The Roots of Bitterness

By Zzarchov Kowolski
Self Published
OSR/NGR
Levels 1-2

There is a vast steppe. Peasants who try to settle on it disappear. The cossacks have lost a patrol on it and want you to find out what happened … and if its the same thing thats happening to the peasants then that’s ok too. 

This eighteen page adventure is one wandering monster table for the steppe and a small earth dungeon right out of that shaman scene in 13th warrior. It’s ok I guess. A little cumbersome with the wanderer table. But, also, it’s a wanderer table and a small three-ish room dungeon. Meh. 

Oh, and sorry, it looks like you can’t own this one. I mean, it’s not available digitally and you have to catch ZZarchov in person when he’s got his table set up in order to buy a physical copy. Oops. I don’t usually buy and review things you can’t have. But, I bought a bunch of shit from him at GenCon and didn’t realize this was the case for this one. So. Uh … now you know if you should buy it on eBay or not I guess?

Anyway, so, overcrowded cities. Over time, local despot sends peasants out to the vast steppe to settle it. They all disappear. ALL of them. He sends out some cossacks to protect them. They don’t give a shit about the peasants. Then one of their patrols disappear and they want you to scout to find out what happened. You then wander around the steppe, getting lost etc. Do no discount that statement, that  IS the actual bulk of the adventure, rolling on that table. Eventually maybe you cast a spell to see astral threads, or triangulate the locations of the trees and shrubs that are attacking you, or track back the wildmen attacks you have been undergoing. You find a hill with a tree stump on it with one live branch. There’s a hole you can crawl in to, all 13th warrior shaman room. Inside you kill the tree elemental that hates mankind. Roots of Bitterness, get it? Yeah. 

I admire the tree elemental. It’s hubris, I mean. No opposable thumb. Stationary. Living under a hill. Sure, it’s got some wildmen cultists to worship it and do its bidding. A dozen or so, I’d guess. But, also, hey, I got 14 billion opposable thumbs with shovels and torches. But, whatever, tilt that windmill man! 

The bulk of the adventure is wandering around the steppe until you get tired of it, figure out shit is coming from the hill with the stump, and find a way to get there. You literally just get attacked by trees and wildmen until you figure out some way to discern the intelligence behind it. A detect magic, triangulation or tracking are suggested. You roll a d8, a d6 and d4 for each wanderer encounter, with the individual rolls meaning  something. As does the sum of the rolls. As does dubs, trips, and straights. Enjoy those table lookups! I guess it’s the main part of the adventure, so, I should give it a pass. But I’m not going to. I really don’t like procedural generation at the table, at least to this extent. 

The ol cossacks have that ZZarchov charm. You get their nature, as well as the nature of the peasants leaving the city and so on. And after that it kind of breaks down. There’s only so much you can do with procedural generation, to convey the charms of a designer. And the old dungeon at the end comes across as just another dig out hole in the ground. The charm, so prevalent in ZZarchov adventures, is not to be found. And I’m not a big fan of the” wander around until something happens” school of design. Bored players are not a good thing.

So, do you need this one? No. Which is kind of a good thing since you can’t have it. 🙂 It’s not his best work, which means its better than most of the dreck being published today.

Posted in Dungeons & Dragons Adventure Review, Reviews | 6 Comments

Scourge of the Tikbalang

By Zzarchov Kowolski
Self Published
OSR/NGR
Level ... 2?

A vicious Tikbalang has been reported in the area and it is terrorizing the village. The townsfolk are too frightened to attempt to hunt down the beast and the village elder is cautious about emptying  the town of defences, since there are pirates in the neighbouring village. A heavy reward in golden  treasures is offered if the rumours can both be proven true and solved by bringing the head of the beast to the elder. If the beast is not slain, the villagers may need to kill those it assaulted, lest they give birth to more Tikbalang. It is hoped that, if the original beast is slain, the children will be born as normal human children.

This sixteen page adventure describes a simple situation in a small primitive village. It’s got that air of believable humanity that Kowolski excels at, while also being a bit simple for the page count.

You are summoned to small primitive fishing village. A young maiden has been attacked in the jungle by a tiklabang and is preggers! All is lost unless you kill the best so her child will turn out human and not tiklabang!. Her fiance came upon her just as the beast disappeared. Another young lady has been attacked also. A local hunter has seen tracks in the forest of its hooves. The wise woman has has a vision of it. Oh, uh, her fiance didn’t actually see the beast. And he thought the sounds he heard sounded good, not like an attack. The other chick needs to be te center of attention. The hunters brother is sweet on the preggers chick. And the wise woman is VERY senile. Yuppers. The headman is trying to keep a bunch of people from getting killed, especially the first chick and the hunters brother. Cause the fiance is a corn fed lad in his 20’s with a fucking machete, leader of the village militia. A good example of what Truth s in an adventure, I’d say. There’s something going on, but its not exactly what the surface might appear to be and the party is going to have to dig a bit to get there. A far cry from the very earnest villagers we find in nearly every other adventure. This is the way the world actually works, people doing their best with all of the pettines and greed seeping through where possible if they think they can get away with it. The party isn’t so much heroes as much as cleaning up a fucking mess that is dumped on them. This is life. And, the mess can be cleaned up by grabbing a horse head … the only one of which is available is in the next village, 2km away, which is currently occupied by pirates! The journey is the destination in man Zzarchov adventures, just as it is here.

There’s this air of believability, of relatability, in the adventure. The hulking young man with the machete, ready to kill his fiance if she cheated on him. The actual lover, who goes crazy is confronted too hard, attacking the party against all odds, with a small iron knife. The  entire thing comes across as imagined first. “This is the what could happen, this is the way life works” and then put down on paper and turned in to an adventure. The concept not constrained by the game system. And these are, i think, some of the best adventures. 

This is a sticky adventure. It’s a relatively simple one, so its got that going for it, and the concepts and people involved are easy to remember and run. One quick read-through and you don’t really need the book anymore. Which is a kind way of me saying that you can’t run this at the table using the book. It’s just free form paragraph formatting. That;s not reference material you can use at the table. But, making the content sticky is a valid methodology as well and it works here, partly because it IS such a simple adventure. 

A few more villagers would have been nice. And, the attack on pirate village is not really detailed. No map. No events. Just a note that the captured villagers wont be happy to see the party either, for fear of being blamed for the horse theft. 

I’m going to regret this. Like Old Bay, this thing is going to stick around with me forever. As a side trek one pager it could be great and I’d think of it that way. Not really verbose, not really wasting words, but, the stickiness of it makes the book not needed once you know it. And while you COULD run it based just on my review, why not buy it, since it’s a charity adventure?

This is $4 at DriveThru.

https://www.drivethrurpg.com/product/125979/Scourge-of-the-Tikbalang?term=scourge+of+the+ti?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 6 Comments

The Cosmic Gate

By Gustavo Tertoleone
Black Dog
OSE
Level ... 4?

a secluded village in the mountains holds the entrance to an old complex of rooms where secrets from the holy church lie dormant. Getting in there can be a difficult task, but the occurrences in the village above it can turn the task deadly impossible.

This 52 page adventure, with no level range provided, describes a dungeon with thirteen rooms. More LotFP than OSE, it is STUFFED full of treasure. Some decent Indiana Jones puzzles and a smattering of monsters lie in WAYYYYYYYYY too much text. Another skip.

Ok, so, you got this village. 44 normal villagers live in it. They have a church with a dome. Inside the dome is art work a thousand gp. Oh, and the dome is covered in gold worth 100,000gp. 100k. Fortunately, for the party, the villagers are mostly infected with astral larvae, so, go ahead and kill them all and take all that gold. I guess the villagers are there to keep the party from just doing whatever they want, but, really, only 44 humans? I mean, parties routinely slaughter kobolds more than that in number. Once you get in to the church catacombs you’ll find them STUFFED with artifacts. And I mean STUFFED. Dozens of unique items. THis thing goes above and beyond in being a monty haul … a word I have not seen used in quite some time.

The village is supposed to be a part of the adventure, but, other than the priest name and “44 villagers” we are getting no information at all, except a How Is This Villager Crazy table. They hunt the party if they think they know the villagers are infected or they see the party trying to dig out the catacombs, which take six days, so, you can expect a villager hunt. There are also some mushrooms growing on cow dung that can give the party ESP powers, to help track down the larvae infested villagers, I guess. It’s a nice touch and would add a lot … IF more were done to bring this villager to life. Like, a name or two maybe? As is there’s nothing. N O T H I N G.

And that’s a problem. 53 digest pages for thirteen rooms. And how can this be? Not because of the Kwisatz Haderach, that’s for sure. No, it is room descriptions that take two pages. And page after page of artifact descriptions. It’s the usual culprits. A LOT of backstory for things in rooms. We get the full history of the bat-man thing that lives in room one. That contributes nothing to the adventure. And this happens time and again, with room entries, in simple paragraph format, going on and on with backstory that does not contribute to play at the table. This combines to create the usual mess that you have to fucking dig through to find information. And, that includes trying to figure out which rooms have creatures in them. You have to really dig to figure out if there’s something in the room thats going to eat the party. No Bueno. “A long time ago, a bat, attracted by the smell …”

Read-aloud, while sometimes good, can tend to be long. And it’s in italics. And it’s in some weird fucking flourish fucking font. WHich means you get to struggle through the fucking shit. It’s hard as fuck to read. Don’t fucking do that! Try to keep the read-aloud short AND DON”T USE FUCKING WEIRD FONTS! I don’t really give a flying fuck if this is a coffee table book. I’m trying to use it at the fucking table and I can’t do that if I’m struggling to read the fucking text that I’m supposed to be fucking using. 

And, while a minor point, there is a fundamental lack of understanding about randomness. The old wound. “Roll to find what artifact the party finds and if its magical.” That’s not how we do things. That’s not the point of randomness. You, designer, roll, on your own. Then place it in the text. I note that this would ALSO cut down on the amount of fucking pages and text to dig through. If you want to make a cess pit with ALL of the treasure in it, and roll to find which treasure, over time, as the party searches, that’s fine. But, in that case, the treasure actually exists. You’re just rolling to find the order (and how many wanderers show up in the mean time …) But NOT to figure out if a room HAS a treasure. 

So, long, long LONG entries. Hard to read-read-aloud (which, generally, is not bad in being evocative in this adventure) and a lack of any form of formatting at all to make things easier on the DM. Padded to all fuck and back with a conversational style. Some decent vibes here, with Indiana Jones style puzzles (not traps) and a nice monster selection. 

Also, fucking christ, entities form outer space in an adventure? Europe in an area between SPain and France? The Church? This seems like a Lamentations adventure. Especially since A Fungus From Outer Space is now the most overused trope in fantasy gaming thanks to LotFP.

This is $8 at DriveThru. The preview is six pages. You get to see a bunch of blank pages and table of contents. Shitty preview that gives you no idea, as a DM, of what to expect. And, of course, no fucking level range anywhere.

https://www.drivethrurpg.com/product/446202/The-Cosmic-Gate?1892600

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

The Lair of the Wild Hunt

By Brian Binh
Pufferfish
B/X
Levels 4-6

Vahden is a sleepy, little sheep-ranching village in a valley on a market road. A wizard’s tower overlooks the valley, but the reclusive wizard, Chageth, hasn’t been seen in years. In recent nights, livestock and travelers have been found burned to death. Witnesses have seen a “huge, horned hunter driving a pack of fiery hounds” across the valley at night.

This sixteen page adventures features a small tower/fort with dungeon with about thirteen rooms. The descriptions are both dull and confusing, especially for a site of this size. A case of trying too hard, perhaps?

We;ve got a small tower thing on a hill with about six rooms in it. There are two separate dungeon areas connected, one with three rooms and another with about six more. There’s a nice side-profile map, and, for a small hill fort/tower thing, it’s got some interesting features that let it be more than just a simple ten room flat dungeon map. I can’t tell you how over I am of simple flat ten room dungeon maps.

The tower is infested with undead fire blobs, and has an ogre wizard inside that is a kind of shaman undead hunter that is trying to get rid of them. There are a few encounters with the blobs till you reach the main dungeon levels, where the undead pick up dramatically. You get both the undead former wizard owner and the barrow mummy thing that the fort was built over. So, stabbing undead, maybe talking to to ogre, and fucking with a machine inside (thats making undead flaming blob things) is the interactivity here. That’s kind of low, even for an adventure of this size.

The major malfunction here is in two parts: the descriptions and the … formatting? Layout? The descriptions are essentially non-existent. The False Crypt room gets “The Malevolence (viscous, vicious, grey goo): This mass of hate puppets an empty Sarcophagus and three skeletal warriors in its sticky strands of viscous ooze.” While this is not the worst description, I want you to notice the lack of scene setting. There’s nothing at all about the crypt. AT ALL. And this is par for the course here. While there’s a kind of hybrid OSE format going on (bolded keywords), the choices for what to describe aren’t done real well and there’s no real overview of the room. Further, that description would probably work better if it started off like “Viscous vicious grey goo (the Malevolence …” Starting with what you see and noting the creature in bold in parens instead. And, ug, don’t get me started on the creature names. The Malevolence. Dark Thoughts. Raging Dreams. Foul Hopes. I’m not hating too much on the names, but, rather, how they are used in the adventure. While going through the text you can’t tell whats flavour text and whats a creature name and whats something that is expanded on further. Is foul hopes a creature? A vibe? Something else? And the formatting, with the bolding choices and sidebars, while it is trying to be helpful, just gets in the way, making it harder to slog through and find things instead of making it easier, cognitively, on the DM. 

I really, really, hate the lack of descriptions in this one. And when there are descriptions we get things like “Barrels (many shattered) Pool of ooze (grey seething, knee deep)” That’s not enough. The formatting might work if the vibe were set better with the word choices, but, also, why not just describe the room? Give it an actual description that sets the mood. 

So, does it make me angry and feel ripped off? No. It makes me sad. Just another lost dream of a dreamer. The designer made an effort, clearly. They tried, but went a little overboard on the formatting and needed to focus more on the room and creatures, giving them a vibe, and then working a little more on the interactivity. Thirteen rooms in sixteen pages. ?

This is $5 at DriveThru. The preview is BROOOOOOKKKEEEENNNNNNN!!!!

https://www.drivethrurpg.com/product/450912/Lair-of-the-Wild-Hunt?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 1 Comment

The Lost Mines of Drothumstone

By Christopher Wilson
Self Published
OSE
Levels 3-5

King Nothrim’Ston and his kin founded the dwarven mine of Drothumstone some 400 years ago.  The hope was to build a new citadel and companion city to Zolotoheim.  Trusted by his friend and fellow adventurer, Tasadantilis, Nothrim’Ston was given one of the keys to Tasadantilis’ exradimensional space: the looped scepter. But Nothrim’Ston succumbed to an insidious mental illness that affects many dwarves.  Pushing his clan harder and harder, the dwaves recklessly pursued the gem deposits and veins of ore in the mountain.  It all ended in a single day as they stumbled upon something that had been better off buried…

This 121 page region has a “main” dungeon as well as a dozen or so sites spread out over a mountain hex map. It feels disconnected from itself, both in the hexcrawl and in the dungeons. A heavy dose of trivia and lack of exploration elements don’t help any either.

Blah blah blah, ancient dwarf mine. Go find it and loot it. The hex map for the mountain region has a road on the left side that leads to several adventuring sites. The actual mine is on the right side, with several other adventuring sites scattered throughout the map. No quite haphazard and probably things that the party will stumble upon, more or less. IE: a giant lake is in the middle of the map and a couple of sites are around the shore, where they might be seen while skirting the lake. Not a bad way to handle things. There are a few sites out in the nowhere, but, whatever I guess. The actual dungeon maps tend to be rather simplistic. A star pattern and so on. Not a lot of map terrain and, in some of them, hard to make out features. The joy of digest format, I assume. 

The actual mine in question doesn’t start until page 82. That doesn’t have to be bad, if you’re doing a kind of sandboxy region, which this thing is trying to do. The wanderer table feels a bit short for that, with most of the entires being a simple attack description with a little variety in how they attak. They erupt from the earth and attack. They come out of a cave mouth and attack. Better than a bare table, I guess. The other sites are … weird. There’s a variety of them, mostly ruins, cabins and an occasional outpost with a couple of other mines and lairs. I’m struck by the … mundanity? of it all.  Here’s a boring outpost/ It’s keyed. Which are boring. Why is this done this way? Yes, hobos are gonna hobo, they could fuck up anything. But if we don’t expect them to then we provide a minimal description rather than doing a full key. This cabin has three rooms. Let me fully key it! And have nothing interesting to say about the cabin to interact with or move the game forward! 

The room descriptions are in OSE style, which some folk won’t like. But, like all styles, it depends on the designer. And the room descriptions here are … you guessed it … boring! How you can make a majestic throne room boring in its description is beyond me. The bolded words. The extra descriptive words. All boring. A mundanity that you are continually fighting against. A full page NPC description for no real reason. Why?

And those descriptions? Disconnected. I’m not talking about the paragraph after paragraph of free text descriptions for general location information, which is bad enough. No, the rooms. We’ll get a description of a room, OSE style, and then at the end of it we’ll be told that this is the lair of a filth monster covered in filth. It’s like the monster and the room are disconnected. What if you just wrote up a bunch of room descriptions, without monsters, and then rolled on a monster table for each room and put that monster in the room, without thought to the room description? That’s what this feels like. Are cockatrice neat? No? You wouldn’t know it from this dungeon. And true interactivity is poor. Stab shit. Find a secret drawer in a desk or a tunnel under a statue. Which are great, but, also, that sort of interactivity can’t be all you have in something. There’s no real sense of exploration or wonder in this.There’s so much trivia in the descriptions, things explained and detailed for no reason. Who cares that the left kitchen cabinet has clove and nutmeg in it if it doesn’t contribute to the adventure?

A quick google shows that this was written in June and published in July. That’s not enough time to really playtest it, I think, and really not enough time to edit this, I think, for 121 pages of content. And by edit I mean “agonize over every encounter and description, hate yourself, throw it down six times only to pick it up later and work on it.”

Look, this isn’t the worst thing ever written. Not by close. It looks like dude tried and was excited about it. But that’s not good enough. You are competing with every adventure ever written for every game system, ever, since 1970. Fifty some years of content. Why should I pick a mundane adventure? Why should I ever run something other than the best ever produced? Something interesting to play, easy to run, and evocative. I am ALL for supporting the new over the old, hence the emphasis on new adventures oh this blog. But not to the extent that it makes my life hard and is less fun/easy to run. If you are not producing the best work of your life then are you publishing it? 

This is $6 at DriveThru. No preview … suckers! 

https://www.drivethrurpg.com/product/446984/The-Lost-Mines-of-Drothumstone?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 1 Comment

The Rot Beneath Winterbrook

By Stuart Watkinson
Kirilot
Generic/Universal
Level ?

Something doesn’t smell right… Civilisations rise and fall and the bones of heroes turn to dust. In a time before written words, when power was the only currency,  something wretched was killed on the banks of the river. It sank into the mud and festered. Even the most cautious of travellers seek to rest their weary heads from time to time. Their sore, tired feet enter the cold, quiet riverside village expecting to find rustic hospitality but are left wanting. There is rot under Winterbrook.

This 32 page digest adventure is another sandboxy village thing. Less obvious than the last one, it’s 32 pages for what should be a one page adventure, given the content presented. It’s not overly bad, but it also doesn’t need more than page. At least it’s not the fucking well that’s poisoned this time …

Yes, I now judge things based on page count. Or, rather. How well you can bring an idea to life beyond a simple synopsis. Putrid necromancer corpse under village mutates worms in tunnels that drives villagers in to mad cannibals. Situation made worse by the local well meaning zealot cleric and her followers, who have a real “drink and eat the burnt dead” thing going on.

Ok, make your own adventure from that. I’ll wait … la la la, la la la. Done? Ok. The blacksmith has a daughter that makes swords. The local militia leader has one eye and some history books. There are “sacks” of worms in the tunnels that can burst open in to worm swarms, as well as larger, 2HD worms. The final room in the tunnels is kind of alive and can squeeze the party, blood gushing out, worm sacks breaking and so on. Ok. That’s the extra detail that this adventure provides that is kind of meaningful. Everything else is trivia.

And I am seriously NOT going out of my way to cherry pick here. Night one the villagers eat a stew with the ashes of dead people in it and on night two they breathe in the smoke from a funeral pyre. Night three they kill a crazed cannibal in a basement ritual. That’s it. That’s all the extra you are getting. Cannibals? Fun with them? Nope. They are all locked away. Fun villagers? A good mob situation? Nope. Just a table with six randos on it. 

AT first I thought we were getting a good Black Mass thing going on. A crazed priest. A zealot layperson. A village that wants to believe. But, nope, you’re brining all of that yourself. There are hints of it, but nothing more than that. And a lot of “This person will believe any side that makes a good case …” Is there anything ON that good case? Anything to help the priest run as an opposing faction? No.

I’m not even sure how this adventure gets going. You’re in the village. Sure. You stay a night? Sure. The villagers eat the communal stew that night. It’s not until night two that they burn a body and breathe in the smoke, and someone asks for help. Why the fuck is the party still in the village pas night one? Look, I am be handwavey with a lot of stuff, but you’re clearly trying to do a build up thing here, but you’ve got to find a way to keep the party actually in the village past a single night of rest if you want to actually have a build up. And there’s no reason for them to in this one.

There is an off-hand comment that, if the party just go on their way or don’t do anything, then things go bad in the village and it influences what people say about the region in the future, and for the DM to introduce that in their game. That’s good DM advice, regardless. Make he world real by tossing in exploits, or lack thereof, tha the party has been around. 

So, it’s an adventure, I guess, because it says its one. It takes 32 pages to cover what I put in a couple of sentences. Maybe a paragraph. That sounds like a one-pager, at best. The rest of the information provided doesn’t really add to the adventure at all, not in any way that is meaningful. To quote, again, the Kitch Example, you have to tell us why this kitchen is different. Why is it meaningful that it is different from any other kitchen in the world? 

Oh, and there’s no real treasure. And the magic book you find, the Book of a Thousand Deaths, gets no real description. Not physically, or not what it might contain. LAME! LAME! Lame! Lame! LAME! Ten fucking dollars my ass …

This is $10 at DriveThru. The preview is seven rando pages. Good idea for variety. But, art and map heavy, which limits the utility of he preview. That Temple of he All Seeing is ok,  doesn’t overstay, but also says nothing of meaning since this is the SECOND time we get all of this information, after the NPC entries tell us the same thing. WHich is par for this adventure.

https://www.drivethrurpg.com/product/429509/The-Rot-Beneath-Winterbrook–A-system-agnostic-adventure-module?1892600

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

Earthworms Have Wings

By Thomas Scott Ingle
Self Published
LotFP
Level ?

Level range? Why do you believe that you, as a consumer, deserve a level range? Tell me about your childhood trauma that led to that belief?

The morning after a pair of young, orphan boys (Harry, and Measel) pretend to be wizards casting a pretend spell, their odd words come to fruition, and the superstitious adults of South Chapel accuse them of practicing black magic! But all is not as it seems… Are the boys really responsible for the ills suddenly befalling South Chapel? Could it be dark spirits from the Old Sminkle place? …Or is it something else…? The only way for the Pcs to find out is to explore South Chapel and investigate the strange goings on…!

This 34 page digest adventure describes a village with people in it going mad. It has a bunch of descriptions that are not needed and A LOT of text that obfuscates what is really going on. In the end, it’s a go nowhere adventure. You’ll find no joy today me buckos. 

You arrive at the village and there’s various mobs hunting two little kids, to hang them for witchcraft. Gallows and all. Seems there are now worms flying around with wings. You wander around the village while the DM rolls on the “weird shit” table until everyone mutates and/or all of the villagers go crazy in a riot. Seems that there is a meteorite in the pond in the center of the village, causing it all. THis is, of course, two massive tropes: that there’s an outer space meteorite causing shit to happen in a Lamentations adventure and that the town water source is poisoned. The usual for a Lamentations adventure, or, any crazed villagers adventure it seems. 

The individual buildings and farms, in particular, are too well documented. The names, ages of everyone and some little blurb about thor backstory that almost never bears any significance to the adventure. Wasted space and wasted cognition for the DM trying to run this. The VAST majority of shit could just be described by a villager table. After all, their import is in the fact that they are mobbing, not that they grow cabbages. “[they all] work the farm, shearing sheep, milking goats, spinning wool, churning butter, and making cheese” Wonderful. My game is enriched. 

A couple of locations are different though. You get a full accounting of the church and of a three story haunted house. A FULL accounting. In WAY too much detail. Paragraph after paragraph for rooms. A bunch of words that mean nothing for the adventure at hand. And, you literally just wander around the village. While the DM rolls on the mutations table to see what weird shit the villagers do. That provide no clues to the adventure. I guess you just stumble on the water source, if you do at all. This all comes after a disaster of an intro, full of text, that, I guess is meant to be run as the intro to the village but is so long, at multiple pages f first this and then this, that I don’t see any sane person could use it. For that matter, the wandering around the village part is not really supported at all either. No good mob tables or anything. And, when we get to the items in the adventure? “Roll to determine one or two forgotten magic items.” Jesus people, this is not how randomness works in an adventure. Just place the fucking items. Don’t waste the creativity on things that won’t be placed. 

It does allow you to bring villagers out of their crazed state by splashing cold water on them. That’s a nice touch.

Otherwise, this is just a MASS of text that doesn’t really support the main adventure at all. Just mountains of it, that you get to dig through, while trying to run a village hunt without any support for the hunt proper. Another wasted PDF that makes little baby Jesus cry.

This is $5 at DriveThru. The preview is five pages. That’s not enough to really see what’s going on, but you can get a sense of the tedious writing style from it. Imagine that throughout.

https://www.drivethrurpg.com/product/439884/Earthworms-Have-Wings?1892600

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

The Great Dwarf Road

By Simon Carryer
Simon Carryer Games
Labyrinth Lord
Level 3

The Great Dwarf Road! A fabled trade route beneath otherwise impassable mountains. For years it brought wealth and prestige to both sides of the range. But now it is shuttered and abandoned. Home to black forgotten things, crawling subterranean creatures and freakish outcasts. Only dire haste or desperate ambition could prompt someone to attempt the road.

This eleven page adventure details seven areas in Moria, with around eight locations per are, for about forty locations overall. It’s one of the better “lets travel through Moria to get to the other side of the mountain” adventures, although it lacks that feeling of scale that text and media Morias have. 

I generally don’t review one-page dungeons; there isn’t really enough going on. But, a collection of one pagers that make up a larger context? That’s Stonehell, and I’m all in for that. For some reason you need to travel The Great Dwarven Road to get to the other side of the mountain. Maybe there’s a blizzard up top with giants, or Saurmon is watching with his crows. Whatever. In you go! It’s got a familiar mix of encounter objects in it, from an entrance door that is stuck closed, to a broken bridge over a chasm. No balrog, but you do get a dragon! The water is the water is now a flock of harpies, ready to lure you off the cliffside, and so on, so, it’s not a Moria rip-off but rather a kind of Inspired By A Trip Under a Mountain. 

The maps are a highlight of the adventure, at least in terms of Moria-like. You get a series of of them, one for each of the seven main areas, presented in an isometric kind of view. He does a great job with terrain, from aquaduct/canal like things to same level  stairs, towers, debris, and elevation features. More than most, this helps bring that complex Moria-like environment to life. The individual area groupings are on the small side, maybe seven or eight rooms per, so you can’t have that looping complex map that exploration adventures provide. Your going from point A, one side of the mountain, to point B, the other side. And that maps supports that style of play well.

It’s a one page dungeon format, so, you get one map per page. Surrounding the map are the individual adventure keys, with a couple of page sin the back to help support things, like magic item descriptions and wanderers and travel times between the major areas, etc. 

The implications here should be obvious. The magic items are all decently described, after all the product take a page to list them all and gives them each a paragraph. Mantaster is “A crude cleaver on a long haft, adorned with grisly fetishes and trophies of past victims. For the enemies of Man, this weapon is a famous relic. It twitches and throbs when a human is within 60’ …” Neat little thing and an ok description. Or a curled horn of beaten bronze, covered in a blue-green patina. Like all of the best descriptions, they seem to be imagined. While there are mechanics, they don’t overshadow the item … and therefore the players lust for it. 

The individual encounters here are decent. The creatures are engaged in activities sometimes, like bickering, Or they have something going on … like being infested by parasites. Ick! Each map is generally themed. The dragon map. The cultist map. The goblin map, and so on. There are others in those areas also, but you do get a good zones vibe going on. And the interactivity from the encounters is pretty decent as well. A pool full of tiny parasites … that you can barely see. That’s a little different than the usuall Stab It/Talk to it cycle. The harpies are on a cliffside, and the bandit leader is paranoid of traitors. This is a good example of including just a little bit more in the description, a few words, to help the DM bring the encounter to life and give it variety. And he does it pretty well.

The writing style is supported by evocative descriptions …; where evocative is defined as … a little bit more to the environment. “The red light of cooking fires, the sound of murmuring voices, and the smell of woodsmoke spill from the arched entrance. Ropes and pulleys hang overhead.” That’s not so bad. The main gates are rain-wrm and of pitted iron, towering. And, eve the monsters, from the “man-legged centipede” to an ogre that “…  is elderly and gaunt, his face a mess of scars, one of his eyes a horrible wet hole.” We’re doing well here!

What’s missing here, though, is the scale of Moria. Hmm, no, not the scale, but the VIBE that comes from the scale. The art/maps and text descriptions don’t really convey the tower buttress or collosol emptiness of the halls. The maps HINT at it, bt there’s not much more than a hint. You never get the sense, at all, of the massive undertaking fallen. That void of nothingness and hints of the majesty of days of old just doesn’t come through at all. Perhaps, we can reframe this somewhat by calling this “just another mountain tunnel” instead of the appeals ro Moria. IN this case things are a little better, from a vibe (although Moria still hangs heavy in the back of your mind) but now we’re on the Just Another Tunnel Complex thing, and, while this is an ok zoned dungeon, it  still doesn’t really FEEL like a place.

This is Pay What You Want at DriveThru with a suggested price of $3. The preview is seven pages and more than enough to get a sense of the adventure. Good job.

https://www.drivethrurpg.com/product/449106/The-Great-Dwarf-Road?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 9 Comments

Castle Rabid

By Kormar Publishing
Kormar Publishing
OSR
Level 3

Deep in the forest, a forsaken keep holds treasure and the secrets of a crown won and lost. Seek fortune in the dust of fallen nobility, navigating through beastmen, a chaos cult, and bizarre sadists from beyond this earthly realm. Beware the horrors of CASTLE RABID!

This 25 page digest adventure features a three level dungeon with around 35 rooms. Beastmen, cultists and alien dero are highlighted through a bullet heavy, but clear and evocative writing.The themes are inconsistently displayed, but the individual rooms are solid.

Beastmen mean Warhammer! And, I guess, weirdo druid-like cult people also mean Warhammer? And Dero! A fine take on dero! To quote their description: “albino knee high freaks, black saucer goggles, totally hairless” And, they bring a little bit of tekno to the table with their pneumatic exsanguinators and etch-a-sketch writing tables that they are always taking notes on. We toss in a few “hulking mutants” and we get the low down: dero come up from underground, do some experiments and are taking notes while corrupting the former bandits in a ruined castle, with some cultists thrown in to help control the masses of unwashed they have to deal with. All in the form of a standard three level dungeon crawl. Which, I think, is an issue. But I’ll get to that …

So, Gart the hunter got this hunting lodge/inn thing on the edge of the forbidden forest. His daughters gone missing. He’s pretty sure its those smelly unwashed religious tyes that took out the nearby ruined castle. Or, in the designers words “Gart is a fine hunter, but he’s getting old. There are six other kids that need wrangling. He offers a wagon and two draft horses, Bert’s dowry, to anyone who can return his daughter to him alive.” Later ol Gart is referred to as “Father of the year.” 

This is the first sign in the adventure that the designer gets it. Those sentences are enough to let me know that something in this adventure is going to be worthwhile. It might be a shitshow of formatting and long text, but dude knows whats up. Joke adventures sucks. But adventures that know that they exist in an absurdist world? It is rare indeed when those are totally fuck ups.

The formatting here is going to be controversial. It’s bullets. Like, HARD. CORE. bullet points. Like, three per room or so. SOmetimes more. SOmetimes less. The pure unadulterated lack of shame in JUST using bullets is wild to see. It’s jarring an offputting, but I can’t argue that it doesn’t work.  The first one is usually what you are going to get from approaching a door to the room. The sounds or smells or something. Pretty nice. And then the second is what you would immediately notice. Like, the big ass fucking ogre in the room, who “Supposed to eat trespassers, but has a taste for pack animals and would love a captive audience for his terrible jokes.” And then maybe a tertiary description of the room. “Walls strewn with torn banners, crooked elk heads, and rusted polearms. A skeleton is impaled on one of the elk horns. Rotten smelling furs piled in the center of the room as a bed.” So, first things first, then whats obvious, then the details of the room. That’s exactly how you’re supposed to write the fucking thing. Uh. Like, exactly. I don’t think I’ve seen it done with such rigor before, at least not without those terrible “Light: Door: FIrst Sight: fucking headings that I loathe so much. 

And the writing, the imagining of the room, it’s pretty good. That’s the first room of the dungeon I’ve quoted above. The ogre gets a little detail. Pack animals, captive audience. It could help bring him to life if needed. And the torn banners and CROOKED elk heads? That’s great. Rusted polearms. This room has been IMAGINED and then described. That’s exactly what a room should be handled. A skeleton on an elk horn is just that extra bit to let you know your’e playing D&D. I’m really pretty happy with almost all of the room descriptions, much more so than usual. Not over the top, but a really good job of imagining it. Like those Dero, reimagined as a kind of tiny Grey alien. And cultists wearing furs and animal horns. Beastmen that are beastmen. It’s done well.

There’s no order of battle, which is kind of bad. Treasure seems light? There are a couple of hoards to be found, with spotty treasure description. The  maps are pretty plain affairs, about ten rooms per level.

If I’ve got a problem with this adventure (and I do) it’s that the vibe is off. 

I don’t know how to better explain it. It feels disconnected. From itself? I don’t understand it as a … lair? The beastmen. The cultists. The dero. The other people running around …. It just doesn’t come together as a whole. The individual rooms? Fine. But they don’t seem to be working together. I don’t mean that there’s a red dragon in one room and a gold one in the next room. It’s just that it doesn’t feel like one complex. It never feels like a home to beastment, or cultists, or dero. I don’t know why. SOme sort of disconnect between the rooms? Again, the writing is good and the theming should be, in theory, great, sith the cultists, beastment, dero triad. But they really don’t ever seem to … riff off of each other? No. I don’t know. They feel disconnected form each other. Yes, I know I’ve said that a few times now. I don’t know what I’m trying to say.

It’s a decent adventure. If the disconnect thing wasn’t there then it would be a REALLY good adventure.

This is Pay What You Want at DriveThru with a suggested price of $2.50. The preview is all 25 pages. You can kick some ass with this one, and it doesn’t deserve the three star rating it has on drivethru.

https://www.drivethrurpg.com/product/446647/Castle-Rabid?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 4 Comments

The Tomb of Firkin

By Simon Miles
Dunromin University Press
OSRIC
Levels 3-5

Thelkor Boghammer and his band of Dwarven murder-hobos opened up the tomb of the Gnomish Firkin family a few months ago. They had a bad time of it and the sole survivor, Tutlin, is drowning his sorrows and desperate to sell the map he made of the tomb to any eager adventurers he comes across. His map contains a clue to a secret way he never realized was there – can any more noble adventurers decipher the clue and find the riches without being slaughtered by the Undead guardians? Or, failing that, could your characters do it? 

This 46 page adventure contains a dungeon, with three themed areas and about sixty rooms. Long read-aloud. Long DM text. Nothing to do but stab people. It harkens back to the old days. The bad old days.

Come and listen to my story about a man named Bryce, A poor mountaineer, barely kept his family fed … Do you remember how the jungle used to go? Back when the OSR was fresh and new? I do. It was hell. I mean, it’s hell now. It was a different hell? Instead of the Flavour System of the Month system we have now it was more of a Slog Through Meaningless Text style. Lots and lots and lots of read-aloud. Lots and lots and lots of DM text. And not much actually going on in the dungeon. Lots and ots of stabbing, I guess. And that’s what we got going on here. Lots of text. Mundane to the point of simulationist. A bad time.

Abstracted text. “You are all sat in the Inn considering your recent experiences and wondering what you might do next. The discussion turns to rumours and legends you’ve heard …” Yeah, sure , it’s fucking intro. But we don’t abstract text. And we don’t use the word “you”. No second person writing in adventures. Ever. We right specifics. That grounds the adventure. And no, you don’t need to describe every fucking thing. But you DO need specifics on some things. Like  making the fucking intro something that I’m not going to sleep through. “You stand at the crossroads of a hallway …” Jesus christ man, I thought this shit was known? I thought it was fucking obvious that you don’t do this? But not in this throwback adventure. It’s like the last ten years have not existed. Same old same old. 

And there’s read-aloud. Lots and ltos of read-aloud for every room. And there’s DM text. Lots and lots of DM text for every room. It’s perfect. The players will be bored while listening to the read-aloud, the boring read-aloud, drone on and on and then they can be bored again while the DM tries to scan the mountains of text that make up the DMs notes for the room. Fucking paragraph after paragraph. Wall of text levels of writing in places. It’s fucking insane. Again, it’s like the last fifteen years have not existed. I’m not sure how someone can be so disconnected. I mean, I don’t follow the crowds too much on social media, but I know enough to know which way the fucking wind is blowing and what the trends and lessons are. But this … How do you publish on DriveThru, for OSRIC, and still be this out of touch with what you need to do in an adventure?

“There is no hazard here and everything of value has been robbed out. The plinths are solid stone.” Yeah. Sure. Mountains of read-aloud for that. And mountains of DM text for little to no interactivity. Just that the room is empty. That the barrel is full of water. That the crate is empty. You can stab things. You can stab a lot of ghouls. That’s fun, right? And then you can stab a lot of hobgoblins in the second part of the dungeon. And then you can stab a bunch of goblins in the third section of the dungeon. Stab stab stab. Stab stab stab. “The hobgoblins in this room will respond to the hobgoblins in the other room in two rounds.” Well, great. Maybe put that fucking information in the room where we need it? 

“The floor of this chamber is …” That’s how, I don’t know, 80% f he rooms start. “This chamber is … “ It’s fucking padding man. 

There’s just nothing here man. Mountains of text to no effect. A throwback to the bad old days. You gotta make an effort man. You gotta get better. You gotta make at least a small effort to learn what to do. I mean, you kow enough to use english and not random gibberish, right? And to write from left to right? Why not expand that jut a bit and figure out how to present a good adventure for the DM? That would be effort? Ah

This is $3 at DriveThru. The preview is ten pages. You get to see no rooms. But, take a gander at that writing. Imagine those are the rooms. You’ll get what you need to know from that.

https://www.drivethrurpg.com/product/444789/SM13-The-Tomb-of-Firkin?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 26 Comments