering that should be made. A well, noisy dogs, and a scriptorium.  Lots for the party to investigate, mess around with, get in to trouble with, and things that don’t necessarily make sense from a rules standpoint. I love that sort of thing in my adventures. Screw your game mechanics! Weird & whimsical rule! The final fight should be fairly interesting, as the humanoids attempt to capture a pc and sacrifice them while the battle rages. The poor EHP adds a bit of flavor as well.

This is a solid little adventure. It doesn’t really excel in any area, other than it touching on nearly element of classic game play. It would make a fine introductory adventure, but I don’t see it as being a classic.

This is available on DriveThru.

https://www.drivethrurpg.com/product/84040/Castles–Crusades-A0-The-Rising-Knight?affiliate_id=1892600

Posted in Reviews | 1 Comment

DB6 – Ulgakur: Dwellers in the Darkness

This is a Castles & Crusades adventure, although it can easily be used with any pre-4E version of D&D.

This product describes a major underground/underdark city. It’s ruled by a lich and the drow are only a minor species, for a change. The subplots and machinations are on the light side so this is really just a framework product for inserting your own plots in to an underground city environment. The tavern fare is nice. (Halfling stew is only guaranteed to contain 20% halfling.)

The underdeep city of Ulgakur was once ruled by goblins, until an evil group of adventurers took it over. Their leader is now a lich and in firm control of the city. He’s (it?) turned it in to a Free City of the underdeep. The vast majority of the inhabitants are made up of humanoids. The drow are few and far between; having been greatly reduced in number and power they are now little more than elite mercenaries. About 28 locations are detailed in the booklet. There are two or three bars, an inn for foreigners, a black library, the lich tower, a couple of evil temples, and so on. Each of these generally has a person detailed along with it’s description. I didn’t find much of interest except for the bars and the black library. The best part of the inns are their menu choices, including the halfling stew mentioned above. The black library is interesting in that it houses a portion of a very evil artifact. I can see that as being something interesting, both in this cities context and in a surface city. There’s a wandering monster table for the market and for the bars however it doesn’t strike me as being nearly as interesting as the visitors to the Vault. For the most part the location descriptions are void of subplot and motivation information. This is Not Good. If the locations are a little bland then we need to rely on the people and their plots. Without any of that then all that’s left is a pretty cut and dried description of an evil city. Market. Evil Wizard. Fungas Patch, etc. You could work at it pretty hard and get something, or perhaps combine this supplement with several other Evil City supplements to get something with some real character.

There are a fair number of extras in this. There are a couple of new races detailed: evil dwarves, and subterranean humans. There’s a new class, the COnjurer. This is a spontaneous caster with access to both Divine and Arcane spells. There’s about 16 new monsters detailed, a significant portion of which are just brutes with more HP than an orc. A couple of new magic items are detailed as well, none of which really fall in to the weird magic category that I’m so fond of.

Underground cities are a tough market. Everyone has seen Vault of Drow which means you not only have to build an interesting city, you have to make it evil, atmospheric, AND different from the Vault. Those are some tough cookies to crumble. I find that my taste in city supplements is directly related to colorful characters who live in them and the colorful places they contain. The orc bar from … Deadly Nightside? Or the various folks in Pembrooktonshire. That’s the kind of detail I’m looking for, quirky and memorable. Those sorts of supplements are few and far between. Generally I’m happy with a city supplement if I can steal two or three ideas. There’s at least one good idea in this so I’m left with a … Meh.

This is available at DriveThru.

https://www.drivethrurpg.com/product/78605/Castles–Crusades-DB6-Dwellers-in-the-Darkness?affiliate_id=1892600

Posted in Reviews | Leave a comment