Shadow from the Stars

By Matt Kline
Creations' Edge Games
S&W
Levels 8-10

That covers got fuck all to o with the adventure, so ignore it.

An evil cult has taken over the Bronze Aerie Observatory. They’ve used the site’s main telescope to fulfill an ancient prophecy, calling their “Dark Lord” down from the stars. The being is trapped inside the observatory, for now.

This eighteen page adventure uses a few pages to describe a nine room observatory. No interactivity. No good descriptions. A paragraph formatting. It is just another shovelware title.

My experience, with OD&D, has been that once you reach level 6 you are pretty much bad asses. Sure, maybe a little fragile, but, also, you can pretty much nuke shit from orbit. People should be shitting themselves when you drop by for tea. So, this is a level 8-10 adventure. And it’s nothing more than a simple hack. Show up and stab some shit in a simple nine room dungeon. You are offered $5k to go to an observatory and collect some star charts. They give you five days rations and some horses if you don’t have them. So … you killed Great Cthulhu last week, are flying around in his severed upside down head, and defeated the monstrous deGrazzi Kingdoms last Tuesday. But, sure, do a fucking fetch quest for $5k. And, the treasure inside is so minimal as to be not really worth picking up. Maybe, I don’t know, $15k worth? Split? There’s no fucking XP there. But, sure, I’ll send in my level 10 dude. 

Oh, oh, and inside he can fight a bunch of 8HD cultists! Cause, now, level 8’s are just running around the fucking countryside! Not that any of them have names, but, whatever, right? We just needed something to stab and so “8HD cultists” made the pick. 

Interactivity, right? You stab shit. Then you stab some more shit. Then you stab some shit. Then you talk to the bad guy, a giant floating head. Maybe help him out, or, maybe stab him. Stab stab stab. Stab stab stab. … what fun we’re having … 

The writing sucks ass. The first line of the first room is “It looks as though a struggle recently occurred here.” That’s a conclusion. We don’t do conclusions in read-aloud. We describe things. That same room has all of the history of the dude that unlocks the doors. He’s not in the room. His history has NOTHING to do with the actual gameable content in the room. But it’s sure as fucked shoved the fuck in there, clogging shit up. Orm Redzig is stationed there during the day, folks. The key he uses to unlock the doors is currently missing. Not that the fucking party would know that, at the fuck all. 

Here’s a fun one. The room name is “Staff’s Quarters.”  The read-aloud describes a dorm. The first line of the DM notes is “This is the living quarters for the observatory’s staff. For serious?! I had no fucking idea! It’s just padding. It’s the repeated use of the same information. Multiple rooms read-aloud starts with “This room serves as the observatory’s blah blah blah” Exact words! 

This is just shovelware. It mimics the form of an adventure but has very little to do with one. There is no interactivity. There are no evocative descriptions. There is not useful formatting, everything just appearing in long multiple paragraph form. It is the most simple adventure possible. Barely one step removed from a minimally keyed dungeon, except it’s just got more words. 

Shovel it out man! Shove. It. Out.

This is $1.50 at DriveThru. The preview is four pages. You get to see some wandering monsters on the way to the observatory. Shit ass preview since its show sus nothing of the core.

https://www.drivethrurpg.com/product/418665/Shadow-from-the-Stars-A-Swords–Wizardry-MiniDungeon?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 10 Comments

The Hall of a Thousand Bones Part 1 – Approaching the Cathedral

By Jean-Claude ''Raznag'' Tremblay
Le paysagiste de l'Imaginaire
OSR
Level 1

Will you be brave enough to explore the ruins of the Forgotten Cathedral to find Orane’s Scepter? What mysteries are hidden in these places?

This twenty page adventure uses seven pages to present a single ruined room with seven encounters spaced around it. A page per encounter. Of nothing. I have a hard time believing this is actually a thing. But, I’m looking right at it.

So, a page per encounter, right? Must be pretty awesome! 

No, of course not. What’s the opposite of that? “Approaching, several skeletons can be seen prowling the ruins! These are equipped with shields and swords! They are very aggressive and will attack on sight!” Magnificence! They are all like that. Barely there minimalism. There is nothing to this that “1d6 skeletons” doesn’t also accomplish. Oh, wait, no, I lied, there is more. A treasure list for them that only a Victorian could love! “Sword (1 each) Shield (1 each) 1 Helmet, 1 leather purse (empty) 1 Belt” I am dazzled. I am amazed.

The map is hyperlinked. Like I said, one big above ground ruined room. There are seven icons scattered around it, on the map. A goblin head and so on. You click on the head and it takes you to “Graveyard.” So, absolutely no chance you’re actually going to use this map during play without literally toggling back and forth between the map and the encounter you are on. You know, the encounter that says “Seven skeletons attack relentlessly and on sight!”

I do NOT have it in me this morning to deal with this crap. Under what fucking theory of adventure design is this a thing? What is being used as an example to model this on? There were, what, like TWO adventures that used this format, Palace of the Vampire Queen and one other, before the theory moved on? And this is what we get these days?

This is Pay What You Want at DriveThru, with a suggested price of $1. So, no preview.

https://www.drivethrurpg.com/product/418861/The-Hall-of-a-Thousand-Bones–Part-1-Approaching-the-Cathedral?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 9 Comments

The Creeping Terror

By Kormar Publishing
Kormar Publishing
OSR
Level 3

Undead frost pirates, mad imprisoned fae, and a pile of loot guarded by a monstrous slug…

THis nineteen page digest adventure features a three level sea cave with about 22 rooms. Colourful descriptions and encounters compliment an easy to scan/use format to produce something that you’re excited to run!  OD&D returns motherfckers!

Yeah, ok, it’s not OD&D. But, also, I think  there is an OD&D vibe and it’s my preferred gaming vibe. I mean, fuck that hoity toity version. And that high fantasy version. And that superhero version. And that minis combat version. And that Ca$sh Cow version. Gimme me some OD&D vibes baby! Yeah, sure, #NotAllVersions, but, whatever man, yo know what I mean. An OD&D vibe is WHERE. IT. IS. AT!

Sometimes you crack a cover and you know. You just know. One of the first sentences, talking about the local village, is “Some folk farm, others fish, all are miserable.” This, gentle reader, is the epitome of evocative writing. There’s a juxtaposition here. I was expecting the normal fantasy village shit when I read “some folk farm, others fish” … but then WAMMO! Fuck yeah baby! I can run that village. I can run the entire thing. I don’t need ANYTHING more. This will be the greatest village I have ever run in my life because of that sentence. 

This adventure delivers that evocative style over and over again. It’s not exactly word choice, although that helps. It’s more of a framing of the sentence itself. The local bar? “The menu consists of salted fish, turnips, and cheap beer.” Rock on! Or, lets look at the fey, some creatures that feature prominently on level two of the dungeon, in particular . Stats as elf, but “: translucent blue skin, permanent fanged smiles, makeshift seaweed garments” Thats a fucking description! And fort the “bloody crabs?” “child sized crustacean, fleshy shell, pulsing veins.” Or how about a waterlogged corpse covered in barnacles and ocean detritus? Or a specter pirate … missing eyes that have been replaced with crab/small crab claw. The fucking descriptions are good man. It’s like someone IMAGINED the place, the thing, whatever, first and THEN came up with words for it. 

The map is three levels, with the last having only four rooms .. but flooding during high tide. The rooms are concise. Maybe a first bullet with a two or three sentence description and then a follow up second one with a little more information. (I would note that I think bullets are misused here. Bullets are great for calling attention to things, but, if you’ve only got two paragraphs, both of two or three sentences, you probably don’t need to bullet them. You need a clear separation, for scanning, which bullets do, but also, you don’t need them if its short. Bullets alot a magic solution.)

We got good encounters. NPC’s are on a table, with some great terse aspects to them, along with where they are found. Easy to use and memorable. Encounters are chill. “Four skeletons are impaled on stalagmites and message has been carved in to the southern WALL: DEAD MEN TELL NO TALES” Yesh baby! We’re no a fucking adventure now! The back wall has a crack … that can be SHIMMIED through. Excellent word choice. A rotting trap door, it’s handle encrusted in barnacles … that cut you if you try to use the handle. Hey, man, the DM warned you! This shit goes on and on “A fae bruiser and three bound fae hold court in this dank cavern debating the finer points of sun worship, namely, whether the sun exists. They vehemently despise the moon worshipers in cavern 15.” da da da! Strong encounters that, by their very nature, contribute to the evocative nature of the writing. Ghouls bicker over if they can eat zombie flesh. Skeletons SCALP their victims … thats chill! Nice specificity! And, there are things going on in the caves that you can nuke. Return treasure to the pirates and they all disappear. Lets the fae out and they leave you alone. Oh, they slaughter everyone in the village above … except for the one proto-witch girl that they abduct and train. Is that a bad outcome? Meh … it’s an outcome. Shit happens. And I fucking love the attitude of giving the monsters what they want to appease them and also a Fuck Around And Find Out attitude.

So, yeah, I fucking love this one. It’s not the end all and be all of creation, but, also, I’m SO much more excited about it than that last thing I reviewed and Bested. This one has the spirit of D&D that the other was perhaps missing. At least for me. Cause, you know, I like to have fun when I play D&D.

Oh, also, hey, put those “environment” things on the map, dude. The “crashing waves, dampness, etc” that make up the “always on” descriptions for the entire dungeon? Stick it on the map or some place that I’m always looking at so I remember to add them!

This is Pay What You Want at DriveThru, with a suggested price of $2. No fucking preview. But, then again, PWYW, so, the whole thing is a preview.

https://www.drivethrurpg.com/product/418780/Cavern-of-the-Creeping-Terror?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews, The Best | 11 Comments

The Oneiric Hinterlands

By Stephen Jones
Unsound Methods
OSE
Levels 1-7

Deep in a hollow hill in the ancient Woldwood lies the Dream Gate: a beachhead for a war against reality that never came to pass. Its custodian, Lord Nuada, has disappeared, and now the oneiric energies have begun to warp the very fabric of the world. Nuada’s subjects – the sapient animals called the Danu – are too distracted to care. Following his disappearance, a civil war ended in a magical catastrophe, and the ascension of cruel predator overlords.

Meanwhile, the ‘Goblin King’, deposed by Nuada, has returned from Underland. Sending his fungal minions into Nuada’s abandoned hill palace, he seeks to retake his throne. Nearby the dwindling human colonies are still dealing with the aftermath of their war with the giants two decades earlier. Rumors circulate that the leader of the giants may have returned from death, and now treasure hunters arrive to disturb things best left buried.

This 144 page adventure features two dungeons and a wilderness area, all interconnect with plot hooks. It’s a real deal adventure. Lots of interactivity and a decent format compliment an adequate job at evocative writing to produce an environment that can occupy a decent amount of your campaign.

The general set up here is a vaguely points of light type environment. A war with giants awhile ago left many of the surrounding kingdoms destroyed. This we get a wilderness, and a starter town. The wilderness has a about twenty locations to wander around in. But, those encounters generally have a common theme … linking them to the larger situation going on. A woodlands fey ruler is missing, there’s a new one in town “the goblin king” (ala Bowie) And the local baddie, killed awhile ago, may be back! Andthen there’s some intelligent animals running around the first, split in to the SOme Are More Equal Than Others group, in charge, and a small rebellion, and the bulk who are just trying to get by. We can supplement that with … idk, like, twelve other groups running the forest, including escaped prisoners and the people hunting them, and A LOT of others. 

The wilderness environment is almost large enough to support itself as its own campaign. I’ve seen a lot of shit that don’t come close to it in with regard to size and degree of interactivity. So, what we’ve got is a relatively complex (but easy to follow!) social environment with plenty to stab and steal and talk to. But that’s not all, by a long shot. Because the wilderness here is just the larger context in which the “main” adventure takes place.

And that’s two dungeons, of 34 rooms and 118 rooms. These are related to each other, and related to the things going on in the wilderness and the overall “plot”, if we can call it that. FOr there is a timeline here. Shits going down motherfuckers, with or without you! We’ve got about thirteen weeks worth of activities that can happen while the party is out fucking about. People are on the move and they got places to go and shit to sack!

Formatting is good. NPC’s are terse and use bullets and such to make finding their personality traits easy. The details are gameable. ROom entries start with a (useless) one line summary and then move to “First impressions” … a few short sentences, two or three, that giev an overview of the room for the DM use. A few words in that description are bolded, and then those act as section headings lower to add more detail. It’s easy to scan and find what you need. 

Interactivity is great. Chasms, rooms with knee deep water, secret doors behind giant heads. Traps, generally telegraphed, and creatures that make sens in the environments they are in. And, this isn’t just mindless crawling, after all, there are a plot point or two to figure out and resolve … if the party is interested in doing that. 

The ideas, for the encounters, here are pretty good. A ghost of a dead giant in a cell, sulking, in despair over his (dead) brother. He wasn’t really in to the whole “take over the world” thing and just came to be with his brother. Or, a place in the woods where the locals dump their unwanted babies. Ouch! All pretty well done. A beginning encounter, near town, is “The zombie (9 HP) is the returned form of Old Jeb who died last winter.

f left alone he will go inside his old home, and shut the door. The terrified townsfolk will call for the Reeve, Ulric Frost. After brief consultations with the townsfolk, Ulric will wedge the cabin door shut and set fire to it with the zombie inside. The charred remains will be collected the following morning and buried outside the town boundaries (after suitable blessings from Father Benedict).”  That’s pretty well done, right?

Things fall down a bit with the actual writing of the descriptions. They are not bad, at all. But, also, they are not home runs.”A spectral male giant in tattered robes with greasy looking shoulder-length hair is muttering and swaying. Swaying, greasy, tattered, … ok, sure. Not great but ok. “Spectral male giant” is a bit bland though, yes? I spean, yes, “spectral”, which is better than most would do … but we’re not looking at most are we?. “At the bottom of the pit: a horizontal tunnel, knee-deep in muddy water, leads into darkness.” Not bad! That conjures up a pretty “oh shit! Attitude for people, I bet!

So, a real deal adventure for sustained play. A lot of running around, multiple dives in to the dungeon(s), and some maneuvering back and forth of the political situation … without judgment from the designer on which side, if any, to take. This isn’t rock star quality, but, also, it’s a pretty solid entry in the adventure market.

This is $13 at DriveThru. The preview is twenty pages and shows you a decent number of rooms, so, pretty good preview from the standpoint of letting you see what the writing and encounters are like.

https://www.drivethrurpg.com/product/418017/The-Oneiric-Hinterlands?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews, The Best | 10 Comments

Tower of the Chronomancer

By Sean C. Sexton
Self Published
5e
Levels 5-6

I beg your indulgence, gentle readers

Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There’s even a whisper on the breeze, or maybe a thought in the back of your mind: There’s nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it’s much more than meets the eye. The closer you get, the taller the tower seems to be… until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!

This 42 page overly formatted and linear “challenge” tower uses about 22 pages to present about thirteen rooms/challenges. Flowery text. Despair.

I’m in this liquor store. I’m trying to make some hot chocolate from the French alps. Which basically means its like normal hot chocolate but they dump some chartreuse in it. So, hey don’t have any, surprise, and dude sees me looking and is like “can I help you?” and I’m like “looking for chartreuse” and he checks the computer and is like Yeah, we normally carry it but we’re out. And that sucks, I know there was a shortage, but still? And, also, this shit ass little liquor store, sandwiched between a cigar shop and a sex toy shop, with, like three aisles in it, stocks chartreuse? So, anyway, I ended up with a bottle of anus flavoured sambuca, which is going to sit the fuck around the house forever, so, I put it in my coffee. Not bad, for anus. No, but, it will make the bottle go away. So, I’m deep in to it now. As I look at this adventure. With a resignation in my eyes. You know, that kind of defeated sigh you give? Weary eyes. Shoulders slumped down and forward. Head nodded. My whole face feels tired. So scarlet they were maroon.

Okey doke folks! How did that make you feel? Ok, and how does this line from the adventure make you feel? ““You should not have come here, but this timeline is already ruined. Can you finish what I started? Can you understand true devotion?” No? Throwing up a little? What if I added that there’s a violin version of Seal’s Kiss From a Rose playing?

It’s a challenge dungeon. I fucking hate challenge dungeons. It is the modern equivalent of putting one long hallway with a bunch of doors hanging off of it. They are SOOOOOO supremely low effort. And each fuuucking room starts with some dude giving you a clue. Hence that Can You Understand True Devotion crap. 

Have I mentioned I also hate it when the text addresses the party? Like “can YOU understand …” Or the read-aloud that ends with “What brought you here to begin with? Do you turn back?” You know what, if a fucking DM ever asks me that then I’m going to turn the fuck back. Yeah, you know, I shouldn’t ruin a game, but Jesus H FUCKING Christ, there have got to be some limits as to what you can put up with. 

Ok, so like thirteen levels and you need to complete each one. You don’t get to walk up stairs, you get to use the teleportation circles. You know it before I type it: you have to complete the rooms challenge before the circle will teleport you to the next room. *sigh* Because whatever. Which floor you go to is completely random. Unless you don’t want it to be. Then the recommended order is 2, 5, 10, 3, 4, 9, 6, 8, 7, 11, and then 12. Because 2,3,4,5,6,7,8,9,10,11,12 would not make sense? 

When you walk up to the tower you have to make a DC12 investigation check to find the door. I wonder how many parties fail that check? Does the DM fudge? Do they say “Well, no adventure for you tonight?” Do no parties every fail because DC 12 is trivial for a group of sixes? Oh, also, KNOCK doesn’t work on the front door because Fuck You solve the fucking riddle. This is not how D&D works. 

“The tower seems unremarkable” We don’t do that. We do not use seems or appears to be. 

“You may only hold one Tempus Rose at a time.” Why? How? I can’t physically hold more than one? 

“In the event the party can’t fly, climb, or otherwise reach the [elevated] exit …” then the DM is instructed to lower the exit to their level. 

Why even bother anymore?

I guess I botched about the formatting. I should cover that. Bolding. Underlining. Bolded and underlined. Boxed text. Shaded text. Blue text. Different type of shaded text. SOlid bullets. Open bullets. Bolded and larger font. Another different type of background shading for text. Red text. Orange text. A different color of blue text. Italics. Green text. 

Sometimes designers go off the deep end in trying to make things clear, and this is an example of that. In trying to make things clear you make the text too busy to follow. Don’t do that.

This is $4 at DriveThru. Preview is seven pages. You get to see several pages of the adventure, so, look upon it and despair! But, hey, great job with the preview man!

https://www.drivethrurpg.com/product/402142/Tower-of-the-Chronomancer?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 15 Comments

Play, Repeat, Return

By Brayden Fiveash, Stars are Right
Self Published
Call of Cthulhu
One Shot

On a bright summer’s day in Alaska, something is lurking at the edge of the investigator’s property, watching their every move. As the investigators sleep, their dreams are filled with horrific visions, and when they awake, they find themselves hooked up to an alien life-support machine with a blizzard raging outside. Has a blizzard hit Alaska during the summer, or have they been pulled through time?

This 29 page adventure uses six pages to describe a Groundhogs Day type time loop. It perfectly illustrates “the room issue” with most non-D&D adventures, and in particular CoC adventures.

Ok, so, first the adventure. You wake up, all members of the same family, in farmhouse in the middle of summer. Except it cold and dark outside. Then the lights go out. Maybe something eats you. Then the 20 minutes realtime (or, if you all die) timer resets and the time loops starts over again. There’s an elder thing in the barn (isn’t there always in CoC?) building a time machine, a caveman shows up, and two raptors eat you with routine. That’s the adventure. Either fix the generator and time machine or destroy the time machine to “win.” 

That’s not very interesting. It’s a CoC one shot, and I think those are the BEST convention games to play. I’m sure this one will be fun also. It’s only about a six page adventure, with the rest being the pregens, handouts, and so on. CoC has a good tradition of supporting the DM through handouts, diagrams, and solid pregens for one shots … a kick to the player in a personality for the PC. Also, fun fact, the Keep Resources for this adventure, that you can download also, are for a different adventure. Meh, people fuck up, at least they are also in the main text.

And that main text is what I want to spend some time on in this review. It sucks ass. I find this to be the case with most adventures, for some reason CoC stands out … perhaps because they tend to be simple. 

Everything is just thrown down on the page with little semblance to how a Keeper would use it. Information is just everywhere, in the text, with few to no cross-references and little through to anything other than the most basic formatting. Which tends to be poorly used.

The generator. The generator sits out back. “The gentle sound of the generator engine noise can be heard from all around the farmstead.” That’s a line in the description of the generator. But, it’s not mentioned anywhere else. This is, essentially, the same as noting, in room two, that the monster in it responds to noise in room one. We put this kind of shit where it’s needed, not deep in the middle of the fucking text for the DM to stumble over at a later date. “Oh, yeah, I guess you hear a generator. And have for a long time.” 

Likewise the raptors. These are the things that push action most notable, as they attack the inside of the house at about the same time, fifteen minutes or so in the twenty minute time loop. They are described in the outside section. WHich makes sens, right, they prowl around outside. Except, you need to know them inside also. And, the outside section? It doesn’t mention anything about the cold and the blizzard … a  major effect outside. That’s in a different section. Why would you do this? Stick in the information some place relevant .. like a section up front that’s easy to find called “The Raptors” and “Outside”, with everything you need to know. Or, stick it on the one page reference sheet you included with the timeline flowchart (great chart) which DOES have the outside effects on it. Instead we get a pick of the monsters. Great. 

The bedrooms are generically described. There are hidden things in them. Except, the PC’s live here. It’s not bedroom 3. It’s Franks bedroom. And, presumably, Frank knows about the stuff under the floorboards. But there’s no indication AT ALL about any of this. (Although, to the adventures credit, it notes molotov and chemical component availability. But we’re not bitching about that here.) 

Everything is just willy nilly thrown in. The actual room descriptions, and the relevant “general” information is essentially unformatted. Simple paragraph text descriptions, everything munged up together and hard to find. No use of bolding or bullets or whitespace. And, shit that HSOULD be noted elsewhere stuck in the middle of it. It’s very much a “the party will do this first, probably, so I’ll put that information there.” WHich is fine … except you need that information elsewhere as well. The DM must be able to quickly find it and reference it. 

Thus it all comes out as a giant muddled mess. Information is everywhere. You have to hunt continually. You’re fighting the text for the information you need to run the place. THings are bolded that are meaningless. Oh great, Science(CHemistry) is bolded. I’m  never going to need to spot that quickly. 

This is the way. People just throw these things together with little thought of how they will be used. The adventure is useless unless the DM can run it. That’s why it exists. We’re not going to put a ton of effort in to fixing it. I’m not taking notes and highlighting. That’s the fucking designers job. If I have to fight the text then I’m going to turn to a different adventure to run, one in which I DONT have to fight the text.

This is $3.50 at DriveThru. The preview is six pages and just shows some general information … so not a good preview at all of what you can expect from this.

https://www.drivethrurpg.com/product/417701/Play-Repeat-Return?1892600

Posted in Reviews | 7 Comments

Brine Lord Cassidy’s Tomb

By Malex, James Whitchurch, Johnny Normal
The Merciless Merchants
OSE
Levels 5-8

While visiting a sea-coast town, PCs hear a call for arms by several excited bards and minstrels! Korwyn, mighty hero of the lands, known for vanquishing the sea devil Dwormer and its minions, seeks experienced volunteers to assist him in recovering treasures from Brine Lord Cassidy’s Tomb! Korwyn claims he has a map to the fifty-year old tomb, a ship full of sailors, a sharpened sword, and wishes to set off at once! Volunteers receive a fair share of the plunder!

This seventy page adventure has a three level dungeon with about sixty rooms. It’s a real deal adventure. And, also, there’s something wrong with it that hurts my brain. Formatting? It’s busy. It fits, to a T, the definition of idiosyncratic adventure that people talk about in the future.

This is a tough nut to crack, literally and figuratively. The core of the adventure is the titular tomb, with 24 rooms. We might instead call it more of a dungeon crawl, rather than a tomb crawl, although in reality it is somewhere in between. The map, for the tomb in particular, is above average, with some decent variety on it, same-level stairs, water shown, notes on it, etc. 

So, the tomb, right? We’ve got statues. We’ve got secrets. We’ve got riddles. The fucking entrance is through a trap door in a cave ceiling that you can use the tide to help you get to. Giant fountain? Yup. Giant octopus statue in the middle of the mountain? Yup. Water spurting out its tentacles? Yup. Pull on a couple of the tentacles like levers to open secret doors? Yup! Rock on little gom jabbars! That’s what SHOULD happen. A ledge, in a partially flooded room, leads to another dungeon level. “ Halflings and gnomes can fit through the stream cave that leads to T#10.” There’s a variety here, and the environment FEELS natural. It feels like a real place. Of course a collapsed room floods and leads to a new dungeon level! I don’t give a fuck about fresh water sources. Or places for the monsters to shit. Or any of that other naturalism nonsense. But I do want my environment to make sense and feel right. So, shit to fight. Shit to fuck with. Shit to explore. Treasures to loot. Rock on man!

And then we start to add other elements. We’ve got a dungeon level above the tomb (which, I guess, is below the island proper, which has a few encounters on it. Eight or so?) So, a dungeon before you get to the dungeon. Awesome! And then, in the tomb, as I mentioned earlier, there’s a level UNDER that level. The tomb is a part of the world around it. Oh, and, also, there’s a demon and some demon fish on that level under the tomb. So, you know, there’s that. Oh, and, on that level above the tomb? There’s some alien jellyfish. They really don’t like the demon fish. They’d like you to go kill the demon lord, close the rift, etc. Oh, and, also, they crawl down your throat and possess you. And then the PC is like “Hey, lets all swim down this hallway full of weird jellyfish and maybe go kill some demons, yah?”  Yeah. And then there’s a sea voyage. So, tomb adventure. On an island. with levels above and below it. With a sea voyage. With some demon fish/alien possession jellyfish running around everywhere. And this gets us to what I am calling a real adventure.There’s context. A larger environment in which the adventure is taking place. Not the continent. Not a bunch of irrelevant shit. 

Oh, yeah, and the art is a bunch of hand drawn shit from amateurs. Fucking great! I love i! It really brings the homebrew vibe. Charming as all fuck!

However … 

Something the fuck is rotten is in the state. I’m struggling, a lot, with this adventure. My eyes glaze over at ever opportunity. It’s something, I think, with the formatting. We have, no doubt, grown bored with my “bold, bullet, whitespace” chant. However, what I’m actually chanting is usability, with those just being some common means to get there. However, can they be applied … incorrectly? Maybe? And maybe that’s what is going on here? It starts with the numbering scheme. “T#9” Meh. That seems a little busy, with the hash sign? And the letter in front of it? I know I know. It sounds like I’m just nitpicking. But. Combined with the bolding, whitespace and bullets, … I know, I know. I’m a terrible fucking person. But it’s hard to grok! I think we’re looking, in many cases, of encounters that are three quarters of a page or longer. And in those cases the formatting seems to wander around, with creatures and text intermixed. It’s hard to follow! And, then, add in the wanderers, and a couple of other special tables before each dungeon level. Rumour page for the level, Map page. A couple of pages of wanderers. THEN we can start the level … it’s all just a little … expansive? 

I think, what I’m seeing, is the merchants house style reaching about the limits of what it can accomplish, and even going further than it would allow. As things get larger, and longer, there need to be certain adjustments. And I’m not sure I see that here. Which is real fucking polite way of saying I don’t want to fight this text for the adventure underneath. Even though, i do think, that the adventure underneath is a good one. I mean, sure, I have some doubts about the mind-control jellyfish shit, but we’ll chalk that up to past trauma. 

This is Pay What You Want at DriveThru, with a suggested price of $8. The preview is a nice and long one. Check out pages three, four, five, six and seven to see what I’m talking about with the more expansive formatting used.

https://www.drivethrurpg.com/product/397251/Brine-Lord-Cassidys-Tomb?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 31 Comments

The Martial Cult of Blood Knight Gaius

B Everett Dutton
CLAYMORE
OSE
"Low Levels"

UNITY!

THE MARTIAL CULT OF BLOOD KNIGHT GAIUS is a 20-page dungeon crawl about a religious order of vampires who deny their feeding urges, instead only drinking the blood of those whom they have given a formal chance to defend themselves.

There’s a reason I have not gotten to the things on my list. Calling your adventure “The Martial 

This 20 page dungeon is about a dragon that is actually good. Oh, wait no, it’s about a captured princess who is actually evil. Oh, wait, no, it’s about vampires that don’t drink blood. Unless they defeat you in honorable combat. Which means they cheat. It’s one encounter and not an adventure.

Cult of Blood Knight Gaius” and the marketing saying its about a cult of honorable vampires that don’t drink blood … well … as much as some things turn me on and get me excited, other things, like scat, turn me off. And that marketing is one of them. I mean, I’m not a pretentious fellow. Yes, I am having a bloody mary before work this morning. But that’s more to deal with the terrible ennui. 

So, yeah, honorable vampires in a monastery. Their leader, Gaius, fight  you one on one in an arena. There’s a magic circle that heats up your metal items, so, you’re gimped. And if he starts to lose then he switches from bitch slapping you to using a staff and then spells and then a blade. 

This is, essentially, the only thing to do. You can wander around the nine rooms (ten if you count the arena!) and poke your fucking head in and look at shit.; But none of hte vampires fight you. There’s no real interactivity. Vampire mass involves you falling asleep until someone wakes you up. They get pissed at you if you steal their candlesticks that are covered in wax, but they don’t attack. Not honorable. SO, wander the fuck around and get bored and then someone in the party fights Gaius.

Oh shit! Oh shot! I forgot! They got some machinery that milks people of blood. SO, throw in some lame ass techno shit in that room only, also.

Ok, so, you’ve decided to fight some vampires. Good fucking luck! I mean, vampires, right? Well …. They are 2HD. Except for Gaius who is 3 HD. And really all they can do is maybe hypnotize you. This was, I think, for me the most disappointing aspect of 5e, as a system. The dumbing down of the HD of classic creatures. Look, you can’t put in a 15HD orc. You can’t mix him in to a bunch of 1HD orc. The players need to be able to make choices for their characters and dumping in rando HD defeats their ability to do that. The game is no longer about choices, or pushing your luck, but just about rando shit. And rando shit like that aint fun. Vampires have more HD and have more abilities. They are fearsome opponents. They are not your first level adventure and pussy ass motherfuckers, like they are portrayed here. Yes, sure, you can have a non-traditional monster. And not every adventure has to be a dungeon to explore. But, also, if you’re gonna put in a twist its gonna have to be a real twist and not some hackneyed BS. 

Let’s see. SOmoene feeds a captive vampire a bowl of porridge. SO, there’s that. The vampires standing guard outside wear heavy felt garments and veils so they can stand in the sun. And they all like to hold garlic cloves as penance. The wanderer table has some vampires who get after you if you are snooping hwre you shouldnt be, but, there’s no real indication of what that means. In the entry or in the rooms. The map is a symmetrical fuckfest, the worst kind of map. Why not just make it a dwarven temple to boot? Oh, wait, it’s a monastery, so, the meme continues unabated. 

I don’t know. The designer dumps in random text before a couple of room, so, you think you’re at the end of the room descriptions but then you get another room after the long section about some NPC found in the next room. SO, yeah, I understand WHY the decision was made, even though it’s a BAD decision.

SO, not an adventure. It’s a side-trek, from Dungeon. Kill the vampire and win 500gp! Heh. I think the fuck not. One encounter, some nosing around. No real role-play notes to drag it out in a fun and memorable evening. Cause if you’re gonna do this then you need something else also and roleplay seems to the easiest thing to dump in to something like this. SO, notes for the DM on building tension, some shit that can happen, and so on, some better NPC”s. SOme faction play. Maybe. But it’s still just gonna be one fucking fight after poking your nose around. This is the kind of shit I throw in a town between games, not something to buy from Exalted. 

This is $5 at DriveThru. You get a nine page preview, which is enough to show the writing style and get the vibe for the adventure, so, good job with that.

https://www.drivethrurpg.com/product/380520/The-Martial-Cult-of-Blood-Knight-Gaius?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 33 Comments

The Temple of Pulchra Morte

By Adamo Dagradi
Mountains of Weirdness blog
OSE
Levels 2-4

Partially collapsed 400 years ago, during a massive earthquake that completely destroyed the

surrounding city of Spina. Empty since a few days after the cataclysm, when the city was abandoned by the few survivors.Only the Incarnate of the Goddess Pulchra Morte (N – Female) remains, a girl named Dafne, chosen since before birth to be the God’s representative on earth and granted immortality by Morte, until a sign showed the arrival of the next Incarnate. The sign which heralded her coming was the apparent death and resuscitation of her mother, while pregnant, in front of Morte’s altar. Dafne looks like a 17 years old girl and usually wears makeup that makes her face look like a skull, she dresses in red robes taken from the ancient clergy’s apparel

This eight page adventure details four levels of a temple with about fifty rooms. As the ration would tend to indicate, this is a relatively minimally keyed based adventure. Full of loot, and mostly devoid of creatures (only four fixed encounters?) it also tends to lack in evocative descriptions and interactivity. A weird one, that seems to mimic form but without its function?

Request-a-thon continues with this quirky thing. You get four pages of hand-drawn maps, that have all the quaintness one could desire in a (relatively) small map. Not exactly linear but also not exactly looping, we get a kind of star shape out of them, with rooms hanging off of loop corridors. Wanderers, 1 in 6 checked each turn, seem to be the major enemy here. For there are only four listed encounters in the text? And they all occur on the last level, mostly beasts. A tiger, a bear, a nymph, and a ghost.  This gives the thing a kind of empty feel to it. Almost haunting, I guess? Or, as a player, something less than haunting. Combining that sparseness of encounters with the lack of interactivity produces a weird sort of thing where you just wander around and loot the rooms? You walk in, search the place, take your jug or urine or silver hairpin, and move on the next room? There’s a pool or two where you can heal, but that seems less than fulfilling for a fifty room dungeon?

Descriptions tend HEAVILY toward minimalism. “Ex-storeroom, now museum. Dafne gathers here everything that she finds in the city’s ruins and that sparks her interest. Dolls. Tools. Trinkets” This is one of the longer descriptions. The rooms don’t really get much of a description at all, in fact. You get a room name, like “Female Temple Area” and in the description “In good shape but otherwise empty.” Uh. Ok. Or a storage room that just lists the contents. There’s a lack of overall vibe for the rooms. No real effort to bring them alive that is consistent throughout the work. One of the best is “Stone steps, sleek with humidity . Smell of burned herbs and fat from below.” Which is pretty good for stairs, but, that description, the first encounter area, is by no means an example. “Round room with stone bleachers on the sides and a pool in the middle. The water is murky, but clearer and colder on the bottom, 2 meters down” That’s more typical, and, even tending towards the more descriptive for the rooms in this.

I’m not really sure what to make of this. “. In a hole on the third northmost column a rotten leather patch is stuck and contains a gold ring with the sigil of the Malaterra family (70 gp – 300 if returned to the heirs).” That’s typical of the treasures … something interesting about them being hidden with a little description of them. And, I’d say that’s the best part of this, along with the maps and, perhaps, the wanderers table. But, I don’t really see how you can sustain that?

And the formatting? Font sizes change. Some monsters are bolded on some levels and on other levels they are not. (Pixies on the first level, for example.) A kind of sloppiness in the formatting. I guess it works, as an example of just writing things down and pushing it out the door. Yeah, you gotta publish and real artists ship. But, also, you gotta make it a kind of cohesive whole. And that’s missing from the formatting of this, which is all over the place. Almost like the manually set literal mimeograph and pastups of the olden days. Almost. 

There’s a certain degree of promise here, I think. You can see the designer is kind of on the right track with things. Almost as if they are playing Fake It Until You Make It. Which is fine; it’s how you get better. But, the lack of interactivity is rough, as is the soreness of both encounter and description. The lack of consistent formatting it just the final bit of straw. 

But, hey, it’s free on the designers blog! It looks like it may be the designers first dungeon, so, hey, Congrats Man! But do a lot better next time.

https://mountainsofweirdness.blogspot.com/2020/05/the-temple-of-pulchra-morte.html

Posted in Dungeons & Dragons Adventure Review, Reviews | 5 Comments

Palace of 1001 Rooms: The Gatehouse

By Michael Grayson S
Mapmaster Battlemaps
2e
Level 1

And in the middle of this vast sky, there sits an impressive palace of scattered towers and keeps. They hang suspended amidst the clouds from which they rise, as though the pillowy vapors support them, sometimes separated from each other by a mile or more of distance. The architecture is varied, as if erected by different builders of different times, some of them perhaps even alien to the observer. To the east might sit some great ziggurat and to the west something more akin to a tudor castle. Pyramids, obelisks, towers and even mammoth copper domes all stand perplexingly arrayed at dizzying heights. In the darker depths an observer might catch a glimpse of some, strange non-euclidean structure for a moment before the mists swallowed it.

This 113 page dungeon  is the first 100 rooms of a 1001 room dungeon. It’s essentially Dragons Lair, the adventure,maybe mashed up with Myst,  with the party teleporting from one rando room to another and having a little isolated adventure piece. The encounters are interesting enough. Although the evocative nature of the rooms comes not from the text but from the rendered 3d pictures of each. 

Woah, boy, where to start with this one? This is the first booklet in a series, each of the booklets describing the next 100 rooms in the Palace of 1001 Rooms. That’s a kind of mythical place. As the intro says: one of the first doors in Sigil leads to it. A place beyond the edge of the world. I saw one of the later. Looks like the latest kickstarter was for chapter 7, so, rooms 700-800 … and thus dude has delivered 800 rooms so far of his 1001. That’s a feat in and of itself! Each section looks themed, and this one, the first one, is the Gatehouse. The “end” room of each section leads to the next section,  with the claim that the challenge level increases in each booklet. This, a kind of campaign.

Now, you got to hang in there with me … there is no map. Some of the room have descriptions that say that a certain tradoor or some such leads to room 6 or something like that. But that’s not why there isn’t a map. Instead, every time you use a door it leads somewhere new. You see, each room number corresponds to a page number. So, when the party goes through a door you roll and see which room they end up in. A significant number of pages is spent describing how this works and nerfing any magic spells, etc, that could let the party dig through a wall, Wizard Eye and so on, as is traditional in one of these teleport door adventures. I don’t really get why the fuck the designer did this? And I don’t buy the “magical nature of the mythic location!” nonsense. Just put in a fucking map man. This is what contributes, among other things, to the Dragon’s Lair vibe it’s got going on. 

But, that’s not the major deviation from the norm with this. There is, as mentioned, one room to a page. And each room has a rendered art piece for the room, , taking up about half the page, showing it and the major features. This is where the Myst reference comes in, among other place. You get this kind of view in to the room, as the DM. The little art piece has some numbers on it and the room text has notes related to those numbers. The chamber pot and cutlery, tapestry, an unseen servant washing dishes, and hand towel. This is the feature that attracted me to review this, for you all know how I am drawn to folk trying to experiment. I really like the little art pieces as a way to visualize the room. And the little numbers, referring back to the text are interesting. Oh, yeah, and I don’t think it works well.

The renders are all samey in their art style, as one would expect, but, I think the vibe of the rooms are different. There really is something to the Less Is More style of describing rooms. Little brief and evocative vignettes let your mind fill things in, but leaves the edges fuzzy. There’s something immensely appealing about the renders, and, yet, I don’t think they work as well as just an evocative room description would.it’s too concrete. And, because it’s visual, there’s no “room”, inside your brain, to fill things in, with the result being it looks a little dull … at least as compared to THE POWER OF THE IMAGINATION! [Insert rainbow emoji)

Read aloud is a little TOO terse. “You emerge from the portal into the bottom landing of a

 cool spiral staircase.” Uh, sure. “The room smells of machine oil. A series of vaulted arches run against one wall.” And that’s for a relatively complex room with pillars, arches, stairs, tradoor, weapon racks and the like. Which, I must say, I can describe from the render. But, idk. It feels disconnected from the read-aloud. 

And then there’s weird randomness in the descriptions which don’t seem to make sense. I can’t figure out if I’m not getting something or if it’s dungeon dressing or just filler background. “The Builders prepared this room with a special wax and a broken clay ziggurat, which was mixed with the mortar” and “Someone has chalked an arrow on the wall pointing to the farthest portal down the wall in a vain attempt to leave a trail for others to follow later. A few feet away, the same chalk has scratched out 7 straight lines. AFAIK, nothing is done with either of these. The first is maybe just background padding? Or maybe background padding and dungeon dressing? The second is either dungeon dressing or a clue to a puzzle? But the rooms are so disjointed, (Dragon’s Lair!) that I don’t see it making sense?

And then there’s this kind of abstracted description thing it does in places. “A tribe of goblins live here.” Sure. It’s stabbing time. How many? No clue. None at ALL. A few? A bajillion? IDK. And this sort of thing is all over the place

But, the variety of room, and things to do in them, is quite nice. One room is a pillared rotunda. Archways. Gargoyles looking down, a dozen or so. A mosaic on the floor, and in the middle of it a slate pedestal with glowing runes on it reading, in Sylvan Elf “Run of Mind Shielding”. Maybe a little on the nose, but, also, a nice little puzzle and atmospheric for an IDENTIFY pedestal. 

I know the renders are the gimmick here. But I can’t help thinking that a more traditional format would have suited this better. Nuke the render. Spend the render time instead on working those evocative & terse room descriptions HARD. Did things get better in the later volumes? Idk. The first one is usually either the best of the nearly the worst in a collected volume, in my experience.

This is $30 at DriveThru.No preview. Which Sucks ass. But, you can go to the website of te designer and see a preview at https://mapmasterbattlemaps.com/the-palace-of-1001-rooms-1/btxusf8mxow3qd4ekkinhzfg392282

https://www.drivethrurpg.com/product/412181/The-Palace-of-1001-Rooms-Chapter-1–The–Gatehouse?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 18 Comments