The Hunt for Grimmelbach

By AB Andy
Adventure Bundles
OSE
Levels 3-4

A vengeful bear roams the woods. A desperate prayer awakens something older. Now the villagers vanish by moonlight.

This 53 page adventure presents a small village with about nine locations to investigate and then nineteen populated hexes to explore on a 6×5 grid, all in search of a rogue grizzly. It’s clearly going for those Old World vibes, but just falls JUST short on presenting the ancient-misty-forest-full-of-old-altars environment.

We’ve got this village right on the edge of the deep wood. There’s this ancient mama bear that lives in the deep wood, a kind of legend in the village. Oops, hunters accidentally kill her cub. She then starts killing hunters. And mushroom foragers. And wood collectors. And anyone else you ventures in to the forest. The village starts to suffer; lots of deaths and the resources are cut off. Some dumb ass wanders in to the woods in desperation and find an ancient stone altar and prays at it. Surprise! It’s the goddess of the hunt! And she sends a spectral huntsman and his hounds to kill the bear. Kind of. You see he hunts EVERYTHING. Including villagers. Oops. In comes the party. And to all of that we’re gonna add some other weird ass shit. It’s not quite an old world vibe, it’s not quite an appalachian vibe. There’s lot of antlers, stone altars ini the woods, and bone charms … along with one murderous hick family. I don’t know what vibe that is. It’s a decent starting point though.

The villager has about nine locations and is really just a place to gather some information. Frank saw signs of Y over at X. Mary thinks she saw something over at the fallen stump, and so on. The locations, proper, get a sentence or two and then the people there get, I don’t know, a quarter page or so, with their knowledge bulleted. This is all about right to me. A little bit of an evocative backdrop, but the emphasis is on the people AND It’s easy to locate what they know. I might have appreciate a little one-pager reference sheet on the NPC’s, to help run this section a little more dynamically (it’s easier to pull a rando name and fact out of a conversation ad-hoc that way) but I’m not gonna die/ It’s just gonna be a substandard experience. Oh, wait … Anyway, this is all supported by a Villager Stress table. This is, essentially, a random event generator, once a day, based on how tense things are. “A screaming match erupts between two families. One accuses the other of drawing the attention of demons. A knife is drawn” and that’s from the MEDIUM table. Yeesh. It’s a mix of fun little vignettes, as quoted above. Very little is outright supernatural, just hints and portents. The descriptions are also right at the line of what I would consider good. Certainly, that little scene I quoted can be built upon. It’s a good idea and I can run with a good idea. I don’t know, it’s slightly abstracted, maybe? Screaming match is good. Draws a knife is good. I think it’s the One accuses the other of drawing the attention of demons. That feels off. Abstracted. Non-specific. And I think this is a common issue in this adventure. It has some good ideas but it mixes them up with some abstraction which kind of drags the whole thing back.

After Ye Olde Village the party will take their information and set off in to the woods. Six mile hexes, about thirty of them, about half populated. Six hours to traverse a hex for the first time, or with a guide from the village. You’re looking at six hexes, minimum, if you somehow made a beeline for the bears new den. You gonna be in the woods a bit and/or returning to town. 

“An ancient corpse is nailed to a tree, throat torn. Its mouth is stuffed with wildflowers that do not wither. A charm made from deer teeth hangs from its hand” Well there we go then! How about “The air turns sweet. A woman?s humming can be heard from just beyond sight. If pursued, the sound grows into wailing. A banshee” That’s a nice banshee encounter, it fooled me. Decent wanderers in this. The hexes proper kind of mirror the village in their descriptions. A sentence or two and then some bulleted explanations below with some bolding here and there to emphasize words. It’s a clear and easy to use format. “Half-sunk into a moss-covered hillock, the old stone shrine to the hunting gods leans like a drunk. Burnt-out candles and rotted offerings litter its base. Wind always seems to blow here, even on still days.” We’re getting a little purple in places, in the leans like a drunk, but its not bad. There’s a faint whiff of the old in this. Freeing a soul, from a body nailed to a tree, results in “His eyes will then turn to polished pearls worth 500 gold each as the rest of the corpse withers away.” There’s an air of mystery to that. The unexplained. That wonder beyond your philosophy is what I want and the adventure delivers it. Oh, oh! The backwoods family. Purveyors of honey so good it heals! “They?ll wake up tied up in the hut, with the family about to murder them. As they sharpen rusty knives, they?ll mention that the forest must be left alone for the nature to balance itself out” Fucking druids man! Those nature folk are all the same. I hope you hit the overlook hex first, where you might see them dragging a body to a shallow grave … In fact, I love that overlook hex, giving clues to the hexes around it. It’s strikes me as everything D&D should be, taking advantage of whats around you and paying attention to the hints dropped. 

Before going on, I must mention the stat blocks: “6[13], 5, 22, 40?, 15[+4], 1 x bite (1d8), 2 x claw (1d4), known blood, frenzy, fleeing.” I’m a fan of terseness, but drop in the HD man, at a minimum. Yeah, I’m a smart guy and I can figure it, but I wish to spend all of my cognitive burden on the game at the table, not on the stat block.

Something feels off here, though. I have two theories. The first, and I’m willing to be told I’m wrong, is the somewhat slower pace of the hex crawl. The kind of slow, methodical plod feels a little unsupported. Hmmm, almost like it needs more per hex, or more random encounters or various types or something like that. I could be wrong about that. The second is the somewhat hit and miss nature of the descriptions. You can, every once in awhile, get the vibe that the designer is trying to lay down, the ancient forest, misty, old shrines, and so on. Or, perhaps, you can see that is what the designer is trying to do. The writing is just a little off though. It just doesn’t FEEL that way. Those little abstracted bits maybe? Not hitting it hard enough in line after line? I don’t know. I do know that this is one of the hardest parts of writing, so I’m not exactly mad. But, also, it just feels like the vibe is not pulled off. 

But, it’s easy to scan, the interactivity is there in a variety of encounters of various types. Souls to free. Corpses to talk to, and fight. Creepy shit in the woods. A murder family. A great mix of interactivity in the woods and in the two little mini-dungeons (the old bear lair and new bear lair) 

This is $9 at DriveThru. The preview is ten pages. It’s a good mix of general pages, town pages, and a few lair pages. It’s a good preview and shows off the formatting, the style of village play, and what the bear lair is like. It’s a good preview.

https://www.drivethrurpg.com/en/product/526456/the-hunt-in-grimmelbach?1892600

Posted in Level 3, No Regerts, Reviews | 8 Comments

Battle for Neraka

By Simone Zambrunoi
Classic Dungeon Adventures
OSE
"Low to Mid Levels"

In Battle for Neraka, players assume the roles of the forces of good besieging the temple, aiming to free it from the clutches of wicked cultists.

This 21 page raid adventure uses about nine pages to describe tenish rooms in an evil fortress. You’ll be storming the backdoor and holding it for 20 rounds while the elf host streams in behind you. It’s warhammer, with some read-aloud.

Ok, so, I’ve played Warhammer, I think, once? And I’ve played a couple of other mini systems a handful of times. And, of course, there was 4e. This is OSR, so you’re not getting those tactical combat choices that 4e provides. My memory of the mini combat games was that it was just moving your dude somewhere and then rolling dice with a couple of modifiers. That sounds like this adventure. At least, if you toss in some bad read-aloud. 

The first thing you’re going to notice is the white text on a black background. I cannot say enough about what a terrible choice this is. It literally hurts my eyes to stare at it and try to read it. I took four tylenol this morning to try and combat it. And then toss in the italics used for read-aloud? Hrumph. There’s also some weird ass font that runs around the edge. I’m not sure what it says; it’s illegible. The first lesson in adventure design must be that a DM must actually be able to read the adventure. No, that’s not a binary decision. It’s just a garbage decision and I can’t imagine how anyone who looked at this would decide “Yup, that’s what I should do!”

Ok, let’s move on to the map. It’s absurd. There’s a moat, with a long bridge over it, and a fortress on the other side. I think you’re coming out of the forest on your side? Actually, I’m not sure of that. It’s never mentioned. And NONE of what I just said is on the map. The map shows two levels of a corner tower. Part of the second level is “the wall”, the battlements that the soldiers man. The adventure makes a big deal of evil reinforcements streaming in to the tower to repel the party.  But the battlements? They don’t connect to the rest of the fortress. It goes out of its way to note that there’s a tall wall between the battlements and the courtyard. And no mention of you crossing it, looking in to it, or anything like that. And that battlement does not go past the little tower. But wait, there’s more! Maybe they stream in to the lower level! No. There’s only one door, the one the party will coming in that leads to the bridge over the moat. This is literally cut off from the rest of the fortress. Seldom have I seen work so lazy. Even a fucking pointcrawl would indicate the fucking exits. 

Ok, so, you’re special forces in the elf army, among the best there is in the host. Your captain sends you on the mission. Fuck yeah man! Glorfindel wants ME to raid the place! Oh, wait, no, generic read-aloud and the most uninspiring command ever to raid the place. NOTHING about this thing is decent. At ALL.

Rooms have long read-aloud. It’s all in second-person. So, you know, hope you are not invisible or used some clever tactic to enter the room you’re in.  “As you prepare to cross the bridge, breathing as little as  possible and  shielded  from  sight by the poisonous mists, you hear a dull thud ahead of you. Moments later, a large shape begins to emerge from the fog. A monstrous bipedal figure materializes from the mist, seemingly unaffected by the toxic fumes.” Hey, a forced combat! That’s great! Doesn’t matter what you’re doing, you get attacked. 

The whole thing is obviously written for 5e even though it claims to be OSR and/or generic. “The large door is very sturdy, and breaking it requires a very difficult Strength check. It is tough to break down due to the considerable thickness of the wood, which grants the door many hit points and a moderate reduction in damage.” Again, just stat your fucking adventure. Just do it. No one cares. The pedants will complain, but they are going to complain anyway. No one is going to care that you put in 5e stats and then labeled OSR. Well, I mean, I will. But I’m a deeply unhappy person. 

Just garbage. No more Classic Dungeon Adventures for me.

This is $1 at DriveThru. There’s no preview. Sucker!

https://www.drivethrurpg.com/en/product/529565/battle-for-neraka?1892600

Posted in Do Not Buy Ever, Reviews | 3 Comments

Reality Unbound: Reclamation

By R.A. Lopez
Hyperfantasy Handbooks
d20/3.5/PF
Levels 6-20

Your heart skips a beat as you realize something and time seems to stop. This being, this “God-Beast” was sent by this newworld. It could have just summoned a gate or spirited you away, like a babe in the night. Instead, it sent a God it here to rescueyouall

from death. You -are- precious. You are not just a lost soul with fate cut via the golden scissors that has no recourse but tofadeInto history- potential unfulfilled. Only you can delve deep and discover the depths of your psyche and what you can become! This is Not “The End”, but a New Beginning. A Life Eternal, A Promise Made, A Gift of The Land. What Will You Do WithIt?

This 242 page adventure is a literal nightmare. Whatever demons you face in life can not be as bad as this heartbreaker. It has no redeeming qualities. I’m not even sure how someone managed to type the 242 pages it took to make this. It is a TRUE fantasy heartbreaker. 

I have been trying, very hard, to make it through this. I know that longer adventures take more time to review, and thus typically work on one over the course of weeks. I don’t see how that is possible with this adventure. I can make it through, maybe, two pages? Then I have to put it down. It’s a nightmare. There’s almost no formatting. It’s absolutely a wall of text. The font is small and, while not “a funky font”, it is something that is not easy on the eyes … maybe the stroke weight? And that’s just the non-creative decisions! There is a literal DM in the game to guide the players. The read-aloud is mixed with mechanics information. It is … I don’t know man. I’m not sure I’ve ever encountered something like this before? 

This is hard to review. My ire is generally reserved for those individuals trying to cash in via shovelware, AI slop, or Megacorps who have the resources but don’t care. (Which is all of them.) One person, making one thing, a man of singular vision … Objectivism is the western version of communist heroic sculptures: fucking awesome and inspiring and yet absolutely worthless once you reach age fourteen. But man, the mythic appeal! I don’t want to go full force on this dude. But, also, man, every decision this designer made was wrong. I don’t want anything to fucking do with this, and neither do you. But also, he did it!

So, you get transported to this new world, ala the Dungeons & Dragons ride. You can change your characters appearance over time. Such as: “Personal Evolution can be as simple as losing weight or a shift in hair color, to the growth of wings or horns or sometimes again or loss of more sensitive bits such as breasts or genitals.” It’s not FATAL, but my rule of thumb is that any time someone mentions something akin to sex, then it’s got those undertones that can’t then be unseen. The god-beast talks to you for a million paragraphs of read-aloud. I guess you’re level six now. Then you are released upon The Land to do what DungeonMaster tells you to do. Yeah, he’s in this. Different name, but same thing. You will visit various lands and solve abstracted set pieces. Here are six towers in a circle. Explore the sic levels of each and defeat everything/overcome everything in them and then a clock tower appears in the middle with a jeweled pegboard for you to move the pegs around, representing the towers, to solve the puzzle. How do you know what to do? Well, the first few pages of the book have a bunch of prose about the eighteen or so different aspects.

“There are Six Elements of Arcane Origin: Fire, Earth, Lightning, Ice, Water, and Wind. Earth is ruled by Constitution. Earth is powerful against and weak versus Wind. Earth is expressed as the color, Orange. The natural crystal of Earth is Topaz.” And that continues for each, and then covers device, arcane, ying, yang, dark and light aspects, rare, active, reactive …  THis then is your first real sign that something ‘special’ is going on with this adventure. 

Ok, so, you’re off exploring The Land, which basically means doing what DungeonMaster tells you to do and nothing else. Your first challenge is … fishing. There’s a river. You can fish. And of course you get the rules for making rainbow trout sushi. No, I’m not making this up. THEN you get to go to the tower puzzle/thing. Which, if I know my 3.5 right, is going to take about nine hundred sessions of play to complete, given the length of Pathfinder combats. 

I know, many of you are worried about the god-beast and it’s endless exposition. Or DungeonMaster and his endless instructions (much more than in the cartoon.) But, not worry. The read-aloud has you covered! “As your bloodline is wakened, you will take on the signature of it’s power, a visible sign, a Stitch. You may attempt to hide this feature, but trust me, if you do attempt this you will find luck is not on your side. There is a special kismet that guards our kind ensuring that we cannot hide from it. If you attempt to hide away from God, does God not forsake you? Regardless, when you hide your Stitch/es, you begin to lose health and energy over time. This is called [Masking]. It can be dangerous to do it often.” I’m not cherry picking. That’s fairly typical. A weird mixed tense or second person, DM voice, mechanics, some attempts at being evocative. That’s it, that’s the adventure. It’s pervasive and normal here.

Hey, remember that river I told you about? Here’s the encounter: “Everflowing River (Drinking) Restores Health and Energy to Maximum. Destroys All Epic (and Non Epic) Negative Effects. ‘Mortal Wound’ Effects are Destroyed! After Drinking Deeply, Status is Reset to Clear! It is almost like having a new body. Secondarily, drinking the equivalent of a small lake from the aquifer fed river is not only one of the most exhausting things you’ve ever done but also the most refreshing.” How the fuck do you run something like that?

The font is small. It’s something hard to read, but not obviously so, I think it’s the stroke weight. It is repetitive. I mean REALLY beating a dead horse. Even more so than I just did about the stroke weight. “On The Fourth Morning (After All 3 Days and Evenings Have Been Spent!)
Yes, that is generally the definition of the fourth morning. And the, the descriptive text is clearly meant to be a railroad “Breakfast’s remnants sit now on barren, cracked ground. In the distance, you spot a series of bleak towers. You notice a steadyglowbriefly appearing to outline the edges of all weapons and armor; they are all now enchanted with the barest of magics- onlyasimple+1 (Enhancement) imbues all starter equipment transforming from fine craftsmanship (masterwork) to true magic” Uh, no? I’m not camping next to some towers.

This adventure is set pieces. It’s a lot of exposition, mixed in tone and voice, and then set pieces. DUngeonMaster is there for you. He guides you, explicitly. Then you do a set piece. Which is itself full of other set pieces. And you go on to the next one as you visit multiple areas of The Land. 

This is %100 a heartbreaker. It is also, I think, unusable. I toss that word around a lot, but this is … completely legible but difficult to decipher? The best example yet of what a spellbook is like? You can read it … but it’s hard as hell. A month to get through this and I’m still not sure I can describe it.

This is $15 at DriveThru. The previs is six pages. It is perfect. No, that legalese does not go on for pages. That’s the adventure. Enjoy the elemental BS, and the god-beast exposition. You know EXACTLY what you are getting from this preview.

https://www.drivethrurpg.com/en/product/529775/reality-unbound-reclamation-book-i-levels-6-20?1892600

Posted in Reviews | 296 Comments

The Mystery of the Moon-Haunted Spire

By Scott Craig
Cutter Mountain Simulations
B/X - Shadowdark
Levels 1-6 (?)

For hundreds of years, the Lunamancer conducted his magical research in the pinnacle of his tower, hidden by potent illusions. Whenever he needed rare components for his research, he relied on the Greater Crypt Thing in his tower’s lower labyrinth. This labyrinth was well known by adventurers far and wide, and they regularly entered its dark halls for loot. The best and brightest of these adventurers the Crypt Thing would set a geas upon to procure whatever the Lunamancer required. And so the years passed… Until one fateful night when the moon waxed full, and the Lunamancer made one small error in his calculations. Then something filtered down from the night sky to terrorize him in his very chambers, and his illusions suddenly faded…

This six page adventure uses two pages to describe six levels of an illusionist tower. Yes, six. Its heart is in the right place, if only it stopped stopping drinking a bottle of rumplemintz immediately upon entering surgery for its organ donation and then immediately passing out on the floor and vomiting all over itself. 

I’m a big fan of hubris here at Ten Foot. You go Icarus! Fuck the rest of those asshats! Try new things. Iconclast those safety regulations on the reactor! Build your truck campers bed frame out of aluminum and then put your 300 amp battery ¼” from the frame! And, of course, get criticized harshly for the foolish decision you’ve made! This is the way designers of singular vision advance the art. Or die trying.

 The six pages here reflect a title page, a fluff page full of “WHAT BOLD MEANS” and other dumbass boilerplate, a monster reference sheet (Huzzah!) with some general notes as well, A page of four maps for the six levels (one maze map being reused three times) and the two pages of keys. For six levels. I think that means something like 46 keys. Plus a decent number of portcullis, curtains, statues and other features. The maps here are at least interesting. If Scott is a mapmaker then he does a decent job with room descriptions and if he’s a designer then he does a decent job with his maps. Even a dumb-as repeating maze level gets a decent amount of interest on the map. We’re not talking talking rock-star, there’s a lot of symmetry here which is a cop out, but they are more than just a throw away basic effort.

This means we get descriptions like “ Strangely clean…” for a room. Or, perhaps “Entrance – Scattered Leaves and twigs, muddy footprints leading all directions.” Or, straight out of The Borderlands caves “2 ORCS laze about on a pile of smashed furniture and soiled rugs. One wears a GOLD TORQ (65gp).” There are a couple of longer rooms, “. Moon-Lens Turntable Machinery Room. 2 SERVANTS OF APOC’L’TH examine a forest of arcane tubes, gears, and pistons that actuate the forcefield projectors holding the MOONLENS atop the spire. The spiral staircase ascends to area 24.” But, I’d argue that, other than a couple of riddle rooms, these are actually just further examples of the ORC LOUNGING room. CREATURE verbs OBJECT. Room interactivity might be something like “Central Hall. A stone FOUNTAIN gushes clear, refreshing water. A marble STATUE of a robed philosopher stands with hand extended in friendship. If statue’s hand is touched, statue speaks loudly (once per adventure): “Harken! Behold, a river!” Secret door is opened by pushing statue’s arm downward.” At its heart that’s not bad. A little magical wonder, a classic pull the arm down.  But, also, marble statue of robed philosopher is not exactly the most evocative. But, also, to be fair, that strangely clean room is foreshadowing a Cube, so, fuck me and my criticisms. 

It’s an ok adventure. “The LUNAMANCER appears as friendly, ELDERLY WIZARD in moonlight. Otherwise appears as the lich he truly is.” That’s the kind of shit you want in your adventures. If every adventure I reviewed were at least as good as this one then I’d be bemoaning the blandness of the environment and lack of complexity. Most adventures are fucking train wrecks and this one isn’t though. But it IS a bit bland with some lack of complexity and depth. The core concepts are good but the dungeon size (six levels … of like eight rooms each) and the artificial constraint shows through. Dude has his thing and his thing is a six page adventure. Got it. But the artificial constraints imposed by that decision will mean that the chances of a Spawning Grounds, Hyquatious, or other classic adventure coming from a one-page dungeon, Stonehell (half marks for building depth over depth), or a six page dungeon are rather low. It is serviceable, but it’s hard to see it rising to greatness. Especially when squeezing in six levels, as this adventure does. I’m not going to say move to a longer format. Sure, I’d love to see something from this designer that had a map with room to breathe and descriptions and interactivity that had that room also. But he’s doing a six pager. Which means creating an adventure that can truly excel in those six pages. No, not a fucking lair dungeon. I’m gonna puke if I have to see another one of those five room shit holes. How do you create a six page adventure that can be magnificent? That, good gom-jabbars, I leave as an exercise for the designer. For I am The Watcher.

This is $5 at DriveThru. The preview is interesting. It’s one image/photo, but it shows the map, the two keys pages and the general info/summary page. You can get a sense of the formatting, but zooming in makes it too blurry to read. I appreciate the attempt, but I suspect shoing a portion of the keys would have been better. 

https://www.drivethrurpg.com/en/product/528166/the-mystery-of-the-moon-haunted-spire-compatible-with-shadowdark?1892600

Posted in Reviews | 3 Comments

Knight of the Corpse Trials

By Odinson Games
Self Published
Cairn

Sir Zebadiah was once a war hero, celebrated for purging witches from the Wenderweald. Now he exhumes his subjects and puts their corpses on trial. His squire begs for intervention before her liege damns the barony entirely. You’re sent to capture Zebadiah alive—but the villagers want him dead, his loyalists stalk the woods, and the dead themselves rise for justice. Will you bring the heretic to justice or suffer his corpse trials?

This fourteen page adventure features about eighteen locations in a village/woods pointcrawl search for an errant and fanatical knight. It has a decent premise and detail in places, but it falls down severely when it comes to locations. Cutsy layout detracts from what otherwise could have been a decent adventure.

“You must arrest the false knight zebadiah and bring him to justice.” Well, actually, I think he IS a baron and knight, so, not really a false knight. Basically, dude burns witches. He got cursed and is now REALLY on a tear, digging up bodies, trying to find the last “real” witch he burned, his sister, who he thinks cursed him. The villagers get pissed and the dead are rising in revolt against having their graves molested. He runs off with his men in to the woods to look for more bodies. So we’ve got a village on edge with soldiers about, and a fanatic in the woods. In comes the party. 

I’m not super down with the hooks, they are all very honor, faith, justice oriented. I’m more down for some RealPolitik framings in situations like these. What was that runaway bridge adventure where the lord said something like “if you can do it without violence then I guess that’s ok also”, or “tie up the loose ends.” Essentially the hooks presented are all the same, with the party being of mine moral character, and I prefer to see some variety. Sure, a fine moral character hook. But also a RealPolitik one, or some other mood variety. Otherwise, it doesn’t really matter who hires the party, you’re just wasting hook space to describe essentially the same hook with different actors.

The general set up and specificity, especially around the village proper, are pretty good. We get some key NPC’s and a little villager generator with a two part name generator, trait, personality, and quirk. Excellent, although a page of these pre-gend would have perhaps been better. There’s also an escalating tension table which serves as a kind of event generator. You really feel the reality of the situation the villagers are in. “Grieving villagers claim their dead at the graves and squabble with tense guards.” or “Moreina doles silver to grieving widows outside the keep.” or “Jaanus leads a mournful family to collect their exhumed dead gibbeted in the square.” or “Edvin leads flagellants around the Temple, crying “Repent! Repent! Repent!”” Excellent window dressing to communicate mood and perhaps even spur some deeper play. “Several stockaded villagers beg for water beside it.” With guards about this could be fun. 

The dude is hiding out in the woods, running around digging up graves, and he’s got a short little three-day timeline associated with his actions, which ends with him razing the village after burning his niece alive. Ouch. 

The overall framework, the situation, the window dressing, this is all great. But things fall apart when we get to the keys. This is one of the, few, locations and typical for the location descriptions: “Rainrot Pit:  creek runoff drains into the cavernous hollow. Dappled light catches on gold down there. + A hex-smuggler stashed 300 gold pieces in a dry bag but the draw-rope was cut.” All of that fabulous situations and specificity , etc really don’t show up at all. So this is not a bad location description: “The Breedpool: mosquitoes cloud the reeds and algae films the still, black water. Helm-sized eggs float in the pool.” But then there’s nothing there. Yes, a monster has a 50% chance of being there, but that’s just a stabbing. The more interesting play just isn’t available. Dude has a timeline and he might be at one of these locations, but then the location is just which screen the Mortal Combat match has a backdrop, with it contributing little to nothing to the play.

And this is a shame. I suspect that there is MORE than enough room in the fourteen pages used to provide just a little more depth to the various keys.  Even if they are meant to be used as backdrop, they could be made in to more interesting backdrops. But it’s gotta use one of those modern hip edgy layouts. And it’s gotta use a fucked up font in place in order to make things hard to read. I just want more out of this. As presented it falls in to something like “a large social situation” adventure, which I can dig. But the way the material is presented doesn’t really help that too much. It seems like it is fighting against that. We need locales, people, timelines, situations, ad then a little bit on using them all together, as the DM, to put it all together. You’ve got this situation and the designer should be giving you the tool sections to help run that in the loosy goosy way that these things usually play out. And there is an attempt at that. You can see the village map and brief descriptions, the forest map and loose descriptions. The NPC section, the events section. But it just never gels to come together in the way I would want it to. It’s like, I don’t know, half a page of text is missing (in addition to the locales …) 

At the conclusion, you need to capture the dude to get the full payout. But, also, “The villagers will be enraged if they see Zebadiah captured and will demand his death, descending into a riot.” Noice. A couple fo extra sentences there would have been ice.

This is not a train wreck. But it also just misses the mark of what I consider decent enough to run.

This is Pay What You Want at DriveThru with a suggested price of $2. No preview, but it is Pay What You Want, so I guess the whole thing is a preview.

https://www.drivethrurpg.com/en/product/527846/knight-of-the-corpse-trials?1892600

Posted in Reviews | 2 Comments

That Old Familiar Song

By Crumbling Keep
Self Published
OSE
Levels 1-3

Your mother used to sing you a song when you were young about circling birds, but it would always end with her tears. Now you find yourself in a forest of crawling dead things and strange happenings, and the events of the song are coming true! What does it all mean? And what is the creature that stares at you with your own eyes?

This fifteen page adventure has five populated hexes, one with a small five room keep. It’s got one of those bullshit narrative game framing devices. Otherwise it’s just fiveish simplistic hexes in a font/layout optimized for your phone. 

Time marches on. We’ve seen responses to various trends in D&D adventures over the years, such as the inclusion of VTT maps, hyperlinks and so on. This time we’ve got an adventure ‘optimized for mobile.’ In practice that means a GIANT FONT on a small screen size and some hyperlinks in the adventure to make moving around it easier. I can’t imagine ever using this, but, it exists so someone somewhere must need it. But is it GOOD? 

No.

Let’s looks at the opening page: “Dim light filters in from a sun that struggles to rise over the horizon. It’s early, perhaps earlier than you’d like, but sleeping was not easy last night. It’s eerily silent as you all mill about, gathering your supplies to get back on the road, and a low mist gathers around your legs, obscuring the ground. Suddenly, a large group of crows rises out of the woods, their caws rising in an insane chorus as they fly in a circle before heading northwest. Ask: Which PC’s mother used to sing them a song about circling birds?” Yup. It’s one of those. A narrative bullshit thing. The followup question is “Why did you think she would cry after singing the song?” So, even better, it’s got some trauma dumping shit attached to it. This is not fun and is inappropriate to put in to a game. The trauma shit. I think the narrative shit, explicit as it is here, is lame as fuck and tends to not fall in to my definition of what a ‘game’ is. It’s a fucking activity. But, if we are going to go down that path then FORCING your players in to some kind of trauma dump is bullshit. Yeah, I think the trigger warning shit is general nonsense. “Someone dies.” or “There are snakes.” But, also, if you’re gonna put crap like this in your game then, yes, you get to trigger warning it. And, further, if you feel the need to trigger warning something then you probably shouldn’t put the fucking thing in your game. This is all edgelord bullshit. You write a couple of decent adventure that I would consider Best, then I’ll ease up on my diatribes and consider that you might be able to stick something edgier in. But, again, we’re all here for fun, not for trauma bonding in a group circle where we work out our feelings. Not that there’s anything wrong with that. EXCEPT WHEN IT HAPPENS IN THE FUCKING D&D GAME. “Sketch the symbol your mother had tattooed on her wrist that she never explained.” Go fuck yourself. I’d walk the fuck out of this nonsense and demand a refund if I stumbled upon this at a con.. 

The style is OSE. “Birds flying over head (squawking ominously), Bones litter the ground (animal and human, clean and unmarred), Stone Altar (northern end of the field, ancient, crumbling” It’s fine. OSE Style is easy to do. You still have to write a decent description. These are ok. Nothing special, but also not terrible. Meh. 

There is, though, a lack of understanding of what a D&D game that infects the encounter keys. Let’s look at one of the encounters: “Pained Man (half embedded/phased into the rock wall, there’s no way he should be alive, can only wail, has lost his faculties)” You getting nothing more than that. Seriously, that’s it. Has the designer never played D&D before? This is clearly an element one wishes to focus on in the room. The party WILL be investigating. And, yet, nothing more. It’s just fucking window dressing. Similarly, there’s a chasm in another area. Down below are a lot of bodies. Absolutely nothing to do in the text mentions that again. The party WILL be fucking going down there. They WILL be searching. If you didn’t want them to then don’t fucking thell them that there is shit down there to do and look at . You put something there, so you need to help us run the inevitable situation where the party goes down to investigate it. 

Oh, I didn’t describe the adventure. You start with that rad-aloud from above, do the trauma dump thing, and then, for some reason, wander around in the woods. I guess cause those birds circling and your mom? Whatever. You wander hexes until you maybe stumble in to one with an encounter in it (five of them) and hope you don’t wander off the edge of the map. IE: I’m sure it was playtested as a railroad rather than a hex crawl. Eventually you find a cave with some abomination in it that looks like your twin. Whatever. No explanation. Just a mystery. 

Garbage adventure with nothing special going on except some pretension. If you’re gonna do some pretension in your adventure then fucking disclose it so we can avoid it.

This is $3 at DriveThru. The preview is three pages. You get to see the start with the narrative nonsense. 

https://www.drivethrurpg.com/en/product/528159/that-old-familiar-song-a-tinderbox-mobile-adventure?1892600

Posted in Reviews | 27 Comments

The Ruined Abbey of St Clewyd

By Gavin Norman, Yves Geens
Necrotic Gnome
OSE
Levels 4-6

The once-proud Abbey of St Clewyd the Refulgent has stood in ruins for a century, wracked with weird energies and haunted by wicked spirits. Several missions have sought to reclaim the abbey and quell the tides of Chaos. All have failed. What treasures lie untouched within, ripe for the picking? Can the mystery of the abbey’s ruination be unravelled and the forces of Chaos be vanquished?

This sixty page adventure describes a ruined abbey with about twenty locations above ground and thirty below ground in two major zones. It’s got a creepy vibe, with real consequences and rewards for a campaign while not apocalyptic. Creepy happenings create an interesting environment with just enough interactivity beyond undead killing to bring some extra life to it. While I’m generally a fan of the OSE style, it does show some weakness here, but, overall, this is a real adventuring locale and solid piece.

I reviewed the upper level of this awhile back, from Wormskin, but never hit the follow up issue so didn’t review the dungeon proper. It’s now out as a standalone product. Originally thought the upper ruins were a bit sparse, as a standalone adventure, but was a big fan of the spooky vibe. The vibe remains strong and the upper ruins serve as a good intro to the lower ruins below.

I am a fan of most of the hooks here. The first is essentially a treasure map “PCs come into possession of ancient Liturgic documents detailing the fate of the fabled crown of Prince Gaspar of Brackenwold, believed lost for 900 years..” That’s a great localization of a treasure map, with the notes providing a little more specificity. The second has the church getting the party to retrieve relics from the ruins and “ Successful PCs are appointed as leaders of a sect responsible for warding any retrieved artefacts. They are granted four followers (Level 1 clerics) and funds to construct a shrine in a settlement of their choosing.” At level four to six we can see how this plays in to the stronghold elements that should be popping up about then. This is a great appeal to the players egos, parades from the locals always go over well, and feeds, again, in to the power levels that the players characters should be approaching. (Similarly, the consequences section in the end of the adventure provides some nice impacts to play that are meaningful to a real world feel but are not necessarily apocalyptic in nature. A refreshing change from the usual “world is at risk” nonsense that infects many adventures.) Thins run a bit long for my taste, but as preamble and post-script that’s not a huge deal. I will note that there is also a section noting the adventures inclusion in the larger world which states “As such, the Referee could use this adventure as part of a wider campaign arc involving one or both factions.” This is something that should have been mentioned in the marketing, greatly increasing the appeal for those playing in that way but there’s essentially no way to know that until you have the product in hand.

We’ve got an abbey devoted to a saint. A few hundred years ago Something Bad happened and it became a no go zone, weird and strange effects abound. Recently things have settled down a bit, leaving you open to exploration. In actuality, an abbot got uppity, did some magic that fused the saint and nemesis. This has resulted in about half of the crypts underneath being a kind of chaos zone and the other half somewhat settled with the remaining monks devoted to caring for their new hybrid/crazy/resurrected saint. Oh, and they get resurrected when they die and are locked in to the complex. And sometimes the resurrection doesn’t take right and they go insane. Thus we have the upper ruins, a kind of undead/chaos zone with a rift, and a somewhat settled zone in the dungeon with the monks. Who have a couple of factions, one devoted to maintaining their watch and another sect who wants out. These three zones provide a decent amount of variety to play and I’m happy to see it, especially in something with,say, fifty room keys. 

The situations here contribute to a spooky vibe, from a couple of different angles. Fans of the Stalker movie will get that kind of unearthly weird vibe from several of the effects. Then there is the outright creepiness that the ruins above provide, that is then augmented by the theming of the religious ruins that hits in several places to build that feeling.

There are children in the upper ruins. In ragged clothes, filthy dirty. Children playing and laughing in such a dangerous place should immediately put the party on edge. Further, you might encounter them digging, with their hands, in the graveyard. Digging up bones. Especially teeth. Mr Rag-and-Bone is their friend! Later we see taxidermy, with them having prominent human teeth in them. This all leads up to The Gloom, something I mentioned in my initial review as a strong point. It remains strong, a collection of decaying crows in humanoid form, charming children, but caring for and nurturing its ‘foster children.’ This is clearly undead and evil, a thing from nightmares. But not done in a ham-fisted way and thus providing some complexity to play. I mean, I’m probably gonna stab the fuck out of it, but, also, hey, maybe it can do something for us? In other parts of the adventure there ARE things/people who can do things for you, (including a fair number of dead monk ghosts who want to be laid to rest and can provide from parting boons) but the adventure misses a little here by not including that data for Mr Rag-and-bones. 

Theming in the adventure is good. Consistent details across several locations leads to a build up and set expectations well. Murals provide some context, and interactivity, but are handled better than murals in most adventures, with specific detail without going overboard. The chapel to a random saint has the saints themes in several of areas without really hitting you in the head with it. 

There’s a big problem to solve in this adventure, should the party undertake it, in closing a rift. Related to that at the faction play elements with the ‘surviving monks’, which could lead to religious conflict, literally, and the head monk perhaps, in duplicity, sending the party on a fatal quest. “If you all jump in to the rift with this magic sceptre then all problems will be solved!” … says the leader of faction that wants to maintain the status quo. As they say, trust but verify. Other places have crypts to open, chains to pull, and obstacles (literally) to overcome. There IS a decent amount of stabbing, but even that is just a little bit more, like opening a tomb first and its coming out of it. Dummy, what did you think was going to happen when you open a tomb in a complex full of undead? 

On to the OSE style … which is hit or miss here. The maps are clear and evocative, but I do wish there was a little more information on sound/light/reacting creatures on them. The style itself, well, it’s OSE and I generally like it for the amount of information it provides in a very scannable way at the table. There are, though, I think, a couple of issues with it, at least as presented here.

First, I’m not sure it’s the best for presenting the sort of creepy environment here. I think most of that vibe comes from the situations rather than the evocative nature of the writing. I don’t think it starts strong with a lead in of creep vibe. Descriptions might starts with something like Limestone walls, charred beams and the like. I might say this is a violation of my general thinking that The Most Important Thing Comes First. A dragon, maybe, if its obviously there, but also the vibe you want to convey. It’s clearly supposed to be creepy but the lead-in is mundanity. That evocative nature to the rooms isn’t lead strongly. 

Related to this is the dragon issue. Generally the creature in the room isn’t in the initial description. It follows later in its own section. I’m not a fan of this at all. We now need to hunt the entire room description to find the things we should be telling the party about, which is the entire point of the OSE style: to not have to do that. “Wait, there are gargoyles in this room? Oh, yeah, there’s statues in here.” you can eventually tell the players when you finally reach that section of the room description. 

But, also, this is a pretty strong adventure. It is a real site-based adventure, and those tend to be few and far between. There is more than enough going on to provide a lot of complex play for your players and their characters. I’d run this.

This is $10 at DriveThru. Hey man, no preview?! Pfffft!

https://www.drivethrurpg.com/en/product/527291/the-ruined-abbey-of-st-clewyd?1892600

Posted in Level 5, Reviews, The Best | 1 Comment

Sour Grapes

By Stephen Smith
Mister Smith Design
OSE
Levels 1-3

SIPPING ON SHADOWS FROM A BOTTLE OF BETRAYAL! Ardin Winery, once a flourishing estate, is now on the brink of collapse. The Baroness promises a generous reward to anyone who can save her farm from distress. A sobering reality—her recently deceased husband secretly attempted to formulate an eldritch wine and cheat death—but the dark recipe twisted his body and mind instead. It’s time to uncork the truth!

This 26 page adventure uses three pages to describe thirteen rooms in the basement of a vineyard mansion. It feels like 5e conversion crap, though I can find no of another version. It’s nice to see someone making all of the classic mistakes and producing classic shovelware.

Isn’t it fun, the many myriad ways in which adventures can suck ass? Today we have a classic shovelware adventure. All of the trappings of a decent adventure with none of the content to make it so. Dude made 28 pages of content, art, all of those words, and only three pages are the actual fucking adventure. Which is gonna suck ass, but, imagine what the thirteen adventure rooms could look like if the designer had actually put effort in to them? I mean, all of that effort that went in to the other 25 pages. What if THAT effort was sent on the fucking room keys? You know, the art piece of two wizards (one barefoot. No wizard goes barefoot man.) The brothers, a wizard and an illusionist, that have crafted the bespoke security measures for the winery in which the adventure takes place. That art piece. The backstory for them. WHo don’t appear int eha adventure at all and are never referenced by anyone in any way. That effort. What if instead you had spent that fucking effort on actuall doing your fucking job as a fucking designer and made just one sentence in one room key actuall decent? Think about how you could be proud of that one sentence. How you could have contributed to a better world, producing something worthwhile. Instead of spending your time on AI art prompts for an art piece to accompany the sidebar description of the two magical brothers (one of who doesn’t wear shoes. Yes, that bothers me a lot.) who run a bespoke security company. That has no impact on the adventure at all. But, no, you made a different decision. Put your fucking effort in to the part of the adventure that matters. This is almost always the fucking encounter keys, by a lopsided degree. Yes, content and supplemental material like a wanderer table help with adventure. But the fucking keys ARE the adventure. That’s where most of the designers effort should be. It’s not an afterthought.

Hey, have you ever wondered what a farm field looks like? “Rows of wheat, barley, corn, and root vegetables stretch across the gently rolling hills. The land is tilled in organized sections. Rutted paths allow carts to pass through for harvesting.” Yeah, that’s a farm field. Good thing you put that description in there telling me what a farm field looks like. Otherwise I might not know what a farm field looks like. Over and over again, hammering in mundane and worthless descriptions. We know what a kitchen looks like. Tell us why this kitchen is different. 

Line after line of text description background information. Line after line of text explaining why something is the way it is. “During happier times, the fairgrounds would be hosting lively gatherings and celebrations, with several bungalos offering convenient lodging with stunning views. But today … all is uncommonly quiet.” I don’t fucking care. I DONT FUCKING CARE. It is the way it is NOW. I care about that. You know, something that happens during the actual game of D&D. In the graveyard there’s a fresh grave. Part of the tedium says “Before heading down, he pilfered Chuco’s staff (Vintner’s Vine) for protection. Unfortunately he dropped it in the Fermentation Hall.” I’m knocking one point off of this things final score because the designer didn’t tell us what the dead guy had for breakfast. 

Let’s see, level one and two. The ladies maid, to the baroness who hires you? She’s a level five bard. A level five bard is scrubbing the shit out of a womans chamberpot every morning. Yes, I know, but there are only a couple of servants left. The four or five NPC’s all get long paragraphs describing them that is absolutely useless in running them at the table. As one would expect from a high quality adventure like this.

Oh, right, level one and two adventure. The wanderer table has a hill giant on it. And a decent amount of other monsters. For an upscale vineyard, like, Napa Valley long established estate kind of shit. The fucking fairgrounds have a god damned Press Area on them.  (I chose to believe that this is for reporters and not for pressing grapes.) Did I mention that the entire thing ends with finding … a journal! Ah yes, the classic Find A Journal shitty backstory exposition. How have I have missed thee! Too long have I waded through the shit of Ai crap, not understanding the simple joys of ranting about an exposition dump through a journal that doesn’t mean anything to the adventure. It’s like a pair of comfortable slippers.

A Level five ladies maid. Telling us what a farm field looks like and what it is. Meaningless and long NPC descriptions. A journal describing all of the backstory. Backstory for everything and everyone. No real interactivity beyond fighting. Oh, shitty adventures, how I missed you. It’s nice to see people still churning out the same shit piles that were being turned out twenty years ago. I love you always forever

Near or far, closer together
Everywhere I will be with you
Everything I will do for you
Say it, say it again
I love you always forever
Near or far, closer together
Everywhere I will be with you
Everything I will do for you

This is $5 at DriveThru. The preview is thirteen pages.  You get to see everything worthwhile, the backstory, the farm field description, the level five ladies maid description. The first eleven of the thirteen rooms. Great preview. 

https://www.drivethrurpg.com/en/product/525635/sour-grapes?1892600

Posted in Reviews | 13 Comments

Under the Dolmens, Delve

By B. Wraven Wright
2Die10 Games
OSE
Levels 1-2

An Audrune hires the adventurers to deal with “what lies below” a particular dolmen and to “leave nothing moving”. He says the party can keep anything of value they find and to burn the place out when done. He provides a map to the location of dolmen and sets off on his way. He is of little words and refuses to entertain further questioning. The dolmen is easy enough to find with a fairly sturdy stairway leading down below

This six page adventure uses three pages to describe seven rooms in an underground dolmen. It’s error-prone, makes simple logic mistakes, and is little more than an excuse to kill things. 

Yes, I know. I say that a alot. But a lot of adventures deserve to have that said about them. I still believe in magic. And, this thing starts with a passing wizzo hiring you to “deal with what lies below” and to “burn the place out when you’re done.” Well howdy! Always a big fan of fire and salting the earth in an adventure. There’s a dude with something going on who, for some reason, doesn’t want to deal with it himself. 

The adventure explains nothing. Just a dour passing dude hires you to, as I noted. There is nothing more. He is of little words, recall, and refuses to entertain further questions. Always a good way to get your job done. Go fuck yourself man. How much extra you paying for the privilege of being an asshole who needs something done? Oh, no notes on what hes paying you or what you’re reward is. Nothing more than what I posted in that intro. At the end of an adventure you, perhaps, find a secret door to the last room. Inside is an invisible old woman. Sobbing. She laments all of her dead children (the six previous rooms being littered with little clay fetish dudes, all broken to pieces. So, she’s hiding out in this secret room, crying and invisible. Until you open the door. Then she “Stops at nothing to leave the dungeon until killed.” Okaaaaay. I guess we’re killing her for some reason? No? She escaped? Then when you exit you find the dude that hired you standing over her, having killed her. Uh. And he wants all of the gold and magic from the dungeon, which he originally said you could keep. Also, he has no stats. This is all a confusing mess, as is the adventure. Except … I wonder if this was supposed to be a domestic violence situation? I’m filling in some shit here, but they start a quarrel for some reason, he breaks the dudes or she has them attack him? He leaves, gets the party to kill his wife and burn down his life. She’s inside, either the victim of abuse or dealing with him having gotten rid of her clay friends (rightfully or wrongly) and she comes out of her sobbing when interrupted by the party, only to flee, meeting him outside. We don’t see the outside so she attacks him or he attacks her? So, he called the cops on his wife and it ended in violence. As presented the adventure is a mess. Me filling in the gaps turns it in to something I don’t think I want to play. 

The wandering monster table, and many room keys, have “soldiers” in them. Actual soldiers? People who we are using soldier stats for? What are they doing there? It’s not clear they talk. Who are they? Absolutely no fucking idea at all. There is nothing here to guide using any way. They are just stat blocks to stab. AND, the killings? They explode for 2d6 damage, save vs half. And there are A LOT of then. I’m not sure thats survivable for levels 1-2? Playtested? Probably not. And there’s a 50% chance, in every hallway, of encountering a fight. This is not a old school thing.

Each room starts with read-aloud. Room one tells us: “ Opening the double doors, soot and ash swirl about the air. A large kiln fashioned from crude, clay bricks is built into the wall at the opposite of the room. Broken kilnlings litter the floor in front its numbered of it. Tables littered with jars and kilnling parts face the walls.” Note that the kilnlings are new monsters. How do you know what they are? This is pretty classic telling instead of showing. Another room has a state of a god in the middle of a pond. We never hear anything more about the statue. The party will OBVIOUSLY be investigating it. To no end, since there’s no information on it. 

And I’m pretty sure there are obvious map and keying errors. Rooms five and six appear to be swapped. This is pretty basic shit. It’s as it the entire thing was written in one sit down and then no effort was made to read through it or edit it or anything. Not that it matter. 6 SOLDIERS and 6 PIKES attack immediately after the cottager dies. They able to narrowly squeeze through the prison bars.” So you’re just gonna be stabbing shit. Regardless of what the designer places in front of the players, the monsters will get to do whatever the designer wants them to do, but fiat. Also, that cottager wants you to kill his bitch wife, so, maybe his wife and not the dude who hired you? 

Anyway, just a complete mess of an adventure with nothing more than stabbing and some domestic violence. What a fun night of gaming ahead of you!

This is $1 at DriveThru. There is no preview. Sucker.

https://www.drivethrurpg.com/en/product/527686/under-the-dolmens-delve-a-one-shot-dungeon-for-level-1-adventurers-in-the-dolmenwood-setting?1892600

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Emelda’s Song

By Scott Malthouse
Necrotic Gnome
OSE
Levels 2-4

The market town of Lankshorn is abuzz with excitement after the cruel Lord Malbleat announces a festival honouring his sorcerous ancestor. Only when the young singer Emelda—famed for her beautiful voice—is reported missing do things take a sinister turn.

This 44 page adventure uses the vast majority of its pages to describe a small fair, manor party, and some underground crypts with around a dozen rooms. OSE style guide gets a little long in this digest, with the investigation half being well supported(?) and the dungeon being a hack.

I don’t know about this. There are multiple things wrong here but they are wrong in such interesting ways. Or, perhaps I mean to say wrong in complex ways? It’s just fucking weird, the kabuki around the actual adventure.

No where in this, I think, will you find a summary of the actual adventure. How the thing works and an expected arc for the party. I’m a fan of Not over-explaining, but, also, that only works for short adventures, and a 44 page booklet is not short. The titular chickula has gone missing and you should find her. You are pointed toward an inn where she frequented. In town there’s a fair going on, with fairgrounds. Associated with this fair is a party at the local manor, exclusive for the nobility and such. Underneath the manor is a crypt where the lord is using a chick to bring a dead relative back to life as the climax to the fair. As one does.  So, you gonna poke around the town a bit and then find an entrance to the crypts in the fair/town or bluff/sneak in to the party and eventually find your way down via the GAPING STAIRWAY MAW in the main salon. I found this rather amusing: “Crypts Entrance – Ancient limestone archway (set incongruously in the northern wall). Arcane symbols and sigils (carved in blocks)”  Whats that? Oh, that is our hosts brain collection. He keeps his 36 ex-wives brains in jars to admire here in the salon. I do love a farce like this, where the folk ignore the outrageous, having normalized it as commonplace. 

The adventure is, essentially, in two parts. First you gonna poke around town, getting up in peoples business and sticking your noses where it don’t belong. Ask around the town, ask around the fair, maybe infiltrate the party. This part is rather well supported. Sections on party guests and their manners and conversations, the town, rumors.  It’s a relatively simple A leads to B leads to C sort of thing where asking at the inn gets you a clerics name, which followed up on gets you someone else’s name, which leads to a party invitation… and there are several examples of that, different paths that the party might follow, with, if I recall correctly, like four different entrances to the crypts, paths that the party could take to discover them. 

Inside the crypts you’ve got some household guards, a few skeletons, an intelligent spider, and a decent number of captured/coerced people. And a distinct lack of anything but stabbing. Yeah, sure, you can talk to a prisoner and they’ll tell you something. Or you can loot a room. But puzzles and specials and interactivity beyond the stab is quite rare here … and every stating its rare is a stretch. 

This puts this adventure in a weird category. It’s a raid. In my experience, all raids start with a wacky PC plan to infiltrate and then turn in to a slugfest when the party gets busted. What is perhaps unusual here is the investigation beforehand. That is not something we generally see in a raid.

So, given that over HALF the pages are the investigation, we would expect that portion to be pretty good. I don’t think it is. Oh, sure, pretty formatting and nice layout. The Gnomes do that well. But in this case there’s a distinct lack of content especially for something taking up over half the pages. I mean, sure, there are places to go and people to talk to and juggling and fire eating to watch, but it lays the window dressing on REALLY heavy and it seems that the adventuring content is pretty light. From this, I can only intimate that the first part is supposed to be a slow and relaxed affair. We take our time. We enjoy the view of the meat on a stick vendors. But I ain’t no senator’s son. I really do not give a shit at all about most of the content in this section. I like the Gnomes formatting and descriptive style, when used correctly, but here its overkill. We get these lush room descriptions for no purpose. And none of that Journey is the Destination crap. I got an adventure to run. The descriptions get long. It smacks, in areas, of throwing things in as boilerplate. “The style guide says we need to note how many pimples each NPC has on their nose, so I don’t care if they don’t have a nose, you need to say they have no pimples on their nose.” Hyperbolic of me, to be sure, but the point I’m making is that hte mundanity of the adventure is taken too far. 

I note this is to a degree in which, three times through the adventure, I’m still not sure I could adequately describe to you the various entrances to the dungeon and how the adventure interconnects to each other. Farmer A knows B which leads to F, that sort of thing. There is no overview, it’s all buried in what feels like descriptive text thrown in because a style guide says to. I’m not saying that’s the case, but it feels like it is. The other explanation is an overindulgence in trivia to the detriment of the adventure, which is the greater sin. 

The dungeon is no better. While I’m a fan of the OSE style, in this case I think its not used very well. I’m thinking specifically of a room with an insect swarm in it in which the swarm is treated almost as an afterthought. This is the initial room description, although I’m not sure my point comes across well with it alone; “Sandstone blocks (walls, floor, ceiling 10′). Dimly lit (large lantern suspended from ceiling). Moss-covered walls (dripping moisture). Humid (nearly suffocating). High-pitched buzzing (whizzing clouds of insects).” And then, near the end of the colum, a colum of insect swarm stat blocks/notes. I’m not sure that giant clouds of insects, large enough to kill you, deserves to be last in the description, even in a dimly lit room. The corpse, the workbench, the vials, everything gets spoken to, except the swarm, which just gets essentially a stat block, at the end. Things are out of order. Correct things are not emphasized. And while I like the OSE style I do recognize that it also takes skill to use and its achilles heel IS just that. It requires that the correct things be emphasized, and in the correct order. The Bolded KeyWord (A couple of more words) isn’t magic. You still have to do the work to put the right things there. 

An investigation that is quite loosey goosy and a town/festival/manor that overindulges in the mundane and its format to the detriment of the actual play. Combined with a raid. This makes this adventure akin to the old investigation that leads to a five room dungeon with cackling villain at the end. It’s not terrible, but its leaning enough that way, or not enough to the good side, that it falls in to the Colored Lights May Hypnotize category.

This is $10 at DriveThru. The preview is sixteen pages. But most of it is useless. A couple of pages of DM background, a page of hooks, a page of players background/common knowledge … a situation overview that is quite poor … the preview needed some room descriptions. That would not, in this case, have led me to a better purchasing decision, but the OSE style is a little jarring and a page showing a typical room would have been in order. 

https://www.drivethrurpg.com/en/product/527293/emelda-s-song?1892600

Posted in Colored Lights May Hypnotize, Reviews | 16 Comments