Something is Rotten in the City State of Dennmarsh

By Benjamin Palmer
Adventures Await Studios
5e
Level 1

There’s been trouble brewing in the city lately. A foul smell has begun creeping up through the storm drains and the water in homes and businesses has grown rank and sickening. The Council of Nine, the ruling body of the city, have put out notice of a reward for anyone who can purify the city’s water source and deal with the horrible stench. The worst of things seems to be centered around a particularly wealthy part of town. Some believe that something in the sewers is causing this. Perhaps an otyugh or some other manner of filth creature. At least one adventurer has gone into the smelly depths, but he hasn’t yet returned. Maybe you’ll have better luck?

A request!

This nine page sewer adventure features six rooms. It has led me to new beliefs about 5e D&D.

Ok, ok, hear me out! I know, i know. I know I said it was a Supers game. I’ve changed my mind. Supers sucks anyway. It’s boring. But, I found a way to make 5e fun! You see, you have to play it like it’s a Paranoia game! No, no, seriously, follow along, Brave Troubleshooters!

Oh no! In this giant city there’s a foul stench from the sewers and no clean water all of a sudden! Aiiii! Aiiii! The Dark Lord of the Pit with a Thousand Young! Or whatever! SO, the town council pays you 100 coins to go figure it out! Indeedy do they do! I mean, no one else can, right! None of the cities poor would want to do it, after their very public call for Troubleshooters! I mean, the read-aloud actually starts with “Welcome brave Troubleshooters!” Uh, I mean “adventurers!” So, anyway, the Troubleshooters go off to Vale Garden, the richy richy sector of the city where things are worse.

Along the way the troubleshooters see the deserted city streets. Now, it doesn’t mention it, but I’m suer this adventure would have been improved by having large piles of vomit everywhere. ROll a DC to avoid slipping on it. People throwing vomit out of their windows. Vomit collectors yelling Bring Out Yer Vomit! Right?! Just fucking push it! DO it! The entire thing is bullshit anyway, and the way you solve bullshit is to lean in to it! Just fucking GO man! 

So, anyway, in the richy rich portion you see six houses. That’s it! Whatevevs, right? And four f them have signs up saying they are now longer at home because ofthe smell! Time for some thieving, right?! Uh … no … that means that you are supposed to ask questions in the other two houses, for whatever reason! Righto! You know the deal in 5e! You just make some talky talky rolls and the DM regurgitates information! THis time all of the information is DRAKE related. Every fucking piece of information is about a DRAKE. From both houses! LIkie, lean in right?! The houses and shrubs arein the form of drakes. They have drake costumes on. They love drakes. EVery other word is DRAKE. They use it like cool. Drake on man! 

Outside there’s a flood of sewage! Ohs nos! Get uyp on the high ground to avoid it coming out of the sewers! Again, push this shit (literally) man! Go for it! Shit boats! Piles of shit! Lean in to the piss kink of your players! 

After it receeds, Look, a manhole! Gee, a sewer adventure! Who would a thunk it! And in 5e?! Make a DC14 check to open it! Can’t open it?! No adventure for you! Everyone can make a DC14?! THEN WHY THE FUCK DID YOU BLOCK THE ADVENTURE BEHIND A DC CHECK?! In we go!

Giant rats! Rats swarms! Ohs nos! Adventures! 

Oh, look, a gobln/kobold village! Guess how they talk! “We’iz no scared of you! You’s in ours’s city now! Turn arounds and leaves’s! You’iz no welcome here!” Alchemsts as the enemy continue the anti-science trend that society is currently in the middle of. Cultists as enemies betray a nasty anti-religion sentiment. (Says the avowed atheist. Lighten the fuck up on the dumbasses, as long as they are not telling you what to do.) And, there is, no doubt, some kind of anti-immigrant sentiment in the cartoonish portrayal of the noble goblin/kobold. See how did that kids? Next fucking level trolling right there. 🙂

Blah blah blah. Simple six room linear map. Blah blah blah. A room with a bridge that you don’t actually need to cross since the door out is on the same side of the bridge. Blah blah blah. A rooms with webs in it that has the valve needed to open the door also in the room. Oh, and a giant spider. 

You find a valve, open it, and it cleans the sewers. A week later the sewers gets clogged again and you’re sent back in. This time to fight a drake in one of the rooms you were in before. I’m not sure if that’s clever or not. I like the return aspect, but, also, ther’s a little quantum nature in that the drake is NOT there, inthe dungeon, the first time, in about 50% of the cases. Basically, if you do a trap puzzle in one room then the drake is not present. If you run through the room then it is present. 

Did I mention that, in a room with an obvious valve, you can make a DC14 INT check to determine that turning the valve will clear the same room of the gas thats in it? Are players this fucking dumb? No. Designers are.

It’s a padded out, baby adventure for four year olds. Yeah, it’s ok to run. It’s clear enough. If you ignore the 5e meme shit, like making skill check/challenge shit, then, yeah, it’s an ok 5e adventure. Where ok 5e adventure means “Dumb as fuck.” 

This is $3 at DriveThru. No preview, so gooo fuuuuuck yourself.

https://www.drivethrurpg.com/product/334309/Something-is-Rotten-in-the-City-State-of-Dennmarsh?1892600

Posted in 5e, Reviews | 18 Comments

Dragon Teeth of Kataphrasis

By M. Greis
Greis Games
Labyrinth Lord
Levels 3-5

In the ruins left by the wizard Kataphrasis are left strange artifacts from the age when the stars fell from the sky. In the dim corridors inhabited by foul goblin raiders and their gnoll allies are left strange magics and few explorers are left umtouched after exploring the depths. It all begins with a caravan plundered by goblins and a rescue mission to free the prisoners of the goblins but from the within the dark, deeper than the goblins care to go something calls to the curious – and this may be the undoing of the adventurers for magics of ancient wizards are better left alone.

This 33 page adventure describes a three level dungeon with about 25 rooms. It’s got some creative encounter details, and is also dense enough, with enough text, that I don’t care about the details.

Kind of a strange one, this one. At it’s heart is a standard “dungeon with some humanoinoids in it who don’t control the entire place, the rest of it being a ‘normal’ dungeon.” It’s a strange one because even though it does many things right, the information density is so high that I think it gets quite wordy and hard to scan and run at the table.

We’ve got the usual assortment of iffy hooks, including getting hired. The start is the party finding a destroyed caravan, along, perhaps with “Terruce, the young local they recently met at an inn, who wanted to be an adventurer and therefore took a job as a caravan guard.” I’m always up for a little mangled body of a local youth energy. It’s that kind of detail that pervades the adventure. That’s great specificity. The actual descriptions of the various things in the dungeon may not be stellar, but, the concept behind them? Absolutely. 

The dungeon, proper, starts with the party seeing a large namd of gnolls in front of the dungeon entrance, being sent away by a group of goblins and being told to return at sunrise. Thus you’ve got a timer, the return of the gnoll warband, to act as a force driving the party forward. (Along with, presumably, the rescue of some prisoners obviously taken from the caravan.) This start is all supported by a small table of six rumors that goes something like “Some herb gatherers” and “an ancient ruined fortress that nobody should ever go to.” The rumors have their heart in a good place, even if the writing is more than a little cumbersome in places … which is a great summary of the entire adventure. 

“Wagons are emptied and overturned, and guard  peppered by goblins’ arrows or ripped to pieces by savage gnolls. Among the dead are goblins and gnolls.“ So, sure. Empty, overturned, peppered with arrows. And less great, this read-aloud, telling us they are gnolls and goblins. Errr, sorry, SAVAGE gnolls. Its got more than a little taste of high brown/flauting in my mouth. Technically, you can see what they were going for, even though they didn’t reach there in a natural way.

The individual room entries can be long, a column or more not being uncommon. Green text telling (I just typed repent instead of green. This is not an autocorrect situation. Hmmmm, thats weird … the tribulation has begun?) us the room name. A grey text books of a couple of paragraphs with read-aloud text. “Here sits seven goblins swaying from drunkenness amidst dice, coins and empty wine bottles. The place reeks with stale wine, coal and goblin sweat.” The end of the room read-aloud, there, again is trying hard. Reeking. Stench, sweat, wine. Sure. But the description is more than a little off. Here Sits? Really? Then we’ve got a paragraph description the seven goblins in the room and their drunk attack modifiers. Then a yellow boxed text with some treasure details. Then a paragraph each for the vampire and portcullis in the room (starting wth thos bolded words to make finding them easier) and then a pink boxed text section on bribing your way in. It’s busy. Very busy. 

Is it wrong? Meh …. It certainly feels the fuck wrong. Maybe from how busy it is. Maybe from the length, or what it implies. Combined with the somewhat cumbersome writing, the grammar and sentence structure, and youtube a section of  text, for each room, that feels like a struggle to wade through. I look at it and just sigh. I close my eyes a moment to gird my loins for handling whats to come. Not exactly what you’re looking for in running something.

And the map … the map is really strange. Three levels, if a room has a 30’ high ceiling then it shows up on all three levels of the map. Isolated from the other rooms for the upper two 10’ sections, for example. This sort of multi-level map details should be great but it comes across as confusing.I had to keep returning to the text over and over again to be like “where the fuck does this room connect to?”

And yet it also does so many things right. The map, multi level complexity, is great. Its just a  poort implementation. And individual encounter elements being great, like the campfire attack details, or bribing your way in, or any of what feels like twenty other nice little details and specificity in the dungeon. One room, with a weak/collapsing ceiling, is supported by a sweet little table of a kin of escalating room/ceiling collapse type. I ike it, a lot. The bear claw goblin tribe gets no real “bear claw” descriptions, but, sure, what the hell, why not have each of them holding a cruller? 

It’s got great specificity, but it’s handled in such a cumbersome way tha tits hard for me to do anything like recommending it. And i feel like an ass for saying that *also, because I think there are some EASL issues) but, ultimately, I don’t want to run it. I don’t want to fight what I’m running to run it. Even though I’m not sure that’s the case.

This is $3 at DriveThru.The preview is six pages and shows a couple of dungeon rooms, so, good preview.

https://www.drivethrurpg.com/product/391622/Dragon-Teeth-of-Kataphrasis–a-B-X-adventure?1892600

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

The Tomb of Kor

By Stephen Ashmore
Sword and Tower Games
OSR
Level 5?

The Tomb of Kor is a legendary tomb of the great king Kor, never before opened, until now. Your players will venture into this legendary tomb that robbers have recently opened, inside they will find secret doors, traps, and treasure; and may awaken mummies who have been sealed away for centuries.

Kor was man!
I mean, he was a mummy man
Or maybe he was just a mummy
but he was still Kor!
Kor!

This seventeen page adventure uses nine pages to describe an eight room tomb with a mummy. Two encounters. Lot’s of boring traps. And a writing style aimed at two years olds. Yes sir, it’s a banner day in the old brych place, full of the fucking dreck that makes life worth living!

Let us talk my loathing of the hallway trap. Random. Out of nowhere. Take damage. Or, I mean, you can search. And slow the fucking game down to the crawl. Yeah yeah, I know you disagree. I’ve never seen it NOT slow the game down. You know what else is fun? A room with six pit traps in it ! In fact, there are pit traps everywhere in this place, with five more making an appearance in other places! Weeee! Pit trap! We get a paragraph up front at the start (or, actually, three) telling up how to run a pit trap! You can search and find one! Blah blah blah. Roll a search to find one. Does it find ALL of the pit traps in the room? It doesn’t say but I presume not. I’d be shitty as a player. But, as a DM, I’m shitty because of the text. Ready kids? “Traps and other room mechanics are handled in the same way. The room determines all skill checks’ difficulty levels, including finding secret doors, dodging a trap, or investigating something. For example, in room one, the DC is 14. That means to find or disarm a trap, it requires a roll of 14. It also means that to find a secret door a roll of 14 is required.” Congrats! Now you know how to run a pit trap! Just like every other trap. Just like every trap you’ve EVER run. Good thing the designer was there to tell us how to do it!                 

But wait, there’s more! We are also told that “… two secret doors can be found in this room, as well as several traps. Floor traps are small, five-foot by five-foot pit traps that are triggered by any weight above a handful of pounds leading to a drop of around twenty feet. Ceiling traps spill large quantities of debris, sharpened quartz stones, and various sharpened pieces of bone when anything steps on a pressure plate on the ground below. Both kinds of traps deal 2D6 damage, or half if a reflex or dexterity save is successful.” Yes sir, the text repeats! Yeah! Now I’m not dumb anymore! I’ve been told how to breathe AND then had it reinforce! An excellent use of space and a text budget!

No? Ok, how about this: “How the adventure works: Each room of the dungeon is listed separately, with a description that should be read to the players.” Yes, the designer has told us how room keys work! No one, in the history of the fucking world, needs to be fucking told how a room key works. Jesus H fucking Chris. Maybe, also, you can tell me how to count to eight so I can follow that as well? I mean, what the fuck were you thinking? This? Thiis is good adventure design?! This is whatyou dreamed of doing and stayed awake at night pouring over in your head as youlay in bed? How to tell people what an adventure key looks like and how to use it?                                 

“ To increase their chances of finding a secret door, allow extra rolls for searching different areas of the rooms. Perhaps a failed roll can reveal the location of the door, but not how to open it.”

IE: do not play D&D. 

“Searching the room can lead to treasure with a successful search check. Roll 1D6 on the following table to determine the treasure. Each character can search one time.”

IE: life is fair. I want to puke. (That may not be the adventure, I had eight shots of fireball and three long islands at hte bar last night. Hmmm, or, maybe its a combination of the adventure AND the liquor? Whatever; I’m blaming the adventure.)

The adventure backstories. “Brought here at great expense is the Throne of Kor How do you know this? You don’t. How does it improve the players experience to know this? It doesn’t. How does it help the DM to run the room to have this information presented to them? It doesn’t. “The room has been disturbed recently” How do you know this? You don’t. 

Here’s a great example of some room text. It embodies the spirit of the entire adventure: “Pulling the players in: There are a few ways to position Kor’s Tomb as a hook for players. First, the king of the land, or some other ruler, hires them to chase down the tomb robbers who have broken into the Tomb. Second, perhaps the players come across the tomb while exploring the desert. Third, the players could be associated with the tomb robbers themselves, arriving to help their friends. There are certainly many other ways to draw the players to the tomb, it should be made clear that the tomb is famous for being undisturbed, full of traps and legendary treasure.” That paragraph says nothing. NOTHING. It’s just words. Filler words. Words that add absolutely nothing to the adventure. No specificity. NOTHING. Nothing to work with at all. And that is the adventure room after room of that nothing. 

The tomb entrance was covered by a large boulder of marble, too heavy for most to move.” and then in the read aloud “it has never been moved until now. The tomb robbers who entered before have not been seen since.” Note the contradictions. 

It’s just crap.

Did I mention all the, long, read-aloud is in italics?

Save yourselves, my children. 

This is $2 at DriveThru. The preview is four pages. It shows you the traps page and a couple of rooms, so, good preview. Enjoy the fuck out of it.

https://www.drivethrurpg.com/product/398136/The-Tomb-of-Kor-A-PocketSized-Adventure?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 13 Comments

The Sound of Madness

By Silvia Clemente, Joe Coombs
The Red Room
B/X
Level 4-5

Once again, the orc tribes have come down from the mountains south of the Andril river and raided the region’s farms. This happens frequently, but this time it is different. The orcs are now more savage and brutal and seem to be driven by the single purpose of killing the people of Andril.

This 36 page adventure describes nothing but some random events and a general idea for an ending. It’s a fucking mess. It also has, I believe, the best mood setting events I’ve ever seen in an adventure. 

You’re a ragtag thrown together band of mercenaries and fighters, in an earls army. You’re out stopping an orc invasion. You get in a fight and end up on the wrong side of a river … orc territory! And then you start to hear some strange humming throughout the air, permeating it. That’s what happens here. That’s it. You follow the humming, and a page of backstory tells you about a gnome, a cave with some machinery, and an orc tribe that eats blue mushrooms. I want to emphasize that NOTHING happens in this adventure. There are no locations. Nothing is keyed. The “ending”, with the gnome and cave is just some text, some backstory. There’s nothing there to run. You start at your camp, have a camp encounter that night, end up in a battle and on the wrong side of the river, have some random mood setting shit while you “search” for a way back across the river, get attacked by orcs every night, and hear the humming. Presumably the DM then makes a bunch of shit up to find the cave and more shit to run the cave, from scratch. Just like the DM made up a bunch of shit to run the wilderness travel to find the way back over the river … that has no details either. And I mean NOTHING.

I knew this was going to be a hard one when I was seventeen pages in and all there was is art and some pregens. (Which double as NPC’s) I can’t emphasize enough that there is NOTHING in this.

And yet …

The designer has one of the best talents I’ve ever seen for setting a mood. (Admittedly, a grim mood I’m rather fond of.) I mean GUUUUUUUUUUD.

So you start off at this mercenary/army camp. The lieutenant is dead. The new dude is not so good. Pushing the men too hard. Blinded by the reward of potentially marrying the earls daughter. “The troops are tired and eerie, morale is low, and the men are starting to suspect they are being used as cannon fodder.” I get it! I can run that vibe! There are some events to have at camp that night, on a d6 table. Someone accuses a PC of stealing, the luitenant searches them and finds the object. Or someone accuses you of cheating during a card game and pulls a knife. Everyone is momentarily happy as someone pulls some eels from the river .. only to have everyone throw up after because they are poison. Some potential mutiny conspiracy talk … it FEELS like a rough army camp with low morale and dangerous people in it. 

The next morning the scout says orcs are nearby so you all set off, as a troop. You find them and have a fight. There’s no real stats or anything. The DM is told to have a huge number press the party and keep doing so until they retreat in to the river, to get swept away … because that has to happen to get the party to the other side. Obvious railroad is obvious. If we think of this as not a B/X adventure but a 5e plot thing then I’ll allow a little pushing of the buttons to make some things happen, especially since this is the reason the adventure exists.

On the other side they are confused and drenched, maybe missing some stuff. “Add a couple of human corpses floating along for some colour, someone the characters remember from the company.” Nice! I’m in to this!

Then you hunt for a way back across … which is not handled in any way other than those words I just typed. Some events along the way are eerie, in a Blair Witch or Apoc Now way. COming across a totem. Something in the foliage you can’t see. A pile of rotting orc bodies, with nauseating smell and disgusting look. A palisad with mummified human heads impaled on wooden stakes … assign to keep away. With “They find an old rotten chest filled with gold coins and jewels. It is a great bounty, but carrying it will encumber them.” That’s all you get. A camp, with signs of being occupied recently. Strange bones found among the ashes … that can’t be identified. Great great great mood setting! This is the way you to set the fucking mood.

The rest is shit. You get attacked every night and the orcs drag off an NPC. Yawn. There is, though, a GREAT description of the orcs “The Pukas wear no clothes, except for stretches of leather, made from the hides of creatures they slay. They wear these as ornaments, and they also make masks from the skin of their prey. It is a Puka tradition to wear the face of the last enemy one has killed. Every night the Pukas will come for the party.” Perfect! And … “When the characters finally come face to face with one of the Puka orcs, they will be wearing the torn face of the missing NPCs.”

So, great mood setting. Great monster description … but, also, no real emphasis on the other side of the river being orc country. That could have been done better. Also, the abstraction of the adventure is a problem. No real ending. No real wilderness travel. No real adventure, to be honest.

Great vibe though, for the adventure that doesn’t exist. Even the titular Sound of Madness. Lame.

This is $2.50 at DriveThru. The preview is six pages and shows you nothing worthwhile to help make a purchasing decision.

https://www.drivethrurpg.com/product/398329/World-of-Bastards-The-Sound-of-Madness?1892600

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Laboratory of Ord

By Cameron Shanton
Shanton Productions
OSE
Levels 1-3

The Laboratory of Ord has within it a self-contained mystery for players to piece together and solve, centered around the maddened sorcerer Thorngage Ord. Rumors of mass disappearances have plagued the local countryside, and many believe that Ord is to blame.

This nine page adventure uses four pages to describe the eleven rooms, on two levels, of … an alchemist lair! I was prepared to hate it and instead just merely dislike it. The writing is ineffective, the environment mostly boring, and, overall, more than a little confusing.

Who, today, troubles my weary slumber?

First, there’s no context for this adventure. You see that marketing blurb? That’s what you get. That’s ALL of the context you get. Otherwise we just get a “room 1” start. This is after a boring table of wanderers and one for random loot. Both of which filled me with dread. “Oh no! Will I be expected to roll on each room to determine what’s inside?” Well, kind of, but, no, there ARE encounters and treasure in this other than the stuff on the random tables. So, major crisis averted. But, also, no context on the dungeon. A stairwell leading down? I guess so, since that’s what outside of room one. But, nothing else. I don’t need a lot here, but a single sentence noting the dungeon environment, it’s entrance, etc would have gone a LONG way to helping a mood here. But, no, just what’s in the marketing blurb. Again, not two pages of backstory. But, fuck, even G1 had SOMETHING for the DM to work with.

The map is two levels. It’s kind of “manorly” in tha the rooms are essentially opening in to each other. No creature reactions for an environment that small. And, the map is rather generic. A large hole in the floor in room one, indicates the text. Is the hole on the map? No. A curtain sealing off an alcove in room three. On the map? You know better than that! Pillars and staircases are the extent of what we get. Even though the hole down IS the way forward. This is a homemade map, it looks like, not a Dyson affair. Put some fucking shit on it, man, to help a DM out! I don’t need every table and chair, but help me out!

Descriptions? How about we use the magic items as an example? BOOK items, for the most part, as boring as any book items listing. Also, how about “a strange +1 dagger, with an inlaid opal.” This is the height of descriptive text. An inlaid opal. What the fuck does “strange” even mean in this context? Are yu going to tell the players its strange? When they ask “How?” then what will you answer? “It’s strange.” Yes, please, do that. There are two things goin on here. First, the word strange is meaningless. You want to provide a description that makes the PLAYERS think “hmmm, thats strange.” Whats part of the value you are adding as a designer. You need to do more then just roll some random monster and put them on the map. You need to bring some things to life. Use all of the joy present in the english language to make inspire the DM so they can then inspire their players with wonder and awe. Strange is not that. Strange is a conclusion. “Evil looking” is another common thing that designers do. Don’t do that. Provide a description that makes me think Oooo, thats fucking evil!” Second, beef that shit up. Gimme a description, or an effect, that’s more than just a roll on the table of magic items. Make me WANT it. Make it special. No, not in The CHosen One way, but just something to make the fucking thing stand out. Players LUSTafter magic items. Its part of the reward for playing. Make them happy to be here and to risk life and limb. With an over-powered item? No. Just with SOMETHING. ANYTHING. Make it fucking mundane. I don’t care. Just put SOME effort in to it.

I mentioned confusing. How now brown cow?

Room one tells us “The dungeon is crawling with the ancient bones of old priests and people who fled here.” What does this mean? Literally? Figuratively? It’s never mentioned again. It’s not mentioned in any concrete way, or even alluded to, after this sentence.What am I to do with that? Do I take it as a description of the current room? Of the entire environment? Even if I did so, it’s a pretty boring description. There’s no specificity. Bring it to life! … and let me know what the fuck is actually going on in rooms. Especially every other room which imply, heavily, they are clean.

“A lever at the end of the hallway seems to control something unseen” Yes. Wonderful. That’s what levers in hallways do. I’m not even sure how this works. I think maybe it controls gas in a nearby room and not in the hallway? Not to mention the padding.

“There are four Normal Humans standing idly huddled in the bottom corner, breathing loudly in unison and concealing daggers. See Monsters, in Old-School Essentials Undeadnormal human” Ok, so, I’m guessing these are zombies? Another entry has four normal humans in it, without mentioning they are zombies. I don’t know anymore. I don’t cARE.

I think I’m done caring. I’m done seeing the good in things. All I see is a de rigeur attempt, and a poor one at that, at creating eleven rooms.

Hey, you know what? Let’s do all this shit all over again tomorrow!

This is $2 at DriveThru. The preview is six pages. It shows you the first eight rooms, so, good preview. AND it puts the level range in the product description. Most don’t. Nice job.

https://www.drivethrurpg.com/product/392565/The-Laboratory-of-Ord?1892600

Is this a review? No. Why should I try if no one cares to?

Posted in Dungeons & Dragons Adventure Review, Reviews | 12 Comments

The Mysterious Witch

By Christian Blair
Self Published
Generic
Low Levels

The Mysterious Witch is an adventure designed for low level players, for use in any fantasy generic-system TTRPG. This adventure is themed around dark magic, mystery and corruption. Exploration and dangers await players as they travel into a forsaken village among the woods, besieged by undead creatures and horrors. The village asks for help to find the culprit, but the actual truth is more complicated, and beneath the dark veil, a sad reality awaits.

This seven page adventure features a five room dungeon. And small glade to explore. It’s generic, in the abstracted way, rather than in a system neutral way. Well, it’s that also, but, the adventure is more of an outline, devoid of anything interesting that would be useful to the DM in a meaningful way.

I think system agnostic adventures have a lot of potential. At least, system agnostic adventures of a certain type. You’ve got the ones that try to stat something using a “universal” system, usually the older fold who got traumatized by The Game Wizards lawyers. Then you’ve got my favorite type of system agnostic adventure, the ones that are really just an adventure without stats or mechanics to speak of. I mean, sure, a small mechanic or here, but, generally the designer trusts the DM to do what they need to to run the adventure, and maybe stats things for BX or something. This is, I think, the way most people run adventures anyway. You take something for some system, probably not your own, and do a kind of conversion on the fly. Maybe monster stats ahead of time but the rest is on the fly. I really like this sort of thing and I think it has a lot of potential. I really don’t care about balance or mechanics in my adventures, that’s what I’m there for. I’m in this for a decent environment for the party to explore an dplay in, some fun situations and so on, and you don’t need mechanics for that. Then there’s the third type of system agnostic adventure. The kind that is all too common. The one that is essentially an outline. Abstracted content that is not too specific. Almost minimalism. And usually, as in this case, minimalism that is expanded and padded out. Booo!

So, villagers are going missing. Like, ALOT of villagers. There’s not much information on that, almost none at all. They suspect undead? But also, they suspect a witch and know where she lives and want you to go get her. This is the first abstraction. Not many villagers and no real story to tell of the abductions. Or the undead. Nothing really at all. Just what I typed above. Yes, absolutely, it’s up to the DM to fill in things and bring a game to life, but, also, the designer needs to give them the tools to do that. And just saying that there have been a lot of abductions and they think undead might be invoved is not enough. You need some terrified looks. Boarded up windows. Some personal tales from people. You need to set the VIBE for the DM to then riff further on. And this don’t do that.

“Once the layers reach the clearing they will find themselves surrounded by four ruined stone houses and a dry well.” Note the padding. “They will find themselves surrounded by.”  and “once they reach the clearing.” My old quantum example I thinks makes the best point about this, but, whatever. This is a conversational style. That pads things out. There is a clearing with four ruined stone houses and a dry well. We then get a description of the dry well. “The dry well has an object hidden at the bottom. It is a dungeon map that reveals the witch’s last location”. Again, padded out They find a hidden object. No, They find a map. And, to boot, it’s boring as fuck. “That reveals the witches last known location.” This is an outline. There is no specificity. It’s an abstraction description devoid of any life. Going further we get the same sort of descriptions for the first house and the big house. Then a paragraph tell us tat amongst the ruins of “a house’ there’s a giant creature feasting on a dead body. The feasting is good, but thahat’s not the ont. It’s another paragraph. AND THEN we learn that, in another paragraph, there’s a zombie lying stuck on top of the dry well. NO! We put things relevant to an object near the object in the description. Stuck is an abstraction. Tell us how. Zommbie is an abstraction. Describe it to us. Paint the picture of what is ging on for the DM to expand upon and rif fon and run the encounter. It’s fucking terrible.

The entire thing is like this. Abstracted generic descriptions. No life in it at all.

And then there’s the design, proper. “On the altar lies a scroll with the following riddle: ”It’s so magical, it comes every night. It takes you away without moving. To see it, close your eyes. ” If the players say the answer out loud: Dream. The scroll magically transforms into a golden key.” This is the worst kind of thing. Just a meaningless riddle, unrelated to the game, a pretext to give out a key. Lame.

This is free at DriveThru. But you will never get your time back. All for a misunderstood evil witch.

https://www.drivethrurpg.com/product/396898/EQ3-The-Mysterious-Witch?1892600

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

Gyllagoon’s Island

By Jonbar
Merciless Merchants
OSE
Levels 5-7

Shipwrecked upon a deserted island the party soon realizes they are not alone. Populated by intelligent and savage red haired apes, the heroes must fight for survival and find a means for getting off the jungle island. These hungry apes are eager for the taste of man flesh and are ruled over by something not of this world that thrives on hunting and terrorizing intruders within its domain…

Meh.

This 39 page adventure details an island with an evil ape. And a pyramid. And a volcano. Alas, no tribesmen. I’m left with an overwhelming sense of “meh” as I review this. I’m not excited about it. It’s seems staid. Maybe that’s because the formatting and writing style remind me of those middling days of TSR, beyond the wall of terse and just prior to the Shit Fest it became. Those days of Meh.

Ok, so, island, 20 by 30 miles. Tropical. Yeah, it’s fucking Dread. I’m not sure anyone can do a tropical island anymore without Dread coming up. Yeah, it’s got an evil ape, this time a demon ape. Yeah, you’re not really there for any reason (which is cool, I guess? Islands seem like work. Maybe I don’t grok the cargo carrying capacity of ships?) Besides the evil demon ape that most things on the island revolve around, there’s also a giant cro, a stone pyramid, and a small cave/tomb, each with about ten-ish rooms. 

Ok, so, good things. There’s a huckster selling a map as a hook. ““Look, why wouldn’t you want your own island that you own? Eh? For 5,000 gp, I can give you this deed to that island. I even got a map straight to it! Imagine….beautiful sands, the soothing waves of the sea, jungle birds and friendly monkeys? You just need to build your dream home…or perhaps a castle for heroes such as yourselves. What’s not to like? What do you say? 5,000 gp is a screaming deal…..” Sold! American Tobacco! I’d be in. That’s the way you say We’re Playing D&D Tonight Bitches! Your soul has to be dead to not swallow that hook. In fact, I’m gonna say that’s my litmus test. If you don’t follow that hook then you don’t get to play in my D&D game. The notes tsay that the deed is fake. Pffft! _I_ think it’s real, and saddling the players with a disease ridden island full of carnivorous apes, disease, pirates and the like is great!  Level 5-7? Sure, we can start some domain play! The other hooks are blah blah blah hire the party shit. LAME! 

The island is … meh? I mean, 20×30 miles, with like three features on it. I guess you can see them from the ship if you sail around it? I don’t knoow. DOesn’t say. But, it’s also not a hex crawl. Sweltering Jungle Island doesn’t come through in the island description or wanderers, but whatever. Also, the evil demon ape is supposed to be kind of omnipresent onthe island, but I don’t think that comes through on the thing either? ROll a ‘1’ on a a d10 for a wanderers, and then get a 12 on a d12 for the demon ape? Meh. I don’t know. The whole island just doesn’t seem to be a place. Empty With No Place To Go And Nothing To Do is the impression I’m getting.

Descriptions are … Long?I don’t know. I guess I get what they are going for. It’s not uncommon for them to be half a column, with multiple things going on in each room. But it comes off as busy. Here’s the first paragraph of one of the room: “The groaning and rumbling stone sound begins to echo away as the platform settles into the center of a square chamber, creating lazy dust swirls. Pillars stand on either side of passages that lead into darkness set in each wall, decorated with pictographs of various creatures (apes, colorful birds, snakes, etc.) that live on the island. Huge blocks, covered in hieroglyphics, create the walls and floors; the open shaft the only escape from the surrounding oppressive stone. Stone ledges along the walls hold vials, urns, decanters and other implements and tools organized neatly upon them with a layer of dust. Writings are engraved overhead of each of the four exits.” So, yeah, get it? Groaning stone. Lazy dust swirls. But, also, I’m bored. I’m not excited. Length? Writing style? I don’t know. I just really don’t give a shit. At All.

And I don’t mean that in a “Oh my god, every moment of this adventure must be the greatest moment of my life!” sort of way. Not set piece after set piece trying to top each other. That would be fucking lame. But the entire things just leaves me Not Excited about it. All of the encounters are just kind of there, and present, but nothing more. And not in a Regerts kind of way.

Which is a good transition. Best Of generally means I’m excited to run this! And Regerts gets close to that but generally has some flaw. This. I don’t know. I mean …

Here’s the description of the evil demon (literally) ape: “hulking and shaggy haired ape beast, with rusty colored fur and gray mottled skin. Long muscular arms end in wicked claws and the mouth has large, sharp fangs framed by curving horns. The legs are short, but powerful, and are able to grip limbs of a tree or grasp prey. Their stench of their matted unwashed bodies is almost overpowering and their eyes burn baleful dim intelligence.” I mean … meh? 

Props for taking one demon front the MM and making an adventure surrounding it. Good idea. But it just doesn’t come across in any way as an active adventure. Or something that you want to run. 

Or something that you want to play in.

The PDF is $10 at DriveThru. Le Preview is fourteen pages. The last few show you most of the encounters on the island, with just the three mini-dungeons left out. It does a good job of showing you the writing style, for the most part. Also, I just fucking didn’t care for this thing AT ALL.


https://www.drivethrurpg.com/product/392345/Gyllagoons-Island?1892600

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

The Tavern from Hell

By James Mishler, Jodi Moran-Mishler
James Mishler Games
Labyrinth Lord
Level 1-3

A local tavern, known as a hive of scum and villainy, has fallen under the powerful curse of an angry wizard. The locals and the heirs of the taverner are offering an exorbitant sum for adventurers to go in and perform the needful actions to lift the curse. It is a LOT of money. And the adventurers get to keep all the treasure they find in the tavern. And the local authorities have even suspended their usual taxes on treasure. Too good to be true? As a down-on-your-luck adventurer, you are probably too poor to care…

This sixteen page adventure details a tavern, stuck in time, with three levels and 34 rooms. The pretext is pretty pretexty, it’s chocked FULL of monsters that a groups of firsties can’t deal with, the writing is padded out with historical context, and it lacks interactivity. There’s also the seeds, unknown to the designer, for a full fledged campaign that could be both interesting and boring as fuck.

Ok, so, bar is cursed and full of monsters, etc. You’re offered 1000gp to go fix it/clear it out. The locals know that its full of fursed tavern goers, and if you die inside you stay inside and you need to find five of the original bar patrons, kill them, and bring their foci, some shit, different for each one, that they wear out to the porch of the bar at first light. Then the curse is broken. They also know the exact foci of each one of the people inside. How? I don’t know. Shut up and stop asking questions. “But, they have the EXACT detailed information on the descriptions of each of the foci, from the wizards curse? That seems weird and …” I said shut the fuck up. It’s what the fucking game is tonight. 

In you go. Encounter one, in the foyer, is a 3HD black widow spider with 2d6 damage plus poison. TPK? Maybe. Directly beyond the foyer is the main bar, with 1d6+3+10% of the main gnoll force in the bar, as well as 1d6+3+10% of the ogres and orcs in the bar. They aggressively attack all intruders. TPK? For sure. 

And thus it goes. It feels like EVERY.FUCKING.ENOUCNTER. In this thing is a potential TPK. There is NO way in fucking HELL that a group of level ones is going to make it through this thing. And it’s all combat. There are no real secrets, or things to play with, or anything like that. There’s not really even any negotiating. Just roll on in and start fucking hacking. You got five dudes to kill … including a minotaur and a werewolf. Good fucking luck with that.

Oh? You’re a hot shot D&D player? That not hard enough for you? Well, you need to do it all IN.ONE.DAY. Yup, you got 24 hours to kill everyone you need to. Because at the dawn of the next day they all come alive again. Everything thing you’ve killed inside is back alive again and ready to go, again. Have at thee, varlet!

[Not mentioned are the bad room descriptions with historical context like: “(the body on the floor) … was reincarnated as a wolf, and no one has tried to enter the area since the GIANT …” or “an ogress thought to poach a dead adventurer, but was herself slain before she could, and the adventurer was reincarnated the next morning.” Perfectly adding nothing to the adventure but padded text that distracts. 

But …

This things got potential. Also, I’m living on 3.5 hours of sleep over the last 48 hours, so, bear with me some if I seem slaphappy.

It needs to be totally rewritten in to a groundhogs day adventure. Just make the entire campaign, the entire adventure path, in this one location. You go in, figure out what you need to do, get in good with people, and figure out a path through all the madness to get your five kills, against impossible odds (maybe all Hitman style?) through he course of one campaign. Like, one book, a hundred pages, different time/ages of the bar, different goals and how the bar changes over time as people reincarnate and come and go. It could be great Or an immense drag on everyone who plays it.

Like this thing is. I don’t see how its even possible to START playing this, given the spider and main room. I think you’re just gonna die. Meaning you reincarnate inside. SO, like, my groundhog day thing is closer to the truth than it might first seem? I think? mYabe? Is that how this thing is supposed to be played?

This is $3 at DriveThru. Preview is two pages, showing some random “how to reincarnate” bullshit. So, useless preview to figure out if you should buy it or not.


https://www.drivethrurpg.com/product/397489/The-Tavern-from-Hell?1892600

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

Pyramid of the Undying

By Simon Carryer
Simon Carryer Games
OSR
Level ... 3?

A new take on the greatest D&D adventure ever written.

This fourteen page adventure details a ziggurat pyramid with five levels and about sixty rooms. It’s a respin of The Lost City and does a great job with the formatting, the writing, and the interactivity. The support of the faction play could be a bit stronger, but, I’d run this a dozen times over before running the original Lost City.

I know that a lot of people love the classic adventure The Lost City, but I have not been that impressed with it. At least that’s my memory. I don’t own it and it’s been a long while since I took a look at it. I know that I wasn’t impressed with it, in contradiction to the zeitgeist that the old school D&D culture has over it. This one, however, does a much more decent job … again, filtered through ancient memories of the original. 

Ok, so, ancient culture (this one on human earth) seals themselves in a pyramid and lives eternally. There are three main factions and everyone love to wear some animal masks and take on the persona of the mask. So, a dude in a wolf mask acting like a wolf. What I am impressed with here, though, is the interactivity and the combination of evocative writing and formatting. 

This is a more traditional paragraph formatting. A room number, a bolded name, and then maybe a bolded monster entry as the first thing. So if the room has giant bees in it then tha’ts the first thing the DM sees, prepping them that their description needs to have a monster in it. Then, generally, one paragraph follows. A short one or maybe three or four sentences. This contains the room description with everything you need to run the room. It’s evocative, and written in such a way as to inspire the DM to more. 

So, in practice, lets look at this. 

3 Fire Beetles (1hd, armor as plate, corrosive spit 2d4) Perfect! It’s short and sweet, and reminds me a lot of the Ready Ref monster sheet, which I absolutely fucking love. There’s room for the DM to fill in. I know what the fuck I’m doing. I can run this thing just as written. 

Then, comes the room description. For the beetle room (2. Workshop) we get the room name. Great! I’m oriented now to what the room actually is and I’m thinking “workshop” as I read the rest of the description, my mind now framed correctly to fill in details. “Ladders descend from above. The beetles’ abdomens emit a ruddy glow like a torch. Shelves around the walls contain spare parts for the statues atop the pyramid, clay pots holding remnants of lubricant oil, and metalworking tools. A small forge completes the workshop.” Great! Just a couple of sentences here. We get some evocative room shit, like the ruddy glow from their abdomens. Ruddy, that’s a great word! The choice of adjectives and adverbs helps enhance the room. We also get some remnants of lubricating oil. Again, great, something for tehh DM to work with as they run the encounter. Spare parts for the statues is enough for me ot fill in, and the room description, for the workshop proper, whats in it, is not an exhaustive list of is evocative enough that I can get an idea and fill things in. This is the appropriate amount of detail for the room. It’s good room description. Terse, evocative, it’s got some light elements to work with. 

Another room, containing seven stirges, has “Four glittering gems lie in the shards of an amphora, worth a total of 1,700sp. The stirges have entered through a crack in the stonework.” Note the glittering. The classic image of gemstones in a ruined vase, spilling out on to the floor. And it’s got an element of pushing your luck. You want the loot but the room has stirge in it! Want the loot? Make the decision to face the sitrges!

Or, how about an acrid smells coming from a room with an obvious green slime covering the floor … with some amphorea in it! Or, a dead body in a bronze ibis mask, his arm swollen and purple! Great description! Just enough detail to run with. You don’t need to go hog wild and give everything an evocative description, pick an element or two and craft that fucker.

I’m a big big fan of these. Decent amount of interactivity, embedded in almost every room. An emphasis on humans, with some fantastic elements thrown in and a good use of vermin and giant animals. Some classic elements, like a rotating corridor and sliding statues. It’s good.

There are factions present, as with the original, and I both like them and don’t. They get a little inline description about a third of a page, when they first pop up. How to join. Little missions, etc. I’m pretty happy with them. It could be little stronger, with maybe, which areas are under their control and/or marking on the map where reaction creatures live, for fighting in the room next door. 

But, also, for an adventure tha features A LOT of humans (which, again, I like) it’s a little weak on the actual humans. They don’t really come to life much, more could be done with the personalities, and, maybe, turning them in to those BioShock party goers sort of thing. I want more in this area. I want the human element to REALLY come to life and seem like a functional society. We get some example names, and masks, but a little job party vibe, especially in the appendix, with some better examples, would have been REALLY great. I want some minor intrigue like “my wife is a zuesian” or some shit. Another page, just for the people, to inspire the DM, would have done A LOT to help thi sthing. 

But, still, GREAT adventure. I probably should have read the original to see how close the encounters are to the original ones, but, also, Fuck It! This can can easily stand alone. It’s not the greatest adventure you’re ever gonna run, but, also, it gets pretty close to brining home that Thracia vibe, both in form and function. And, I can’t think of a stronger compliment than that

“Should the character ever turn their back on the worship of Zeus, they lose these benefits, and will henceforth be automatically hit by lightning attacks. If they are outdoors during a storm, there is a 5% chance of them being struck by lightning and killed. & missions” Yeah man! Bring it Zeus, you fucker!

I’m tempted to Best this. But I’m not going to. I’m gonna need just that little bit more, with the people. So, Regerts it is. But, know this, I was close. As I think about the usaul shit piles I review, I feel like I need to strongly contrast this to that. And maybe I did with a Regerts? If you are at any way interested in the original then you should absolutely check this out. I would not be unhappy, at all, if more of these classic respins showed up.

This is Pay What You Want at DriveThru with a suggested price of $1.

https://www.drivethrurpg.com/product/397333/Pyramid-of-the-Undying?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 13 Comments

The Kaltrend Iceberg

By Peter Racek
Wolfhill Entertainment
1e
Level: Fuck you 

A monstrous iceberg slowly drifts on the ocean currents from its home in the frigid Northlands.  Imprisoned within, a horrific terror awaits!  Will you be brave enough to uncover its hidden secrets?

This twelve page adventure uses six pages to details three levels of an iceberg with about fifteen encounter areas. I use that term lightly. There is nothing here but environmental traps, a small dragon, and a degree of padding that makes pay per word sing.

Well, this ones easy. So much so that I’m writing this on Sunday, drinking beer and eating fruit peebles.

It’s race day! I’m squeeing in a review because memorial day and tuesday morning and wednesday are going to be rough for me. I’m drinking beer, eating fruit peebles (Yum! I forgot how delicious they were! Its like candy!) and making wine in the instapot. You dump in some grape juice, add some sugar and year and set it on warm for two days. Later today I’m going to engage in some mild vandalism by driving around 465 and adding “& Gretzky scores!” signs to all of the pop up “Jesus Saves” signs that have appeared around the interstate. OMG! I’m going to eat this entire box of cereal dry! I’m hoping for a good passout right after I finish this review, either from the sugar crash or the beer. Also, my girlfriend has asked me to buy almond milk for her rice krispies. Is that good? Is oak milk noticeably different? Why is this important for the review? Well …

This thing stinks, and I have to do SOMETHING to fill up the time before I die.

Ok, so, iceberg comes ashore. There’s a crack in it. There’s some dumb hook ass shit, with drawven iron coins and sheep missing and so on, but that’s all crap. There’s a crack in it. Go poke your fucking head in!

OMG, I’m problematically eating this fruity peebles! I’m quite sure it is what the bible referred to as ‘Mana’. Also, breakfast in bed was a giant bowl of kale. Maybe that’s the issue. I want to not hate life and find some small joy so I’m self destructivly eating fruit peebles? Ug! My bro cat is trying to drink my beer! He also likes chicken wings. You do NOT fight with my cat. He’s 35 pounds … and not fat.

So, three levels. Although the third level is one room. The other two are essentially one big room each with maybe some alcomvey things. It’s basically one room on each level. Some of  you may be worrying about monster reactions. Don’t worry! There are none!

There are no monsters. Well, there’s one. A dragon. A young wyrmling. It has HP each to the parties total life points. It has a THACO equal to the second most proficient player in the party. Did I mention there’s no level range listed? I guess that’s how it’s done. So, no monsters. A dragon. A tiny one. You’re told to stalk the party and do some hit and run shit after they make some noise and it wakes up. Whatever. I’m bored.

Oh, you know, the other thing in a level range is treasure. There is essentially none in this. Maybe a thousand coins, total. And, of course: “At the Game Masters discretion, one or two

common magical items are also present frozen within the ice Mound.” MY FUCKING DISCRETION IS THAT YOU DO THE FUCKING WORK AND PPUT IN SOME FUCKING MAGIC ITEMS!” Why the fuck do people still do this? I can put in whatever I want, whenever I want. Of course i fucking can. I can kill the party with suddenly metastasizing ovarian cancer whenever I want. I’m the fucking DM. It’s your job, as te designer, to offer me something to work with. Clearly, that ain’t fucking happening here.

Did I mention how delicious fruit peebles are? I wonder why Joyce had tha shitty salt rise bread in Ulysses instead of fruit peebles? I feel like they would have been much happier people eating fruity peebles. 

About every “room”/area has some environmental shit in it. The ceiling collapses. The floor collapses. If you weigh more than 175# then you fall through a holes, etc. This smacks of the party never having relatives so the DM can’t fuck with them. “My character weighs 80#. Fuck your traps.” I get it, I get it. But EVERYTHING is an environmental trap? I guess we’re just not trying too hard these days. I mean, EVERY room? This is boring. Maybe just wait for the thing to melt, kill the dragon outside, and pay some people to loot the ocean floor for you, all Hearst style? That’s the kind of thinking that makes D&D great!

I just stuck my hand in the fruity peebles box and shoved a handful in my mouth. Then I did it AGAIN, before I had even chewed the first batch. It was wonderful. Also, I’m a fan of Rhinegeist Truth IPA. It reminds me a bit of Red Hook and Goose island, but a little more aggressive. I’m drinking a half case of Miller Lite later today, as a joke. Cause it’s race day and that’s what you do.

Ok, the writing and formatting. A living hell. “Depending on which path the Players choose will determine how they encounter the arctic dragon remains.” Upon seeing a dead dragon “Unless the Player succeeds on an extremely difficult Perception type roll they should fall prone and be terrified in shock, unable to do anything for 1d4 rounds.” or “If Players are scared to further explore the area the Game Master can make theice near the entrance break and have them fall into the lower area, forcing them to return back near the remains of the dragon” or “Since the calving of the iceberg from its glacial home, the once very stable floor has destabilized and is now filled with deep cracks.” or “Warm air from the outside mixes with

the inner cold air to create a light mist that fills the entirety of the first level. This mist prevents all vision past the distance of 60’ unless magical As a quiz, for the readers at home. Explain why these examples were cited. I’m too weary in my soul. “

The fucking cat is now dragging  beer cans out of the recycling to tip on their side to drink. Man, that dude has a problem.

So. An adventure with nothing in it. Generic. Not Good. 

This is $1 at drivethru. There’s no preview. FUck off man.

https://www.drivethrurpg.com/product/397545/The-Kaltrend-Iceberg?src=newest&filters=45582_2110_0_0_0?1892600

You think this is a joke. You think this is a persona. I wish, in fact, it was. No, our lives are merely what they are. And mine is thus. Fruit Peebles no longer holds joy for me, only regret.

Posted in Do Not Buy Ever, Dungeons & Dragons Adventure Review, Reviews | 14 Comments