The Wizard’s Tower

By Robert Mills
Trebormills Games
d6? Levels ... Mid?

The situation in Greymarsh has become dire indeed, heroic individuals are needed to rise to the task of defending it. Villages in the Southlands have reported sighting hoards of undead, coming from out of the Deadwood. In addition there are also reports of roving patrols of goblins, orcs and bandits close to the Wizard’s tower. Bertrum Greymane the fifth hasn’t been heard from in two months. It is imperative that contact is re-established with the hermit-like mad mage. Find out what is going on with Bertrum and if he is alive make contact with him, then report back to Greyhold.

This 32 page adventure uses eight pages to describe about seventeen rooms in an underground complex. You’ll ‘enjoy’ stabbing things, stabbing things more in rooms with overly simplistic descriptions, but still padded out. Note that there is no Wizard’s Tower. Or really a hex crawl either?

Ok, undead, orcs and goblins are coming out of the Deadwood. That’s, oh, ten days horse ride away, thirty or so days on foot. Frank the Wizzo lives on the edge of the woods and no one has heard from him. Pretty please go check on him? Ok man, we got a hex crawl! A thirty day hex crawl as a part of the plot? Or a ten day hex crawl on horse? That’s a bit strange, given the urgency that is being communicated. But, sure, ok. 

Said hex crawl involves you rolling on wandering monster tables twice a day to have a potential encounters. That’s it. No hexes to explore. No sites to discover. ROll twice a day and have your wandering encounter. I don’t know that I would use the words hex crawl to describe that. I guess its technically accurate? Maybe? Maybe it’s just a Hex Travel adventure and Hex Crawl means what we traditionally think of it as? Anyway, lame, adds nothing, boring. The adventure suggests that perhaps as many three gaming sessions could be taken up with the journey to the wizards tower, as a hex crawl. Again, that’s not quite what I would expect?

Congrats! You’re now at the wizards tower! It’s being besieged by hundreds of orcs, goblins and undead. Eventually you will stumble across a magic telepathy session that tells you to go to some ruins and explore them. Thus, the adventure of The Wizards Tower is not actually IN the Wizards Tower. It’s in a dwarf ruin nearby. *sigh* 

Now we’ve got kind of an Indiana Jones scene, from Raiders, where the nazis are digging one desert site out and Dr Jones is going in to another site, the real one. Except the siegers are tunneling  in and the party has found the front doors, so to speak. Except there’s no real above ground portion to this, not the big mining operation for the siegers, or, really, any interesting details of the siege at all. Lame.

We now get to the dungeon. Inside we shall be dazzled by such descriptions as “The Orcs bypassed the sealed door by tunnelling into the chamber. Anyone discovering this tunnel will be faced by a picket guard of 2 goblins at the entrance, plus the individuals in room 5.”The Orcs bypassed the sealed door by tunnelling into the chamber. Anyone discovering this tunnel will be faced by a picket guard of 2 goblins at the entrance, plus the individuals in room 5.”In fact, almost every room has a “Bertram did this to room” section to it. FUll of padding and backstory and useless detail. “There is a sealed pit in this room (treat it as magically sealed by Bertrum, unless you have added your own extra tunnels, in which case it could connect to those)” or some padding like “Should the PC’s touch or pick up the treasure they risk angering the guardian of the tomb.” That’s a nothing statement. And that sort of padding is everywhere.

Interactivity involves stabbing things. Lots of things. I think there’s a spider you can talk to, but that’s about it. Just stab things. But, no real order of battle, of course. Maybe a note here or there that the dudes in room 5 are alerted, which is better than nothing I guess.

“A former council room for meetings between the Dwarven elders and visitors. Now used by Bertrum to store furniture and unimportant documents. The room is currently being ransacked by three goblins” That right there is what you are paying your money for. Three gaming session to get to that. You enjoy that right there.

This is $4 at DriveThru. The preview is four pages and shows you nothing, thus, an ineffective preview.

https://www.drivethrurpg.com/en/product/472770/gma2-the-wizard-s-tower?1892600

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Bastard King of Thraxford Castle

By Panayiotis Lines & A. Lawlor
Leyline Press
OSE
Level ... 3?

Beware the Curse of Thraxford Castle my child. A Curse of rotted flesh borne from The Bastard King’s slaughter of his kin. As the dawn rises so do the dead, to danse macabre. Do not step within 1,000 paces of that accursed place lest ye suffer their fate.

This seven page adventure presents about eleven locations on the grounds/village of a small cursed keep as well as the eight or so rooms inside the keep as well. Decent descriptions and delightful situations combine to form exactly the sort of wonderful adventuring site you’d hope to find in a product this size.

I don’t know where to start! Let’s look at the second and third  sentences of the product. “From the horizon Thraxford Castle appears a ruin. Within 1,000 feet it begins to appear as it is. All currently within Thraxford Castle and it’s 1,000 foot perimeter are cursed, all who die or are present at dawn become cursed.” That’s pretty terrific, eh? No fucking around at all. You get that little marketing blurb from the product description, that is clearly some kind of old wives tale, and then the first sentence is just one line of BS explanation. Then that whole “appears as a ruin” thing. That’s what you want in an adventure! The entrance to the mythic underworld! This place is different. The rules are different. Prepare thyselves, players! And then that third sentence, which explains the curse. That’s it. No more. That’s all you need for it, really. Don’t die, don’t wait till dawn. It doesn’t belabor the point. It’s enough for the DM to run it and it explains what you’re about to find inside, a framing for whats to come. This adventure does a great job, over and over again, of  using just a few words to really get across the point of the concept at hand in few words. I might have stuck in “cock crows” instead of dawn, but, both work. This thing really does not fuck around, and it completely channels the way G1 just gives a short intro and then tells the story through the keys. After those first three sentences you get a short rumour table and then a note about the villagers (being undead) go about a mockery of their lives and interact with people mostly normally. And then the fucking keys start! G1 indeed! I’m not saying every fucking adventure can do things this way, sometimes you do need some context, but just about every one could learn a lesson from this one, and G1, about getting to the fucking point: the actual adventure. 

The map is a great little isometric thing, showing the village around the keep and some elevations. Nice terrain differences and good feature art to help the DM imagine the place. There’s a teeny tiny map of the keep and it’s eight rooms, proper, on the margin. I’m not the biggest fan of this size of map, but it works. BARELY. [old man grumble]

Let’s look at the description of a typical home in the village, shall we? “- An Undead family of 7 sit by a roaring hearth. The room is filled with acrid smoke. They pour a scuttle of dried human flesh upon the fire to stoke it, they seem to have harvested it from themselves.” Gah! That’s fucking freaky! Oh, how about this one then? “An Undead man sits upon a rocking chair cradling a swaddling bundle that occasionally lets out a gurgling noise. His body is covered in various bite mark” I’m cherry picking here, but those are fucking great. Terse and brings the horror of the situation tio light. No generic BS curses here; you’re feeling the impact of the thing. Those are from a table of six “rando huts” that you can roll on and are the highlights. A generic ghost or generic ghouls are also on the table, without the characteristic embellishment the adventure usually shows. 

The adventure has both a flair for a terse and evocative description as well as a penchant for presenting some kind of a situation. Yorrick the gate guard, easily fooled and beside a great bronze bell. A tongue nailed to the village palisade gate. The tongue being a part of the mayors body, which can be found scattered throughout the village; used in a stew and the torso as target practice. I wonder what happens when you reassemble it? And, guarding the drawbridge to the keep, proper, a wight in black armor, standing vigil. Nice tropey mctoperson there! The adventure hits and hits and hits in it’s little situations. Really nice job!

One final example. In a bedroom in the keep: “A small shrine to The Lord of Luminescence sits near a wash basin and mirror. The basin is full of blood. Staring into the mirror will materialise Agatha.” The basin/blood detail! And, Agatha, the banshee! Great way to bring her in! That’s what a fucking adventure should do! Just give the DM a little nudge 

You want some treasure? How about “1,380,000 cp, 55,003 sp, 65 ep, 2,017 gp, 13 pp.” Ha! The designer brought the noise on that one, eh? Mundane treasure is fine, if perhaps a little light, while magic treasure gives us “Saxon, a 1+ spear.” Not in any way living up to the standards of the rest of the adventure.

I really like this thing. DId I mention the undead botflys? BOTFLIES! Gross! 

Anyway, This is what you were looking for. When you are digging through adventure, browning, looking for something good, hoping to find that hidden gem. This is it. It does exactly what one would hope to find in a small digest adventure. THings like this are what made that format. While presented as an adventuring site (and it would be fine as that) I might drop it in as a cursed village a little off the beaten track and perhaps give the party a reason or two to go there throughout their lower level adventuring careers. This allows the introduction of the village over time and for the party, and DM, to revel in the place. Over time the larger situations are revealed and then, perhaps, the party does something about the bastard king and the curse? 

Really a great adventure for its size and its too bad its out of physical print.

This is $2 at DriveThru. There’s no real preview. But, also, it’s $2. Compare this to all of those $14 PDF”s of much longer products with FAR less content then this thing brings. 

But, also, PUT IN A FUCKING PREVIEW. And, also, PUT IN T A FUCKING LEVEL RANGE! 

https://www.drivethrurpg.com/en/product/405442/bastard-king-of-thraxford-castle?1892600

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The Tower of the Elephant

By Luiz Eduardo Ricon
Hexplore Publishing
OSE
Levels 3-5

The shimmering shaft of the tower rose frostily in the stars. In the sunlight it shone so dazzlingly that few could bear its glare, and men said it was built of silver.

This 48 page adventure uses ten pages to describe about thirty rooms in the titular tower, the rest being devoted to the now public domain short story. It’s got some ok descriptions for various rooms, but the encounters are relatively prosaic, with substantial editing gaps throughout the rather short ten pages of the actual work. No Fantastic! for you today.

Sorry man, I’m unfamiliar with old fantasy novels. Or, most modern fantasy for that matter, beyond LotR and the Tales from the Vulgar Unicorn series. I’m a SciFI boy. But, on the plus side, you’ll get no glaze in my eyes from nostalgia. The intro to this says it’s inspired by the story but not a copy of it, so, we’ll review it like that: ignoring the story and just looking at the adventure, proper. All I got to go on is that tower scene in the Conan movie.

The map here is relatively simplistic. You get nine levels of a tower, with a couple of rooms per level. One level is underground. There’s supposed to be a couple of walled gardens around the tower, but we get no map of it. The map editing is sloppy, with no key numbers on the map beyond level one of the tower. Entrances are … weird? The map notes doors on levels one … and the key says they can’t be opened. Windows on level one are mentioned as well. But, the garden section notes only a tunnel from the basement and a balcony on the top floor, as well as “concealed windows” on level one. I don’t know how you conceal a large window, but, whatever. It’s sloppy work. You’re looking at one way up and one way down on most levels. Not exactly the most interesting for an exploration, but, alas, thus is the fate of all towers, it seems. 

Treasure, magic treasure anyway, is quite generic. +1 shield and +1 sword and 12k in gold in the main treasure chamber. You’ve got the black lotus/yellow lotus shit as well, so, I guess there’s that. This does not lend to the air of The Fantastic. It comes off as boring. The guards, as well, are kind of poorly done. There’s no real order of battle, beyond one section that notes a fleeing cook may summon some guards. There’s no real “infiltration” section in the walled gardens, beyond a note to roll for wandering guards. You do get to fight six 5HD lions, so, there’s that. Or, sneak by them, I guess? But, there’s not really any framing for that kind of play, at all. That’s a pretty major miss. And the editing throughout is sloppy, beyond the map/key numbers; referring to things on the wrong levels, for example. 

Descriptions are above average. We get a bar scene that is “flickering of candles, the PCs are surrounded by smoke, muffled laughter, scantily clad men and women servants, and the overpowering scent of ale, wine, and sweat.” That’s a decent visual for a bar. And then a “bloated man, flushed and sweaty, claps cheerfully …” along with his wicked grin and his “don’t be shy my lovelies!” This is the kind of writing I like to see. Terse and evocative. We get “crude moss-covered stairs going up” and “Dimly lit chamber, smell of blood and urine. Hooks and chains dangling on the walls. A bronze sarcophagus (S) covered in iron spikes standing in a corner.” I’m not sure how the main stairs are moss-covered, but whatever, it’s still a stairs description, and those almost never get one in an adventure. Dimly lit, smells of blood and urine, that’s pretty good. Above average, to be sure. It’s not always doing this well, but, generally, it does ok. Living up to Howard, no doubt?

The encounters, proper, though leave a lot to be desired. A ghoul in that torture chamber iron maiden, for example. Or a raving madman. No real monster descriptions are present, which is a major miss. And most of the combat encounters are just a sudden combat. There’s not much in the way of sneaking, or in puzzle solving. Maybe a trap here and there, but animated armor is not the end all and be all of an encounter. The monsters are mostly generic with no real descriptions and the on-combat stuff is a simple “drug gas” trap or something of the like. There’s no real sense of wonder in any of them. The final encounter, with some alien dude and a large gem is an exception, but also I assume this is from the story?

This is a simple tower map with rather normal and somewhat boring encounters. While the rooms are somewhat evocatively described, the encounters proper lack that thus come off as just another generic combat encounter. There’s not a lot of interactivity beyond combat and an occasional drug trap. Substantial editing issues and a lack of care in the final proof are quite evident; I can overlook a lot of that in an adventure but this one is a little too heavy in that area. The mundane treasure has an attempt made at a decent description, although the magic treasure is just generic. No real framing for play other than hacking. I’d skip it.

This is $8 at DriveThru. The preview is eight pages. You get to see the opening bar scene. It really needed to include a tower level as well.

https://www.drivethrurpg.com/en/product/479223/the-tower-of-the-elephant-a-classic-sword-sorcery-story-adapted-for-old-school-rpgs?1892600

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The Witch of Chimney Rock

Ancient Sage Games
Self Published
OSR
Levels 1-3

The village of Veknis has a problem – crops are dying and villagers are disappearing. Suspicions abound that the Witch of Chimney Rock is responsible for these misfortunes. Heroes are needed to discover the truth, venture into the primeval Forest of Legressia, and rid Veknis of the scourge plaguing the town, potentially uncovering a far more dangerous looming threat in the process!

This 67 page adventure, a conversion from 5e, presents a jumble of over-invested encounters that the party has no opportunity to overcome. In spite of a few interesting encounters, that near the definition of set pieces, the overall effect is one of wasted effort in a world in which everyone is simply misunderstood.

There are many things to complain about in this adventure, examples of bad design that may, in some cases, be the platonic example of what not to do. You show up in a village for hook reasons. Those hooks are the usual suspects: someone has hired you/asked you to look in to something. Ye olde quest board, active again! These hooks, and almost every one like them, are mere pretexts and show a lack of agency for the party. You don’t do something because you want to. You do something because you have been hired/sent to do something by someone else. This reminds me so much of the many pretexts in YA lit in particular: You are special, or, The progenitors came before. Seldom do we see someone who just overthrows the system because they want to. No, you were destined to do so. A hook in which the party ARE the progenitors, in which they forge their own destiny, would be much more preferable to these. (Insert the usual commentary bitching about hooks not being needed.) 

And then comes the village. 25 pages worth of village, I think? Lots and lots of people described. Lots and lots of businesses described. Events described. And almost none of it is meaningful to the adventure. Overly described NPCs are the word of the day, along with the needlessly described business description. There is nothing special here. THis is just a generic fantasy village. One of the events is a priest who gives his sacrificial hers to some yours fish and smoking them. I guess this shows he’s kind? But this is not a meaningful part of the adventure and, of course, take us WAYYYYYY too much space. 

And WAYYYYYYY too much space is a notable thing in this adventure. The core of the adventure is your journey through the mysterious forest on you way to the titular Chimney Rock to find the titular witch. You are presented with three paths through the forest that you can take to get there. Each one will have a handful of encounters, in a linear fashion. Choosing one means not choosing the other two, and thus not encountering the other two sets of encounters. We see here a lack of understanding of what kind of adventure this is. If this were a story adventure then we may not have a problem with a linear encounter set. It’s not my thing, but, for those types of adventures I think we can acknowledge that the linear set of encounters could work for them. On the other side of the spectrum may be an adventure with a forest map in which you wander around in a kind of free form manner, having encounters along the way to the rock. You might, I suppose, encounter ALL of the areas in the forest in an adventure like this. You, maybe not. 

And this, I think, leads to the discussion of how long an encounter should be. If the party could possibly encounter, say, thirty locations, then I would not expect each location to be a long one. I would expect them to be on the shorter side of things. As a designer we’re not investing a long word count on something that the party may not encounter. But, if we’re looking at a kind of linear set of encounters, with a plot type game, I might invest a little more heavily in the, say, five encounters the party will discover. (Needless to say, I should hope that in both cases they are done well, be it terse and evocative or formatted for use!) 

But, what if I write a page, or a page and half, for each of thirty or so encounters, most of which will probably not be encountered by the party? What then? My effort wasted, n things that will never see the light of day. And that’s what this adventure does. It doesn’t know if its a linear story adventure or a free form wander. Thus utr creates each path, with the encounters on each lasting a page or a page and half or more. Two third od which will never be seen. I would not, also, that they the writing for them is not particularly evocative or the encounters formatted well for use at the table. It’s hunting text and highlighter time!

This is not to say that the core of the encounters are all bad. There are more than a few of these which tend to the situations side of the spectrum rather than the brief encounter side. And situations are a MAGNIFICENT thing for an adventure. A hag in a hut, not immediately hostile, or a rickety bridge over a ravine, complete with goblins to make things harder. These are way overly described, and the formatting used works against comprehension it is so prevalent. But, also, there’s a druid going the same place you are … to turn himself in to a lich. You don’t know that. But, also you might end up with a little ally in the future, who never leaves his forest. “Yeah, I know a dude which might help. Also, do you have any trees left over from Arbor day? Don’t ask.” That’s a great little after the fact outcome. Or, an owlbear encounter in which he’s eating a dwarf, still alive. Wanna be TPK’d? Or wanna watch the dwarf die? Or, maybe, figure out how to lure it away? There are some pretty decent ideas in this, just WAY overly described for what they are. A ghost child you can district by playing with it’s toys with it. Great!

And looking ta that ghost child, the initial read-aloud ends with “The figure whispers, insistent, beckoning you to come and play…” Which is a pretty great example of telling instead of showing. 

The conversion here is obvious, with trade dress being 5e, skill checks galore, and the final treasure being  “43 cp, 78 sp, 121 gp.” Shitty conversion is shitty and it’s prevalent throughout.  Did I mention the milestone leveling?

Throw away the vast majority of the village, rework the forest encounters, trim a lot of words and rewrite to be more evocative and for the formatting to be less cluttered and actually help at the table, while doing a proper 1e/BX conversion. Then you could have a decent little woods adventure. IN which no one is to blame for anything and everyone is mind–controlled, undead, an insect/construct or so on. Even the bandits are revolutionaries. 

This is $8 at DriveThru. The preview is the first 29 pages. Enjoy page after page of village and maybe two ofthe generic wilderness encounters. But the haunted orphanage is there on preview page 22, as well as the druid/lich guy at the end. CHeck those out for an idea of how concept doesn’t quite meet the road.


https://www.drivethrurpg.com/en/product/478705/osr-adventure-the-witch-of-chimney-rock?1892600

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The Salt Shipment

By Matthew Evans
Mithgarthr Entertainment
Castles & Crusades
Levels 4-6

Charcuterie in Nefford may never be the same… A butcher was supposed to receive a large shipment of salt from the Dwarves of Kamoz Kamendom two weeks ago and has heard neither hide nor hair from them. He’s willing to pay for someone to find out what happend to his friend and business partner, Harbem Bottlebringer. The road wasn’t easy for the Dwarves, nor will it be for those seeking them…

This 44 page adventure describes a linear 40 hex wilderness journey with several side caves to explore. There are some situations and details here that are quite above average, showing some interesting non game centric thought behind them. But, also, It pads things out, is linear, maybe a little treasure light, and doesn’t revel in its situations quite enough for my tastes.

Strap on boys! The local butcher didn’t get his salt from Moria and wants you to go track em down and find out what happened! There’s only one road, so off you get, traveling 200 miles away to Moria to get your 500gp reward. I wonder just how much he paid for that salt, anyway? What is that, a forty day journey? I admire putting the place 200 miles away. Anyway, you walk down the road, with each hex having something in it. Sometimes it’s just a note about weather. Sometimes it’s a traveler. And sometimes it’s a monster ambush. That’s all the adventure is. Travel to a hex that you don’t have a choice entering or not, have the encounter, and then move to the next hex and repeat. Not exactly the height of player agency. But, let’s look at those hexes.

Hex 1, six miles or so at most from the city, is a cave by the road with smoke coming from it. Full of flinds and gnolls. Uh. I’d like to lodge a complaint with the local magistrate about the dereliction of the lord of the city of Nefford and its city fathers. Yeah, I’m being an ass, but, also, it’s less than six miles from a major city. Anyway, what I wanted to focus on was the description details here. “The smell of wet dog wafts out, mingled with the smoke which attracted the PCs to these caves.” We can see, in that first line of the first cave encapsulated both what I like and dislike. The smell of wet dog and smoke. Wafting out, as the initial description said. Great description. I think of a craggy hillside cave and smoke coming out of it, the smell of campfires and wet dog. I think it’s great. And then “which attracted the PCs to these caves.” And, of course, I loathe padding. And padding there is indeed in these hexes. Maybe a third or a little less is outright padding, with maybe a third more being less than tightly edited text that makes me frown and maybe a third representing some pretty decent descriptions. Hmmm, no, I take that back. In some cases we get some decently evocative text and in others we get a decently good situation description. Hex five has us meeting a human peddler, a woman, who tells of a cyclops lair nearby, with nothing to see in it, it’s dangerous. She’s anxious to leave. Inside the lair (more on it in a bit) the party finds the body of a beautiful woman, recently dead. “This is the body of Tara Featherlace, a beautiful brunette who was murdered by Teofil [that chick you met on the road]  with a leather awl after becoming the subject of her jealousy” That’s fun! I love it when the real world creeps in to an adventure. It’s a little abrupt, there’s not much going on here beyond what I just typed. It’s like finding a dude with a bloody dagger standing over someone dressed as a king. Uh. Ok. Now what? There are no complications here, no follow ups. You can track the chick down and punish her, I guess (which the adventure takes a paragraph to describe) but that’s all. More on this disconnection in a bit.

The inside of the cave, an old Cyclops lair, is a good example of wll that’s right, and wrong, with the world. Giant bronze door off its hinges. The dead chick on the floor. The main chamber, rather lage, has collapsed and is sunken in to the floor about twenty feet and is more cave like now. A decaying corpse of the cyclops and two pet bears, someone having already killed them. And, then, above the cave floor, an old doorway to the rest of the abandoned dwarven outpost the cyclops took over. A hidden area! I really like this. A lot. I like the abandoned outpost, being taken over by the cyclops. The fact he’s dead and decaying. The dead chick.That’s all great. The collapsed floor and “hidden” area. The world here is lived in. That comes through loud and clear. It adds to the specificity and gets the players thinking. 

And this is something that happens over and over and over again in this adventure. Yeah, there are ambushes by monsters. And maybe things are a little too exciting, hex to hex, for a 1e adventure. And  maybe they have a little too little treasure for my tastes. And the fucking encounters. For all of my love for that lived in feel, they are also SO abrupt at times. The text focuses on the wrong things, the mundanity, the  mechanics, what the party might do, padded out phrases. Instead it should be offering tantalizing hints of where the encounter could go. Teasing the DM to expand it further. The fucking actress you meet. The asshole elves that let you pass. There’s nothing more BEHIND those encounters.

And, more to the point, they seem entirely random. I mean that in a way that they don’t seem to be related to the plot of the adventure. Sure, a few of them are. You can find some dead dwarves, or maybe a living one, in a couple of the encounters. But, otherwise, these are almost disconnected from the adventure at hand, finding the dwarves. I guess you have to investigate every game and demihuman lair, to check to see if THEY were the ones who killed the dwarves, or if it was the ones in the next hex up. Or the hex after that. Or the hex after that. Don’t get me wrong here, it’s not necessary that every encounter lead to the inevitable conclusion. Randos gonna rando, after all. But, also, as isolated pinpoints there is something lacking here. Both in the ‘main’ adventure and in the scenarios. I can imagine a possible world in which the actress encounter, or the dead chick encounter, had a little more legs under it, building a bit. Perhaps adding some intrigue, for any definition of that word. But that’s not really to be found here.

Some interesting ideas in this, in places. And a touch of evocative writing here and there. And, also, it’s padded out quite a bit with both empty phrases and with meaningless detail when more evocative and loaded content could have been included. Treasure feels light as well. And, of course, the disconnected nature of the encounters is not quite where I’d like to see things. It’s a balancing act, between plot and non-plot, but for a world that is so lived in, it feels strangle disconnected from itself. But, also, it doesn’t earn my eternal hate.

And then there’s hex 31.08.

This is $10 at DriveThru. The preview is nine pages and shows you several hexes. Very good preview.

https://www.drivethrurpg.com/en/product/480715/mecc6-the-salt-shipment?1892600

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Longwinter

By Luka Rejec
WTF Studio
OSR? Generic/Universal?

The snows are alive. A soft, cold spirit courses through them. Her lace threads the world; watching, drinking, listening, stroking, soothing, killing. Her touch is soft and icy. She is Winterwhite, the daughter of the Waterdrinker and the Northwind, and she is a terrible god. An avatar of ice and hunger, of visions and death.

This 114 page ‘sandbox’ is an empty shell. Devoid of almost anything useful to a DM, it is one idea that is not fleshed out in any meaningful way for play. All concept and no delivery. I am not the fuck amused.

Didn’t Luka write something that I liked? I think so? This thing though, has issues. While it advertises itself as a kind of sandbox, it might be more correct to say that it’s got some ideas that you can dump in to game. There is a small isolated valley in the mountains. A few generations back some settlers came there and found people already there, a rougher folk. They were attacked and driven back to a cave, where they made a sacrifice to the spirit of winter. As long as they do this continually then everything is ok. Recently, the ruler skipped a sacrifice. The setting starts in the fall, goes through winter, and then spring never comes … unless a sacrifice is offered. Winter will last a year. Dumped in to this are some factions. The aristos/rulers of the valley, the first settlers lurking in their hamlets, some werewolf like people with some undead at their call, and The Old Architects that are a kind of mythic people asleep and perhaps waking up. While the Baronials get a few more words, you now know just about as much as I do about these groups. There is really no description of them beyond that. There is a nice little table, for each, though that describes some portents and events that can happen as each faction waxes or wanes. These are nice little guidelines to show their power and drop in to a game. 

And drop in to a game you will. This is meant as the backdrop for a different game, I think. These are events and factions to interact with as you run your normal game in the valley, is what I get the sense of. As strict time records are being kept, winter approaches and things happen as a faction gans or loses power. This is the strongest part of the book. As, oh, eight to ten pages, it provides a good backdrop of things that could happen in the homebases. This kind of thing is great in a setting; as a guideline for making your world more interesting and providing some downtime activities that may lead to more.

A huge portion of the book is devoted to escaping the valley. A mechanism is described using a standard deck of cards, with each suit representing something, like mountains or rivers, and higher values representing more danger. Potentially. These are not actually encounters as much as they are ideas. For example “A stumbling man in a heavy parka and bespoke city shoes is making for the valley. His marten fur cap smells strongly of pomade. Despite the stubble on his cheeks, his curled moustaches still follow the last Eastern City fashions. He keeps mumbling about a hotel in Pey Holzey. His watch is a jewelled TPK Scheephouse with seven complications. “ Is someone you might meet. I’m not sure there is much to do there. Make an ally … during your minigame on the way out of the valley? Or, your ropes get frayed and you have disadvantage on all climbing checks until they are repaired. There is a lack of a situation in most of these encounters. I don’t see the adventure. 

The settlements and people are not described. The factions are not described. There are not really guidelines for adding some verve to things. This is barest of frameworks for a setting. The portents and events like things on the timelines are good, but the supplement could be JUST that and you would not lose anything for your game .. because there’s nothing else to this. 

And then we combine that with something like “They are the oppressed whose yearning for freedom and dignity has become a thing of twisted envy, hatred, despair, greed, longing, hunger, loathing, self-destruction mixed with unrequited love—the anti-eros, the thanatos that comes forth in this long dark” Uh huh. That’s inappropriate for anything other than a political pamphlet. And then, at the end, we have the ever popular eye rolling “narrate your ending” piece “A gruelling escape leaves the heroes scarred and hurt. What nightmares of Winterwhite plague your dreams? Why do you feel like something darker stirred beneath the ice? How do you cope with your trauma? Were there many you betrayed on the way? Why will nobody believe you, when you talk of ice ghouls?” I know, I know, this is personal taste. But, also, effort when in to those things, effort that could have been spent on developing the valley and providing more situations to occur within the setting. 

I am not amused. 

This is $13 at DriveThru. The preview is five pages. You get a chance to se ethe winter spirit table of waxes and wanes. A view of a card result would have been ice as well, although nothing is going to prepare you for the lack of a framing to have a game in.

https://www.drivethrurpg.com/en/product/339587/longwinter-referee-s-book?1892600

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Grandpappy Cromdar’s Whizbang Zoo!

By David Lewis Johnson
Self Published
OSR
Levels 1-5

Who is Grandpappy Cromdar? Grandpappy Cromdar is a battle hardened warrior, a seasoned monster rancher, a salty landlubber, a prancing princess, a slap-happy crazy old coot. Where decent, respectable fighting men might opt to establish a stronghold or build a trade empire, Grandpappy juked left and went with “Converting a dungeon in to a family friendly zoo”. He is me. He is you.

This 52 page adventure uses about eighteen pages to describe about a hundred rooms on three levels. Minimal descriptions, a zany premise, and ‘Cromdar is a pervert’ tone are off putting and better found in a Gamma World adventure. The map can’t save this one.

Hang in there man. Remember S3? Remember that wilderness level with observation overlooks and attached maintenance? That was great! So this could be great also! It’s not, but, that’s not the point. It COULD have been great! And thusly are Bryce’s dreams made.

Comdar was an adventurer. He retired and started a zoo in a dungeon and sells tickets. THe dungeon is. I guess, perfect for his zoo. Anyway, things are bad inside, with the creatures out of their cages and running amok. There’s no real hook beyond “go inside and have fun” so don’t start looking for one in an adventure with a sex swing and Asteroids game in it. 

The map is decent and shares similarities with the S3 Levels. You’ve got the main level, with some admin offices and empty cages as well as a wide open wilderness area with a lake. The level under that has more maintenances and such, with some under da sea detail. The level above is the “sky” with some offices, zipline platform, sex dirigible, the top of a volcano and so on. The traditional room/key dungeon areas can be a little linear in places, but, then again, a hallway is linear, and zoos funnel people in directions. I’m not mad at the map, or the ziplines and personal submarines that make exploration fun. 

But I am mad at the lack of overview text for the vistas. At certain points you get to stand on a platform and survey your surroundings. To look out and take in the majesty of the wilderness. There is no text to help the DM with that. A volcano, an airship, ziplines, a waterfall, and so on. Nothing of the sort here. Which means, as a DM, you left searching through the text looking at a lot of keys, flipping back and forth, trying to put one together during play. This is, obviously, from a lack of playtesting; it would be impossible to escape that without the issue having come up. 

The monsters here are all new, with not even an intellect devourer making an appearance. And they are a bizarre bunch. This contributes to the Gamma World vibe much more than to the D&D vibe, with them being intelligent and having chimeratic features. I love it when a new monsters description starts with “this is a strange and bizarre creature.” Yup, they all are man, they all are. 

The room descriptions are just about as basic as you can get and not be Vampire Queen. Basic, but with a few details, at least one of which will be “look at me ma! Aren’t I zany?!” The first Aid Station tells us that there is: “An examination table occupies the northeast corner of the this room. An emergency aid kit sites undisturbed on a counter next to a wash basin. Bags of syringe-filled biohazard bags have been stacked against the west wall.” The detail here, of the description, is quite basic. The table is NE. A wash basin, and so on. There’s nothing really evocative about it at all, just a basic factual description. Not good. The table and wash basin, fo example, serve no purpose, in terms of adventure, in the room. We could assume them , or not, and the adventure would go right along without an issue. We know that a bedroom has a bed in it. And this will be the norm in this adventure. A very minimal description is basic facts in it and nothing evocative, with something “wacky” in it. lIke a wall full of syringe bags. Or a sex swings. Or the monsters playing soccer with a head. 

Interactivity is almost nonexistent beyond stabbing things. Yes, you can zipline or use a submarine. We might, though, call these “using the stairs.” Beyond this very basic level of interactivity you will not find a lot to fuck around with. Go some place, have a wacky encounter with a deadly monster, and then go to the next place. You will not be encountering treasure in this adventure. 

Someone had an idea. They stated it for the OSR instead of Gamma World. But, even as a Gamma World adventure it would be lacking, with exploration elements minimal and interactivity close to non-existent. And, of course, adventures that try to be zany never work. In the future, I hope I die before I wake.

This is $5 at DriveThru. The preview is six pages and shows you nothing but the intro. Good luck with that. It needs to show actual encounter pages.

https://www.drivethrurpg.com/en/product/134672/grandpappy-cromdar-s-whizbang-zoo?1892600

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Black Blade of the Demon King

By Ahimsa Kerp, Wind Lothamer
Knight Owl Publishing
LorFP
Levels 1-3 (Ouchies!)

Buried for 10000 years beneath a mountain of black obsidian, a sword of unfathomable power has just awakened. Now, in a desperate race against time and the elements you must try to reach it before its former master returns from his astral prison.

This 112 page adventure uses five pages to detail a dungeon with about nineteen rooms. I know that would normally mean I’m a poopy butt head in the review. And the dungeon IS a bit small. But this absolutely has a mythic feel to it, and the lead in to the dungeon helps with that. I’m not thrilled with many aspects of this adventure, but it also manages to deliver an interesting vibe.

This thing DRIPS atmosphere with every pore of its being. And that is how it manages a five page dungeon in a way that makes me not bitch about page count. When you get a town or a wilderness section to an adventure they usually are almost stand alone things. The town is a jumping off point and resupply base. The wilderness is a place to have wanderers to keep the party from tarrying. Maybe they both have a few things going just to keep things interesting, which is a nice touch when it happens in an adventure. This thing, however, is doing something rarer, but not unheard of; the town and wilderness are parts of the adventure proper. What happens in town helps build the theming and atmosphere of the adventure, as does the wilderness journey. It’s not that they are all driving the plot. Some of the encounters in town and the wilderness do, but, overall, they build on the tone and help immerse the party, and thus the players, in to the situation going on. And, thusly, once you get to the dungeon, proper, you are primed to accept the situation within with the context of what came before. This is not a new thing in adventure design, but doing it as well as it’s done here is not such a common thing.

So, you’ve got your +5 Bastard Sword that kills (save vs death) on a hit. This is a real deal thing of power. It’s the kind of thing that you wish the sword of kas was. And along with that comes a curse and an effect, after a certain number of people are killed then the demon king finds its way back to this plane of existence. Ouchies!  It’s sending out some dreams to people and they are migrating to the uttermost noth (3 hours of daylight a day!) and trying to find it … as it calls out to them. Booatloads of the people, daily. And thus we come to the town.

The town, sprung up serve these masses. A wretched cold place full of doomed adventurers, all being inexorably drawn and summoned to the place where the sword lies, yearning to be discovered and wielded. In to this we ass the church of law. This is LotFP, so absolute Law is as bad as chaos. They’d love to sacrifice you, and show up from time to time as randos, or foes. And then we’ve got four special NPC’s. A Paladin type, an anti-paladin type, and a rando. Butm, they are not set in stone. There are about five different options, included in the rear of the volume, to use for each one of these roles. Pick one out and insert them in. And they each are iconic. Really really well done NPC’s that can serve as a patron or a foe. And just weird. They range from your traditional fighter, with some theming to make them GREAT, or some really weirdo people. Very strong NPC’s. And a major part of the adventure is the parties encounters with them. In fact, you have five days to find the sword and after that there’s a chance each that that one of THEM find the sword. Or, you could be their hireling. Or they could be an enemy, one way or another. It’s a great little thing

Supplementing this as great rumors and encounters within the city proper. “Rollo the Thin is an adventurer who arrived three days ago. His party was attacked by a party of rival Blade Seekers upon leaving Støvring and only he survived. He is cut up to pieces and is dying in the Støvring Inn.” Nice one, that! Dying in the Inn. Prob the one the party is staying in. DId I mention the obsidian cliffs and the meteors? No? A giant, 20 feet tall (5hd. Nice!) attacks the town at one point. Or, maybe does, if the party is smart. Or a norseman insults them to a challenge … and both could result in the party gaining weird powers, perhaps by drinking a little giant blood? Fucking wonderful man! You get this sense of it being packed, and desperation, and its temporary nature. It’s great

And then the wilderness journey. Through the madman running a windmill. And on to some place to stay for the night. How about “This is a small hamlet, half-buried in snow. It is abandoned, filled with an eerie cold wind, but proves to be safe. If searched it has been largely picked clean but a large goat skull sitting in a circle of ash is found behind one of the Houses.” Abandoned. Eerie cold. Half buried. The ashes and goat skull thing. Yeah, no problem, let’s sleep here tonight …There’s this sense of dread. Building over time. Augmented by mini-game rules on the cold and corruption. It’s wearing you down. Finally you come out of a mountain to see obelisks in a rough circle, a tunnel leading down in the middle of them. The dungeon entrance. Again, everything that comes before places this in context and you feel the weight of the place. It’s earned. And the adventure does this so well. It’s not just a rando dungeon disconnected from its environment. 

The dungeon proper. It’s got a decent layout and, maybe only a handful of actual combat encounters. The encounters have a … I don’t know. I guess a funhousy feel to them? Or, somehow, mythic? But I think I’m overusing that word. It’s hard to describe. One room has a pool of water in it. A room of ceramic white tile in a pattern. And then, “The Nykkjen forms in 2 rounds in water, appearing as a white horse, and lashes out. “ So, a monster. But the form it selects is a fucking horse? Fuck yeah man! This is some early T&T shit! And, then too “If a piece of metal, like a needle or something iron, is thrown into the water the Nykkjen will cease to exist.” I mean, you see it too, right? Neither of those things is something that the modern deriguour of adventures is going to do. 

Treasure is lame. Except for the blade an quest items. Take that horsey room “4d6x20 gold, 3d6 precious gems, a pair of beautiful necklaces, and a magic helmet of water breathing, is a large goat skull with obsidian eyes and obsidian horns. It is cold and smells of the void.” We’re not winning me over with that. 

And the descriptions are generally not winning any time soon either. While the weight of the encounters is magnificent, this is done to the detriment of the descriptions. Again, for the horsey “This chamber features a large pool, about half the size of the room, surrounded by lovely ceramic tiles in cascading geometric patterns. The water is clear and shallow (about 1.5 meters deep at the center) and several gems, jewels, and coins glitter provocatively at its bottom” LARGE pool. Lovely is a conclusion. Clear and shallow is good, as is provocatively. But the overall effect is just not there. Or, for the first room “An icy, slippery hallway that leads down into the dungeon. An empty, howling wind fills the air” Empty howling wind is great. IN another room were told “Upon entering this barren stone chamber the characters will see, in the center of the room …” That’s pretty fucking terrible padding. Evocative writing, not padded out, and not including meaningless backstory (outside of the dungeon) is not the writers strongpoints.

Nor is, necessarily, the formatting of information. Again, a lack of focus. While things don’t necessarily run on TOO long, no one is doing anything to help you out here in the way of formatting things. It is the stickiness of the descriptions, here, that hold, not the ability to scan. Which is ok, but, also, not ok. You can’t count on that. 

I could, I think, go on and on about this. It’s fascinating. Much of it, in my journey, elicits a scowl. And yet it’s clear that the sum is greater than the parts. The wilderness and town, because of their more events driven nature, in particular suffers from some focus, and those descriptions in the dungeon are winning no awards. But man, it’s also a pretty sweet little fucking ride. And I have no idea how to rate it. This may be one of those super rare cases where it’s worth it to pull out your highlighter and jot notes. But, man, it’s riding the fucking edge. I could regert this, but, take your Best and fly off in to your owl sunset. 

This is $12 at DriveThu. The preview is six pages and crap, the first six, showing you nothing of the adventure. 

https://www.drivethrurpg.com/en/product/235400/black-blade-of-the-demon-king?1892600

Posted in Level 1, Reviews, The Best | 14 Comments

Blue Alley

By Alan Patrick & M.T. Black
Self Published
5e
Levels 1-4

Blue Alley lies hidden in the heart of Waterdeep. Built by a secretive wizard, it is a magic maze full of tricks, traps, strange monsters, and rich treasure. Countless adventurers have ventured inside to test their bravery and skill, yet few have returned. And now it is your turn…

This seventeen page adventure uses about seven pages to describe seventeen rooms in a Challenge dungeon. You already know what that means, I hope. 

What?! You don’t know what that means? It’s a genre of dungeon in which someone constructs a dungeon to challenge the party, or test them, or some such nonsense. You have to “prove yourself worthy” or some other related thing. They are lazy. A challenge dungeon and a funhouse dungeon are essentially the same thing, except the funhouse dungeon doesn’t try to layer eighteen layers of justification on top of the dungeon in order to explain why things are the way they are. But where a funhouse allows you to suspend disbelief, the explanations in a challenge dungeon just make one groan. It’s a desire to put challenge after challenge in front of the party, without any reasoning behind it, that sets a challenge dungeon apart. There is no ecosystem. There is no neutral ground. There is an adversary that designed something to fuck you over. It’s fucking lame. 

Our dungeon here is an alley in waterdeep. Just an alley. That’s the corridors. The doors represent entries in to buildings. The alley is windowless, the text tells us. And thus we see the laziness. What about the roofline? Or, the buildings around the rooms? I got a crowbar and fuck you if I’m going in through the door if I don’t have to. Those things will get you killed! I don’t mean to harp on this as a minor detail, but, handholds and windows and such, for any tower, would be something of import to note and a decent dungeon of, say, said tower, would have some roof detail and perhaps multiple points of entry and/or rewards for those players thinking outside the box. But not here. You are going to do what the designer told you to do and encounter their dungeon the way that they want you to.

Descriptions are … practically nonexistent?  Which is par for the course in a challenge dungeon. After all, you’re solving a puzzle not having an experience. So we get super functional but non-evocative descriptions like “In the center of this small 10 foot by 10 foot room is a crossbow mounted on a tripod. The string on the crossbow has long since snapped, leaving the single silver bolt unfired. Inscribed on the west wall are the words, “CAN DO” Also, you are over revealing in the text, with the snapped storing and maybe even the silver bolt. We save follow up detail for the players to discover as their character investigate. The back and forth between the players and the DM is one of the most important loops in any RPG. And a decent part of that is eliminated when you overreveal in read-aloud. Beyond that, the description has nothing evocative in it at all. You are not here for an experience. Or immersion. You are here to solve a puzzle. Make your INT check. 

Let’s look at a typical room. “a magic mouth opens at the top of stairs and says “Laughter is the best medicine. MAKE ME LAUGH!” Allow the characters to roleplay a bit, and if you deem their comments or antics humorous the magic mouth looses a stone-shaking uproarious laugh and intones a command word “ And thus we see the horrors. A magic mouth. A command word spoken by it. This is the product of someone who can’t think beyond “someone has to say a command word for something to happen!” 

Did I mention that many of the rooms start with “This area has the following features: “ No? I did now? How about the “fetch the silver key to open the silver door” type retrievals? No? I did now? 

Nothing to see here. Move along. Move along. And this is what you get when I work my way through the list of things I’ve not reviewed yet. Dear god, one day this will be over and I can go back to reviewing things that might be good. 

This is $5 at DriveThru. The preview is four pages with no rooms shown. Not a good preview.

https://www.drivethrurpg.com/en/product/252855/blue-alley?1892600

Posted in 5e, Reviews | 31 Comments

Barkeep on the Borderlands

By W. F. Smith
Prismatic Wasteland
OSE
Levels ... ?

The Keep once loomed on the margins of civilization. It is now the center of culture and commerce.

 Each year, the Keep celebrates the Raves of Chaos to commemorate the brave heroes who gave their lives to rid the nearby caves of vile monsters. Their sacrifice cleared the way for the Keep to expand to its current size and scale, the envy of all humankind. The Monarch drained the royal coffers to pay for a powerful antidote, but it never reached their lips. The caravaners say it must have gotten mixed up in the deliveries to the Keep’s many pubs. Despite their illness, the Monarch was able to muster the energy to order the execution of every caravaner, ale draper, ale tunner and ale taster in the Keep.

This sixty page presents twenty bars with the barest of framings for an adventure. The bars are magnificent, in a gonzo sort of way, with tropes galore and a decent homage to The Keep. But the thing is without enough direction to form an adventure with, in any but the barest of definitions of that word.

The Keep is now all grown up. The city is massive now and the lands civilized. You’ve got to think of this like a mashup of Ankh-Morpork with a healthy dose of all of the humanoids inhabiting it. It channels  that magical ren–faire vibe and humanoids vibe without going over the edge in forced happy land where everyone gets along that those settings do famously badly. Instead there is a healthy dose of cynicism here that colours everything. And the setting is pushed in to something akin to gonzo, but fantasy themed. No one is going to bat an eye at a tower with some long hair hanging out and a wheel spinning gold. Not fairy-tale, this is firmly rooted in fantasy. It’s just that everything is in this. 

First, a brief divergence in to character creation. I mention it only because it is mostly just character backgrounds on a table to roll on But very solid one. The Orphaned Heir starts with a mansion and a set of black leather armor. If you can’t do something with that, in a one-shot, then you don’t deserve to play D&D. “My parents are dead!” That’s a hilight, but most of them are quite solid as well. And that’s what you need for one shot backgrounds, something for a player to riff off of without telling them how to play their character.

The Cult of Chaos is now reformed, in to the Church of Chis, or, as the adventure states “Formerly the “Cult of Evil Chaos,” the Church has made efforts to rebrand, pivoting to a less overtly sinister image.” And therein we get a taste of the tone that is prevalent throughout. The adventurers that cleared the caves are called murderers, but, also, with regard to the goblins “But the Goblins rarely make the same mistake more than a few dozen times.” And, they are in fact up to evil. As is the cult. I mean church. The skewering goes both ways, as if the Lazy Lich finally realized that hippies ARE actually mean people. The museum keep is referred to as a repository of revisionist history, but the old woman who runs the candy and gingerbread themed dive bar in the woods IS up to some shit also. There are no good guys in this respun Keep setting, and that’s something I can get completely behind as a setting for an adventure.

The dude in charge has been poisoned. He’s going to die within days. The antidote has been misplaced … in a bar shipment someone thinks. And thus folks are looking for it. It’s moving around to different bars, according to a timeline and a series of unfortunate events. During this the annual Rave on the Borderlands is happening. A drunken festival, arranged by the Church of Chaos once a year, in which laws are relaxed. This comes with themed days, laid out like a typical Caves expedition in order of the humanoids, with Gnoll Caves day being having to defeat someone in a fight to get cooked meat, else it’s raw meat for you! It’s a cute mechanism to add some theming to the days in front of the party. It pushes things JUST far enough to maintain some semblance of order while still being strongly themed. Alongside this is an heir to throne looking for the antidote also (or creating his own) and some elections for parliament happening. And this is set inside the expanded keep, grown well past its walls, to encompass the old town, the forest that cant be cut down, the swamps now home to factories, and so on. Good sub-region theming. Zones in the dungeon, yeah?

The bars are the highlight here. Each has quite a short description that is then enhanced by a patrons table and some things that can happen there. Here’s the description for the first one, Granny’s Cottage: “Over the river and through the woods, there is a quaint dive bar. Its walls are gingerbread, and its windows are crystallized sugar. The crone that runs it is in constant good cheer. Pay no mind to the pitch-black smoke billowing from its chimney.” That’s a great description. Note the last line, which is evocative and leads you to a conclusion but doesn’t detail it. That’s exactly what a good description is made of. Your mind fills things in and it leaves the door open for a variety of outcomes. It’s quite short, but sets the scene well. As for granny, proper: “Granny appears as a beautiful maiden each day at sunrise. By noon, she appears as a plump matron. She is a wrinkled crone by sunset. Beginning each midnight, Granny’s skin grows green and her nose sprouts warts” That’s something you can work with as well. Something solid to use. One of the patrons is “A child who was lost in the woods until Granny found them. Now they can stay up as late as they want and eat lots of candy!” Again, short, evocative, and can lead to a variety of outcomes. A witch, or just a nice old lady? Either is possible. And so it goes, from themed drinks, to what is Granny doing, to the various events/situations within the bar. Who’s up to sample the Poison Applitini cocktail?

There are two sins with this adventure. The first is the events within the bars. They lack the driving force of an actual adventure. FOr example, iN grannys “The Woodcutter whittles on their cabin’s porch. Due to a curse, they cannot leave the woods until the Keep’s walls fall down.” WHich is nice, but it doesn’t lead to anything. It’s just a thing that happens. Something weird. Window dressing. And this is the same for almost everything in the events/situations/sidetrecks in the adventure. They are just a decent wandering monster table, meaning not really related to the adventure as a whole. 

And then there’s the adventure proper. You wander about, from bar to bar, looking for where the antidote is today, hoping to stumble across it. There’s not much to lead you to where you should be. Not in the bars. Not in the little events, or the mini-games like the election or goblin subterfuge. As much as I like “A giant spider offers to host a luncheon. Over tea, they lament that passersby keep chucking garbage into their web.” It doesn’t really lead you anywhere. You gotta have something here for the party to latch on to and follow up on and so. Otherwise it’s just a drunken bar crawl. 

And as a drunken bar crawl it’s fucking fantastic. Some of the best fantasy taverns around for window dressing. A great Dungeon Dozen for bars. Farce. Absurdity. But as an adventure? I think not.

This is $10 at DriveThru. The preview is five pages. It’s an assortment of rules (drinking) and the first pages of Granny’s. So, a decent preview, even if you don’t get to see the “Adventure” proper. 

https://www.drivethrurpg.com/en/product/429877/barkeep-on-the-borderlands?1892600

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