Old John Stuart’s Mill

Archie Fields III, Matthew C. Funk
Witch Pleas Publishing
5e
Level 1

Set in the richly detailed settlement of Greenspires, a town nestled among the elven ruins of the Hinterwoods of Witch Pleas’ Legends of Lohre setting, this tale begins at the cozy Drunken Dragon Inn and escalates quickly. A goblins raid becomes an epidemic of the un-dead, with a zombified child stalking his cellar and a grieving father wielding dark magics. Old John Stuart’s Mill is more than a dungeon crawl. It’s a reckoning of morality, justice and consequence.

Before you go bitching, think a bit about my direct and indirect illocutionary force. 

This 28 page adventure is a rather simple and linear affair full of terrible choices when viewed through an OSR lens. Beyond the normal D&D stuff, two of the encounters provide an explicit challenge to the characters to solve, one simplistic and one more difficult, that involve morality in a more nuanced standpoint than it is generally covered in D&D. The more interesting one is worthy of inclusion in a game, perhaps, and fits in well to my People of Pembrocktonshire villager vibe.

This is a 5e adventure, but they stuck it in the OSR section of DriveThru. Normally I’d pass that by, but then they called it “John Stuart’s Mill.” Ever the sucker for marketing, I eagerly dove in. Who’s that Australian philosopher, you know, the one who posited that every time you drank something other than tap water you were making a decision to kill a child somewhere who doesn’t have access to clean water, because you could have spent that cash to help them/donate?

Just as we saw with the NASA adventure, our crossover friends may be perfectly competent in their own fields but have not been born with the innate ability to present an adventure in a useful way. This results in an effort that has a rather higher bar to run it than what I would prefer, or, even, when compared to other adventures from the more mainstream designers. These sorts of adventures, attempting to crossover to other audiences (in this case, classes and the like, using D&D to help ground philosophical concepts) face the added barrier of audiences new to the game, and thus needing that rigor that comes from good deign principles across the Bryce pillars. There are The Old Wounds: long sections of italic read-alouds. It has been known for quite some time that long sections of read-aloud causes players attention to drift. Phones come out. Limiting this to two to four sentences and making it interactive instead of exposition dump is the better choice. And, of course, there are studies showing the increased cognitive burden of long sections of italics. But, every adventure does it and thus the pattern repeats as new designers learn their mistakes from old mistakes. And the fucking font is small. Grrr…

But then the other issues: Eight linear encounters. We must agree to disagree on the modern trend of giving the players no agency in their lives. I recognize that this is the reality of the modern game, and yet I must insist that a game with agency is a more rewarding game. Decisions are, after all, the conceit of game theory, yes? (Ha! You see?! You see?! It a fucking activity and not a game!) 

Lest you think it’s all fun and games down this linear path of encounters, you will also get to enjoy a mary sue. I thought we had left this far, far behind us, but I do seem to be seeing a resurgence as of late? The sheriff is clearly a werewolf and, at one point, a giant wolf charges out to scare off some goblins attacking the party, reducing the number the party has to fight. Conan becomes king by his own hand. No, this is not a power gaming fantasy. This is design in which the players, running the characters at the table, get to be in control of the game with the DM as judge, not some Storyteller bullshit. Players in charge. And don’t go misinterpreting that statement in to Storygamer territory. My scorn here is somewhat lessened because the wolf attacks when the goblins are throwing their first firebombs, disrupting their attack. Telegraphing whats to come, for smart players paying attention, is generally good design. As presented here its rather a bit blatant, with no player skill required to figure out whats going on. Meh.

I can go on. Purple prose from novel writing instead of evocative descriptions from technical writing: “ Greenspires’ humble buildings huddle in the chill of the night, the brave little lights in their windows pressed against encroaching darkness, flickering faintly upon the antediluvian emerald spires of the elven ruins.” or “The scent of cedars, pine and oak permeates the night with a heavy impression of the Hinterwoods’ age.” At the mill there are various sounds; a hobgoblin butchering an animal that is screaming very loudly. Goblins arguing in the next room. These appear, though, in the rooms in question and NOT in the room in which you hear them. I can beat a dead horse here explaining ad nausea why this is  bad, just as I could spend time describing why the opening “run in to the bar to get help help” scene is unrealistic, bread immersion,  and ineffective in creating the emotional response that the designer is going for, or the backstory exposition that muddies up the DM notes sections of encounters making it harder for a DM to locate for what is the absolute most important thing in adventure design: running the adventure at the table. But, instead …

Let’s talk orc babies, in which my perfect knowledge of adventure design that can never be questioned instead turns in to shaky opinion. 

We gotta go in to this with a couple of statements. First, at some point things changed from Nature to Nurture in the role of Evil in a humanoids alignment. When there is a god of evil and you are born evil then many of our moral arguments fall apart.Slaughter thy orc babies as ye may, Old time is a-flying. You do have a soul, there is an afterlife, and you WILL be spending eternity being happy or punished up in Olympia or the Seven Heavens or wherever. Maybe figure out what Eru Lluvatar thinks the meaning of good is? I don’t care if you like the official changes WOTC made to humanoids and their relationship to evil, that assumption is where we have to start our discussion in the modern game. If it help you live with yourself, go look up the appropriate Aurelius quote about the othering and generalization of people in order to justify doing things to them you otherwise could not. While you suck him off. The moral question is more interesting in 5e than our pre-Nietzian OSR versions. 

Alignment, used in the way its used here, does NOT make the game fun. I don’t care what version the game is and I don’t care what your decision was in killing the orc babies, a DM that modifies the game based on morality is a bad DM. This adventure makes one damning statement in it: “Don’t decide who is ‘right’ among the players. Instead, let the world you craft respond to the players, ideally with deeply meaningful consequences to their actions.” Absolutely the fuck not. There is no place for morality in D&D. It’s supposed to fucking fun. Go story game activity if you want to trauma bond and moralize. I’m drinking beer and eating pretzels. I sucked diseased cocks all fucking day, eating literal shit, dealth with my commute, got bitched at at home by everyone on earth for not taking out the garbage, and, then, to relax, some fuckwit DM is gonna moralize at me? I think not. Do NOT do this in your game. Can there be consequences? Sure. Orcs don’t trust you. They sing songs about you. Whatever. But you must divorce it from moral decisions. Fortunately, the adventure doesn’t do this, in spite of that bullshit statement.

The philosophy portion appears twice, explicitly (although I believe you can see some shadows in other areas) in the adventure. The first is with two goblins attacking you. That have clearly been beat up. That are clearly incompetent. That are clearly going to, at a minimum, rob you. Except they don’t. What do you do with them? The adventure explicitly notes that it is designed around utilitarianism and Kantian ethics, and thus this encounter makes sense in that context. I mean, the entire goal of the adventure is to bring to life philosophical problems for discussion and debate, so, you know. It does that. This is the weaker of the two problems presented in the adventure. It’s rather straightforward and, I think, hamfisted. Designed, bluntly, for one reason, that stated debate.

And then there’s encounter two. John Stewart has braved the goblin attack, abandoning his wife and children, to run back in to his mill, under attack by the goblins. You find him in his basement, next to a boy. A boy with ashen skin, kneeling next to a goblin, still twitching in his death throes, tearing at it with his hands and teeth. ““Please…please don’t hurt my boy.” The man is John Stuart, and the zombified boy is his son, Emmett. Emmett is temporarily distracted from the PCs by feasting on the goblin’s corpse, so they have some time to talk to John.”

Jesu Christo! Nice touch there with the goblin still twitching and this being Ye Olde Flesh Eating Zombie. I mean, the gobbo was going to kill them, right? None of that ham fisted morality here, abstracted away in to academia. Dude is RIGHT in front of you. He loves his son and brought him back. Is it permissible for the chronically underfunded state school for orphans to have a pet tarrasque? What could possibly go wrong? The real world is messy as will be a discussion about what to do here. There are no right choices, only wrong ones. 

As a teaching adventure spur debate in a classroom, the two explicit philosophical situations do what they need to do. The overall packaging of those two is rather poor. It is going to be a hard adventure to pick up and run at a table,  accessible to those not overly familiar with D&D. As a teaching aid, this aspect needs to be approved substantially. Font, exposition, organization, you don’t have to go OSE style here here but you do need to make it much easier on someone WANTING to use it. As is the barrier to entry is rather large, which means a focus on trying to run the adventure instead of the adventure itself. 

This is $7 at DriveThru. Stick in a fucking preview and help a prole out so I can make an existential choice on if its worth buying or not! 

https://www.drivethrurpg.com/en/product/530608/old-john-stuart-s-mill-1st-level-d-d-5e-adventure?1892600

Ganz Vargle—(Neutral Evil, he/him) a human man in his early 50s with gray starting to set in his dark brown hair and beard. He tends to dress fairly well, reflecting fashions from more populous cities closer to the coast, though he’s not ostentatious. Ganz is friendly and outgoing, but he hides a dark past: in his adventuring days, he sought to summon a demon with whom he could bargain for power, power he could use to change the world for the better. He found the witch of the wood, Moldred, who furnished him with the forbidden knowledge and materials necessary to call the foul spirit. The demon demanded a terrible sacrifice: the lives of Ganz’s adventuring companions. Though Ganz cared for his companions, he believed their sacrifice would be worth the good that he might ultimately accomplish with his magical might. Ganz slaughtered them all in their sleep in a profane ritual, but the demon was as deceitful as he was cruel: after the deed was done, he told Ganz that the best thing that a blackguard who’d sacrifice his friends for power could do for the world was to die. The demon afflicted Ganz with a terrible curse that would gradually weaken his heart and lungs until they cease functioning, and Ganz has been trying ever since to find ways to alleviate and remove the curse. The powerful talisman possessed by the witch Moldred can remove his curse, but when he approached the witch for help, she told him that he’d doomed himself by his own wicked hand and that his end is well-deserved. He swore on that day that her talisman would be his— that if she wouldn’t give it to him, he’d return and take it by force.

https://www.lukesurl.com/archives/comic/281-auto-whats

I fucking love Kant in this. “Because the Monster Manual says so! Don’t pretend you don’t know what evil is!

https://existentialcomics.com/comic/23

Posted in Reviews | 25 Comments

Signed in Ale, Sealed in Wax

By Michael J. Bojdys
GrantWerk
OSE
Level 1

You wake in a locked cellar, heads pounding, contract signed in spilled ale. A dagger’s gone missing. A debt must be paid. And something in the dark wants more than gold.

This 32 page adventure uses three pages to describe six rooms in an underground smugglers den. I guess it’s inoffensive. There’s a compliment for you. How does “meh. whatever” sound as a puff quote to list on the back cover?

I can’t stand what my life has become. Someone, somewhere, thought this was a good idea. An adventure that uses three pages out of 32. Or, perhaps, if we are generous with the page count, seven pages out of 32? But, certainly, only six rooms and only three pages to describe those six rooms. Pre gens, house rules, appendices, backstory, game world, all thrown in. I do this page count to room key comparison for one specific reason: to show what a farce these types of adventures are. It’s hard to argue that this ratio is inherently wrong, (or that anything is or is not wrong or right) but it’s certainly clear that MANY an adventure would have benefited by a much strong focus on the ACTUAL adventure and less docs on the supporting material. When these page counts get to fucking lopsided its clear that the designer doesn’t know wat they are doing and didn’t really want to write an adventure; they wanted to write their house rules and setting. 

But on to this particular set of trouble. So, yeah, you wake up in the dungeon. I guess you signed a contract drunk in a bar last night and agreed to go get a dagger in this smugglers lair. While I’m not a fan of these sorts of forced scenarios in which you have no agency, they are slightly less odious when they are very first adventure for a campaign. Setting up things to come, don’t you know. I still fucking hate them and wish different paths were chosen for the framing. Forcing the players in to, say, a desert island with limited water heat stroke rules for wearing armor feels more abusive to me then the agreed lie that this is what we are doing tonight to play D&D and outfitting out party for an expedition to the very same locale with the same issues. But, whatever, minor issue.

Ok, the dungeon has a zombie in it. Got it? That’s the only keyed encounter with a creature. It also has a ghost that wanders around and attacks you. Every turn there is a 50% chance that the ghost moves one room closer to the party from its random starting location. 2HD so we’re looking at a 9 to turn it. And you’re gonna need a magic weapon to hurt it. And there’s one magic weapon in the adventure, the +1 Dagger you were sent to get. I wonder if this adventure was playtested?

The background information for the DM is a mess. It’s a combination of intro for the players and their characters and a lot of backstory that is irrelevant to the game at the table. So you need to dig out things to tell the party from the larger info dump of useless trivia. Not the strongest start.

Rooms are … ok? Not ok? I mean, I’m gonna bitch. They aren’t done right. But, you can run them. Basically, each room is going to take up about a column. You’ll get quite the short description of the room before it moves on to a longer section telling us information that the map tells us: where the exist go. I’m glad to see that this important duplicative information takes up more column space than the room description. Then, running on from the exist information we will get some follow up on things in the room the party might examine, the contents of a chest or something. This is likely to take up half the column. You can follow it well, except for the contents kind of running on from the exits. It’s not good, it’s not bad, it just is. 

The descriptions are fine. Not awfully inspiring but more than just facts. The designer has clearly tried to spice them up with adjectives and adverbs, and sometimes this runs in to being purple. “The air hangs cold.” Uh huh. I get what the designer is trying to do, and their heart is in the right place, there are just better ways. Like showing instead of telling. You can see your breathe. There’s a stillness. … Oh, wow, the air hangs cold, eek!

There’s not much in the way of interactivity. Search for a secret door. Stab the zombie and ghost. Jump over some sewage. It’s six fucking rooms. 

I’m annoyed that it took 32 pages to present these six rooms. This is just a throw away adventure attached to the rest of the campaign content, sold as an adventure. That annoys me. The actual adventure is nothing special. Id’ say it’s a typical six room lair, which means no room for anything to happen. It is written just slightly better than most of those, but that’s still the bottom of the adventure heap. 

This is $5 at DriveThru. The preview is seven pages and shows you the confused intro and the ghost. No rooms. Then again, if it showed you a room page then you’d see half the actual adventure … poor preview.

https://www.drivethrurpg.com/en/product/527981/signed-in-ale-sealed-in-wax?1892600

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House of the Wraith Queen

By Ian Hickey
Gravity Realms
2e/5e (For real this time!)
Levels 5-7

Mistress Lentel’itz-Abar, Matron Priestess of the Mother of Midnight and head of House Bu’Rin, was sent to the Rift under political pretence, ordered to prepare a waypoint to launch the next attack on the Dwarven city. Tragedy struck when the Great Rift flooded, killing nearly all. Her eldest son, Breet, a high wizard, survived by sealing off the lower levels of the house. Blaming rival houses for the disaster, Breet made a pact with the Mother of Midnight, seeking power to take revenge; he sought lichdom. Resurrecting his mother and sisters, he found the knowledge he sought, only for them to turn on him. Expecting it, he trapped them beneath the waters. Now a lich, Breet experiments in secret, while his undead family plots revenge from below. The Wraith Queen awaits!

This 95 page adventure uses about fifty pages to describe about a hundred rooms scattered across five levels and three bonus regions. This is a raid, with monster zones and empty spaces to recover in and leverage to your advantage. There is little beyond hacking to appeal, with only the occasional interesting area, but, when the monsters are stuffed with loot, hack on! The 2e min/max crowd will love this.

The pretext here is quite flimsy, enough so that it probably didn’t need to be included at all. Two deputies disappeared while searching near the “elf ruins” for the local lords son. The sheriff don’t wanna send in anybody else, but he can’t you from looking. Sounds like a dead sheriff to me, but whatever. You find signs of disturbed ground and follow it to the lake, or get attacked at night by a giant ice spider who abducts you to the underwater dungeon. And this is where an interesting thing happens …

Level one is almost all completely underwater. It’s inhabited by a bunch of wraiths. 5+HD with an eight and the 15HD wraith queen, as well as a few other creatures, eels, oysters and the ilk. But, also, there’s a tower with a stair inside of it that leads you the upper four levels, al NOT underwater. One of these has a lich in it, the rest of the levels under his control; a prison, servants quarter, a former  “magic school”. Doors lead to an outside area with a small mine area (along with the (Creature From The Depths”) and some orc/goblin caves, the former slaves of the household of which the lich and wraiths were once a part of who now are at odds. You have access, through the tower and the layout of the initial underwater level, to almost all levels immediately. 

This almost certainly leads to some interesting play. Water Breathing will be needed for that first level, and I suspect most parties will be without it, at least initially. This could lead to some interesting play as the party tries to find a way out, eventually finding the nearby tower/stairs up. This gains you access to the next level, with the upper levels being “locked” until you find some signet rings. Once you do then the upper levels, humanoid areas and mines and such become available. The party is almost trapped, searching for safe spaces and/or an exit to recoup and take a mental breather. We can imagine some desperate incursions in to the very dangerous first level or the safer second, finally finding the main entrance to get out or delving deeper to the upper levels and perhaps some safety with the humanoids or in the mines. But, of course, everyone is preying on weakness AND looking for some help with their situations. The lich needs a problem taken care of, the wraith queen wants revenge on her son, the lich, the goblins/orcs have some turmoil between them and are also looking for more living space … the lich and wraith levels. 

There are individual creatures on each level that can be tough, but, except for that first level, the levels are generally full of lower level creatures. Skeletons, zombies and ghouls will pose little challenge, and even the masses of orcs and goblins can be handled. This mitigates the level drain of the wraiths and provides a hostile environment but one that can be managed by a thinking party. For a raid/hack, it is a surprisingly interesting set of circumstances to manage.

There are, also, some issues. As there always are.

I am not exactly thrilled with the amount of exposition in this. “Along the way, the driver shares a tale from the region’s past, providing valuable background on the area and what lies ahead.” Yes, or he could just do it. As  recently mentioned, the designer doesn’t need to tell us what is going to happen right before it happens every single time. For a larger and more complex situation I’m open to this and enjoy the context for the framing to come. Then, many rooms have some exposition about them “This huge room was the main church for house Bu’Rin. Mass was held every morning, and it was mandatory for everyone to attend. Read the following to anyone seeing the room for the first time“ There is nothing in this that is gameable. Well, Bryce, maybe it helps the DM with the description, eh? To note old church features of the room? Sure. Maybe. Except the room is called “House Bu’Run Church”, the read-aloud describes a church, and the DM notes describe a church. I don’t think that even I (at least in the view of my detractors) need much more framing here to understand that its the House Bu’Rih church. Read-aloud can be long in places. Descriptions are not exactly the most evocative. The usual set of complaints. 

Moving on to more specific ones, though … There’s no real order of battle here. The notes on how the various groups react to organized incursions are a little sparse. Here and there we get a tidbit, like wraiths send out a super patrol if two of their patrols go missing.Kind of a lame response. Maybe they deserve to die? And then in other places the adventure is weirdly non-specific. A good example of this is the prison level where you can find an old drow prisoner. “The dark elf captive is a political prisoner sent from one of the lesser houses to liaise between the dark elf city and House Bu’Rin. He was quickly locked up and replaced with one of the mistresses’ daughters, allowing them to spy on the city. If needed, he can be used to replace a dead PC” It’s weird to not give him a name, or maybe a personality quirk or something? I guess the hand wave here is maybe its not needed since he can replace a dead PC? I mean, it’s even missing the required “stabs the party in the back” clause for drow. And then there’s this “An ancient suit of glowing elven chainmail bikini armour gleams on its busty mannequin: +3 suit of ancient elven mithril chainmail bikini armour” Ever the prude, I know.

But, then also, the design suffers a bit from that core interesting trapped situation. We’re told the first level is filled with water with a few air pockets … but get none of that in the adventure/map. I think the core setup here is super intriguing, what with henchmen perhaps being left behind while the party water breathes, or the spellcasters starting with depleted spell slots because they had cast water breathing (a tax upon the surface dwellers!) Huge masses of undead on the “outside” get little. The intrigue that is implied throughout is not given much attention except for a “they want new living quarters and might be open to negotiation” or something like that for each group. On the one hand it’s clear which direction to go, but, also, there’s little flavour or color to get there. Figuratively and literally “Just like the mess hall, both of these rooms are covered in moss and fungal growth.” Is that enough for you? It might be. I’m looking for just a few words more though. 

Interactivity here is limited. The core trapped/five level/faction thing carries a whole lot of weight here, in a good way. Beyond that you’re going to get, maybe, one elements per area. A straight out crossword-like riddle for one. A two-way portal. There is a great deal of lower-level interactivity though: bend bars/lift gates, doors to find a way to get past, non-obnoxious traps and the usual dungeon dressing. A piller to chase you around. “A ring made of 12 skeleton arms are nailed to the door, if someone other then Breet tries to open the door one of the arms will point a finger at the person shooting out a black ray of energy!” So, not really exploratory wonder interactivity but still enough to keep a hack/raid interesting.

I am moderately surprised by this 2e adventure. The core of it is quite good and its large enough to support enough play that the local town probably needed just a little more to it in order to support the party visiting a few times. It gets lengthy in places (that church is a page long, though its also a key room.) And it looks like this actually IS a 2e adventure that was then duel-stated for 5e. This is a decent enough adventure that I’m going to go look for others by the same designer to add to the list. If you’re in to 2e then this is a no-brainer.

This is $14 at DriveThru. There’s no PREEEEVIIIEEEW! I want a preview!

https://www.drivethrurpg.com/en/product/526921/shadows-return-house-of-the-wraith-queen?1892600

Posted in No Regerts, Reviews | 4 Comments

Son of a Lich

By Tim Edmonson
Ghost Ape Games
2e
Levels 1-2

He was never meant to be a necromancer. He just had the grades for it. When the players stumble across the talking corpse of a failed wizard named Bob, things spiral fast. One page of an ancient entropy-powered grimoire is already inside him. Another waits on a savage island ruled by saurian warlords, wild elves, and ghost apes that don’t sleep. What begins as a weird jungle crawl becomes a siege defense, a dungeon delve, a psychedelic fever dream, and possibly the start of a reality-hopping campaign. Or they could just go home. If Bob lets them.

This 82 page single-column adventure details an episodic journey centering around a level-4 lich who thinks he’s a fun guy. I don’t really know what to say here. It is what it is? It’s an amateurish effort, but that’s ok. The tone, adventure-path nature, and basic mistakes in information delivery are really offputting, but only the information delivery issues are actual valid criticism?

In D&D’s long history there have been some shifts in how the game is played. These are communicated through the official rules, or through the published material like adventures, or through the way most people are actually engaging with the game, or with the visibility being communicated in online social platforms. There will be ad-nauseum arguments about the official play, the actual home play and so on, but for better or worse there are memes about the style of certain editions or eras. 2e is solidly in the plot & story area meme, and this adventure unabashedly follows that, noting it explicitly. You can’t really criticize a man for doing an episodic adventure when you buy a “story drive adventure”, or for the comedic elements when it’s communicated up front. I know the 2e crowd is fierce, so we’re going to talk a bit about this just to ensure there’s fair warning, and then I’m going to cover some of the more issues with the adventure that lead to a “but is it a GOOD story based adventure with comedy elements?”

You’re gonna start in a village of cat-people. When you reach the lich, Bob (yes, that’s his name) he’s gonna cast hold person on your group and then do some magic tricks for you before running away and escaping. He’ll later keep up a constant banter with you as you drag his dismembered body around the rest of the adventure. He throws in comments and so on. This is 100% a railroad, errr, episodic adventure adventure path. It is solidly High 2e. Are you chill with that? I’m not, but I bought it anyway and can’t really criticize a man for doing what he said he was gonna do in the sales pitch.

But Bryce’s pillars stand apart from that. This is a rather amateurish affair, and I mean that in the best way possible. It’s a single column effort, which remains difficult to read and comprehend. I know that the point seems trivial, but the eye travel study on comprehension is real, as is the anecdotal data for anyone who has had to use single-column. It’s just going to be a little more difficult to comprehend the adventure and use it. 

And then there are the asides. There are a lot of these. This one, early in the adventure, is a good representative example of what I’m talking about: “This episode is meant to open in media res—no meeting in a tavern, they start to learn how to be a team and how to play the game immediately. Characters either begin here in their home village or are here on personal business.” It explains what is about to happen. Is there a need to explain what is about to happen? I don’t think so. I’m a big fan of the designer framing what’s to come, in terms of how it works, but this isn’t that. It’s not explaining how the different areas work together or the tone, it’s instead just repeating everything that’s to come in a different tone of voice. And that’s just padding that is of no use and just gets in the way of running the adventure.

And then text grows overwrought and purple in places. “You find a patch of earth that hasn’t been claimed by vines. The river gurgles behind you, dark and sluggish. The trees here lean in, like they’re watching. The air smells like burnt grass and rotting fish. You can make camp. You can rest. But you are not welcome.” This isn’t consistent, but, also, it’s clearly trying for this epic adventure vibe (it says so explicitly) and I’m guessing that this is a part of that. The purple prose is not great. At all.

But it’s also not doing an altogether terrible job with the descriptions. If we take that purple section above, it’s not too bad. A gurgling river. A patch of earth not claimed by vines may be on the edge of purple, but the air smelling like burnt grass and rotting fish isn’t bad. In other places we get a decent description of mudmen attacking the village that ranges from te usual to very good. “A child screams. You hear the splash before you see the thing—humanoid, muddy, crawling on malformed limbs. It twitches like it’s listening to the ground. Someone yells, “It’s in the ground!” and you see dark veins stretching out from the water, moving in the soil, like the river itself is leaking something alive. As you watch, another mud creature forms before your eyes, first pseudopods made of stinking, corrupted soil, then something resembling a humanoid figure with arms and a large torso” I hate the pseudopod thing, in general, and corrupted soil is a conclusion that should be a show don’t tell thing. But, hey, not bad. We’re not saying “three mudmen attack”, it’s instead trying to describe them, something the adventure tries to do consistently, and that’s a good thing. I’m going to go out on a limb and make an assumption from this that dude is an ok dungeon master, just not a great adventure writer.

If we follow through with the mudmen encounter, this is the next thing that happens once they are defeated “When the last Mudman collapses into a puddle of inert sludge, the village is in shock. Farmers report rot in the irrigation ditches. The elders whisper about the water. Something is poisoning the land.“ This is a crude and amateurish attempt to have, I believe, a chaotic battle aftermath scene in the village. People all over the place, side conversations, helpful and unhelpful injections from by standers and so on. I think I am not alone in reading that in to the description provided? And, yet, that’s not a strong description of it or how to run it or anything close to it. And I’m sure we all know what I what I think about supporting the DM. 

In other places there’s a certain degree of disorganization of the text that requires you to be completely familiar with it in order to run it effectively. This comes to pass time to time; the designer has lived and breathed their adventure for months while any of us who have simply bought it to run and read and re-read it can never know it as well as the designer can. Thus, after entering the dungeon we get notes about a second entry point to the dungeon. I think, perhaps, it should be obvious to everyone that “Entering the Dungeon” comes after “Outside the Dungeon”, but not in the kind of stream of consciousness layout from a designer that knows the material inside and out. Likewise, somewhat later in the adventure we’ll get notes buried in a paragraph about how the second entry point is in this particular room being described right now. Perfect if you know the adventure inside and out and less perfect if that’s not the case; it just looks like throwing information in wherever … or almost a subcase of  room 54 reacting to the inclusion in room 1 … in the description of room 54. 

This is hardcore story mode 2e. It’s got a slapstick comedic element that, on going, that proves that the Mork Borg call is coming from the inside the house the entire time. But, beyond these tonal baselines, it’s also not the easiest to follow and run with as a DM. 

This is Pay What You Want at DriveThru with a suggested price of $1. The preview is five pages. You get to see the mudman attack. This is enough to show the conversational tone, asides, and sometimes decent imagery and sometimes purple imagery that is conveyed. 

https://www.drivethrurpg.com/en/product/530935/son-of-a-lich?1892600

Posted in Reviews | 1 Comment

The Attack on Fisherman’s Village

By Sestermeron
Self Published
OSRLevel 3

On a rainy morning, the players take shelter in the tavern. Instead of finding a place to rest, they are greeted with an unpretentious invitation…

This nine page adventure uses three pages to describe ten rooms in an ultra-minimalistic caves of ONLY stabbing. Did you think Vampire Queen was too wordy? Have I got the adventure for you!

What the fuck is it lately? The bad stuff is just REALLY bad lately. Like REALLY bad. This garbage is listed as Classic D&D and 5e compatible. Great, that means, in my head, it’s …classic D&D and has some 5e conversions. Of course not. It’s a 5e adventure. There’s not a hint of classic D&D in this, from stats to tone to whatever.

Are there EASL issues? Maybe. “The people from the village celebrates the freedom …” That sounds more like a Bryceism of not giving a shit. “If you accept, I will go your group …” Come on now. That’s not EASL, right? That’s just not giving a shit?  

So, you’re in a bar. The bartender tells you that a nearby village is being terrorized by a monster. Do you want to join the bartender, Emi, in hunting it down? Oh good. Ready for the village? “A village with houses by the river, appearing abandoned, tied boats, and some people fishing nearby. Only women and the elderly remain; no men are present.” That’s the village. Don’t worry, nothing happens in the village. There IS no attack on Fishermans VIllage. Instead, your helpful bartender uses her tracking abilities and leads the way through the woods. There’s a cavern entrance. Somewhere. I don’t think it’s marked on the map. The level one caverns map, that is. 

The first level has nine rooms. There is no description. None. Zero. It’s just a fucking map. You know how I’m sometimes like “it would be nice to have monsters on the map so I know who can react to noise nearby”? Well, someone listened. But, perhaps, also, I need to say “Rooms should have descriptions.” There’s nothing here. I’m not making this up. Some rooms have a centipede icon on them that, I guess, means there’s a centipede in the room. I think there’s a chest in one room? I can’t exactly make it out on the map. But, also, there’s a second level to the dungeon (with one room) and there’s no entrance to the second level?

I have no fucking idea how you can be this lazy. No actual rooms descriptions. No real adventure. Nothing, really. I mean, and to then pad it out to nine pages? I get it, the one page dungeons are a kind of performance art thing, but, also, pushes you to do more with less and hopefully) focus in on what’s important. But this? Nine pages?!

I mean, this has got to be a scam. The final evolution? Can I build a generator to pump one of these out a week for, I don’t know, 5e, Shadowdark, Pathfinder? How much can I make in a month with morons buying it for the popular systems? This is a scam; it has to be, right? I mean, no one, ever, would think this is an actual adventure? No one would, on purpose, write something like this and publish it? 

This is $1 at DriveThru. The preview is three pages. Enjoy that preview.

https://www.drivethrurpg.com/en/product/530839/the-attack-on-fishermen-s-village?1892600

Posted in Reviews, The Worst EVAR? | 10 Comments

The Swallowed Saint

By Drew Williamson
Manu Forti Games
OSR
Levels 3-5

When a priest goes missing, the search leads player characters deep into the swamp into the drowned ruins of a forgotten temple to Cwrnus.

This twelve page adventure uses four pages to describe ten rooms in an old sunken temple in the swamp. Decent imagery, decent formatting, decent interactivity … it’s a decent adventure 🙂 But, seriously, an adventure that is not going to be the cornerstone of a game but can serve well as a side-trek or add-on adventure to whats going on in your game. That’s the kind of journeyman effort that I wish we saw more of, a niche that has thousands and thousands of entires and painfully few that do it well.

Let’s get this out of the way immediately: that fucking font man! God dammit! Who told people that using an “interesting” font was a good idea? In this case it’s legible, but its also pushing up against the cognitive burden threshold. I can’t fight the text at the table in order to read it. That should be basic. I understand there’s a spectrum here, but designers need to be err’ing well on the side of easy to read. Your fucking font adds nothing to the fucking vibe. 

Other than that though, I don’t have a lot to bitch about.

Hooks are hooks. One stands out “muck covered dog, pulling on edges of cloaks, whimpering, following the party, urging them back to where he was separated from his master.” Not following up leads to the second hook, where the local clergy, having seen the dog return, put out feelers for murder hobos to go save their vicar, the dogs master. Nice way to circle the hook back around to a more traditional one.

Formatting is OSE style, which you are gonna love or hate. It’s done pretty well here, with a decent understanding of what should be bolding and what words to follow up with. So Stone Blocks (walls, ceiling 8’, floor) Wet (slick with algae) Bas-relief (ivy-wreathed face on west wall above wood chest) if about how I would say something like “Large stone blocks, wet with algae make up the room with a stone face wreathed in ivy on the west wall. There’s a chest underneath it.” Meh. I like it. It’s the difference between a good implementation of the OSE descriptive style ad a bad one. This designer generally gets it right, working the descriptions in such a way, as I noted in my expansion, that the OSE keywords act as a shorthand for the DM to expand upon, something the DM is going to do anyway. Done well the OSE style is fine. But, you have to know what you’re doing and this designer does. 

What does stand out to me is the design. Placing a pendant found in one location in a sarcophagus indent allows you to rotate it 180 degrees, causing the bottom of it to fall out, revealing a flooded passage below. An eerie yellow-green glow comes up from it. Inside is fully submerged (10’ ceiling, 9’ standing water) a kind of hallway, marsh lights floating on top, and, around a corner a burial urn. FULL OF FUCKING L000000t! That’s the way you put in a major treasure. A couple of steps but nothing absurd, a false tomb, some danger, some eerie. I’m down. It’s a major treasure. It’s not out in the open, you have to jump through a couple of hoops and be observant. It’s eerie, there’s an environmental factor. Nothing is really telegraphed through murals or journals. It’s got some terrain depth to it, under the normal dungeon area.  In another area a rotting drain cover can break which might end up sucking you down it, getting pulled underwater by the natural vacuum. And we’ve got egg covered corpses, ready to burst, and font and alters ready to be reconsecrated and/or be activated. It’s really some decent amount of things to be fucked with and they fit in naturally and are not forced. It’s good job. 

I’m back to bitching a bit. The egg corpses thing. That, and some burned skeletons on the walls. Both are clearly elements of horror. Yet the theming of these and horror elements don’t come through very strongly. I think you can see where the designer wants to go with them, but they just are not supported enough, through the text, to really bring them out to the forefront. They feel more like window dressing. 

This is a small twelve page adventure with about ten rooms. It’s not flashy, but hits its marks pretty solidly. I wish there was just a bit more in the way of the burned bodies/eggs, but, also, it’s got some nice notes on consequences after the adventure. Maybe not full on Broodmother/LotFP, but also non-trivial and shows the consequences of the parties actions. Solid adventure for a random hex. 

This is $3 at DriveThru. There is no preview. I has sad face.

https://www.drivethrurpg.com/en/product/531004/the-swallowed-saint?1892600

Posted in No Regerts, Reviews | 9 Comments

Cursed Blood and Cold Steel

By A. Umbral
Cthonic Creations
OSR
Level 1

Beneath the shadowed walls of Crow’s Keep, treason festers in whispered secrets and quiet deals. The war-weary King Uldred fights to hold his crumbling throne, while unseen forces conspire in the dark corners of noble halls. The city’s watchful Reeve has sent word to a handful of expendable operatives—those desperate enough to gamble their fate on a mission veiled in secrecy. Their charge? To infiltrate an uncharted cave deep in the foothills, where a bandit faction has taken root. But steel alone will not be enough. Beneath the carved ruins of forgotten empires, something far older stirs. A hidden temple lies buried under the earth, its walls heavy with serpentine scripture, its chambers thick with the weight of ancient curses. Lady Rinwolde’s network has already reached this place, her spies clawing at long-lost relics of unfathomable power. Blood will spill in the darkness. Trust will be tested in the fires of ambition. And in the ruins where mortal and monster meet, the truth is as sharp as the blades that gleam in the dying torchlight. Will you uncover the mystery before Crow’s Keep collapses into war? Or will you vanish beneath the earth, another forgotten name swallowed by history?

This thirty page adventure uses about four pages to describe about 45 rooms across two levels of a bandit lair/snakeman temple. Abstracted and minimalistic in the dungeon, while trying its best to hit all of the marks of a good adventure. I am generally left confused on the choices made for an adventure outline.

Communicating the vibe of something is hard. I generally push in to hyperbole, trusting that my intelligent, good looking, and humble readers can follow along. In this case, what if you had a Vampire Queen dungeon of 45 rooms over a few pages, that really aggressive minimalism that showed up there. And, then, as preamble I stuck in a modern intro and hex crawl and then in the appendix included a massive rumor table and monster stats and lore and so on. There would be this massive disconnect, right, between the amount of detail that The Main Event has vs the supporting information. It’s not that the dungeon MUST be the main event; it could be a village social thing or it could be a hex crawl thing, with the goal being a small dungeon or some such with The Thing in it you want to get. In these cases it would make more sense for more effort to be spent on the hex crawl or the social village elements or some such. But, if the dungeoncrawl IS the adventure then I must point out the obvious disconnect. COULD you write a five page dungeon that is great inside of thirty pages? Sure. Does this? No.

Ok, you’re level ones and the default hook is that the local reeve is sending you to check out some bandit caves. Seems you’re convicts and you get a pardon if you do well, whatever that is. You’re sent to spy, learn information, and so on. Absolutely nothing in the adventure is going to help you do that, that’s unsupported in every way, but that’s the pretext. You’re taken by a ferryman (with some decent read-aloud, all in italics, alas, but nicely done) across the water to your start point. You’ve got three days of iron rations and he’s coming back for you in five days, no more no less, and not waiting around for you. You’ve got a two day “hex crawl” in front of you till you reach the bandit lair. This is all looking a little rough for level ones … a strict timeline doesn’t really mesh well with the hit and run away vibe of squishy characters. It’s a very structured “hex crawl” in that the DM is essentially rolling for wanderers at the appropriate time but everything else is very controlled. Roll on the weather table. Heal a HP if the night was chill, you enter a mountain hex, etc. The wandering monster table for the dungeon is also a bit more than I expected. “1 Escaped Prisoner – caught by bandits. Could be adventurers, possibly allies.” or “Standing Water in Passage – water pit, 5 feet deep. Slows characters. “ These are both ok things. I’m in a pretty pleasant mood at this point and looking forward to the dungeon.

Then comes the dungeon map. This is a half page thing, full color, mage in Dungeongrapher or some such. Lots of textures and tables and shit on the map. It’s a disaster. Too small, too much detail and overlapping textures. There’s no real complexity to the map, but, also, it’s barely legible, which is a problem.

Next up comes a summary of the various rooms in the dungeon. This is something I sometimes come across. I understand the goal, but I think it seldom works out the way the designer wants. In this case, it’s presented in two column table format. The first table column has a room name and maybe a couple of details why the second table column has a few notes about the room. “Entrance Tunnel” and then “Narrow stone passage littered with old bones of animals. A makeshift barricade with a single guard.” So, sure, that’s fine. Sometimes the first column has a few more details, things that might be obvious to be seen and so on. 

Oh. 

Wait.

That’s not a summary.

That’s the actual dungeon.

Mind you, room two, which I’m about to quote, is INSIDE a cave: “Guard Watchpost – each tower has a Bandit Guard “ That’s the first column. Then column two of the table says “Elevated overlook where scouts track movement. Two small wooden towers.” Repetition. Minimalism. Abstraction. Sometimes monsters (bandits) show up in column one. Sometimes in column two. There are never more than a sentence or so of words. “12 Hall of Murals “ and “Bandits have partially uncovered ancient serpentfolk murals-some have begun whispering in their sleep. “ These are ideas, not encounters. You’re stabbing folks. There’s no infiltration here, there are not supporting notes for that of any type. Stab Stab Stab! Sure that’s fine, I guess. Sometimes. 

How about an EXTENSIVE rumor table! “Whispers from the Past” – “Superstition” “True (Cave Wraiths whisper in lost languages, and some bandits are driven to madness)” Uh. What? What’s the purpose of the rumor title? Am I missing something? There’s two fucking pages of these. I don’t know, forty, fifty of them? Like I said, a minimalism dungeon supported by everything you would want in a lot of detail. But, in a weird fucking way. I’m not sure I know how to use that rumor table. It’s like the heading title is supposed to have more information or something? But it doesn’t? I don’t know.

One of the rooms has a trap. “Door Locked with a simple trap.” That’s it. You want to know what the trap is? Do the work yourself I guess. No order of battle. No infiltration notes. No real tricks or traps, given a definition of what a trick or trap would generally be agreed to. 

Unless you REALLY know what you’re doing, pay attention to the main adventure. That’s where your effort should go. I’m at a loss as to how that can be a mystery, but, there you go.

This is $10 at DriveThru. The preview is seven pages. You get to see the intro, hex crawl, and the first seven rooms. No, that’s not a summary. That’s roughly 20% of the dungeons rooms. Good preview?

https://www.drivethrurpg.com/en/product/530730/cursed-blood-and-cold-steel?1892600

Posted in Reviews | 16 Comments

Mana Meltdown

By Lazy Litch
Lazy Litches Loot
B/X
Level: 4? Maybe?

The Artificer is dead! The Hermit Queen has dispatched you on the royal dragonfly to seize his living arcane weapons before her enemies do.  Deep in the geometric desert, the Artificer’s tower is unraveling: traps are gaining sentience, micro dimensions are fusing, and a ticking mana reactor whispers on the brink of collapse.  The meltdown will soon sink the tower into churning cubic sands. If you fail, another kingdom will wield the weapons to rule for centuries.

This 43 page adventure is full of batshit crazy concepts, with associated opulent descriptive text. Stuffed full, it perhaps needs just a little more room to breathe, the rest of us not being able to handle as much opium AND run the game at the same time. But, man, this thing does channel a vibe! Which means if you think Elmore is the pinnacle of fantasy RPG then you might want to move on …

This is, from time to time, an rpg or adventure that tries to explore a kind of bio-mechanical vibe and/or a luxurious opulence in the setting. Byzantine in the art style, with an implied lore that is, it seems, is very deep. Several of the Monte Cook RPG’s, a few of those Psychedelic Fantasy adventures, Rifts: Atlantis. Heresy: Kingdom Come. They generally fall short of the expectations they set, coming off as bolted on paper mache. This adventure does not fall in to that trap and is one of the more successful translations of that byzantine and opulent deep lore biomechanical vision. But … that also has implications. If the cover were in full colour it would better communicate the vibe of whats inside. As it is that cover communicates a kind of lower-end adventure, as does the Mana Meltdown title. The artwork samples, though, on the DriveThru product page do a much better job of communicating what’s to come.

The Hermit Queen. The royal dragonfly. The geometric desert. Churning cubic sands. How does that fit in to your campaign? The Hermit Queen? “She paints the skies with painful sovereign static; folk flee underground, crawling into tunnel towns to escape the burning noise. A ruby reign: regal, regenerative, and repressive.” You down? You got room for that? Meaning that this is either a one-shot or you’ve gone all Living Room/Bottle City. This is not a trip through the local high fantasy dungeon or even a brief excursion to the coral reef undersea lair. We’re got a fully realized vision here, or at least it will appear that way to the players, and the ability for them to integrate in to the environment, and the loot found to continue during the game as the character return to their homeland, is something to consider. The default assumption is that you are doing this for the Hermit Queen, for some unnamed reason, and thus we’re gonna need to be in a position to have her make that request, at least through her advisors, to the characters. None of which is covered, so, yeah, Dungeon & Dragons Ride, I guess.

We start out with the flight to the prismatic field around the artificers tower. Looks like other factions want the shit inside also! Thus, you’re in a flying race to get there first. You can make some stat checks to do various things to speed up The Royal Dragonfly and/or hinder your opponents. This will determine the order the factions, and characters, arrive at the tower. Or, more specifically, where folks arrive in the timeline of progress that is given. Earlier is better, with the other factions having less time to meddle. 

Oh, yeah, the other factions. We’ve got The Royal Dragonfly “Powered by: Narcissism.” More praise means it flies faster. And its entomologist pilot is jealous of the Dragonfly. So, you know. It’s got a lantern hanging on it’s tail. In case of serious accident you are instructed to trace the run on it. Which immolates the captured fairy inside. And then you sprinkle the dust on the dragonflies body to get a featherfall effect. Jesus H …

Anyway, the other factions is where I was going. One of them is a living weapon. “She travels to the Geometric Desert on top of a vast flying jellyfish embedded with parasitic bone engines. Her presence is announced by chilling sensations in the fluid of characters’ spines.” Also “The jellyfish has a self destructive desire for a poetic end by flying into one of the sinkholes” Uh. The Telemetry Twins, servants of the Far Away god, travel on a “piece of ground where his apostle ascended now levitates and transports the faithful along a precisely calculated prayer path “ Armed with their Suture Cable and Mnemonic Blade. 

I could go on, but, I think you get the idea. I used to summarize my thinking here with “you want realism in a game in which elves shoot fireballs from their asses?” This is perhaps the best implementation of that meaning. AND YOU”RE NOT EVEN IN THE TOWER YET. Inside we to even more abstracted concepts, like The Trap Parliament – “Locked door [spiral steps descend into large circular room] Stone benches [razor thin, floating in concentric rings, some folded into sinister origami statues, others blank with scorch marks], Banners [torn sheets drift overhead, looping in silent orbit], Floor [central speaker’s sigil-podium emits broken voices debating in an unknown language, phrases linger like ghosts semi-visible in the air” Abstraction brought to life to a major theme in this adventure. Obviously. The language used is decent. Very complex ideas are attempting to be described. Razor thin stone benches? Ok. “The tower breaks the horizon, encased in a shimmering prism, held aloft by vast spider tendrils clawing from the cubic sand” Sure thing. What’s cubed sand? Fuck if I know. Let’s hope no one asks and they just bask in the description. And that’s both a strength and a weakness.

In terms of interactivity, we start with that race mini-game, which advances a timeline of events, and then you get to the dungeon proper. The other factions are running around inside, as well as the ghost of the Artificer. And, Death, who is not happy that dude has managed to avoid him and is meddling in the Artificers meddling. Decent fighting inside. A doorway inside of a bag of seeds held by a flesh construct gardener that leads to level one: The Flesh Garden. But to get there, proper, you need to first gain access to the tower. Which means making it through the prismatic field, doing fifteen points in one turn to collapse the field. And then: “two entrances: a light side door and a dark side door. One door leads out the other unless at least one person enters from both sides at the same time.” We can see the patterns here, these are not exactly the most original concepts, but I think they integrate well here. If you need to break through a field, or enter two doors simultaneously then this is the way you do it, not all of those other ways you’ve seen before. It fits, naturally. Some of the interactivity is complex, and none of it has a mural on the wall with a riddle written on it. 

There is a decent amount of support information in the form of reference tables for the DM to work from, random shit, reference material and so on. This is great and shows an understanding of what the DM needs when running the actual adventure. Also, there’s a nice little reference diagram of how the adventure fits together. This sort of framing context helps a lot, getting the DM oriented correctly before the flood of information starts.

I think this is a good adventure, and I’m going to Best it. But, also, I don’t think it’s going to be an EASY adventure to run. There are a lot of moving parts here. The rival factions. The timeline. The special effects in the dungeon. The ghost, and Death fucking with the ghost  And THEN the special On effects for a dungeon level. And then the room. Which is going to have some complex elements to work out in a dungeon full of abstracted concepts. They are, in the end, relatively simple to run, but interesting. But grasping a Memetic Blade and running it on the fly? Those are the things that are a tad more difficult. Magnificent adventuring facade wrapped around what are some interesting interactivity concepts … like a room where copies of the PC’s, each with a part of an object, run away from them in fear of being destroyed. Or, on the more difficult side of things: “Jealous Walls: The more it is used, the more hostile the corridor becomes. Envious of players’ functioning bodies, it begins to create gravitational anomalies in attempts to impale them on bone spikes so it can cannibalize them.” Run that. Oof. 

This is $10 at DriveThru. The preview is 25 pages. More than enough to get the lore, the style, to be influenced by the art, and see more than few rooms and specials. Great preview.

https://www.drivethrurpg.com/en/product/530305/mana-meltdown?1892600

Posted in Level 4, Reviews, The Best | 22 Comments

Milk

by Vasili Kaliman
Necrotic Gnome
OSE
Levels 2-4

IN THE CAVERNOUS DEPTHS of a mountain lies a lake of pure milk, inhabited by a tribe of peaceful merfolk. Their king and queen, aided by dwarf servants, use the milk to manufacture the most exquisite chocolate truffles in existence. The truffles are said to be so delicious as to soften even the most hardened of hearts. People from all over the world visit the lake to buy these irresistible creations. Recently, truffle production has mysteriously ceased, the dwarves have disappeared, and in nearby cities, scores of disreputable merchants have begun hawking

This sixteen page adventure features seventeen rooms in a merfolk chocolate factory where candy and chocolate golems are made by dwarves. That has been taken over by Willy Wonka. And her skeleton servants and apprentices. A simple stabby adventure, easy to run, with an odious premise. 

I guess I start with the Castle Greyhawk warning. I hate Castle Greyhawk. It is, perhaps, the first real betrayal in my life. Anything resembling Castle Greyhawk is going to not be met favorably by me. Independent of that, I don’t think comedy works in D&D. Or, perhaps, if you write for comedy its going to come off badly, while certain situations can get a pass. The comedy inherent in the way, say Gamma World 1/2e was run vs the way Gamma World 4e was presented. Front and Center doesn’t work. 

Merfolk live in a mountain that produces milk. They use the milk to make delicious chocolate truffles. With the aid of their dwarf friends, which have “Orange skin, green hair, and white eyebrows.” Not the only time there will be an appeal to Wonka in this adventure. Augustus Gloop shows up and takes the place over, there are chocolate golems and her apprentices and her skeletons who sing and dance and, most of all, now the chocolate is bad. (And by bad I’m sure the designer means that while they are cost optimized for a certain quality level and yet the pricing does not reflect this. Otherwise is to suggest that only the rich and powerful get access to chocolate, except, perhaps, when the merfolk dole out a bit to the general populace on the charity day they use to assuage their consciousness to tell themselves they are good people? A McDonald’s Cheeseburger is good at $.59 and bad at $6.) So, it’s a Willy Wonka adventure with merfolk, oompa-loompa dwarves, singing and dancing skeletons, and that kind of shit. I find this tone enormously offputting, but, I know (and have suffered through) many a local game in which the DM/friends loved it. Easier to play off a bad game as ‘just for fun!’, is my theory. 

Map is fine. The monsters are on it. The formatting is clear. It’s not the standard OSE ultra-terse keyword style, so, haters of that format will need to find something else to hate. “Library: A humid and stuffy cave with a 20? ceiling hung with long, jagged stalactites. Bookcases line much of the western wall. A hefty tome sits on a polished wooden lectern near the doorway.” A room name to start to frame whats to come, a decent but short description (which I wish were more evocative, but, it’s fine) and then some bolded keywords that are followed up in sections below. Good format. Appropriate bolding to highlight things. It doesn’t look at all like a rigorous railroad format, but that what needs to be done in the moment is done to bring clarity … in a generally consistent way. Which is perhaps the highest praise one can give with regard to formatting and layout and organization. ‘I follow some standards but I break them when it doesn’t make sense. Monsters all get descriptions right up front, instead of backstory and ecology and shit. This is how it should be. If I’m running the fuckign adventure I need to know what the things looks like RIGHT NOW. “Human magic-users clad in purple robes embroidered with a symbol of the Chocolatier’s trading house. Carry lanterns for light.” We’re not winning awards here, but, also, you don’t need to win an award with your evocative writing it just needs to be good enough. 

The adventure is mostly fighting. The first five rooms are “public” and you can nose your way through them. Then we switch to “you’re not supposed to be here!” with some occasional freeing of prisoners or talking to the merfolk king or freeing the merfolk queen. A couple of traps, maybe you eat some magic chocolate, but, mostly, you are fighting things. “Lit by chocolate candles in iron candelabras, flickering with a warm glow. 5 skeletons are engaged in a musical performance, merrily singing and playing instruments around an 8? solid chocolate mermaid statue.” So, stab some skeletons, stab some dwarves, stab some apprentices, stab some golems, stab Wonka. It’s a lair adventure except it has seventeen rooms. 

I’m not enthused about this one. Yeah, the tone is a turn off for me, so, maybe thats coloring my opinion too much. But the thing is a little too straight forward for me. The writing just not decent enough, the situations (if anything could be called a situation …) not interesting enough. No real order of battle for the apprentices. Yeah, formatting is great, but, in 2025, I’m gonna need just a little bit more. So, it gets a 6.99999999999999. It’s fine, and if you’re ok with the tone and just want stabbing then it doesn’t offend. Bleh. It’s bland. Bland with, perhaps, a veneer of trying to hard. 

.This is $5 at DriveThru. The preview is twelve pages. It shows you the intro and about eight dungeon rooms. More than enough to make a judgement call on the adventure, so, great preview.

https://www.drivethrurpg.com/en/product/530085/quick-delve-1-milk?1892600

Posted in Reviews | 31 Comments

Turn It Off

By Sean Audet
Self Published
Knave 2e
Level 1

Drawn to the light of the St. Peter’s Rock Lighthouse, a vast and ancient eldritch abomination has awoken. One night, lightkeepers Alistair MacNeil and Dylan O’Connell witnessed the creature rising from the water. It only took a glimpse to drive the two men mad. With the last of their sanity, they destroyed the lantern and made a pact to keep the lighthouse dark, no matter the cost. Four months have passed since then. A perpetual storm now lingers above the isle of St. Peter’s Rock, and dozens of ships have been lost to its cliffs. Several people have gone to investigate and relight the lantern, but none have returned.

This sixteen page adventure describes a lighthouse with seven rooms. It has TOP NOTCH atmosphere, providing a foreboding and eerie environment. There is a level two and level three baddie to face, the former keepers, and then the world ends. So, you know, maybe some pacing issues in what is quite the atmospheric adventure.

There is a general rule of thumb that the room count as a ratio to the page count is a general indicator of what’s to come. Lopsided in either directions usually a warning sign. Thus, opening this adventure I girded my loins. But, a rule of thumb is not a law and this adventure defies that meme. It uses layout and an art style, as well as its design, to create a brooding atmosphere that pretty perfectly matches the vibe I think it was going for. Horror adventures generally cross genre boundaries well, and it would be quite easy to move this one to a different RPG/time period. Also, I’m totally reviewing this because the title reminds me of a Peaches mashup with the Doors.

The initial pages, as a spread, detail the map with notable features on it. Almost the very first words, on that summary map, describing the outside of the lighthouse are “Fierce storm growing more violent by the minute, ship in the distance, door to the Keeper’s Cottage, locked door to the Storehouse, hidden locked door to the Cellar, lantern lens broken into 3 pieces, crane and pulley, miscellaneous hardware and tools, shipwrecked fishing vessel.” I am enchanted by those first two clauses. A fierce storm growing more violent by the minute, a lighthouse without a light, and a ship in the distance. There is an impending consequence, the ship, that immediately adds to the tension and environment of the growing storm. I sometimes talk about framing what is to come, and, generally, I’m talking about this from the DMs perspective, to help orient the DM. This turns that a bit and instead provides this immediate air of tension to the gameplay. When we talk about Lareth issues it’s usually in the sense of giving this more visceral vibe to the villain early on. But, also, it tends to to a more remote of passive sort of thing, signs of their violence and so on. (Else we run in to the fleeing villain issue.) I’m not sure I’ve seen something so immediately tension setting before. You KNOW whats going to happen, you can see it. It’s a slow motion disaster. The ticking time bomb ever present without it being a hamhanded literal countdown. Further we get “Night is fast approaching. • The storm has taken a turn for the worse. • A distant ship grows closer by the minute. • The silhouette of a man is visible in the Lantern Room.” Again, this sense of foreboding. The night, the storm, the ship … pressure. And then the silhouette in the window. A call to action and perhaps a threat. 

The adventure is great at this, setting the mood. The Lighthouse was an explicit influence and this does a great job of capturing some of that atmosphere. It’s coming at things from a more neutral approach, a real world grounding that adds to the immersion. “Dylan O’Connell appears from the shadows,  wielding a rusted knife or a broken oar, muttering incomprehensibly” That’s one of our crazed lighthouse keepers, with a rusty knife. “An open, two-story room. It smells of spoiled meat, tobacco, and coal. Sparsely furnished” Smells of spoiled meat, stale tobacco. Coal. That is exactly the vibe I want from some abandoned lighthouse horror/suspense. 

This is a simple adventure. Search a few rooms, get this sense of unfolding drama, and what has happened in the past, not through a diary or exposition but from the condition of the rooms, what you find, what you see, what you experience. Ultimately, you’re facing a level to and level three fighter, in the crazed former keepers, so the combat here is few and far between and almost certainly happening in the climax of the adventure. But, the journey is the real adventure, through the unfolding tension, driving by a wanderer-like table that instead increases the event timeline or adds some strange atmosphere “The wind begins to tear shingles and pieces of the roof from the lighthouse. Debris crashes through the upper levels. “ or “A flash of lightning illuminates the sea. For a brief moment, one of the PCs sees a massive shape beneath the waves. It disappears, but an overwhelming sense of dread lingers.” 

There are a few things to do other then experience things. There’s a dude to find and rescue, and perhaps add complications to your efforts as you also have to deal with his decrepitude. And, of course, the need to explore to find some lamp oil, etc, to get the beacon working again before that ship arrives.

The layout is clean. The summary map is quite good, you could almost run it from it alone. Or, at least, it gives that emission, of something that can actually help you at the table. The increasing tension/wandering table is easy to follow, clear, and provides decent interactivity in terms of avoid those falling shingles and so on. Minor things, but nice tension spikes. The rooms, proper, rely on a line break style of organization with occasional bolding. They do tend to the more “column sized” size of the spectrum, and I suspect bullets instead of line breaks, along with a few more formatting insights could have assisted here, but it is also using a ? ? layout, with some notes in that ? that help keep things on track. There’s a decent amount of stuff in each room that I suspect it just crosses the line in to needing a bit more thought. 

I’m not the biggest fan of the hooks. They are the rather basic sort or being hired, etc, but do include a “raising the Stakes” line in each that mentions things like “Raise the stakes: the PCs have a personal investment in the latest shipment” or “Raise the stakes: the PCs have a personal connection to the survivor.” I can see a certain appeal there in a well crafted one. Solving a problem, like the shipping issue, for one of the parties schemes seems like fair game, while I always raise an eyebrow at including the parties personal connections; this is why PCs don’t create those, as fodder for a DM to leverage … ever the hobo. 

The ending here leaves me a little nonplussed. Your goal is to light the beacon to warn away the ship. The keepers and hunt for oil adds complications. But, in doing so, we find that the keepers were right to douse it … lighting it summons an abomination from under the waves, the reason WHY they doused the light. I’m not gonna die on this hill, it’s not the end of the world. But you know the American spirit. Finally, PC’s tend to be resourceful. I suspect the storm mitigates the “light a different “approach, and if the party can find a way past that issue then more power to them. There are, also, some alternatives presented as opportunities, a flare, a seized up foghorn, that could be used to find a better way to manage the outcome. A few words of advice in this area could have been appreciated. Remember kids, when setting out to do something, always bring all the apres you need with you to do the minimum job, just in case the former keepers have hidden/used everything.

An excellent adventure. Small and high quality, providing alternative options to the party if they are smart enough to take advantage. The designer has two other publications, both for Mouseritter. I’m not generally interested in that, but I may take the plunge to see if they match the quality and can perhaps be “translated’ on the fly for more general audiences.

This is Pay What You Want at itch.io, with a suggested price of $2. There’s no explicit preview, but there are a few screenshots that give you an art style and layout vibe if you squint. (Although I think they are a bit misleading in the wrong way; you get an “art first’ vibe from them that I don’t actually think is present.) And, I guess, as PWYW, the entire thing could be considered a preview.

https://cloud-press-publishing.itch.io/turn-it-off

Posted in Level 1, Reviews, The Best | 22 Comments