Mystery in Muffelton

By ArtifexWorlds
Self Published
Generic/Universal ... or 5e?
Tier 2

Welcome to Muffelton. A frontier town in a land that has finally calmed down a little after having been ravaged by disease and civil war for decades. Established 8 years ago, Muffelton has been going strong as a waypoint for adventurers, colonisers and explorers. Unfortunately, disaster has struck. Two of muffelton’s villagers have died in the last 2 weeks and the cause of death is unclear. Your players have come to investigate the deaths and find the cause and if necessary bring the guilty party to justice.

Drive a G.T.O.

Eighteen fucking pages for a fucking town with two fucking deaths. It’s a crap fucking adventure with a fucking MAGNIFICENT premise and some relatable realism. More of that and less of the crap, along with some massive editing would have created something everyone would play. But, also, you’ll know all you need to after this review. Also, it says it’s fucking generic/universal in DriveThru but has 5e on the fucking cover.

Well, I’m just a modern guy

Ok, so, you read the fucking intro, right? Small outpost of eighteen buildings. Two people dead in the last two weeks. Oh’s No’s! Let us Do Good! Ok ok ok, I’m going to spoil this for this. AFter this statement you don’t need the adventure. Which means you should buy it just to not be a fuckface. In the center of town there’s a well. (Hot Tip: never mention to the party that there’s  well. It’s suspect #1, even before the decrepit house or apothecary. Of course the town has a well. Duh!) At the bottom of the well is … a devil. Who listens to wishes, and then sends up a contract and quill and grants the wish! And the, due to a small clause at he bottom, you die a day later. Absolutely! For fucking sure! OF COURSE there’s a devil at the bottom of the wishing well granting wishes. OF COURSE. I fucking love it man! It’s the kind of gleeful fun that I love out of my fucking games!

With the liquor and drugs! With the liquor and drugs!

Look man, I don’t know. I don’t know if dude is a genius who is leveraging the tropes of folklore and eight thousand years of shared cultural heritage to create relatable experience or if its just enough monkeys at enough keyboards. Results matter and this fucking thing has a devil at the bottom of a well signing contracts and granting wishes!

I’m through sleeping on the sidewalk!

We’ve got some good shit going on in this. We’ve got a halfling innkeep called Don Dinglebeard. Absolutely. The guards at the gate have one young kid who strictly follows the rules and hassles the players and one experienced one who rolls her eyes and give you a “Dont be bad” when you enter. With me adding a sly grim while fingering a crusty bloody knife 🙂 There is, for sure, a cultist in the inn. You can find a book in his room “Demetrius’ Syllabus of Devils: a Guide to Powerful F(r)iends.” Absolutely! A red herring has a giant in a cave nearby … with love issues, and a note in the text that says “This is where we are now. A frost giant completely in tears, trying to drink away his sorrows, hiding in a cave.” Got it? A slyness to the writing, a commentary. And, there’s a fluffy silver cat in the adventure that, if I were playing this, I would absolutely steal and keep as the party mascot. There is absolutely nothing special about it. Well, it died and came back to life. “Smokey (if talked to using speak with animals only remembers seeing a fiery light, heat and flames before waking up suddenly in the middle of the house. He remembers being sick  and falling asleep a long time ago. Smokey is a very striking fluffy silver cat.” MINE! Smokey is a good kitty, right?!

No more beating my brains! 

But, man, this is a shit adventure. There’s no key for the dungeon under the well, just descriptions like “the room foff the main room” and shit like that. The town is keyed with numbers, which is absurd. Towns like this should be keyed, sure, but with names. People don’t say Go To Building 15. They say Go To Marths the Tailor. The entire town is a magical ren faire of every rac ein the book … which is easily ignored. Everyone has a fucking potion for sale, which, again, we can ignore. Long italics read-aloud, whic his a nono for readability purposes. The entire thing is written as a a “first this happens and then this happens” format, in long-form paragraph. Bullets, when they appear, have a bolded word in them but also start with a lot of padded text. You don’t do this. It’s reference material. You lead with the strong thing so I can know what I’m looking at in two words. 

But, also …

Colonizers? That must be mentioned about a dozen times. Didn’t dude get the memo? The fucking thing is padded out EVERYWHERE. “Don’t tell your players this at all, but this is what is actually going on:” No fucking shit Sherlock. And the local hunter has seen a lot more devils in the woods lately … oh come the fuck on! Why the fuck are you spoiling the fucking adventure?! And, there are A LOT of devils in this? Named devil dude has a bunch of other devils “working for him” in the dungeon/woods, etc. Thats fucking lame. Thats not how a fucking devil works. Figure it the fuck out man. Thats not Devil In A Well Granting Wishes energy. And he doesnt act like a devil, nor do all of the other devils, except for the central premise. It’s just another stat block to stab, as fas as the adventure is concerned. Absolutely Not! This is a cunning opponent. He doesn’t wait to get stabbed unless warned by his spine devil guards. Fuck that shit.

There’s a lot wrong with this. A lot. Is it a hill giant or a frost giant in the cave? The text mentions both. There’s a couple of pages of summary in the back of the adventure which is ACTUALLY the adventure. A summary of clues and moticvatins and such. Info that doesnt really appear elsewhere, or, which only matters, in context, with information found in the town building keys. I suspected, before I got to this section, tha the entire adventure could be done in a couple of pages, and, it turns out, I was right. Those are really the only things that matter. There’s a NPC summary in the back also that has good intentions but sucks ass in practice.

Focus on the important shit, not the backstory. Put important htings first. Edit THE FUCK out of it. Make it terse. Learn how to format an adventure for scanability and running it at the table. Focus on the key shit. The rest of it pretty much don’t matter. Sure, throw in something fun,  but stay focused. You do NOT roll a DC18 check to find a book when searching. You put the fucking book in the mattress and let people find it who look in the mattress OR roll an 18 to search. Even then, though, rolling a skill like this sucks shit and takes the fun out of D&D. 

Please write “I will learn how to actually write an adventure” 1,000 times on the chalkboard before the next one.

This is $4 at DriveThru. Preview is broken. 🙁

https://www.drivethrurpg.com/product/427103/Mystery-in-Muffelton?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 9 Comments

Curse of the Blood Moon

By John Cavalcante
Self Published
OSE
Level 1

In the borderlands of a dying empire, in the Duchy of Gauvadan, the village of Braildorn now cowers in fear. This is the birthplace of the Blood Treatment: a miraculous Panacea created by the arcane scholars of Liardnia University with otherworldly influence. However, the days of prosperity and miracles would end soon. With the mysterious fall of the University, came a curse: The surrounding forest, once blessed by the fey, was transfigured into a cursed and dangerous swamp. People now are disappearing in the dead of night, and the noble house is the prime suspect to be behind everything, arousing anti-empire separatist sentiment. In these dangerous times, only one question remains: What will you do?

This 48 page adventure (riffing on Bloodborne) uses around eleven pages to describe about fifty rooms in a three level mansion in a “gothic with some firearms” setting. The writing is terse and well formatted. It does not make me hate my life. It also brings me no joy, lacking interactivity and evocative descriptions and scenarios.

Ok, so, I feel like maybe I need a new category: “Obviously, you tried.” Because dude tried. There is a certain “spirit of the OSR” present in this adventure, a kind of kit-bashing that was prevalent in the early OSR days. Dude has grabbed some house rules from other OSR products, and, perhaps, even some room ideas. The map is easy to read and there are AT LEAST four ways from the first floor to the second in the mansion. The keys start with a bolded room name “Living Room” and are followed by a short description and then some bullets for things going on in the room. The mansion tropes are here. Body in the chimney. Dude tried. 

There are a couple of things that are pulling this adventure down. Well, more than a couple, but two major ones. There need to be more cross-references in the text to make locations data, especially named NPCs, easier. The rumors are pretty generic, like “The house is now haunted because a wizard did it.” and so on. And the layout, the size of the map, is relatively small, at twenty rooms for each of the main levels. It’s just hard to get a really good environment going with that without some really good situations. The major issues, however, are interactivity and descriptions. 

The descriptions here are terse … and minimal. Nothing wrong with terse, that’s what they should be. But, also, they are minimal. We don’t really get the flavour of the room. The pantry says that it has naked walls with shelves full of rotten ingredients, and also kitchen and dining tools. Sure. That’s a pantry in a haunted house. We’re starting off pretty well with “naked walls”, but then it drags to just a standard description of a pantry. Peeling wallpaper. A jumble of collapsed shelves. The smell of old cinnamon. . A jumble of beaten up pots? We’re really looking to bring this room alive, and it’s just not going there. The kitchen next doors has “A central cooking table with a mutilated corpse in it, and 5 Ghouls in chef’s garb using rusty tools to prepare the meat and hurl it into a boiling suspicious soup.” So, the same kitchen in just about every haunted house adventure. A boiling soup can be great, but suspicious is a conclusion rather than a description. Mutilated is a little abstract for the horror that the kitchen scene is supposed to be conveying, and our ghoul friends are rather perfunctory with no description to speak of at all. The place abounds in “religious frescoes” with little more to go on. And by “little” I mean “nothing”. The rest of the adventure is more of the same. A degree of writing that is is trying, but the words choice, or the ability to convey the imagined room via the written room, in order to convey it to the DM, just isn’t getting there at all.

Interactivity is about the same. We’ve seen the ghouls in the kitchen. The rest of the rooms pretty much fall in to this same category. You can stab things, of course. And there are, to it’s credit, a decent number of things to talk to, especially among the servants. The interactivity, though, is fairly lacking. You get a body in a carpet of smoothing, the kitchen ghouls, a poltergeist playing a piano to summon specters (at level one!) and so on. Thus, our interactivity is somewhat related to combat, and generally to how combat starts. That’s not bad, in and of itself, but it’s lack of interactivity beyond this that drags the place down. We want things to investigate, leverage, figure out, discover, and so on. A challenge beyond merely what’s on the character sheet. 

This is, at its heart, a pretty standard haunted mansion adventure. We’ve got the undead running around, a couple of barely functioning servants, a ghost butler, dead-ish family members, and so on. Shadowbrook and Xyntillian remain the gold standard in this genre, towering above everything else. This is an also ran, but a good first effort for the designer!

This is $10 at DriveThru. The preview is 24 pages … more than enough to get a sense of the product and the the rooms. So, good

preview.https://www.drivethrurpg.com/product/428210/Curse-of-the-Blood-Moon-A-Bloodborne-Inspired-Module?1892600

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

Winter’s Feast

By Melrex
The Merciless Merchants
Gold & Glory
Levels 5-9

Starvation is upon two barbarian clans. Hope for survival rides on a scout’s report of sighting a dead Solifugas, a colossal ice worm. Hunting bands are set out to collect meat for survival but none have returned. You have been tasked to find them and bring back meat for the clan to survive the winter. But winter has been harsh and merciless this year, and other humanoids are rushing for the food source. And how did this giant worm die? What lays below the Glacier of the Mammoth?

This 41 page adventure features a multi-level tomb and glacier with around eighty rooms. And multiple factions. A little light on the non-puzzle non-npc interactivity for my tastes, but, if you’re in to old D&D adventures, like G2 or such, then this is your happy place.

Yeah, ok, so, GIANT worm dies running IN to cliffside. Inside is an old tomb. Humanoid bands show up to “mine” the meat. Other things show up to eat the humanoids. Human clan members, refugees from a failed meat gathering expedition, are trapped inside. So, if you don’t do the initial “go find the missing clan members” hook then, as just your average hobos, you can find the trapped clan members inside the worm/cliff and gather meat, etc, to the great delight of the nomads back home. Interesting way to handle a variety of hook conditions.

I seem all over the place with this review. Let me back up. A cliff side has a tomb in it. It’s full of undead with a couple of main warring factions, feuding brothers. And, then, a few NPCish undead hanging around with goals related to the main undead factions. Notably mom and also dad. And then some more undead just going about their business doing their own undead things. And, then, out of the blue, a GIANT worm runs in to the cliffside. Like, IN to the cliffside, penetrating it, before dying. It’s the middle of winter and everyone wants fresh meat, right? So humanoids start to show up. Bugbears and goblins. And, then also, ice trolls and insect creatures. And, then, some shit shows up to eat all of the humanoids, like yetis. And, then, humans tribesmen show up to gather meat, and get slaughtered with a few trapped inside. Yeah! Insert party here.

I must say, when looking at the map I literally exclaimed “Holy Fuck!” It seems the designer has stepped up their mapping game, between this and Dragons Gullet. Nice map, with a central “worm’ corridor down the middle and caves and tomb room mini-complexs/zones hanging off of it. I’d light to see some monsters noted on the map, as well as noise, for DM ease, but otherwise a pretty decent and interesting map. There are a few rooms with reacting monsters and/or major/loud noises though and its a shame that’s not shown on the map or noted better in the text … in the adjoining rooms.

Interactivity is … interesting. It’s mostly combat. By far. With a heavy dose of talking to folks, potentially. I think just about everyone CAN be talked to. There’s a decent number of people asking you to surrender (only to eat you later) and at least SOME more interesting things … generally of the Please Go Kill Them For Us variety. But, still, it’s in there.

The writing here is journeyman. “The walls, floor, and even ceiling glow an eerie blue from the cold ice that forms the cavern. The upper half of an orc corpse is encased in a block of ice and lays in the center of the cavern, only traces of blood staining the floor. The bottom half is nowhere to be found. Several other figures are scattered about, in various positions and are encased in blocks of ice, with a few fallen over” I can quibble a lot with that. Yeah, it’s decent enough, for the DM. It’s also padded out in a weird way and lacks a certain joie d’vivre. It’ll do … it’s just not doing a lot.

WHat we have here is a bit of a poser. This thing is not my style. But, as in G2, it is well done. Perhaps more so than G2. The dungeon concept, that of a giant worm penetrating a dungeon, has been done a couple of times before and is done here well with an interesting map. The supporting humanoid factions/zone is interesting, as it the undead faction play and their “normal life” shit. Creature encounters have a little bit to them, like the ice trolls playing the “thrown the goblin off the cliff” game. Yet, this feels a little too much of a hack for my tastes in dungeons. It’s a pretty decent hack, with descriptions that wont win an award but do not offend too much. The mix, though, feels off to me, for my own tastes in D&D. Malrex is a solid producer of dungeons, though. 

This is $6 at DriveThru. The preview is the entire thing, because Malrex is a stand up dude.

https://www.drivethrurpg.com/product/422997/Winters-Feast?1892600

Posted in Dungeons & Dragons Adventure Review, Level 6, No Regerts, Reviews | 21 Comments

The Forest of Gornate

By Gabor Lux
First Hungarian D20 Society
OSRIC
Levels 3-5

South of the dark walls of Mur, an overgrown forest lies between two mountain ranges. Its namesake, the immortal beast Gornate, noted for his thirty-six eyes and a peculiar taste for collecting human spinal columns, has made no sign of his presence in many years. Even so, the woodlands hide numerous dangers. Robber bands, man-eating beasts, abandoned manor houses and mysterious ruins dot a land divided by rivers and mountain ridges. The people of the city rarely venture into the forest, but recently, three notabilities have expressed an interest in sponsoring a hazardous, but lucrative expedition. While serving three masters may be too much for a single adventure, a resourceful and lucky company could return rich from… The Forest of Gornate!

This 36 page digest contains a forest with about 45 locations and a couple of small sites with about fortish locations to explore. Terse and evocative, it does things right.

What is a wilderness adventure? Hexcrawl? Pointcrawl? Some combination of the two? We’ve got a map with some distances noted between adventuring locales.  So, wilderness pointcrawl? Sure.

Lux the Gaborian does something very well: he can edit himself. This is, almost certainly, the single most useful skill one can have as an adventure writer.  As we look through our standards, we see that evocative writing is key to making the adventure/room/encounter come to life in the DMs mind, so they can then engage in the process of riffing on it to bring it to an even more fully realized environment. Ah, but to do this well? Do we write paragraph after paragraph to describe the encounter? We could … and then we must pay a lot of attention to formatting, so as to allow the DM the ability to quickly scan the encounter and locate needed information. However, there is another way. To write tersly. Brevity being the soul of wit, the challenge then becomes to write an evocative encounter, tersly, full of interactivity and/or potential energy. No small feat that. And to get there it requires the ability to edit. To look at what you’ve written and throw parts of it out. To be able to say “That thing I wrote sucks” and improve it. Picking better words. Riffing on yourself. And thusly we arrive at the pinnacle of adventure design: the terse and evocative sentence full of potential energy. This IS the best way to do things. And also the hardest, by far. 

Looking at our Gornattian Forest we see an almost LACK of formatting. Each encounter location gets a small name, with which to frame what is to come. Then a couple of sentences, perhaps with some bolding to call out as few choice words, like bas-relief or some such, so as to ensure the DM focuses on that. A primary stat block that is generally on one line. The formatting here is suited to the terse descriptions, bringing additional clarity, without having to resort to the full existential crisis brought on by longer descriptions. 

Speaking of evocative writing, in the context of the titular forest monster of legend, Gornate, “only his thirty-six eyes and a peculiar taste for collecting human spinal columns are noted in legend.” Note the specificity here. Slightly absurdist, as local legends can be. But, specific. Not abstracted. Not “a horrible monster” or “it does terrible things to people.” But specific. Something that few adventures do and yet bring the adventure to life in magical ways. “The armour and weapons of the armoury have been ruined by seeping water, and everything is covered by mud; however, an old, pincushion-like suit of armour is riddled with 18 crossbow bolts +1” Not just a quiver of bolts. Not just laying in a just. Pincuishoned out of a suit of armor. Absolutely. This is how you write a description. This is how you bring a room to life. 

Wanderers generally have something going for them. An attitude. A description. Something, with few exceptions. Rumors vary in quality based on how close to the forest you are, using a table and varying dice to roll on it, a concise trick. Cross-references aplenty abound. 

Interactivity is great. Dilapidated houses hide treasure in their rafters … if the place doesn’t collapse first. This is is a trap. Or, rather, is just a thing that happens and is handled like a trap. There are lots of people to talk to in the first, and interact with, on your way to find [whatever it is you are looking for.]And there is a potential energy in the descriptions, the way a good hex crawl description is written. We get a general situation described to us, in such a way that we can riff on it and bring it to life. The writing leverages the reader, the DM, to provide more than what is on the written page.  “Hidden trail: This route crosses a range of cliffs dotted with weeds and hardy shrubs. 6 wolves live beneath a stone ledge, who scurry off if approached boldly.” A trail, hidden. Along a cliffside, wandering down it. A couple of shrubs. There’s more to this, a second and third sentence. 3, to bring this encounter hidden depth and more interest. 

It’s a decent wilderness play area. Some woodland encounters. Some more in depth encounters. Several features to explore. A few different things going on in the forest. And the locals, the human populace, integrate well in to the environment, in a realistic way. More top notch stuff from Gabor Lux, and easily dropped in to your home game. It’s gpoing to become a staple of my Dungeonland west march. 

This is $6.50 at DriveThru. The preview is eleven pages, showing you the map and the first fourteen encounters in the forest. A good preview.

https://www.drivethrurpg.com/product/426926/The-Forest-of-Gornate?1892600

Posted in Level 4, Reviews, The Best | 9 Comments

The Isle of Beauty

By Michael Robinson
Rutibex
Basic Fantasy
Levels 3-5

Embark on an unforgettable journey to the mysterious Isle of Beauty, a land brimming with all manner of fantastical creatures and beasts, including succubi, nymphs, sirens, a fearsome kraken, playful fairies, and alluring mermaids. Explore its many wonders, including the towering Witch’s Tower, the remnants of a once-great sorcerer’s tower now in ruins, and the hidden underwater lair of the mermaids. You have been hired by a wealthy merchant, desperate to uncover the truth behind the legend of the Isle of Beauty, a place said to hold the key to immortality. The quest for the artifact is no easy feat, and you’ll need to navigate the treacherous terrain of the island, facing its numerous dangers head-on.

This 63 page adventure uses 26 pages to describe about forty hex crawl locations on an island. It’s generic garbage, with no specificity to speak of. And, almost certainly, automated in production.

Look, this thing is crap. It uses three pages to describe about forty hexes, and has a couple of locations that take up the rest of the twenty pages it uses. There’s no specificity to speak of. None. Even more so than usual in a shit adventure. It is AGGRESSIVELY abstract. “Beachcombers: The adventurers encounter a group of friendly beachcombers who live on the island and know its secrets. They can offer information and assistance to the adventurers in exchange for help with their daily tasks” or “Succubus Lair: The adventurers find a cave that serves as the lair of a succubus, a powerful and seductive demon who preys on sailors and travelers. She will try to charm and lure the adventurers into her trap, but they can also try to defeat her and take her treasure.” So, absolutely nothing there. It IS going in the right direction. This is more than the Isle of the Unknown hex craw nonsense. There IS a situation going on. But, there is nothing there for a DM to really gloom on to and use as a springboard to the encounter. And, I note this absolute GEM of a sentence in one of the hex descriptions: “These

beautiful and graceful creatures can be friendly or hostile, depending on the adventurers’ actions.” Got it? Nothing but padding. Abstracted. Garbage. 

There are about twenty pages devoted to a couple of locations on the island … a couple of dungeon type places. These have boxed text full of “you see” and “you enter hesitantly …” We all know that’s bad, right? And then there’s some DM text. Except, it’s ALSO written like read-aloud, with some “As you explore the room, you will encounter some of the twisted experiments of the witch who resides in the tower. These creatures will not hesitate to attack, and they are immune to normal weapons. You will need to use your magic or wit to defeat them.” SUper bizarre wording for DM text, right? And, then, you get a section labeled “For the DM”. Hmmm, something fishy is going on here 

Did I mention that there are a dozen or more pages devoted to Midi the Succubus? The most powerful Succubus on the island (there are, actually, quite a few …)  You remember Midi, right? She’s the designers mastabatory fantasy that shoed up in another of his products, The Isle of the Succubus. I guess she’s on this island now, but as an also-ran. Fuck, maybe this is a reworking of that adventure? Who knows. I will continue to assert, though, that you should disguise your included sexual fantasies (Mintotaur bartender adventure, I’m looking at you!) enough for good taste.

But, on to the fun: I’m more than a little suspicious that an AI was involved. In multiple manners. Most of the art included looks a little too good. Except for the Midi shit, which absolutely looks hand drawn. The rest though looks computer generated. It’s got some of that really good oil painting look that is a tip off to me. I could be wrong. I don’t think so.

And the writing. It’s a little too much the same for each entry. The cadence of what is described when. The way things are described. The use of “you” in the DM text descriptions. A little too similar for a person to have generated it. 

I don’t really give a shit, one way or another. I REALLY don’t give a fuck about AI art for these commercial uses. And, even for my house, I guess. If the fucking AI can make me feel something then good for it. Most art for adventure sis just filler and doesn’t actually contribute to the adventure. We will politely say that the designer and artist failed to communicate well. 

And as for the writing … again I don’t give a shit. A person, an AI, or a thousand monkeys, it doesn’t fucking matter to me. I am looking for quality. And if the machines can do it better than the fuckwits then I pledge my undying loyalty to my new AI overlords. 

Going further down our utopian timeline, we get to a point where the machines CAN do this effectively. Commercial art and commercial writing, at least. We then ask ourselves about Man as a creative entity. If the machines can create then what purpose does mans own creativity fill? Perhaps, then, this will be the time when the shovelware ends. Or, at least, the human shovelware ends. Perhaps the designers will actually give a shit about their works. Create for their own personal fulfillment. Producing works of quality based on their own visions. Spending some time to figure out what works and doesn’t, freed from the burden of the production line. Ulysses, instead of Microwave instructions. 

Or, they’ll just keep turning out crap. 

This is $4 at DriveThru. The preview is six pages and shows you nothing. SHitty preview. Also, it has one review … ONE STAR! Maybe the world IS a better place?

https://www.drivethrurpg.com/product/425634/The-Isle-of-Beauty?src=newest&filters=45582_2110_0_0_0?1892600

Posted in 2 out of 10, Do Not Buy Ever, Reviews | 24 Comments

Tomb of Immolation

By Yog’du Games
Self Published
OSE/5e
Level 5

[…] Teluthel would build the ultimate punishment, a prison-tomb for Saba Nocri and her followers that would be an inescapable torment. He spent years designing and building the Tomb of Immolation, and his obsession eventually destroyed the order. The Knights of Dorwine eventually completed the construction of the tomb, captured Saba Nocri and her followers and apprentices, and then sealed them inside and cursed the Tomb. The prison entrance was buried under rocks and dirt, records of its construction and existence expunged, and all knowledge faded into history when the Knights of Dorwine disbanded shortly after Teluthel’s death about a year later.

This 84 page digest adventure features a dungeon with eight rooms. Eight rooms. In 84 pages. It’s a puzzle/trap dungeon. So, hey, enjoy that if you want that. In 84 pages.

Yup, 84 pages. TO be fair the last forty pages are pregens, a bestiary for the 5e version, a bestiary for the OSR version and a thank you list of kickstarter backers. But, still. Room three is eight pages long. Room one, a set of stairs going down with some zombies in it, is three pages long. Three pages. For a set of saints with zombies in it. Three pages. Every trick in the book to pad this out. Multiple long read-alouds. Mini-maps of the rooms. Separate, long, trap sections for 5e and the OSR version of the room. Repeating information found in the preamble. And a zombie tracker so you can write in your book to keep track of their condition. Jesus h fucking christ. It’s a fucking set of stairs with zombies on it. 

The final room, with the mummy dude who lives in the tomb? One page. 

You can’t make this shit up man. SLogging through three pages for a staircase? SLogging through EIGHT pages to run a room? Absolutely the fuck not. There is no way in fucking hell I’m doing this during a game.

The dungeon, proper, is a tomb with traps. Front door trap. Boulder rolling a stair trap. Lava flowing in to a room puzzle trap. And there’s a devil who wants out who can can free to get hints about the tomb. But, then again, you’re level five. Just ask god and do some magic shit. So, you want a basic puzzle/trap dungeon with a lava/fire theme? Great. Here you go. You want to actually be able to run the fucking thing during the game? Absolutely the fuck not. 

One of my favorite parts of this adventure is the initial read-aloud. It describes the door, closed to the tomb. And then it goes on to describe the inside of the tomb and the stairs leading down. The trapped front door. That is closed. Did ya read your own adventure man, when you were writing it? 

There appears to be a disturbing trend these days. People are taking their 5e shitfests and slapping “OSR” on it and listing it in the OSR product section. This one at least tried to do a kind of conversion and stat it out/provide rules for OSR. But, man, I don’t think I know anyone who is putting up with this kind of shit in the OSR. 5e, sure. No one knows better. As a 5e DM you’re faced with nothing but shit like this. OSR, though, man … you get to see some fine work. Shit that is PUT. TOGETHER. Great writing. Goot formatting. Great interactivity. In only a few pages. And then something like this comes along. 

Absolutely the fuck not. I’m not wading through this shit for a mediocre puzzle/trap dungeon with eight rooms.

This is $8 at DriveThru. You get to see room one in the preview. Enjoy that.

https://www.drivethrurpg.com/product/350747/Tomb-of-Immolation–5e-and-OSR?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 16 Comments

The Horsemen of Reinhorn

By Sage Paolilo, Dean Leonard
Armored Stroyteller Publishing
OSE
Levels 2-5

This adventure begins with the arrival of the characters to the dwindling town of Reinhorn situated at the edge of the kingdom and part of a barony that the denizens of the realm consider cursed. The characters learn of Reinhorn’s dirty secrets and curse, ghostly horsemen who steal children for their dread mistress. This information propels the characters through the wilderness against a band of brigands, and eventually to Iron Pike Castle. The castle is masked with illusions which the characters must overcome when they first arrive. Once the PCs venture into the castle, they face numerous horrors including the tormented souls of the kidnapped children who haunt the halls of Iron Pike Castle. The castle’s denizens are bound to the baroness who rules ruthlessly. Those that enter her castle in attempt to liberate the stolen children and fail, join her ghastly minions. Should the characters prevail through their exploration of the castle, they face the Horsemen again and have a final confrontation with the baroness.

This 89 page adventure has a  few plotty things that end up in a 45 room castle with some pretty shit people in it. The vast majority of the writing/formatting is complete garbage and almost incomprehensible in its verbosity. This hides a decent little plot where the people act like people would and some room writing, in the castle, that is decent. But, man, you have to fucking to get there.

Ok, so, we’ve got this village. Every full moon three undead knights show up to claim a kid under nine. This has been going on for decades (What’s the song lyric? Nothing to do but smoke and drink and screw?) The dickcheese gang, your party, gets involved. Let’s see … you save an old woman who was attacked by bandits. You go to their lair and kill some. You see a raid on the town by the three knights. You find their hidden base under the old mill. You go to the local castle and kill a fuckton of undead and gross shit. Along the way there’s leprechaun having trouble with some pixies and an ogre in a cave. Oh, and there’s this sea cave in the castle where you have you showdown with The Baroness, who controls the horseman. I don’t know man, I didn’t write the thing. 

I want to compliment it now, but I have to get two things off my chest before that. The fucking PDF is in spreads. Why would you do this? Because you hate your buyers? If you want to make spreads available then that’s great. But put out a single page version also. And, it’s not like the thing is specially formatted for spreads. No cross-page maps or lay-open usability. It’s just spreads, for no fucking reason. 

Second, it’s for levels two to five. Meaning you start at level two and then are level five by the end. I find this quite hard to believe, given the treasure. We’re all gaining three levels in this adventure? I didn’t do a treasure count, but, man, that’s hard to believe. It was originally written for 5e (with a few things missed, like gullygugs being mentioned, and then later in the same encounter referring to them as bullywugs …) , so, I’m guessing they yanked out the milestone shit. I wonder if it was playtested for OSE? It says it waaaasssss…..

This is a dark setting. Like, WFRP dark. Or, it would not be out of place in Ravenloft. The dark setting is complimented by the artwork that continues the dreary themes. Half-orcs suffer abuse. There’s religious persecution mentioned. There’s the whole “giving our kids to the monsters every full moon” thing. And then there’s the mayor. Who’s paying bandits to steal kids to give to the horsemen. Heh. Whoops. Also, the bandits are slaving. The local scout for the militia is a double agent for the bandits. Who also doesn’t give a shit about anyone, in a very self-serving manner. There’s some heavy shit going on. The scene setting or the old pine forest thing, and the fog, mud, rain, etc, all contribute to this. Complimented by the art. And, a scene or two of kindness and shit to contrast this with. It is infrequent that we see someone go to this much trouble to create an environment like this. 5e Ravenloft tried. Look, it’s not modernist, but, it does go there. A good job … with caveats.

The room descriptions, in the castle proper at the end, are decently done, if a little long. “There’s a pungent odor of decay. Black sludge coats the ceiling. The sludge drips into the center of the room and oozes down the walls, making puddles on the rotten wooden floors. The puddles of sludge bubble and gurgle, releasing noxious odors. Weapons and armor racks line against each of the walls gather dust and display various rusting, corroded swords, old shields, and spears. In one corner of the room, an ornamented chest sits undisturbed in a pile of gold.” Oozes down the walls. Black sludge. Rotten wooden floors. The pungent odor of decay. In another room there’s the description of a state that end with … “the dress is made up of hundreds of tiny anguished faces. If a character touches the statue at all, including trying to pilfer the gems, hands shoot out from her robe and begin to pull the character towards it.” Hey hey! Good job there! Both in the tiny anguished faces (kids are theme in this adventure, with several monsters touching on it) and the hands shooting out. Decent descriptive job, in the actual castle rooms, of their description.

But, anything else, any text meant for the DM, is an absolute categorical DISFUCKINGASTER. Seriously, an absolutely terrible job. There are MOUNTAINS of text in this thing, for the DM, and almost no formatting to help the DM wade through it. The first fucking 29 pages of the adventure essentially detail the hook and town. That’s A LOT of fucking pages for the fucking intro. It takes TWO PARAGRAGHS, LONG paragraphs, to detail a fucking pit trap with poison stakes. Our bandit friends have two leaders. It takes a page and a half to detail them … including their incredibly meaningless backstory. If you rescue a kid and bring it back to town then you get two fucking paragraphs on the tearful reunion, under the town statue, of mother and child. Sure, I’m all for these sorts of things. The players should see the impact of their actions. But fuck man, two paragraphs of it? What the fuck?

We meet a person at one point that is described as no taller than a human. Yeah, no shit man, it’s a halfling. 

The real impact of this spewing of verbosity is the inability of the DM to find any details of what is actually going on in the room. How many foes do you face? Who knows. Where’s the section on the chest? Fuck if I know. Let me read the page and half of text to find it. It’s fucking absurd. Most of the adventure, up to the castle, is in FIrst this happens and then this happens and then this happens format. In paragraphs. Without headings. Or formatting. We’re just digging through a random assort of NPC’s showing up wherever they want in the text, as you run in to them, to find them again later, along with their three paragraph backstories. It’s a fucking special kind of fucking torture.

THis things needs a complete rewrite. It needs trimmed in a very bad way. And don’t give me that “rich fucking backstory” excuse that a critique’d designer always pulls the fuck out. Figure it the fuck out. Everyone who did something good figured it the fuck out. You do that also. So, trim the fucker. A lot. At least half the words needs to go. Figure out the keyboard shortcut for bolding, and the where the tab key is. Maybe organize your fucking NPC’s in some way. This First this then this shit has to go.

It could be a decent adventure. The start is pretty much something we’ve seen a thousand times before, but with the added atmosphere of Ravenloft, it’s interesting. The ending dungeon is full of freaky deaky shit, exactly the way D&D should be. But my group will never know cause I’m trashing this. I’m not wading through the crap text to run it.

This is $6 at DriveThru.The preview is ten pages. Which means 20 spreads. Try on chapter one on preview page five. That should cure you if you think you want to run this.

https://www.drivethrurpg.com/product/420869/The-Horsemen-of-Reinhorn?1892600

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

The Draining Caverns of the Winged Beast

By Jeremiah Leppert
Self Published
5e
Levels 5-6

Something is plaguing the farmland around the village of Oxdale, out in the middle of nowhere. The beast visits regularly and carries off an animal, disappearing into the hill country north of the village. Word is that it is also buzzing around the new goblin camp to the northwest. It wasn’t too big of a deal until it tried to carry off a village youngling; now the mayor and the citizens want it dealt with immediately.

This 23 page adventure (a review request) details a cave with four rooms. Oh, and a goblin encampment. Everyone is friendly. Aren’t you happy you played D&D tonight?

So, look, I know there is no meaning anymore. I know that words have no meaning. I know there is no truth anymore. I got it. Came to terms awhile back. Except, fuck me, it still fucking grates on me. You know, call 4e Chainmail or call 5e Lasers & Feelings. I’d probably be ok. But nooooooo, the megacorps feelings are hurt and its brand is undermonitized, so we get Lasers & Feelings. (As the playstyle, even if the RULES don’t support that? I don’t know. Let’s not hang too much on that hook …) Chainmail might be a good game. I don’t want to play that though. And, especially, I don’t want to spend my money on it. If you just put “For Use with Lasers & Feelings” on the cover then I’d be ok. Again, I don’t care about your game. I wish you luck with Lasers & Feelings. I just don’t want to play that. I want to play D&D. 

Ok, so, we’ve got a NG vampire. Yes, a NG vampire. He news to drink blood but only wants to drink animal blood cause he’s NG, I guess. We’ve seen this, what, in about three hundred adventures? The vampire who won’t drink blood? It’s the same as the good dragon and the evil princess trope at this point. 

Ok, so, he’s NG and doesn’t want to drink humanoid blood. So, he builds some constructs to go find animals for him. Because he finds doing this himself distasteful. Also, he’s a gnome, so, we have to follow the modern gnome trope of being crazy mechanical engineers. As a vampire. Who’s NG. 

So, you go to the cave where the townfolk previously tracked the beast to. Along the way you run in to a goblin camp. They are friendly, of course. God forbid you stab an intelligent foe in D&D. Great. You go to the cave.It’s got four rooms. In the last couple you meet the vampire. He’s friendly. If you upset him he demands that you leave his home immediately! Or he’ll call the police? I guess? So, I guess you can negotiate with him, go back to the village, and the villagers, goblins, and vampire dude all live together in peace and harmony. You’ve done nothing in the adventure. 

Is this actually the kind of game you want to play in? I find it rather revolting. It’s as one dimensional as the games in which you only stab people. The only allowable foes are mindless, literally, or animals. And that NG vampire? As the fuck if. He’s fucking evil. His ranting, stealing, and threats make him evil. Further, his JUSTIFICATIONS FOR HIS ACTIONS make him evil. A haphazard pseudo-Kantian framing don’t change it.

So, 23 pages, Five encounters. Yeah. No.

So as to make this review not totally worthless, here’s your design Tip O’the Day: Important shit comes first.

When you write a sentence, put the important shit up front. Let us assume that, as in this adventure, we have a section with a page long room that has a column full of bullet points calling out details in the room. Which one of these sentences is better for a bullet? “If the party makes a DC 14 Perception (wisdom) check then they can tell that the pit floors slope towards the middle.” or …. “Pit Floors: A DC 14 Perception check reveals they slope towards the middle” See how, in the first sentence, you have to wade through the garbage, that EVERY sentence starts with in this bullet section, in order to figure out what you are rolling against? And in the second example we know up front what the party is rolling against? If they are looking at the pits then I can more easily find that “Pit FLoor” section and see what the details are for running it? See that? This is what we mean by bullets and bolding. It’s a technique to help the DM scan and locate information in the adventure. It’s not a goal in and of itself. 

Ok, a few high points. The villagers call the creature attacking them a Dusk Claw, and give it weird descriptions. I though this was ging to be a normal monster with a new name, which I enjoy greatly. Instead it’s just a new monster, a construct, and the villagers identify it as a construct. Not so good. Give the creature a name and give conflicting villager accounts. Thats good.

We’ve got a wandering monster encounter with an eagle attacking a boar, and the boar putting itself between the party and he eagle to avoid the eagle. That’s a cute vignette and interesting way to get the party involved. 

There’s this guard in twon who saved a girls life when he shot an arrow at the creature swooping off with the girl. He’s guilt ridden over the fat that the monster almost ate the kid on his watch .. .literally. He can/will join the party. Morose guard would be an ice addition, but, also, we need some vignettes with him. SOme sayings. SOme of the shit he’s going through. The DM needs a little bit more to riff on during play. There’s none of that.

The designer is trying to give people personalities, but he’s using that shitty 5e way of explicitly saying “Motivation: blah blah blah. Appearance: blah blah blah. Manner: blah blah blah Weakness: blah blah blah. Sure man, those can be ghood guidelines. Also, you dn’t need them all every time. Also, put it in a natural manner instead of having four bullets with line breaks between each one. We dont’ need separate call outs for each. GJust give us a one or two sentence vibe of the person.

So, new school adventure vibe, which I’m not allowed to comment on, so I spent half the review bitching about how its not D&D. And, a page to encounter ration that reveals Not An Adventure. And, formatting that is not conducive to running it. The beast thing about this is that it’s not 4e. SLAM! Never forget the true enemy, folks. 

This is $1 at DriveThru. The preview is ten pages. You get to see the cave. Good luck with that.

https://www.drivethrurpg.com/product/409858/The-Draining-Caverns-of-the-Winged-Beast-5e?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 18 Comments

Paths of the Mountain Queen

By Allen Nelson
Self Published
System Neutral/5e?
Level ?

A wealthy merchant is desperate to retrieve a valuable sword that has been stolen from his family’s collection. The thief is rumored to have fled to the Threshing Mountains. The missing blade is no trinket… The Manic Blade contains a curse of unspeakable terror which will befall whosoever wields it. The merchant offers the players a generous reward to retrieve the sword and lift the curse if possible. But as they set out on their quest, they soon realize that a madness has taken over the mountain side. It will take wits, luck, and skill to uncover the thief’s identity, without falling prey to the madness lurking between the rocky craigs.

This twelve page adventure has four “encounters”, one of which is a six room observatory. I loathe humanity. It says generic, but the HP totals, 120hp for a stone giant, make me think its actually meant to be 5e. Blech.

There is no meaning anymore. God is dead. We are in a full on post-consumer society, pandemic or no. You! Yes, you! Jot down notes from your last game and shove it on to DriveThru for $2! Do this after every game. If you have any idea at all in the middle of the night then spend one hour writing it up and throw it up online for purchase. The God Emperor’s vision has been fulfilled and adventures, in all of their forms, have been scattered to the stars to live on forever. In its various forms. 95% of which is crap. To be generous.

Twelve pages. Supposedly two sessions. Four wilderness locations, one of which is a small observatory complex with six rooms. Not a wilderness journey, just scenes. And, none of the titular Paths. You are encouraged to give the party the wilderness map and let them decide, based on icons, where to go. Since the observatory is the end, they have a one in four chance of skipping the other encounters. Which is fine, but, also, why? And, I’m being generous in the usage of the term “map.” It’s four artsy fartsy icons on an empty page, with no semblance of being a map at all. Whatever.

Wilderness one is a group of kids in a treehouse who killed a fisherman that went mad. Enjoy that. This is probably the most interesting, conceptually, idea in the adventure and yet is essentially ignored. Given maybe a column of text. There was a possibility of innocence and brutality to be mixed in. Realism. The way the world actually works. But, it’s not explored at all. 

Encounter two is with some mutant cranes at a lake. I wish I could tell you how many. One, maybe? Or maybe two more? “Out of the bushes come mutant cranes” says the text. The read-aloud says that “you are dazed as it knocks you down with immense force. Blah blah blah (two more of these birds can be heard calling to each other through the trees, closing fast)” So, first person read-aloud. Designer fiat in knocking people down for dramatic effect. And, putting something in parens in read-aloud? What the fuck is that about? This encounter shows the fundamental flaw of this designer: they don’t know what an adventure is. The simplest thing. Something that they got right in 1976: How many fucking monsters are in the god damn motherfucking encounter? If you can’t even be bothered to do this then why the fuck are you even trying? 

Formatting is terrible. I think there’s an encounter summary, and then a boxed text. Maybe. It’s not clear to me that the boxed text is read-aloud. Or that the summary is a summary. They frequently clash with each other. Sections headings are split between columns, a major fucking nono. Just hit the fucking return key one more time, man. Guy Fullerton has a nice list of things to watch out for like this. Anyway, no one cares anymore anyway so why bother? Just slap the price on it and publish.

That observatory at the end? The read-aloud says you open the door and see the mountain witch. Except she’s in rooms five. Room fours magnificent text reads: “A bed chamber. A journal can be found here detailing The Mountain Queen’s slow loss of sanity. She has developed agoraphobia and has become to terrified to leave the observatory. She is working on a solution.” ARE YOU NOT ENTERTAINED?! Magnificently eloquent description there. Evocative in all the ways I love. And, with a journal. Cause that’s the absolute best way to monologue at the players. Fucking worthless. Creatively bankrupt. 

Let it not be said that I am not generous with my praise: “Inside of Room One is a mangled corpse of a gigantic deer. Its head has been removed and rests in the middle of a fountain, continuously pouring blood into the pool. (The fountain is likely elixir of life or some such). The head is still alive. The eyes and mouth are able to move, but the creature is unable to answer

questions verbally.” Not bad that. Even good. I mean, it’s just fucking window dressing with no effect. A museum tour. How about that elixir of life … gonna tell us about that? No? Ok. 

The continual stream of dreck raises some interesting issues. First, you have to write to get better.I wouldn’t want to discourage that. Particularly someones creative output. And, yet, you’re shoving it out without any seeming effort made to put something out that is good. You expect a car to start and roll on wheels. Shouldn’t you feel an obligation to meet that minimum of criteria? To put a modicum of effort in to figure out what exists, what good is, and have some idea of how to build a house before building them for other people? Second, the pathetic results of the efforts of someones labour are … pathetic. And we, the public, are faced with them. They clog up the system, obscuring the works of someone who might have actually tried. We turn to curation and reviews to help us sort through this. And, yet, that market also is saturated with dreck. Is this reviewer fake? Did they get some payoff in product or cash to laud the thing? Are they pushing their own snake oil? Just finding decent curation these days is seemingly impossible. 

A dystopia of freedom and the choices that come from it. Would that God were not dead and someone would just tell us what to do. What can men do against such reckless hate? There can be but one solution: a lifestyle of fucking, drinking and playing D&D. It’s ok though, it was an informed choice.

This is Pay What You Want at DriveThru with a suggested price of $2.

https://www.drivethrurpg.com/product/425643/Paths-of-The-Mountain-Queen?1892600

Posted in 2 out of 10, Reviews | 12 Comments

The Lair of Ysmorg

By Michael H. Stone
Self Published
OSE
Levels 3-6

Face the beastman horde of Ysmorg the Brutal, lairing in a derelict dwarven fortress. Exploit the internal power struggles of the monsters to infiltrate their ranks and pit them against each other.

Delve ancient dwarven halls full of secret corridors and traps. Encounter a vengeful dwarven spirit use its knowledge of the fortress to your advantage.

This 25 page digest adventure uses  ten pages to describe 31 rooms in an old dwarf fortress taken over by bugbears and hobgoblins. Great formatting goes a long way to elevate a relatively standard adventure with a decent mix of interactivity … though tending towards hacking. 

SoO, the local hobbos in an old dwarf fortress have been taken over by the buggy bear boys. Time to do some stabbin, boyos! There’s a little faction play here, with a chance that the hobo leader recruits you to take out the buggy bear boss. There’s an emphasis, as well, on reaction rolls, that one doesn’t usually see noted as explicitly as it is here. So, (+ they try to recruit you to their side, and so on. This is, I think, perhaps the reason for the a page or so at the beginning detailing raids and recruitment.

There’s a page or so at the beginning that details how the numbers of humanoids at the fortress grow each week, or, have a chance to. And then also how they can get to a point where the humanoids raid the borderlands, as well as a chance for each raider to live or die during the raid. This is almost out of place in this adventure. For, while it adds a lot of detail and certainly seems natural, I have to question if it ever comes up? You’re gonna have to be in the fortress for some time. Or, retreat and redelve. Theres no context for the fortress, so no borderlands or wilderness listed. I’m not bitching, but, just noting that the raiding table seems a little out of place given the lack of context about settlements and/opr places to raid. (Or hooks, for that matter. There are none, which is not a problem.) SO, the raiding/growth must be related to the faction subplot? I don’t know. Seems weird.

Anyway, we’ve got this old dwarf fortress map. It looks like it came right out of an old White Dwarf magazine. High praise indeed! Same level stairs. Some objects on the map. Monsters in the next room noted on the map. It’s really going all out. Even a loop. Not bad for such a small map. Nicely evocative and complimentary to the text.

Formatting is great. Font size changes, boxed text, font color, bolding, and even a bullet or two. Mini-maps compliment the room text to show the context the room is occurring in. Stat blocks are concise and don’t distract. It’s on the edge of being too busy without actually going there. The text writing is trying. It’s not too long and keeps the odious behaviour to a minimum. It’s not gonna win an Evocative Writing award, but, it doesn’t fuck it up either. I wish it were quite a bit stronger in this area. Treasure is decent. Porcelain vase, instead of a vase. Fine elven win, instead of fine wine. A locket inset with a large glass eye … an ESP amulet. Just a word or two more to beef things up from book minimums. 

Interactivity is … a humanoid lair. Which means that the vast majority of shit is humanoids there to stab. The reaction roll emphasis and potential faction play helps in this regard as bit, as does some very light order of battle shit. (or, rather, Do They Hear You shit. Organized response is lacking.) More support/guidance for the faction element could have been included as well. I’m not looking for an overabundance of it, in general, but if thats a major point of the adventure then it should have a little more support. It doesn’t  HAVE to be, but in this, I think its supposed to be?

There’s a few other things as well, generally old dwarf shit. Get the magic armor from the tombs and you can control an earth elemental at a side door. Dwarf ghost might tell you some shit if his reaction roll is chill. A decent number of barricades and locked doors to navigate, but, that’s really part of the Stab Assault. I’m not mad at it. Desecrated alters. A well of potions. I think, maybe, the 31 rooms are pretty close to each other, and with the humanoids lairing here, it’s going to a little lopsided in the stabbing asthetic. 

As a stabbing adventure, it’s decent. The other interactivity gives it a little variety. Writing is not odious. Good formatting. 

I’m not particularly excited about this one. It’s a decent work and I’m certainly not mad at it. But, also, I’m not looking forward to it. Considering my feelings towards the designers previous work, this is a massive improvement. And, also, I might expect a little more from an adventure at this level range. It’s pretty straightforward for three to six.

This is $5 at DriveThru. Preview is seven pages, including the first three rooms. Check out that formatting!

https://www.drivethrurpg.com/product/426247/The-Lair-of-Ysmorg-OSE-version?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 3 Comments