A Day in the Wasteland

By Yorgan
Self Published
Tinyd6 Wasteland
Level: Intro

A Wastelands mad scientist attempts to keep the Enclave from interfering in his greatest experiment

This nine page adventure is a “hunt” for a missing truck in a Gamma World type place. You follow a linear path, stabbing things, until you die of boredom.

I’m gonna try to take todays review seriously. It’s hard, when confronted by such reckless hate. What can men do? Anyway, dude mailed me asking for suggestions and since it wasn’t 5e or Shadowdark I went for it. Also, I don’t drink in the mornings anymore. That’s sad. I now do eight shots of espresso with a little steamed milk. 

And thus, feedback!

You have written your adventure for Tinyd6, the wasteland version. I assume you did this because it is some kind of new hotness that everyone is talking about in whatever circles you hang in? Wonderful. I understand. Also, why? Gamma World is too complex? I have noted, I believe, that Gamma World is the greatest RPG ever in the history of everything? Gamma World. Or, you know, pay $20 for a TWO HUNDRED PAGE pdf for a system that boils down to “Roll 2d6, a 5 or 6 succeeds.” I’m not supposed to judge this aspect of games, though, so, feel free to ignore it.

Your marketing blurb sucks ass. It’s one sentence? I’m not the biggest fan of the long ass marketing blurbs, but, maybe three or so would be better? But, also, it’s generic as all fuck? “A wasteland scientist”? The Enclave? His greatest experiment? This is so abstracted and generic as to be meaningless. The purpose of the blurb is to get us excited to buy/download/play this adventure, and there’s nothing in this blurb that makes me want to do anything but sigh in resigned regrets.

Ok, so, let’s look at the intro. “Several days ago, the Drill Truck went out testing for wells and it hasn’t returned. Water is scarce in the Wastelands. The Enclave can’t afford to lose it. The truck was traveling west into the wastes, along the makeshift telegraph line that connects the Enclave to Salt Flat City. Someone needs to find it quickly. That someone is you.” This is terrible. First, it’s not how a survivor community acts. I mean, not unless there are, like, several hundred thousand people living in it. Are there? No? Then the community bands together and sends out a mob. Further, again, this is generic and abstracted. No details. Who meets with you. What do they say. Do they have a personality to speak of or a quirk? Anything interesting going on? No? None of that? Just “get the fuck out, who cares about the part of the adventure that sets the tone for everyone to come.” Do you know what the purpose is of the shit you see when you stand in line as Disney? It’s clear you have no interest in the pretext or setting up the vibe.

Let us take a look at some typical read-aloud: “Lying across the road are several telegraph poles. They have been cut through and the telegraph wire is broken. Above vultures circle in the sky.” This is not the way you write read-aloud. There’s no mystery here. You say, instead, tha the poles are down. Then the party investigates and finds them cut through and the lines broken. You are over-revealing in the read-aloud. By doing so you are destroying the natural back and forth between the DM and the players which is the HEART of EVERY rpg, tinyd6 or no.

There’s an emphasis on set pieces. The dude jumping from a motorcycle to land on the car roof to saw through with a chainsaw. Of course. I shall not comment on every mad maxx trope from every movie appearing, but, just focus on the emphasis on set pieces. And, of course, of people getting away so they can appear ;later. You’ve written a linear adventure with “Scenes.” You’ve kept your antagonists alive to build tension for later. This is shitty. By doing so you’ve removed player agency. That’s a cardinal sin. Instead of the usual five scene nonsense, why not instead white a little setting that the players can explore, with some shit ging on in it? A real adventure instead of a movie?

“After Carburetor Jack cut down the telegraph poles, Conrad was ordered by Scientist Joe to watch the road and to lure anyone to the lair of the Hypno Toad.” Is that sentence to be taken seriously? 

The formatting is crude, at best. A shaded read-aloud box followed by paragraphs of information with no formatting beyond that. We bold, italics, bullet and whitespace things to call out important information for the DM while they are scanning the adventure. 

Bad read-aloud. No formatting for the mass of DM text. Set piece after set piece in movie format. No real depth to anything, just generic abstracted trope after generic abstracted trope with little specificity to ground it.

It’s free, if you so desire:

https://homebrewery.naturalcrit.com/share/Z5sxY6KzANUY

Posted in Reviews | 5 Comments

Weird Fates Vol 1

By Laszlo Feher
First Hungarian d20 Society
OSR
Levels 3-6

A cornucopia of four short, open-ended adventure outlines leading to lands of pure imagination, this collection should astound and entertain any company of players interested in exotic locales, strange individuals, and a generous helping of satire. Herein, you will journey to a tropical island to answer the eternal question, “What is Art?” (or die trying); confront a reclusive artist with a peculiar scheme to enlarge his audience; find the fabled graveyard of the elephants and partake of the fruits of the Tree of Forever Return; and judge a pie-baking contest in a rural backwater where nothing could possibly go wrong… or could it? Some assembly required!

This 44 page booklet has four adventures in it: an island, a jungle trek, a frog-pond and a village pie baking contest. Leaning farcical, the descriptions could be better even if its creative heart is in the right place. 

This is a compilation of four adventures, with the common theme being “Farce.” In the first you are whisked away to a remote island by an efreeti, who wants you to create/find art so he can present it to the sultan of the city of Brass. In the second you face a toadman noble with a penchant for poetry who is turning others in to frog-men also. In the third you trek through a jungle in search of the elephant graveyard. In the fourth you end up as judges in a pie baking contest in a small village … with a lot of oozes present and infiltrating. 

Among the ten thousand nations of the OSR empire there lies a portion that are devoted to farce. I loathe these. I don’t do joke adventures. The black comedy of a (slightly) serious Paranoia/Brazil is fine. We can have a bunch of farcical things and people running around an adventure., That’s ok also. But, straight on comedy? Nope. And, if the adventure proper turns in to farce, then, I’m out as well. I prefer a light hearted D&D that is still, I don’t know, realistic? That’s not the right word. We’re allowed to have fun, but this isn’t a three stooges movie. But that’s not the vibe we’ve got going on in this compilation. We’re more than a little over the line here in to comedy, or, perhaps, so much farce that its comedic. The first adventure, for example, has the party finding/creating/passing off things as art to the efreet critic/collector. I’m not too harsh on the concept. I think it would be great as an individual encounter in a different adventure. But when the entire adventure is about this concept then we’ve gone a bit too far over the line. Now everything and everyone in the adventure shares this farcical outlook and every encounter bends this direction. I’m not going to go down the path of “D&D is serious!”  … because those people are fuckwits. Errr, I mean, you should all have fun the way you want to have fun.  

There are many ways to write a good encounter. My favorite is, perhaps, the ones with a certain slyness to them. They are giving you a little wink in way that lets you read more in to the situation than is actually written. And that’s certainly the case here. This is somewhat related to the encounters being situations instead of static things. It allows the DM to build upon an encounter, bringing more to it than the actual words on the page. 

But, also, the actual DESCRIPTIONS of the places here are not altogether that strong. Each of these adventures tends to have places described instead of rooms. A village, for example is described as “Houses crudely hewn from red volcanic rock are living quarters for …”There is more here, describing what’s going on in the village of pirates, but the actual village description, what it looks like, is just what you’re being given. The House of Embers, where the efreeti lives in the first adventure, is given “structure resembles a M?ori longhouse, keeps glowing and smouldering without end” or a “big two-masted pirate sloop.” I’m pulling descriptions from the first adventure, because I’m lazy as fuck today, but the other adventure descriptions are much the same. For while you get a decent little situation description, if a little farcical, you don’t get much of a physical description. 

I think that doing a little more work on the physical descriptions and vibe, and pruning back a bit of the situation descriptions (which by far make up the bulk of each location description) would go a long way with this one. There’s nothing to be done about the farce: either you’re in to it or you’re not. 

This is $6.50 at DriveThru. The fourteen page preview will show you the first adventure. All four, I would assert, are in the same style. You can see that the thing was constructed well and inspired, just a bit off in tone and in practice.

https://www.drivethrurpg.com/product/390271/Weird-Fates-vol-01?1892600

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

Folly of the Fox

By David Maynard
Self Published
OSR
Low Levels

Tsarist Russia 1833: A Letun, an evil spirit long sealed away beneath the mountains near Grishinko, has been unleashed through the actions of a local hero. Its influence permeates the land, drawing in more victims to further open its prison.

This 27 page adventure details a small Russian themed region with a short mine and a longer thirty-ish room dungeon. Good formatting and interactivity do a great job, with only a little more needed in evocative descriptions to turn this one in to a great one.

Some jackass adventurer went in to a dungeon and fucked something up. That something was keeping an evil spirit locked up. We’re not talking some End Of The World thing here, but just a Makes Everything Worse kind of spirit. Anyway, we’re in Tsarist Russia, so, you know, you gotta be able to swing with the setting. =Serfs being crushed, a little gunpowder, and some Poles and French running around are going to be your main obstacles. The setting of the adventure in Tsarist Russia is a great example of a shared cultural context bringing more to the table than the actual words on the page. We all know what that description means. We know cossacks, and Russian nobles and serfs and commie revolutionaries from the 1800’s. This is leveraged to provide more to whats going on than the words actually written on the page. Perfect! This is what we want to do as adventure writers. Drowned Women In A Pond means something. And, on the flip side … it’s Tsarist Russia. Trying to run this, and bring out all of the context, in a NON-tsarist Russia game world is not going to be easy. It’s going to lose a lot without a very strong DM to bring that vibe to life for the players … since they will have none of the shared cultural context. 

We get a page of factions, a page of a timeline for the adventure, and a page of the noble houses that are running around. This is great! There is SO much information packed in to these. The context needed to run the larger adventure, the small region it is in, is all present. Just mounds and mounds and mounds of gameable info stuffed in to these. Driving, or responding, to the player interactions with them. It’s really a great example of how you can take just one page and load it with information that helps leverage the setting and dungeon to create this larger play context full of complications or allies. Speaking of a nobleman’s wife: “Fenechka: Alexei’s wife is terribly bored with all these business affairs, and has descended into her music. She’s been getting long private lessons from Trukho of late.” Rought Roh Raggy! Trukho is in the hotel,  along with Theodore the writer … and a bunch of others. Literature appearing and worked in so much better than the million shitty Midsummer Nights Dream knock off adventures. 

The text is clear and ready to read; great font choice and good headings with selective use of bolding and sometimes bullets to bring details to the DMs attention when running things. A good monster reference chart is back, as well as an appendix that has a more languid introduction scene to the adventure. Keeping the main text focused with jabs of additional information in boxes, or in the appendix … this is the way you dump information at a DM! 

Pretty good interactivity in this one. Lots and lots of people to interact with, and lots of things in the dungeons to fuck with. “A wall tapestry depicting a rooster threatening a bear hangs over a concealed tunnel …” There we go! And who’s a bear … in mother russia? Yupyup! And, even in the creature encounters we get things like “A Skeleton charges at the party, crushing a glass figurine in one of their hands. It takes an expert surgeon from Smolensk to remove the shards.” The glass figurines are a theme, and the nonstandard use of the skeleton is quite interesting. Almost a trap, yes? There’s mysteries beneath mysteries and the text is dense with opportunities for the players to explore them. It is, perhaps, just a bit (a lot?) light on inciting events … getting those folks out of the hotel and their estates to move the pieces, The situations are present but it feels more than a little static without them out in the world bumping in to the players and each other. But, still, the dungeon has a lot to fuck with … even if there is a big “find the next key!” puzzle thing going on. Also, on the subject of interactivity, the big bad here is just an evil spirit, without stats. Eventually you delve too far and open up something that you shouldn’t (hopefully, encountering the warnings first …) and let it out. Which kills everyone present. But, also, that’s the extent of it. It’s just a pandora box of you letting a certain evil back in to the world. Nice touch that, I think.

I’m not the biggest fan of the descriptions in this. It’s not that they are bad. They are certainly terse, with most main room descriptions take just a couple of sentences. They are focused and don’t overstay. I don’t know, they lack a certain bit of life though. “A mountain lion lives in this well furnished room. Torn, stained tapestries and stout walnut desks are curled up into a dense nest where three cubs reside.” So, you know, I might lead with a next of curled up, putting the sentence a little more active since the nest is the key item in the room, but, also, I’m not sure about even THAT description. In the Gallery of Icons we get “A dormant Wax Sentinel’s blue flame shines through this twisting gallery when intruders are detected, reflecting off a puddle and the twelve tarnished icons resting in wall alcoves” I get what the designer is going for here. It does lack a certain … joy? To the description though. It doesn’t feel alive. Again, not bad and certainly better than the vast majority of adventures written, just not Gold Star Bryce levels. 

So, great effort here. I could give this one a high No Regerts or a low Best. Since I’m an ass, High Regerts it is!

This is $5 at DriveThru. The preview is twenty pages, more than enough to get a sense of the thing, so, great preview. Check out that dungeon formatting and how clear it is. Or pages three, four, and five for the factions, timeline, and nobles. Sweet!

https://www.drivethrurpg.com/product/452041/Folly-of-the-Fox?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 15 Comments

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

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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