Sepulchre of Dusk

By Scott Craig
Cutter Mountain Simulations
Shadowdark
Level 1

Life is hard for the clans of the wold, a life of toil and sacrifice. But there is joy as well. A marriage festival is underway; kith and kin have gathered at the homestead. But harken! The bridegroom has been captured; his retainers slain in cruel ambush. After a violent change in leadership, the Blood Blade goblin tribe has turned its face from peace and now threatens war. Can the raiders be caught, and the bridegroom returned to his family? Four heroes give chase, hoping to overtake the raiders. But when this hope is dashed, only one path remains to effect a rescue of their friend.

This 29 page digest adventure presents a dungeon/cave with about eighteen rooms. It would be a decent introductory adventure if it didn’t follow its own formatting standards so well. A tough edit and it would be a nice GoTo for starter plot adventure. And without that edit it shall also die and be forgotten.

Ok, so, Frank is getting married tomorrow so he thinks it would be a great idea to go to the local (Friendly) goblin tribe and do some trading. His buddy Bob comes back, wounded, along with a gobbo on a wolf. Gobbo says there’s been a coup and Frank is now held captive. But … he remembers that, years ago, the gobbos found a barrow on the other side of their hill warren. It was full of undead so they left it alone. But, eventually, a gobbo shows up in their warren from the failed barrow expedition … having come through it in to their caves. So, Gobbo the Gobbo thinks you can sneak in through the barrow and rescue Frank. There’s a very “clans of the steppe” thing going on here, which I can dig. At least I can dig the commitment to it in the writing; it’s not perfunctory. Well, it is, but its also consistent. Also, this seems like a good place to note that the designer drops the word “Verisimilitude” a couple of times in the intro. 

The dungeon, proper, is supported by an ok map. We’re not really getting loops in an eighteen room map. It’s more of a tomb map with a couple of caves attached to the back … the forgotten back way in to the gobbo warrens. But, it shows features on the map, which helps a lot with the DM immersion needed to riff on an adventure and make a good player experience. Lots of same-level stairs, cave ins, boulders, statues, water features and so on. And … monsters are noted on the map. I appreciate this, for reaction/noise purposes. I do note, with pedantic interest, that in a section of worked stone dungeon, there is a side passage, a tunnel, hand dug/collpased, etc, that you can use to bypass the hallway up ahead. Excellent! Except, the bypass saves you five feet. You are literally just cutting a corner. Sadz! Better, I think, to have an obstacle and tempt the players with a dark dank tunnel that they have to crawl through to bypass it … IF THEY DARE! Anyway, lost opportunity.

There are things to do in the dungeon. Undead that rise out of the water, gobbos taking a piss that you can sneak past or gack. Traps of various sorts, from designed to natural. Statues and alters. And the ever-present (in good adventures) water features that gurgle, rise up to your knees, have waterfalls, and so on. So, pretty decent interactivity, including some role play/talking to shit if you so desire. Nice variety. Nothing outstanding, but the college try was given to the interactivity checklist … in spite of a waterfall noting that “it is unclimbable.” Ha! Obstacle, meet party!

The major fucking problem with this thing is the formatting, and what it does to comprehension. 

Let us imagine, if you will, that we are in a series of dark caves. A thousand feet underground, with a thousand rooms behind us. All dark. All caves. Do we need to be told that the next room is dark, and a cave? In a dedicated heading section for each … in every room? This pops up occasionally. Someone decides that rigorous application of a format will bring extra clarity. SOmetimes it is using so many coloured boxes that it looks like a rainbow barfed. And, sometimes, as in this adventure, there are a multitude of section headings, the same section headings, in every room. Light. Smell. Sounds. Danger. In every room. You don’t need this. It wastes space and it distracts. Yeah, absolutely, I appreciate smells, etc. But integrate it in to the description. 

Further, there are an abundance of bolded section headings here, which essentially serve as bullet points. A lot of them. In one room you are looking at: Trap, Light, Smell, Sounds, Danger, Sundered floor, wall fissure, mortared brick walls, five alcoves line the walls, north door, east door, west door, wester half: wait-deep water, wester half: uneven terrain, examine the north fissure, examine submerged debris, search the alcoves, examine west door, examine north door, examine east door. Is that it? I think so. That’s too much. You are obfuscating the room contents in your effort to bring clarity. Bullets and bolding are not the answer. If, by using them, you are making the adventure HARDER to use, then you’ve not accomplished the goal. These, like all Tenfootpole criticisms and remarks, are guidelines abut tools. We can’t lose sight of the end goal: runnable at the table … which generally means easy to scan and locate information. 

And this thing is SO thick with this shit that there is no way I would ever run it. Not even close. Edited/rewritten, to condense it and focus more on the rooms, individually, than the overall adherence to formatting … then maybe I would. It would be a decent starter adventure for a 5e-like game. Or Shadowdark 😉 

And, while we’re at it, let’s look at the evocative writing. I was gonna be done with the review, but I want to piss about a bit more. We’re told:

Exposed megalithic stonework. Revealed by a rockslide.
Stone portal. Cracked and leaning.
Stone double doors. Stand ajar; sundered and pitted with age; crude knife symbol hastily painted in faded red.

So, made out of stone, yeah? 😉 Megalithic blocks, cracked and leaning, frame two pitted-with-age door slabs, sundered, with a crude knife painted in faded red. How about that instead?

This is $3 at DriveThru.

https://www.drivethrurpg.com/product/431649/Sepulchre-of-Dusk–compatible-with-Shadowdark-RPG?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 14 Comments

Terror in Tosasth

By Leon Atkinson
Self Published
BFRPG
Levels 1-8

Despite the benefit of longer lives, only vague details may be conjured from Elven memory about the once-great city that now is little more than a graveyard teeming with the undead. “Stay away from that cursed valley,” they will advise. Perhaps the stories told by their fathers were parables only, myths meant to illustrate the folly of hubris, for among the various horrors professed to dwell in Tosasth, a curious mind will discover a singular theme. Long ago, Elves and Dwarves who grew from parallel limbs of the tree of life, made war that ended in terrible catastrophe.

This 187 page adventure details a ruined city full of undead, as well as a dozen-ish side-locales in the surrounding lands. The side sites are decent for 1984, but the main adventure site loses focus, I think, as the adventure continues.

So, ancient abandoned city full of undead. And, a couple of points of lights nearby: a town, a small lumber village and four farmers huts spaced together. In the spaces inbetween we’ve got a couple of burial sites/graveyards, some abandoned manors and towers and such. The idea is that you start on some of them, at level one, and work your way up them until you reach level seven or so and can tackle the main abandoned city … and the demiplane of death beyond that some gates lead to. Gates that keep funneling undead in to the ruined city. 

The minor adventuring sites are relatively interesting. Maps have cave ins on them that you’re gonna have to dig out to get behind them … appropriate challenges for level fives. Other maps, I’m thinking specifically of a tower, have no real way in … just entrances 30’ or more above ground … with no interior stairs. You’re level three’s; figure it the fuck out. Which is the way it should be, to a certain extent. This sort of thing, in the adventure, is excellent. The writing is generally terser, using boxes and bullets effectively to bring clarity to rooms but not overly relying on either 

There are moments of brightness here, with things like deeds to land/farms popping up more than once, as treasure, and some detail sprinkled in here and there to book magic items, particularly swords and mundane treasure, like “copper coin stamped with a cactus.” 

This is all augmented by descriptions, sometimes in read-aloud and sometimes merely as DM text, that are trying to evoke some decent imagery. “A narrow staircase lands in this round room. Statues of angelic maidens to each side of a passage beckon with pleading faces.” or “Intermittently, flashes of lightning crackle along the underbelly of the clouds followed by ominous thunder.” You get where the description is trying to go. It’s not exactly great, but, its better than most adventures would produce. And, there are a decent number of people to talk to … both undead and not, and more than a few things to drink and/or bathe in that are going to have a character impact. 

Maps are nothing very special. Pretty simplistic. There are isometric views, which help with the vertical understanding … of which more than a few maps have, to their credit. But, really, the maps are pretty basic affairs.

The main attraction here is the city of the dead. And, it has the same problem that ALL ruined cities have. Or inhabited cities, for that matter. How do you handle all of the rando places the party will end up going in to? The party is notorious for going places you don’t want them to, and when ducking in to a building, or cutting through walls, or across rooftops, in a city, they will crash in to some randos building. What to do? The solution, both in general and in this adventure specifically, is usually to have some sort of house generator. This is a “roll on the table” occupied by “roll on the table” with “roll on the table” treasure. Sure. But it’s also pretty bland. I’d love to see a little more detail, five or ten detailed more fully, for the DM to pull out of their ass when the party goes crashing in. Then the more fleshed out ones can be sprinkled in. And if they search every house, well, thats on them. 

This is also exacerbated by The Compounds. There are a lot of manor homes/compounds in town and they are generally handled much like D3 was: with a short little description and not much else. So: “Elmyra Nerijyre’s Compound: Elmyra Nerijyre, once a courageous warrior princess, is now a black knight who seeks to unite the gangs of Tosasth into an army to raid St. Orlan.” Okey dokey, run with it! I mean, sure. There’s a lot to cover in town. And there’d be more than enough room for it if the hit points werent llisted kisted as checkboxes for each monster, or if you just tacked on more pages to a free PDF product. I understand. The project is scale. You’re trying to represent this huge thing and you have to find the appropriate level of detail for the scope of the product. But I don’t think that this is it. Everything kind of breaks down in the city, be it because of the scale or the level the party is now at. That assistance to the DM is much less  and everything much more loose. For the main event of the product. 

Up until this point (and, in certain locations in the city), it just a standard adventure. There’s enough interactivity, and decent enough formatting and descriptions that are not going to win any award but also are trying. These larger adventures, this one ranging from levels one through eight with a demiplane adventure tossed in also, are a rare thing and thus somewhat compelling, just for that reason. But, in terms of supporting a longer term game, and the overall quality of whats going on, I don’t think I’d turn to this. I’m sure this will be more than enough for most folks, but I’m looking for more. I don’t find it particularly compelling, which is going to be required if I’m to get behind it and run it well. The support, for the local towns, etc, is a bit too minimal as well for something that is ranging over eight levels. And, then, there’s the loosy goosy nature of the city proper. 

I think I need to go back and take another look at Gaxmore, which I recall thinking of fondly, to see if its doing better than this one did.

This is free at the Basic Fantasy website/forum, so, hey, check it out for yourself!

https://basicfantasy.org/downloads.html#la1

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 17 Comments

The Pallid Fields

By Todd Leback
Third Kingdom Games
OSE
Level ?

The world of Absalom is one of constant change, where Law and Chaos are more than abstract philo sophical ideas but are instead metaphysical realities that shape the very world itself. Absalom is dominated by Cycles, each lasting between two to four hundred years. Each Cycle is divided into an Apex – when Law holds sway – and a Nadir – when Chaos sweeps over the lands, driving back the light of Civilization Cycles are marked in the beginning by the Apex and ascent of Law, and the end by the Nadir. During each Apex the civilizations of Man do their best to expand their domains and bring law to the land; these civilizations often shrink, or even crumble, during the Nadirs as barbarians, beastmen, and worse fall upon the kingdoms of Man

This 52 page adventure presents four hexes in the land of Faery. As in old school/Narnia-ish faery. I get where dude wants to go, but, I ain’t on board for this entry in to his hex crawl series.

Dude has a series of hex crawls, it looks like. Maybe two regions out and a magazine/zine with some more in it? Looks like, in the existing crawls, there are two locations that can teleport you to Faery, so this thing details that: The Pallid Fields. You have to think of a kind Narnia, including the snow. So, folklore fey. 

I’m not sure this was the correct first thing from this dude for me to review. It being a pocket dimension sort of thing, it might, perhaps, not represent the bulk of his work. But, it’s what I’ve got, so let’s use this to generalize the fuck out of everything else instead of merely checking it out!

The designer does a couple of interesting things for a hex crawl. First, he explicitly notes which features in the hex (6 mile hex) can be seen from a distance. Not bad. As I’ve mentioned many times before, seeing something far away gives the players a goal to work towards. “Whats the glowing red in the distance at night?” It’s accomplished here by a second, players, map. I’m not sure I’m down with all that, but, at least letting the DM know what you can see is a good idea. Secondly, he lists resources in a hex. “(Rare woods, 1) and (ore, 2)” A little flavourless, but, I get the intent in a hex crawl game as you dig around for resources. 

And that’s about it for the good. 

There’s an overall lack of cross-reference in this. Folks names and interactions in hexes are tossed around pretty freely, but the DM is left to themselves to find the person to get more information about them/the situation. Not cool. I’m down with a living breathing world with lots of interactions away from their homes, but that needs to be supported. And, then, in an opposite way, things that can show up everywhere are noted … in their own hex. The chief example is the wise owl. At the end of his description, in his own hex entry, it notes that there is a 1-2 chance that the owl comes to visit you, no matter the hex you are in, if you are a newcomer. Absolutely not! We put that shit on the wanderer table, or as a note or something. We dont’ fucking bury information about other hexes in some rando hex. Let us imagine a megadungeon. A thousand rooms. Room 876 has a minotaur in it. The description notes that if anyone enters room one of the dungeon then the minotaur teleports there immediately. Well, how the fuck am I supposed to know that while running room one?

There’s other things. You can run in to lots of random fey, knights, or nibbles. There’s an in-depth generator but no real handy list to run to. The wanderer table is frustratingly confusing. “12 guards.” Uh … more info please? What the fuck is a guard? 

But, by far, the main attraction for a hexcrawl, and main issue, are the hexes proper. They kind of suck balls. And not in a good way. If you like a bitter acrid taste, then they are sweet and lavender. Make up your own description of sucking balls that you don’t like. Go with that.

I covered this in depth in my Wilderlands/Isle of the Unknown review. You need a situation in a hex. You need to describe that well, in such a way that the DM can riff on it. More than any other type of writing, the hex crawl description MUST be riffable well. You can’t describe an entire hex, an entire situation, in one short paragraph. That’s what adventures, proper, are trying to do. But, in a hex crawl, you are essentially describing (potentially) dozens and dozens of adventures. Little summaries of the,, anyway. SO, you need to give the DM enough information so they can spin something up from the description. Something that the players are gonna get involved in (or, that is going to get involved with the characters) and also something that inspires the DM to expand it. And, maybe, links in to other hexes, potentially. And you need to do that over and over again. 

This don’t do that. One hex has a tree. You can use the wood to create better magic wands. Yeah. Here’s a hot springs. Sometimes people show up to camp there. Here’s the stone circle you teleported in to. Here’s the salt lick that elk sometimes hang out at. Here’s a spring. If you drink from it you might lose your memory. 

These are not situations. At best, these are little diversions. There’s no real interactivity here, and you can almost entirely count of cross-hex situations or possabilities. One hex has te owl, who has a berry that lets you in to the fey dukes palace and another has an ent that has the fey dukes heart hidden in a box. 

There are really no situations to speak of in this. And, thus, no adventure to speak of.

This is $7 at DriveThru. You get no preview, Bill. Use your Standard Oil money on that!

https://www.drivethrurpg.com/product/422121/The-Pallid-Fields-Hexcrawl-Second-Edition?1892600

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

Advanced Ancient Academy

By Stuart Robertson
Robertson Games
OSE
Levels 1-2

An expedition to the ruins of an old monastery uncovers hidden mysteries and monstrous peril. 

This 36 page digest adventure uses 24 pages to describe forty rooms. And ok map and occasional evocative phrase stick out in what is otherwise just another rando first level dungeon.

“… a massive bipedal frog looms out of the darkness at the far end of this large column-lined chamber.” So, “looms out of the darkness” is a pretty good description. And, there’s almost an interesting encounter or two. A room with a water-filled floor/sinkhole/collapse, zome zombies come out to attack. And in some kitchen you meet Seth, who is looking for food and will join the party. Turns out he’s a cultist out foraging in the dungeon. There’s a few other phrases of bits of encounters that are ok.And the map is, thankfully, non-linear with some features on it. Thank Nergal for small blessings. 

But everything else? Meh. At best.

The first six pages of this adventure tell you nothing. A meaningless generic background in a column. A section on how to roll up a character. How to start the adventure. Nothing interesting. Nothing evocative. Just the usual blandness found in most generic adventure settings. Oh no, trade wagons have gone missing. No expectant mothers with children looking longingly in to the distance. *yawn*

And then, Forward to Adventure! The adventure proper is more of the same. Descriptions that generally take a column or so. Multiple paragraphs. Nothing of interest. No real descriptions that are meaningful. A kitchen is a kitchen is a kitchen. 

Even the better things, that I mentioned above as some prime examples, are lacking. Those zombies? How much better to have them grab people and pull them under, rather than them lumbering out of the water to attack? A dead face staring up at you from under the water, all Dead Marshes style? THEN they can lumber out. Seth? Seth is a fuckwit. He does the usual attack the party, run away, lead them to danger thing. Just a bland cultist cutout. How much more interesting if we made Seth a real person? Yeah, he’s a cultist, but he’s fucking hungry. Give him some food, let him be ravenous about it. Maybe both wary and gleeful, eating like a ghoul cross legged on the floor, wide grin. Stick him in the fucking the fucking with some questionable morals. But, maybe also, some contacts and shit. That’s such a better encounter. Seth as a real fucking person. You know, in another room there are some bandits. They are looking for loot and interested in knowing more about the dungeon. You know what that makes them? Fellow Murder Hobos, that’s what. Treat them like that. I don’t know. Nergal forbid anyone go beyond the surface level tropes of D&D. 

“Large chamber.” That’s great. Large. Maybe a Big room next? Stick in some better words. “As the door opens you see …” We don’t do this. I mean, it’s not read-aloud anyway, so I’m not sure why we’re using second person. 

Further, the dungeon lacks coherence. It’s more of a random assort of monsters. Goblins. Bugbears. Bandits. Cultists. Dwarves. Zombies. Skeletons. Giant Bees. It’s like you took every level one monster and chucked them in. Each in one room. No real zones. No real story behind the current state of the dungeon. And I don’t mean an actual story, but, rather, the dungeon as a place that kind of makes sense. Not in a realism or simulationist way, but in a way that is meaningful to the adventure. The bandits have explored blah, blah, and blah, lost a dude in a trap room, hes on the floor there, and so on. Instead we get lots of monsters living in their own little rooms. Meh.

“Ruined tapestries and broken furniture litter this dark and decaying room.” I asked Ray Weidner once what this kind of sentence was and he didn’t have a strong answer. So, let’s call it “cumbersome and not effective.” I’m not sure what’s going on here. Well, I do, but, I mean, motivation wise when writing it. There seems to be an tendency in this to write … I don’t know, like a novelist? But it results in these sentences that are trying to be thematic and evocative instead just coming off as cumbersome. It’s … putting the modifier as the primary thing in the sentence (which, I think, is similar in concept to passive writing. A big nono) And, what it’s modifying, dark and decaying, isn’t really any description at all. They’re all fucking dark. 

I should note that this room description (thats the leading sentence) goes on for three paragraphs. To describe a room with six goblins in it searching it. I get what you want. Dank and wet, heaps of moldy tapestries hanging from the walls and on the floors, rotted couches and broken plush chairs turned over, with goblins poking through the piles and digging in to them. But that doesn’t come through in the column long description. 

Just as the room intent, the interactivity and the evocative setting, doesn’t really come through in any of the rooms. This was a one pager, expanded to 36. It’s not a terrible job at expanding, but, also, it’s not a good one either. Half the page count would have been better, at least.

This is $10 at DriveThru. No full size preview, just the mini quick preview. I has sadz. 🙁 Also, I paid $10 for this?!

https://www.drivethrurpg.com/product/429427/Advanced-Ancient-Academy?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 16 Comments

Sudden Siege for the Cup of Wonder

By Olle Skogren
Self Published
ACKS
Level 6

The Cloud Leopard Tribe lays siege to a mysterious mountain fortress – to claim The Cup of Wonder! Will the players aid in the defense of the relic, or steal it for themselves? Infiltrate the barbarian siege camp to assassinate their officers, recruit an army of disaffected mercenaries and break the siege, or break into the well guarded Temple of the Cup!

This fifteen page adventure details the siege of a holy site by a barbarian army. Flavour abounds in this Mass Battle potential adventure, but, could use a little more in the way of … event triggers? Things To Do In Denver While You Raise The Siege.

Ok, so, Frank steals the Cup of Wonders from the Cloud Leopards, like, twenty years ago. He settles on a hill in a valley and starts a holy site thing. Seems genuine. Pilgrims show up, and a small town pops up. The barbarians, though, did not forget. They have an army and are marching on the site to give siege and get their cup back. Enter The Hobos! Help the holy site, help the barbarians, or grab the cup for yourselves. And, let me say, the cup is indeed worth grabbing. Not quite artifact level, per the DMG, but a VERY powerful item that also fits well in the domain level play that should be popping off right about level six. Well worth the effort by the party.

I’m not the most familiar with the ACKS mass battle stuff, but from what I remember, it looks like you’ve got what you need to run a mass battle between the two sides, from a documentation standpoint. In addition, both sides camps/fortresses are lightly described to aid in negotiations or infiltration missions. A little light layout, some major NPC’s, some light wanderer shit for people coming up to the party, etc. The basics are all here. An outline.

And, it’s got some decent flavour in it. The barbarians, recruiting in a nearby town as a hook, are “Seeking heroes & villains to perform a mighty deed for a handsome reward!” Sweet. Another hook, some flower children on the way to the holy site … with 75 children in tow  … are stated out and noted that they have 2500gp in household goods. Take whatever side you want, man! The town is full of people that “In any crowd you see glowing halos and people who nearly float when they stride.” Yup! This is a fucking adventure for sixes man! No mudhole here! The dyadic sorcerers in the barbarian camp get this description “Twins? Lovers? This sinister and sharp featured pair are bound together by a strange pact. The woman Leits’ face glows with an inner light, shadows drip from the man Riqizeins’ face.” while the rank and file barbarians get “All dressed in their finest yellow and jade, this war is the most important event of their lives.” This is shit you can run. The detail is specific and oriented toward actually being run by a DM at he table. Detail the DM can use to riff on. Most of the wanderers in the two camps are the same, meaning they are interesting little things to take advantage of. Perhaps a little … implicit? 2d4 heavy infantry admiring some freshly repaired chainmail. That’s what you get. We can add some “whats your opinion friend?” or “Lets test it out on that dude!” kind of shit. 

This, then, is going to be my primary complaint. And, I note, I’m considering this a Substantial Adventure and not something that’s over in two hours. 

There’s a lot of latitude in an adventure like this for how a party approaches things. Especially level sixes. And that’s hard to deal with. You can’t spoon feed a DM because you can’t account for every situation. I’m cool with that. And yet … there are, I think, some common situations that can come up. And, for those situations, a sentence or two, especially given the designers penchant for flavour, is in order. There are SOME included. 

For example, the guru might, if they trust the party, send them off with some gold to hire an army to help raise the siege. The designer, rightly, includes a few details about this. The nearby kingdom, whats going on in there in the realm of “mercenary army”, with the flavour and NPC’s that are a strong point with this adventure. And, at times, we get some lighter content like fucking with the barbarians war flags to lower morale. Just a “guarded by two dudes and -1 to loyalty checks”, but, you get where its going.

Given that the timeline (and, there IS a good timeline) is about ninety days in total, I think I’m looking for a little more. What does the guru trusting the party mean? FOr that matter, how about the barbarian warlords trust? A sentence or two about a mission and difficulties in it would seem appropriate. Likewise, there’s a note about the difficulty in smuggling a large amount of loot (to hire the army) out of the siege. A few words about that would seem to be in order as well. And, perhaps some camp and holy site intrigues as well? Its a long timeline and I’d like to get up to some shit. And, on this point, let’s talk about Opportunities For Fun.

I’m not bitching at Olle about this, just pointing out something. If you’ve got a bunch of named NPC’s, with personalities, and stuff to do in camp, then, we want to make the camp an adventuring site. What I mean by this is that we  want to make sure the party can get in to it effectively so they can experience the fun. If it’s too hard to get in, via disguise, sneaking, whatever, then you don’t get to have the fun the camp offers. Which is a major part of the adventure, I think. This is akin to a Roll To Continue … putting the entire adventure behind a secret door or a tracking check.If you fail that check then you don’t get to go on the adventure. 

I’m not saying Olle fails here. But, there are a lot of things to throw a party off … and I don’t think in necessarily a fun role-playing way. The fails, on infiltration or disguise, feel more like a Complete Fail then they do A Complication That Could Be Fun. And don’t go all fucking nutso on me, absolutely you can have a complete fail. But we want the fun also, right?

So, a little more in the way of situations and vignettes. A little more intrigue, maybe. Perhaps a one page summary of the timelines and Things To Do for the DM. This is VERY open ended, as it should be for something like this, and if you’re open ended then you need a little more reference for the DM to riff on and cross-reference. 

It’s certainly not BAD, I don’t think … although I’m not certain there are enough mass battle scenarios to to understand yet what bad and good are. 

Did I mention how handsome and intelligent Olle is? And how he’s a member of the Tenfootpole Adventure Design Forum? 

This is Pay What You Want at DriveThru with a suggested price of $2. Pay what you want, and the entire thing is in the preview. So, no excises for not checking it out. 

https://www.drivethrurpg.com/product/430322/Sudden-Siege-for-the-Cup-of-Wonder?1892600

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

Mirena’s Tower

By Rodney Nedlose
Self Published
Shadowdark
Level 1

The Village of Wealton is a peaceful hamlet in the northernmost reaches of the Green Valley.  It enjoys natural terrain to isolate them with a swamp to the north, mountains to the east, and an enchanted dark forest to the west. Now strange things have been happening in town, and the farmers and peaceful folk need help!  Some think it’s the doing of the local witch-woman, who lives in the swamp.  But is there more to this picture than immediately meets the eye?

This 21 page digest describes a fifteen room tower with about four levels. There’s basically nothing going on here. At least nothing that couldn’t be done in a single page. A single digest page. It’s just a padded out almost-empty tower.

As of this writing, Kelsey’s kickstarter is closing in on $1mil. So, a) Congratulations! And b) I’m so jealous! To mollify my feelings I’m reviewing some third party stuff for Shadowdark. It don’t matter how good your game is, someone with more enthusiasm than talent will show up to publish something for it.

So, small idyllic village. Been that way for a long time, even though Evil Undead Kingdom is to the north, separated by a menacing swamp, where the Swamp Witch lives. Some evil shit goes on in the village. Youget sent to the swamp witch. You find her tower. It’s made of obsidian and its been damaged. Inside you fight a couple of shadow-things on some stairs, before fighting a couple more in front of a locked door where the witch is holed up. Also, there’s a wight on the roof. Witch needs her tower repaired to recharge the spell that keeps evil away from everyone. Thus the end of the adventure is the hook for the next part. That’s it. You can now run the adventure.
But, Bryce, there are a lot more pages here?! And rooms! You said fifteen rooms! Yeah, man, but, there not adding anything. The rooms take five pages and are full of exciting descriptions like “Hallway from east to west. Foul smell fills the enclosed space” and “The door from the lavatory opes into a hallway” “There is a broken door to the east and a closed door to th west, which is locked” Ok, yeah, so there’s more. But, this, the boring mundanity of life, is AT LEAST 50% of the adventure text. Text explains the mundane. Text repeats. The “really” clean lavatory smells of lilacs and elderberries. Nothing more. We’re told where doors exit to. The witch is withered, 85#, and impossibly old … we’re told several times. Padded out. No real interactivity at all. Just stab a couple of things and break down a door.

There is, I think, a good monster description in the monster stat appendix. For the Hexling: “A whispering, writing shadow that coils and snaps like a whip.” Not bad! The others, though, tell us things like “Shades created by the ritual Mirena performed to ward the southern lands against the Bonecrusher’s hordes.” Great. A backstory but no description to use when the party encounters them. 

Just use the four sentence description I provided if you need to. There’s nothing else here. All if bleak. Not dark. That would be scary. Just bleak. 

This is $2 at DriveThru. Ain’t no preview. That sucks balls.

https://www.drivethrurpg.com/product/429890/Mirenas-Tower?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 44 Comments

The Stonehill Ruins

By Joseph Mohr
Old School Role Playing
S&W
Level 1

For as long as anyone can remember the ruins stood at the top of the hill overlooking the valley below. They had stood there longer even than the village at the base of the hill. A band of warriors stood in battle there long ago fighting off the Orc invaders who swept through from the wild lands to the east. It was said to have been an epic battle: A last stand of a small group of men against a massive group of invaders. It was the stuff of legends. But that was ages ago. No one now even remembers their names or why they chose to fight when so many others ran before the invading hordes. Now all anyone remembers is that the walls are crumbling and are dangerous. A few children have climbed up to the top of the hill and found themselves trapped in the falling stone walls. Parents in the village are careful now to keep the children away from this dangerous place. What mysteries might be found there? What forgotten treasures might still be left? Brave young adventurers might cut their teeth exploring ruins like these.

This twelve page single-column adventure uses three pages to describe six rooms. It’s the reason I started reviewing. It has the distinction of having a one star rating on DriveThru, Something I don’t think I’ve ever seen before.

Mohr just keeps cranking them out. Old School Role Playing! Starter Adventure! Free! All the right words to suck in a new person to the hobby and crush their dreams. When I came back to the oSR< all of the forum people were listing all of these great adventures. Best Ever, they’d say. You get excited. Dreams of all of the great times you’ll have. Laying awake at night. You go grab a few, and then a few more. Paying money for some. Others are free. You take a look at them and you think Is That It? This Is Good? But, everyone is saying how great they are. You shake your head a little. You adjust your expectations a bit, maybe. This must be what a good adventure is? But, of course it’s not. Not even close to being good. It’s just fanboys. And forum friends being supportive of each other. And reviewers softballing shit so they don’t make anyone mad at them. 

Note that in the publishers blurb there’s nothing about level ranges. Or on the front cover. Or in the title page. Eventually we get to something buried in the text that says “starter adventure” and “low level characters.” Perfect. We’re starting strong out of the the gate.

There’s a village at the bottom of a hill. On top of the hill is a ruined castle. Like, 100 feet away? No details on the village, which is explicitly called out in the text. Great. Nothing but the village ruin. Got it. And two crocs, with 3HD each, live, like 50 feet from the village. Sure thing. Absolutely. 

Up the hill and in to the ruin. Which has three rooms. Fight two goblin lookouts. Then fight like 2d4+2 goblins inside the room they are guarding. There’s also a giant spider in a ruined tower. Which you already know if you’ve ever played D&D before. There is ALWAYS a giant spiderman the ruined tower. Let’s see, you get a magic battle axe, a magic ring, like four magic potions and about 500gp in loot. Off to your next adventure1

“Bryce, you always swear off Mohr” I know, I know. Dude has some kind of genius level marketing skills. Between covers and marketing descriptions. 

This is just junk. A quick write up that no doubt took an hour, seemingly, and he pushed out. It’s 

This is free at DriveThru. The preview is six pages, which lets you see like four of the encounters. Good luck with those.

https://www.drivethrurpg.com/product/430208/The-Stonehill-Ruins?1892600

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

Peril Below the Pile

By Louis Kahn
Starry Knight Press
OSR
Levels 4-6

The Pile is a lone hill which overlooks the forest village of Naofahill, which lies on the far eastern border of the free nation of Dùn Bhriste. Locals believe powerful magical wards still guard the place and they avoid going there, believing it to be cursed. Recent earth tremors have opened the place up to exploration, and a pair adventurers went there to explore, and they were never heard from again. Their kin, the local village blacksmith, has offered you a sizeable reward for finding them, if you dare!

This twenty page adventure features a ruined castle with about fourteen rooms. Column long rooms. Page long rooms. A page and a half long room. Sometimes, Ithaca looks pretty nice …

I got a guy I know. Last year he organized a big group camping trip. Bought out the campground. At the end, the owner said “I’m never doing this again if I have to talk to that guy again.” A year passes. The campground has some bigger issues, with code enforcement. Owner gets things open again. The guy I know contacts owner and tries to rent out the campground again. Dude says “Sure, I’m sure it wasn’t as bad as I remember.” Three days later he gets reminded just how bad it was. Enter Starry Knight Press.

Cracking this open is a weird experience. First, it starts immediately. Like, G1 immediately. A little intro, an overview of the outside, and room one, all in the first column. That’s fucking weird, right? No long bloated backstory? But, then, you notice the font. It’s TINY. Really, small. It’s a fucking PDF with no real limit on page count, but the font size is still small? And it’s some weird font choice. Almost, but not quite, italics. The entire text. Essentially, italics. In a small size.  And random words seem to be bolded in the text. In the description of the courtyard the word “courtyard” is bolded. Multiple times. For no real reason. It’s like the designer is actively working AGAINST comprehension., taking a list of everything that makes something more readable/scannable and turning it on its head so it works against that purpose. It’s fucking weird.

Speaking of weird, every room here is about a column long. At least. Many of them are a page long. One is at least a page and half long. Of small font. In italics. With random bolded words. And you’re supposed to be able to run this?

And it’s padded the fuck out. “There does not appear to be anything of value here.” or maybe “As discussed above, recent earth tremors caused parts of this tower and nearby curtain wall to collapse. If the rubble is examined by the players then …”Backstory. Explanations. Justifications. If/then clauses. This thing is like a textbook in how to not write something. Except, assigning it to the students would get you nowhere because they would not be able to suffer through it, and thus not learn any of the lessons. 

It’s truly, truly bad. 

When you complete the adventure you’re gonna get about 6000gp in loot. Meaning XP. Jesus h fucking Christ.

I had sworn off Starry Knight. I was doing good. I had forgotten. I had told myself that surely the designer has gotten better. Time healed my wounds. But Starry Knight remains eternal, pumping out the substandard product, month after month, without seeming improvement.

This is $7.50 at DriveThru. There is no full size preview 🙁

https://www.drivethrurpg.com/product/428555/SOSR1-Peril-Below-The-Pile?1892600

Posted in Do Not Buy Ever, Dungeons & Dragons Adventure Review, Reviews | 12 Comments

Secret of the Black Crag

By Chance Dudinack, Joel Hines, Glynn Seal, Sam Sorensen, Logan Stahl
Self Published
OSE
Levels 1-5

The adventure begins in the pirate haven of Port Fortune, a rowdy town  in the tropical archipelago of the Salamander Islands. Here a mysterious undersea mountain has risen fourth from the abyss, beckoning treasure hunters to explore the forgotten depths of the Black Crag.

This 98 page digest adventure features a bunch of islands in an archipelago and a central four level cave/dungeon with, I don’t know … eightish rooms? It’s got mirth mixed in with the danger, of the absurdist type that I enjoy in an adventure. Lots of variety and things to explore.

An archipelago, slightly circular. An island in the middle, The Black Crag, that has surfaced, once again, from the depths of the sea. And a fuck ton of pirates that have set up shop on a nearby island, creating a little pirate town. You’ve got a home base, a bunch of side shit to explore, and the main deal: the legendary treasure rumoured to reside on the Black Crag.

It’s pirates. Rrrrrrr! I’m not in to pirates or sailing; maybe that’s a midwest thing?

There’s a little pirate town full of hookers and blow and other things that pirates want and need. It’s oriented, to a great degree, to the things that party will be interested in during their travels. There’s a dude with a boat. There’s a bar and inn. A cleric in a temple. An exotic good dealer. All of the things in the town are related, somewhat, to what an adventuring party might to looking for. And, then, each has a little quirk to them to bring them alive. And, sometimes, a relationship to another person in town that will also be described. We’re not just listing businesses because they should be there. This isn’t some appeal to simulationism that many fall in to, or to realism. The town is focused on the things the party needs. Not completely, but, to such a degree that it makes sense. It (and, in general, EVERYTHING in an adventure) only exists to be interacted with by the party. Thus we need to only include things that the party will interact with, generally. Let’s say the party comes back from the dungeon with some loot. They will want to sell some of it. So, something like a fence is appropriate to include. But, he cant be oriented TOWARD the party, he has to exist outside of this. The fact that he DOES exist, in the adventure, is because the party will need him, but hes not written in any way oriented toward the party., Give him a couple of quirks. Maybe include a subplot with the local dairyman farm … now you can include the dairy farm also. I wouldn’t go too much deeper than this. But, I think you get it. This is how you do a town. SOme things exist, in keyed format, because of the party but not oriented toward them. And that’s what this adventure does with its pirate town. The local MU runs a lighthouse. The cleric is a n00b with a blackeye. The innkeep drugs people. The governor is a pirate. All existing because those are places the party will want, but they are written outside of the party.

This is supported by a nice little NPC generator table, as well as several pirate bands briefly described, for meeting in bars and on the water. Rumour table, mostly in voice, and wanderer table with some subtables to get them engaged in activities in various local conditions. More than enough to riff on. Maps are clean and easy to read and have a little visual interest. Thus, all of the foundational things are present. Mundane and magical treasure with some interesting three and four word descriptions complete the picture. Not just jewelry, but a mermaid broach of alabaster shell.

There are 22 island locations scattered around the archipelago, including the pirate town and main cave/dungeon. The tropes are all present. A cyclops. Mermaids. Sirens. Skeleton pirates. Volcano island and great white shark. They are not done in a perfunctory manner, each having a little bit of detail. Enough to run them in a full manner without droning on and on or forgoing the specificity that can bring an encounter to life. It’s a tight line to walk, with enough words to bing something to life and make it interactive without droning on, and a good job is done here. 

The individual encounters are evocative enough. “Light pours in from a hole in the ceiling. A layer of dust settles over the remains of the domed roof, now a jumbled mess in the corner of the room.” or “Reeks of dead fish. A hairy giant lounges on a mound of seaweed, stuffing fistfuls of fish into his mouth before tossing bare fishbones over his shoulder.” These are things you can recognize from our shared cultural heritage. It allows you to riff on the description and expand on it, the scene coming ahead in your head. Which is what good writing in an adventure description should do. 

Our main dungeon has several levels, about four, with about twenty or so rooms per level. You got eel people running around doing bad things, their enemies popping up, the ghost/skeleton pirates thrown in, and of course the Under Da Sea vermin and animals. Complimenting this are some “Ancients”, which are usually robots and a few other sciu-fi-ish adjacent things … but not too much of it for those of you who hate gonzo. There’s a surprisingly large and decent variety of interaction for some sea caves. Passages to crawl through or scale, spiny sea urchins in the way. Door puzzles to fuck with … hiding large amounts of treasure. And little mini-missions inside the place for those looking to make friends … like dead pirate skulls … It’s a nice job.

For the pirate and sea loving amongst you this should be a purchase. It’s well written, has great interactivity, is well supported with resources for the DM to use during play. It’s a decent adventure, with secrets slowly being revealed over time, peeling off onion layers.

This is $15 at DriveThru. The preview is 35 pages. More than enough to make a good decision about the product.

https://www.drivethrurpg.com/product/425300/Secret-of-the-Black-Crag?1892600

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

The Curse of the Dreadstone

By Luiz Eduardo Ricon
Hexplore Publishing
OSE
Levels 2-3

Everybody knows Brumeer, the dwarf, a locally renowned merchant. When a farmer named Arcbold failed to meet him at the market square, he hires the PCs to find out what has happened to his friend. The answer might not be pleasant, or safe…

This eighteen page digest adventure has a couple of encounters in a farm overrun with vermin. It’s got some ok sentences here and there, describing things, but it’s also just a straight forward plot adventure with little going on. 

I play about twice a week, some times a little more if I  join an online game. And, you know, I’ve REALLY  been wanting to take my games to the next level. So, imagine my delight when this thing popped up, promising just that: to take my games to the next level!

Ok, so, Genero the Dwarf hires the party to go kind Archie the farmer. He bought a bunch of vegetables from him and he hasn’t delivered. He’s giving you 10 GP to go do it. 

So, lets pause the fuck a moment here. TEN GP! Fuck yeah I’ll go do it! The little orphan scamp will do it for 1. Fuck man, the widow Merry will do it for half that! Ten fucking GP! How the fuck much is a carrott going for? Remember the early days of panic buying when they announced the shutdowns and the milk, eggs, and meat sold out? Maybe this is some kind of reverse thing? All the veg has sold out and rough greenery is now 10gp a bundle? Or, is this like a Chinese peaches thing where rutabagas keep the black death away? Fuck man, let’s all become farmers! Fucking WAYYYYY better than going down in to a dark hole in the ground with a fucking torch. Have you heard about what goes on down there? No fucking way I’m getting my brain sucked out! Who has cabbage seeds? Or, hey, maybe it’s something else? Maybe this is a drug deal? LIke, it’s actually meth and not veg, but Genero cant really hire you to go get his meth, right? That makes sense. 10gp. Fuck, man…

Good things first. Dude can write up a scene when he wants to. “Covered in cobwebs and hay, his skin turned gray and his hollow eyes and gaping mouth producing a cascade of tiny spiders crawling over his body or tangling up and down in silk threads.” This, my friends, is a ghoul. What a delight! Good description and good job taking a creature that you create and then just saying yeah, stats as a ghoul. I mean, it is a ghoul, not stats as a ghoul, but still, you know what I mean. This is going to be a freaky ass encounter for the party. VERY nice job. Likewise, the farmers house is covered in webs inside with hundreds of spiders of all shapes and sizes crawling over the walls. You had to be there. It’s good in the descriptions. The entire adventure is full of small vermin as window dressing, and its not always handled well. It frequently isn’t. But when he tries he does a great job. In addition, dude telegraphs a future encounter. Outside you find a goat in a giant spider cocoon. It’s still barely alive. WHich telegraphs that someone inside, in the spider webs, might still be alive also. Brings it to the front of the parties minds so they don’t just burn the place down. Good design there.

Let’s see … hooks … “Your former patron referred you to this town.” Who, exactly, is that written for? The DM? Then why use ‘your?’ It’s so aggressively generic. Abstracted to a point of uselessness. One of the wanderers is “A bard offers news of the road.” Well? What fucking news of the road is he offering? Nothing. At the end you need to return a magic rock to the place where the farmer found it, in the swamp … two hours away. With no directions. And nothing to go on except MAYBE a word that “Archie found it in the swamp.” But the adventure is written like you walk right there. It makes no sense. And, sometimes, the descriptions go a little overboard. Cocoons “hang like dreadful ornaments.” Oh come on mman. That’s just purple prose. We don’t say htat to players and if aimed at the DM there are much more effective ways to communicate the vibe.

So, show up and kill some orcs. Then kill some giant rats. Then some more rats. And then a ghoul. And then a giant spider. IDK, maybe I forgot another round of giant rats in there somewhere. There’s your adventure, in eighteen pages. 

If this were paired WAY down, and the descriptions beefed up, and it was in a magazine as a side-trek then it might be ok. That’s a lot of if’s. 

This is $5 at DriveThru. The preview is eight pages. You get to see the intro/hooks, wanderers, and orc encounter at the farm. Then entire adventure is like this, so, good preview from that sense. 

https://www.drivethrurpg.com/product/416373/The-Curse-of-the-Dreadstone–The-ideal-SECOND-adventure-for-starting-players?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 4 Comments