Tower of the Chronomancer

By Sean C. Sexton
Self Published
5e
Levels 5-6

I beg your indulgence, gentle readers

Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There’s even a whisper on the breeze, or maybe a thought in the back of your mind: There’s nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it’s much more than meets the eye. The closer you get, the taller the tower seems to be… until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!

This 42 page overly formatted and linear “challenge” tower uses about 22 pages to present about thirteen rooms/challenges. Flowery text. Despair.

I’m in this liquor store. I’m trying to make some hot chocolate from the French alps. Which basically means its like normal hot chocolate but they dump some chartreuse in it. So, hey don’t have any, surprise, and dude sees me looking and is like “can I help you?” and I’m like “looking for chartreuse” and he checks the computer and is like Yeah, we normally carry it but we’re out. And that sucks, I know there was a shortage, but still? And, also, this shit ass little liquor store, sandwiched between a cigar shop and a sex toy shop, with, like three aisles in it, stocks chartreuse? So, anyway, I ended up with a bottle of anus flavoured sambuca, which is going to sit the fuck around the house forever, so, I put it in my coffee. Not bad, for anus. No, but, it will make the bottle go away. So, I’m deep in to it now. As I look at this adventure. With a resignation in my eyes. You know, that kind of defeated sigh you give? Weary eyes. Shoulders slumped down and forward. Head nodded. My whole face feels tired. So scarlet they were maroon.

Okey doke folks! How did that make you feel? Ok, and how does this line from the adventure make you feel? ““You should not have come here, but this timeline is already ruined. Can you finish what I started? Can you understand true devotion?” No? Throwing up a little? What if I added that there’s a violin version of Seal’s Kiss From a Rose playing?

It’s a challenge dungeon. I fucking hate challenge dungeons. It is the modern equivalent of putting one long hallway with a bunch of doors hanging off of it. They are SOOOOOO supremely low effort. And each fuuucking room starts with some dude giving you a clue. Hence that Can You Understand True Devotion crap. 

Have I mentioned I also hate it when the text addresses the party? Like “can YOU understand …” Or the read-aloud that ends with “What brought you here to begin with? Do you turn back?” You know what, if a fucking DM ever asks me that then I’m going to turn the fuck back. Yeah, you know, I shouldn’t ruin a game, but Jesus H FUCKING Christ, there have got to be some limits as to what you can put up with. 

Ok, so like thirteen levels and you need to complete each one. You don’t get to walk up stairs, you get to use the teleportation circles. You know it before I type it: you have to complete the rooms challenge before the circle will teleport you to the next room. *sigh* Because whatever. Which floor you go to is completely random. Unless you don’t want it to be. Then the recommended order is 2, 5, 10, 3, 4, 9, 6, 8, 7, 11, and then 12. Because 2,3,4,5,6,7,8,9,10,11,12 would not make sense? 

When you walk up to the tower you have to make a DC12 investigation check to find the door. I wonder how many parties fail that check? Does the DM fudge? Do they say “Well, no adventure for you tonight?” Do no parties every fail because DC 12 is trivial for a group of sixes? Oh, also, KNOCK doesn’t work on the front door because Fuck You solve the fucking riddle. This is not how D&D works. 

“The tower seems unremarkable” We don’t do that. We do not use seems or appears to be. 

“You may only hold one Tempus Rose at a time.” Why? How? I can’t physically hold more than one? 

“In the event the party can’t fly, climb, or otherwise reach the [elevated] exit …” then the DM is instructed to lower the exit to their level. 

Why even bother anymore?

I guess I botched about the formatting. I should cover that. Bolding. Underlining. Bolded and underlined. Boxed text. Shaded text. Blue text. Different type of shaded text. SOlid bullets. Open bullets. Bolded and larger font. Another different type of background shading for text. Red text. Orange text. A different color of blue text. Italics. Green text. 

Sometimes designers go off the deep end in trying to make things clear, and this is an example of that. In trying to make things clear you make the text too busy to follow. Don’t do that.

This is $4 at DriveThru. Preview is seven pages. You get to see several pages of the adventure, so, look upon it and despair! But, hey, great job with the preview man!

https://www.drivethrurpg.com/product/402142/Tower-of-the-Chronomancer?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 15 Comments

Play, Repeat, Return

By Brayden Fiveash, Stars are Right
Self Published
Call of Cthulhu
One Shot

On a bright summer’s day in Alaska, something is lurking at the edge of the investigator’s property, watching their every move. As the investigators sleep, their dreams are filled with horrific visions, and when they awake, they find themselves hooked up to an alien life-support machine with a blizzard raging outside. Has a blizzard hit Alaska during the summer, or have they been pulled through time?

This 29 page adventure uses six pages to describe a Groundhogs Day type time loop. It perfectly illustrates “the room issue” with most non-D&D adventures, and in particular CoC adventures.

Ok, so, first the adventure. You wake up, all members of the same family, in farmhouse in the middle of summer. Except it cold and dark outside. Then the lights go out. Maybe something eats you. Then the 20 minutes realtime (or, if you all die) timer resets and the time loops starts over again. There’s an elder thing in the barn (isn’t there always in CoC?) building a time machine, a caveman shows up, and two raptors eat you with routine. That’s the adventure. Either fix the generator and time machine or destroy the time machine to “win.” 

That’s not very interesting. It’s a CoC one shot, and I think those are the BEST convention games to play. I’m sure this one will be fun also. It’s only about a six page adventure, with the rest being the pregens, handouts, and so on. CoC has a good tradition of supporting the DM through handouts, diagrams, and solid pregens for one shots … a kick to the player in a personality for the PC. Also, fun fact, the Keep Resources for this adventure, that you can download also, are for a different adventure. Meh, people fuck up, at least they are also in the main text.

And that main text is what I want to spend some time on in this review. It sucks ass. I find this to be the case with most adventures, for some reason CoC stands out … perhaps because they tend to be simple. 

Everything is just thrown down on the page with little semblance to how a Keeper would use it. Information is just everywhere, in the text, with few to no cross-references and little through to anything other than the most basic formatting. Which tends to be poorly used.

The generator. The generator sits out back. “The gentle sound of the generator engine noise can be heard from all around the farmstead.” That’s a line in the description of the generator. But, it’s not mentioned anywhere else. This is, essentially, the same as noting, in room two, that the monster in it responds to noise in room one. We put this kind of shit where it’s needed, not deep in the middle of the fucking text for the DM to stumble over at a later date. “Oh, yeah, I guess you hear a generator. And have for a long time.” 

Likewise the raptors. These are the things that push action most notable, as they attack the inside of the house at about the same time, fifteen minutes or so in the twenty minute time loop. They are described in the outside section. WHich makes sens, right, they prowl around outside. Except, you need to know them inside also. And, the outside section? It doesn’t mention anything about the cold and the blizzard … a  major effect outside. That’s in a different section. Why would you do this? Stick in the information some place relevant .. like a section up front that’s easy to find called “The Raptors” and “Outside”, with everything you need to know. Or, stick it on the one page reference sheet you included with the timeline flowchart (great chart) which DOES have the outside effects on it. Instead we get a pick of the monsters. Great. 

The bedrooms are generically described. There are hidden things in them. Except, the PC’s live here. It’s not bedroom 3. It’s Franks bedroom. And, presumably, Frank knows about the stuff under the floorboards. But there’s no indication AT ALL about any of this. (Although, to the adventures credit, it notes molotov and chemical component availability. But we’re not bitching about that here.) 

Everything is just willy nilly thrown in. The actual room descriptions, and the relevant “general” information is essentially unformatted. Simple paragraph text descriptions, everything munged up together and hard to find. No use of bolding or bullets or whitespace. And, shit that HSOULD be noted elsewhere stuck in the middle of it. It’s very much a “the party will do this first, probably, so I’ll put that information there.” WHich is fine … except you need that information elsewhere as well. The DM must be able to quickly find it and reference it. 

Thus it all comes out as a giant muddled mess. Information is everywhere. You have to hunt continually. You’re fighting the text for the information you need to run the place. THings are bolded that are meaningless. Oh great, Science(CHemistry) is bolded. I’m  never going to need to spot that quickly. 

This is the way. People just throw these things together with little thought of how they will be used. The adventure is useless unless the DM can run it. That’s why it exists. We’re not going to put a ton of effort in to fixing it. I’m not taking notes and highlighting. That’s the fucking designers job. If I have to fight the text then I’m going to turn to a different adventure to run, one in which I DONT have to fight the text.

This is $3.50 at DriveThru. The preview is six pages and just shows some general information … so not a good preview at all of what you can expect from this.

https://www.drivethrurpg.com/product/417701/Play-Repeat-Return?1892600

Posted in Reviews | 7 Comments

Brine Lord Cassidy’s Tomb

By Malex, James Whitchurch, Johnny Normal
The Merciless Merchants
OSE
Levels 5-8

While visiting a sea-coast town, PCs hear a call for arms by several excited bards and minstrels! Korwyn, mighty hero of the lands, known for vanquishing the sea devil Dwormer and its minions, seeks experienced volunteers to assist him in recovering treasures from Brine Lord Cassidy’s Tomb! Korwyn claims he has a map to the fifty-year old tomb, a ship full of sailors, a sharpened sword, and wishes to set off at once! Volunteers receive a fair share of the plunder!

This seventy page adventure has a three level dungeon with about sixty rooms. It’s a real deal adventure. And, also, there’s something wrong with it that hurts my brain. Formatting? It’s busy. It fits, to a T, the definition of idiosyncratic adventure that people talk about in the future.

This is a tough nut to crack, literally and figuratively. The core of the adventure is the titular tomb, with 24 rooms. We might instead call it more of a dungeon crawl, rather than a tomb crawl, although in reality it is somewhere in between. The map, for the tomb in particular, is above average, with some decent variety on it, same-level stairs, water shown, notes on it, etc. 

So, the tomb, right? We’ve got statues. We’ve got secrets. We’ve got riddles. The fucking entrance is through a trap door in a cave ceiling that you can use the tide to help you get to. Giant fountain? Yup. Giant octopus statue in the middle of the mountain? Yup. Water spurting out its tentacles? Yup. Pull on a couple of the tentacles like levers to open secret doors? Yup! Rock on little gom jabbars! That’s what SHOULD happen. A ledge, in a partially flooded room, leads to another dungeon level. “ Halflings and gnomes can fit through the stream cave that leads to T#10.” There’s a variety here, and the environment FEELS natural. It feels like a real place. Of course a collapsed room floods and leads to a new dungeon level! I don’t give a fuck about fresh water sources. Or places for the monsters to shit. Or any of that other naturalism nonsense. But I do want my environment to make sense and feel right. So, shit to fight. Shit to fuck with. Shit to explore. Treasures to loot. Rock on man!

And then we start to add other elements. We’ve got a dungeon level above the tomb (which, I guess, is below the island proper, which has a few encounters on it. Eight or so?) So, a dungeon before you get to the dungeon. Awesome! And then, in the tomb, as I mentioned earlier, there’s a level UNDER that level. The tomb is a part of the world around it. Oh, and, also, there’s a demon and some demon fish on that level under the tomb. So, you know, there’s that. Oh, and, on that level above the tomb? There’s some alien jellyfish. They really don’t like the demon fish. They’d like you to go kill the demon lord, close the rift, etc. Oh, and, also, they crawl down your throat and possess you. And then the PC is like “Hey, lets all swim down this hallway full of weird jellyfish and maybe go kill some demons, yah?”  Yeah. And then there’s a sea voyage. So, tomb adventure. On an island. with levels above and below it. With a sea voyage. With some demon fish/alien possession jellyfish running around everywhere. And this gets us to what I am calling a real adventure.There’s context. A larger environment in which the adventure is taking place. Not the continent. Not a bunch of irrelevant shit. 

Oh, yeah, and the art is a bunch of hand drawn shit from amateurs. Fucking great! I love i! It really brings the homebrew vibe. Charming as all fuck!

However … 

Something the fuck is rotten is in the state. I’m struggling, a lot, with this adventure. My eyes glaze over at ever opportunity. It’s something, I think, with the formatting. We have, no doubt, grown bored with my “bold, bullet, whitespace” chant. However, what I’m actually chanting is usability, with those just being some common means to get there. However, can they be applied … incorrectly? Maybe? And maybe that’s what is going on here? It starts with the numbering scheme. “T#9” Meh. That seems a little busy, with the hash sign? And the letter in front of it? I know I know. It sounds like I’m just nitpicking. But. Combined with the bolding, whitespace and bullets, … I know, I know. I’m a terrible fucking person. But it’s hard to grok! I think we’re looking, in many cases, of encounters that are three quarters of a page or longer. And in those cases the formatting seems to wander around, with creatures and text intermixed. It’s hard to follow! And, then, add in the wanderers, and a couple of other special tables before each dungeon level. Rumour page for the level, Map page. A couple of pages of wanderers. THEN we can start the level … it’s all just a little … expansive? 

I think, what I’m seeing, is the merchants house style reaching about the limits of what it can accomplish, and even going further than it would allow. As things get larger, and longer, there need to be certain adjustments. And I’m not sure I see that here. Which is real fucking polite way of saying I don’t want to fight this text for the adventure underneath. Even though, i do think, that the adventure underneath is a good one. I mean, sure, I have some doubts about the mind-control jellyfish shit, but we’ll chalk that up to past trauma. 

This is Pay What You Want at DriveThru, with a suggested price of $8. The preview is a nice and long one. Check out pages three, four, five, six and seven to see what I’m talking about with the more expansive formatting used.

https://www.drivethrurpg.com/product/397251/Brine-Lord-Cassidys-Tomb?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 31 Comments

The Martial Cult of Blood Knight Gaius

B Everett Dutton
CLAYMORE
OSE
"Low Levels"

UNITY!

THE MARTIAL CULT OF BLOOD KNIGHT GAIUS is a 20-page dungeon crawl about a religious order of vampires who deny their feeding urges, instead only drinking the blood of those whom they have given a formal chance to defend themselves.

There’s a reason I have not gotten to the things on my list. Calling your adventure “The Martial 

This 20 page dungeon is about a dragon that is actually good. Oh, wait no, it’s about a captured princess who is actually evil. Oh, wait, no, it’s about vampires that don’t drink blood. Unless they defeat you in honorable combat. Which means they cheat. It’s one encounter and not an adventure.

Cult of Blood Knight Gaius” and the marketing saying its about a cult of honorable vampires that don’t drink blood … well … as much as some things turn me on and get me excited, other things, like scat, turn me off. And that marketing is one of them. I mean, I’m not a pretentious fellow. Yes, I am having a bloody mary before work this morning. But that’s more to deal with the terrible ennui. 

So, yeah, honorable vampires in a monastery. Their leader, Gaius, fight  you one on one in an arena. There’s a magic circle that heats up your metal items, so, you’re gimped. And if he starts to lose then he switches from bitch slapping you to using a staff and then spells and then a blade. 

This is, essentially, the only thing to do. You can wander around the nine rooms (ten if you count the arena!) and poke your fucking head in and look at shit.; But none of hte vampires fight you. There’s no real interactivity. Vampire mass involves you falling asleep until someone wakes you up. They get pissed at you if you steal their candlesticks that are covered in wax, but they don’t attack. Not honorable. SO, wander the fuck around and get bored and then someone in the party fights Gaius.

Oh shit! Oh shot! I forgot! They got some machinery that milks people of blood. SO, throw in some lame ass techno shit in that room only, also.

Ok, so, you’ve decided to fight some vampires. Good fucking luck! I mean, vampires, right? Well …. They are 2HD. Except for Gaius who is 3 HD. And really all they can do is maybe hypnotize you. This was, I think, for me the most disappointing aspect of 5e, as a system. The dumbing down of the HD of classic creatures. Look, you can’t put in a 15HD orc. You can’t mix him in to a bunch of 1HD orc. The players need to be able to make choices for their characters and dumping in rando HD defeats their ability to do that. The game is no longer about choices, or pushing your luck, but just about rando shit. And rando shit like that aint fun. Vampires have more HD and have more abilities. They are fearsome opponents. They are not your first level adventure and pussy ass motherfuckers, like they are portrayed here. Yes, sure, you can have a non-traditional monster. And not every adventure has to be a dungeon to explore. But, also, if you’re gonna put in a twist its gonna have to be a real twist and not some hackneyed BS. 

Let’s see. SOmoene feeds a captive vampire a bowl of porridge. SO, there’s that. The vampires standing guard outside wear heavy felt garments and veils so they can stand in the sun. And they all like to hold garlic cloves as penance. The wanderer table has some vampires who get after you if you are snooping hwre you shouldnt be, but, there’s no real indication of what that means. In the entry or in the rooms. The map is a symmetrical fuckfest, the worst kind of map. Why not just make it a dwarven temple to boot? Oh, wait, it’s a monastery, so, the meme continues unabated. 

I don’t know. The designer dumps in random text before a couple of room, so, you think you’re at the end of the room descriptions but then you get another room after the long section about some NPC found in the next room. SO, yeah, I understand WHY the decision was made, even though it’s a BAD decision.

SO, not an adventure. It’s a side-trek, from Dungeon. Kill the vampire and win 500gp! Heh. I think the fuck not. One encounter, some nosing around. No real role-play notes to drag it out in a fun and memorable evening. Cause if you’re gonna do this then you need something else also and roleplay seems to the easiest thing to dump in to something like this. SO, notes for the DM on building tension, some shit that can happen, and so on, some better NPC”s. SOme faction play. Maybe. But it’s still just gonna be one fucking fight after poking your nose around. This is the kind of shit I throw in a town between games, not something to buy from Exalted. 

This is $5 at DriveThru. You get a nine page preview, which is enough to show the writing style and get the vibe for the adventure, so, good job with that.

https://www.drivethrurpg.com/product/380520/The-Martial-Cult-of-Blood-Knight-Gaius?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 33 Comments

The Temple of Pulchra Morte

By Adamo Dagradi
Mountains of Weirdness blog
OSE
Levels 2-4

Partially collapsed 400 years ago, during a massive earthquake that completely destroyed the

surrounding city of Spina. Empty since a few days after the cataclysm, when the city was abandoned by the few survivors.Only the Incarnate of the Goddess Pulchra Morte (N – Female) remains, a girl named Dafne, chosen since before birth to be the God’s representative on earth and granted immortality by Morte, until a sign showed the arrival of the next Incarnate. The sign which heralded her coming was the apparent death and resuscitation of her mother, while pregnant, in front of Morte’s altar. Dafne looks like a 17 years old girl and usually wears makeup that makes her face look like a skull, she dresses in red robes taken from the ancient clergy’s apparel

This eight page adventure details four levels of a temple with about fifty rooms. As the ration would tend to indicate, this is a relatively minimally keyed based adventure. Full of loot, and mostly devoid of creatures (only four fixed encounters?) it also tends to lack in evocative descriptions and interactivity. A weird one, that seems to mimic form but without its function?

Request-a-thon continues with this quirky thing. You get four pages of hand-drawn maps, that have all the quaintness one could desire in a (relatively) small map. Not exactly linear but also not exactly looping, we get a kind of star shape out of them, with rooms hanging off of loop corridors. Wanderers, 1 in 6 checked each turn, seem to be the major enemy here. For there are only four listed encounters in the text? And they all occur on the last level, mostly beasts. A tiger, a bear, a nymph, and a ghost.  This gives the thing a kind of empty feel to it. Almost haunting, I guess? Or, as a player, something less than haunting. Combining that sparseness of encounters with the lack of interactivity produces a weird sort of thing where you just wander around and loot the rooms? You walk in, search the place, take your jug or urine or silver hairpin, and move on the next room? There’s a pool or two where you can heal, but that seems less than fulfilling for a fifty room dungeon?

Descriptions tend HEAVILY toward minimalism. “Ex-storeroom, now museum. Dafne gathers here everything that she finds in the city’s ruins and that sparks her interest. Dolls. Tools. Trinkets” This is one of the longer descriptions. The rooms don’t really get much of a description at all, in fact. You get a room name, like “Female Temple Area” and in the description “In good shape but otherwise empty.” Uh. Ok. Or a storage room that just lists the contents. There’s a lack of overall vibe for the rooms. No real effort to bring them alive that is consistent throughout the work. One of the best is “Stone steps, sleek with humidity . Smell of burned herbs and fat from below.” Which is pretty good for stairs, but, that description, the first encounter area, is by no means an example. “Round room with stone bleachers on the sides and a pool in the middle. The water is murky, but clearer and colder on the bottom, 2 meters down” That’s more typical, and, even tending towards the more descriptive for the rooms in this.

I’m not really sure what to make of this. “. In a hole on the third northmost column a rotten leather patch is stuck and contains a gold ring with the sigil of the Malaterra family (70 gp – 300 if returned to the heirs).” That’s typical of the treasures … something interesting about them being hidden with a little description of them. And, I’d say that’s the best part of this, along with the maps and, perhaps, the wanderers table. But, I don’t really see how you can sustain that?

And the formatting? Font sizes change. Some monsters are bolded on some levels and on other levels they are not. (Pixies on the first level, for example.) A kind of sloppiness in the formatting. I guess it works, as an example of just writing things down and pushing it out the door. Yeah, you gotta publish and real artists ship. But, also, you gotta make it a kind of cohesive whole. And that’s missing from the formatting of this, which is all over the place. Almost like the manually set literal mimeograph and pastups of the olden days. Almost. 

There’s a certain degree of promise here, I think. You can see the designer is kind of on the right track with things. Almost as if they are playing Fake It Until You Make It. Which is fine; it’s how you get better. But, the lack of interactivity is rough, as is the soreness of both encounter and description. The lack of consistent formatting it just the final bit of straw. 

But, hey, it’s free on the designers blog! It looks like it may be the designers first dungeon, so, hey, Congrats Man! But do a lot better next time.

https://mountainsofweirdness.blogspot.com/2020/05/the-temple-of-pulchra-morte.html

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

Palace of 1001 Rooms: The Gatehouse

By Michael Grayson S
Mapmaster Battlemaps
2e
Level 1

And in the middle of this vast sky, there sits an impressive palace of scattered towers and keeps. They hang suspended amidst the clouds from which they rise, as though the pillowy vapors support them, sometimes separated from each other by a mile or more of distance. The architecture is varied, as if erected by different builders of different times, some of them perhaps even alien to the observer. To the east might sit some great ziggurat and to the west something more akin to a tudor castle. Pyramids, obelisks, towers and even mammoth copper domes all stand perplexingly arrayed at dizzying heights. In the darker depths an observer might catch a glimpse of some, strange non-euclidean structure for a moment before the mists swallowed it.

This 113 page dungeon  is the first 100 rooms of a 1001 room dungeon. It’s essentially Dragons Lair, the adventure,maybe mashed up with Myst,  with the party teleporting from one rando room to another and having a little isolated adventure piece. The encounters are interesting enough. Although the evocative nature of the rooms comes not from the text but from the rendered 3d pictures of each. 

Woah, boy, where to start with this one? This is the first booklet in a series, each of the booklets describing the next 100 rooms in the Palace of 1001 Rooms. That’s a kind of mythical place. As the intro says: one of the first doors in Sigil leads to it. A place beyond the edge of the world. I saw one of the later. Looks like the latest kickstarter was for chapter 7, so, rooms 700-800 … and thus dude has delivered 800 rooms so far of his 1001. That’s a feat in and of itself! Each section looks themed, and this one, the first one, is the Gatehouse. The “end” room of each section leads to the next section,  with the claim that the challenge level increases in each booklet. This, a kind of campaign.

Now, you got to hang in there with me … there is no map. Some of the room have descriptions that say that a certain tradoor or some such leads to room 6 or something like that. But that’s not why there isn’t a map. Instead, every time you use a door it leads somewhere new. You see, each room number corresponds to a page number. So, when the party goes through a door you roll and see which room they end up in. A significant number of pages is spent describing how this works and nerfing any magic spells, etc, that could let the party dig through a wall, Wizard Eye and so on, as is traditional in one of these teleport door adventures. I don’t really get why the fuck the designer did this? And I don’t buy the “magical nature of the mythic location!” nonsense. Just put in a fucking map man. This is what contributes, among other things, to the Dragon’s Lair vibe it’s got going on. 

But, that’s not the major deviation from the norm with this. There is, as mentioned, one room to a page. And each room has a rendered art piece for the room, , taking up about half the page, showing it and the major features. This is where the Myst reference comes in, among other place. You get this kind of view in to the room, as the DM. The little art piece has some numbers on it and the room text has notes related to those numbers. The chamber pot and cutlery, tapestry, an unseen servant washing dishes, and hand towel. This is the feature that attracted me to review this, for you all know how I am drawn to folk trying to experiment. I really like the little art pieces as a way to visualize the room. And the little numbers, referring back to the text are interesting. Oh, yeah, and I don’t think it works well.

The renders are all samey in their art style, as one would expect, but, I think the vibe of the rooms are different. There really is something to the Less Is More style of describing rooms. Little brief and evocative vignettes let your mind fill things in, but leaves the edges fuzzy. There’s something immensely appealing about the renders, and, yet, I don’t think they work as well as just an evocative room description would.it’s too concrete. And, because it’s visual, there’s no “room”, inside your brain, to fill things in, with the result being it looks a little dull … at least as compared to THE POWER OF THE IMAGINATION! [Insert rainbow emoji)

Read aloud is a little TOO terse. “You emerge from the portal into the bottom landing of a

 cool spiral staircase.” Uh, sure. “The room smells of machine oil. A series of vaulted arches run against one wall.” And that’s for a relatively complex room with pillars, arches, stairs, tradoor, weapon racks and the like. Which, I must say, I can describe from the render. But, idk. It feels disconnected from the read-aloud. 

And then there’s weird randomness in the descriptions which don’t seem to make sense. I can’t figure out if I’m not getting something or if it’s dungeon dressing or just filler background. “The Builders prepared this room with a special wax and a broken clay ziggurat, which was mixed with the mortar” and “Someone has chalked an arrow on the wall pointing to the farthest portal down the wall in a vain attempt to leave a trail for others to follow later. A few feet away, the same chalk has scratched out 7 straight lines. AFAIK, nothing is done with either of these. The first is maybe just background padding? Or maybe background padding and dungeon dressing? The second is either dungeon dressing or a clue to a puzzle? But the rooms are so disjointed, (Dragon’s Lair!) that I don’t see it making sense?

And then there’s this kind of abstracted description thing it does in places. “A tribe of goblins live here.” Sure. It’s stabbing time. How many? No clue. None at ALL. A few? A bajillion? IDK. And this sort of thing is all over the place

But, the variety of room, and things to do in them, is quite nice. One room is a pillared rotunda. Archways. Gargoyles looking down, a dozen or so. A mosaic on the floor, and in the middle of it a slate pedestal with glowing runes on it reading, in Sylvan Elf “Run of Mind Shielding”. Maybe a little on the nose, but, also, a nice little puzzle and atmospheric for an IDENTIFY pedestal. 

I know the renders are the gimmick here. But I can’t help thinking that a more traditional format would have suited this better. Nuke the render. Spend the render time instead on working those evocative & terse room descriptions HARD. Did things get better in the later volumes? Idk. The first one is usually either the best of the nearly the worst in a collected volume, in my experience.

This is $30 at DriveThru.No preview. Which Sucks ass. But, you can go to the website of te designer and see a preview at https://mapmasterbattlemaps.com/the-palace-of-1001-rooms-1/btxusf8mxow3qd4ekkinhzfg392282

https://www.drivethrurpg.com/product/412181/The-Palace-of-1001-Rooms-Chapter-1–The–Gatehouse?1892600

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

Vault of the Blood Mage

By Robert Waluchow
Crypt Thing Press
5e
Level 8

Waking up confused and disoriented in a dungeon cell surrounded by strangers, you are beleaguered by monstrous enemies and vicious traps. Who among you has the strength and guile to escape the Vault of the Blood Mage?

This 56 page dungeon has four levels with about 35 rooms. It’s a funhouse dungeon, in which you collect “petrified demon eyes” in order to escape. Meh. I think it’s random and not overly well organized. Also, this type of shit is totally NOT my thing, so, keep that in mind. 

Our first words in the adventure are: Although having long ago shed any trace of humanity, the Blood Mage was once a mortal wizard named Sanguis. Not a very promising start. Eventually we learn he turned evil and got a demon army and invaded the world. And he won! That’s a fun bit! I wish Shadow, or whatever the fuck that setting was called, made more sense in sense of the everyday world. Anyway. He now travels the multiverse invading people. And, now, in this adventure … Ready?! Ready?! “Seeking a worthy apprentice from the ranks of mortal-kind, the Blood Mage has constructed an insidious vault filled with heinous tricks, traps, and horrors to test the mettle and guile of a hand-picked group of mortal champions.” Jesus H Fucking Christ. One of those things. I guess if you label it a tournament module its a little better. But, still. UG!

“They find themselves locked in a dungeon room with no memory of how they got there. Inflicted with a magical disease that is slowly turning them into mindless zombies, the dungeoneers have to work quickly to find the antidote and escape the vault before succumbing to the deadly affliction.” Ok, so, the standard set up. Locked in. No memory. I guess you’ve got all your shit though. So, anyway, you make a con check every hour of real-time, or during a short rest, of 8 in a row if taking a long rest, or you progress on the zombie table. Miss four and you’re dead. So, pregens, one-shot I guess? 

The start is wonderful. You wake up in a chamber and a mist forms and tells you you hes the blood mage and you have to escape his deathtrap dungeon. *sigh* Ok, ok, ok, it comes with the territory. You review something like this then you have too live with the tropes, I guess. I just wish there was a little more effort and things were a tad less perfunctory. 

Each room starts with as little section in italics. Read-aloud, if you will. Except it’s not. “The dungeoneeers wake up in a modest stone chamber stained with blood” Hmmm, so, not read-aloud. “The chamber contains an impressive vault door guarding the dungeoneers’ only means of escape” So, absolutely not read-aloud. A room summary, I guess? It’s pretty meaningless. From there it has some bullets with major features and then a bunch of words (at least a page per room) describing whatever is going on. I guess it’s ok. I would prefer a summary of the room contents, for the players, especially ina one-shot tourney adventure, but, whatever.

Each room, or, most of them anyway, is a little puzzle thing. Some come right out of Grimtooth. One room has a bunch of colored statues in it and and you have to replace a missing gemstone. Did you use a gemstone the colour of the statue? WRONG! It looks random to me. A green stone goes in the red one. A blue in the orange one. It just seems like trial and error. Random. And a lot of this seems like that. There’s a certain open-ended nature of a lot of the rooms. One has a wall of force holding back a bunch of acid, with a petrified demon eye floating on top … and a tall well structure you can climb down to get in to the acid. Fuck around and find out how to get the eye; there is no solution presented. That’s chill with me, as along as the rooms are not prescriptive in disallowing things … and they are not. So, random challenges, but, also, open ended ones? It could be worse. They do, in places, hit funhouse in nature, with things like a demonic slot machine. 

So, do you want to play a deathtrap dungeon? Do you want rooms with random trial and error elements that remove player agency by their very nature? Do you want rather bland room descriptions? (Which, I guess, I shouldn’t complain about. It’s a tourney adventure, which is not something one enjoys but rather suffers through?) So, if you want that stuff then here you go. The formatting could be better, a lot better, but it’s not impossible.

I don’t know why people request things like this? You really wanted to see a review of it?

This is $12 at DriveThru. The preview is four pages. You get to see the first room, which shows you the format but not the puzzle/encounter style.

https://www.drivethrurpg.com/product/399852/Vault-of-the-Blood-Mage?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 17 Comments

Egophagous

By Maciej Krzyzynski
Sex Legs Games
Generic/Universal
Level 1

People are missing, people change. Some of them are coming back decades after their last contact with their friends, while others dream about being a slimey slug. One can blame the aliens, one can blame the goverment. One can even blame the shrooms, but are they really what they seem?

This 28 page adventure features a linear cave with ten rooms and some fungus skeletons/theme. Not evocative. Not interactive. Linear. 

Email, email, what what the email! Email, email, what what the email! Email, email, what what the email! We’re on to email requests! And more of the same. The Manifestus Omnivorous, which seems inspiring and like a good idea but turns out crap. And the Generic/Universal adventure … which seems like a good idea but turns out crap. And, really, all D&D adventures, which seem like a good idea but turn out crap. Is it, really, the case that generic/universal, or art punk, or [Punching bag system THIS week] is really that much worse than everything else? Or is it simply the case that everything sucks? And, what is suck? Is 80% from a bygone age now 50% today, because of the middle-class’s competitive nature, trying to desperately hold on to the gains that they’ve made? Whatever, my fucking blog and therefore my meaningless screaming against the encroaching void. Sisyphus is happy. 

L’dungeon is a cave. It’s got that freaky deaky “hanging fungus’ thing going on, much more Stranger Things in vibe than muchroomy from 1e/BX. It’s also fucking linear. So, no real exploration, just walking down the corridor from one cave to another and poking at something and going to the next room. I’m guessing you don’t even need a map. Linear adventures don’t need a map, at all? Or, could be pointcrawl. Or, a simple line with dots on it, all modern arty? GO TO THE NEXT ROOM. 

The text is padded in a conversational way. “When they ask the inhabitants about it, they will answer that …” Fun. You don’t need to do this. The world is not full of if/then statements. Don’t do this. It pads out your writing. It makes it hard to follow. Write sentences with the important parts at the start of the sentence, to make information easier to locate. Blah blah blah blah. Same old Bryce.

I guess I should actually talk about the adventure. It’s strange things. It’s set in the 80’s. But, yeah, you could set it in any time period or genre pretty easy. There’s a long backstory that means there’s a cave full of fungus/mushrooms. And the fungus shit kills people in the cave. And then it kind of pod persons them sometimes, and sometimes they return to the real world and think they are a real person. What’s that movie called? Anyway it’s that movie. No biggie its an “inspired by”, everything is, after all. So, sme vague “time travel” elements when people return to town after a hundred years or so, except, not really time travel. 

“The cavern seems to be really small.” We don’t use seems or appears in room descriptions. We dont use “Really” or “small”, we select more evocative word choices.

In one room, you get to it through a small hallway (the only room that is NOT linear on the map) and we’re told “It will most likely turn out that the PCs will not profit from returning to the previous room, because of the narrow corridor covered with the rhizomorphs.” and thus they will tunnel out through the ceiling. I don’t understand that sentence? Yes, it’s an EASL adventure, but, I really don’t understand that sentence? Why are they not returning the way they came and instead tunneling out through the ceiling?

In town, before you search the caves, you can talk to some people, while looking for the “missing kid” that serves as the hook. If you talk to Miss Crowley then “In the cave, the Heroes will be able to stumble upon the skeletons of a fox [chamber 5] and a bird [chamber 8]. They are already in a very bad condition and do not come to life at night.” AGain, I have no fucking idea what this means. She’s a vegetarian and serves them mushroom meatball sandwiches. And then we learn about the fox and bat. Huh? 

So, it’s a mess, right? Did I mention the ship that you can find in one of the cave rooms? I don’t know either. 

Long paragraphs, making information hard to find. Writing that is all added aout and uses boring word choices. Interactivity that mainly consists of “find the next exit door” and an overall “point” of the adventure that … doesn’t appear to have one? You just wander around? Where “wander” means “go in a straight line until the last chamber explains everything to you in a letter.” We don’t explain things in letters and journals. We explain things in the play of the game. 

This was clearly a labour of love by the designer. Just like the ashtray my kid made when they were two.

This is $3 at DriveThru. The preview is one page, showing just the map. So…. not realy a preview of the adventure then? And not showing us the writing so we can make an informed decision before purchasing … which is the point of a preview?

https://www.drivethrurpg.com/product/407935/Egophagous–systemagnostic-adventure-designed-according-to-the-rules-of-the-Manifestus-Omnivorous?1892600

Posted in Reviews | 32 Comments

Poached Parchment

By Carl Ellis
Broken Arch Publishing
OSE
Levels 1-3

A Scriveners Guild. Seemingly a place of quiet work and contemplation, however its Guild Master is a Wizard of mighty repute and holds many treasures. Recently, they have gained possession of a rare and sought after tome. Plan, cheat, or lie your way into the organisation and, perhaps, make away with the prize.

This 24 page digest adventure uses about eleven pages to describe 38 rooms in a scriveners guild. It’s not a dungeon. It’s not a heist. I don’t know what the fuck it is. Incomplete?

I don’t know what the fuck a heist is. You’re robbing some shit? Ok, I went and read the SLy Flourish article. And this thing ain’t that.

Let’s see here … “Heists have multiple potential entrances.” This adventure has one. The front door. It’s set in a manor home, according to all the art and text, but there’s only one door. The front one. No root celler. No back door. The generic overview text says the rooms have long tall windows, but we never hear of that again, or see it on the map. So, no, there are not multiple potential entrances.

Hmmm … “Have multiple paths within the location’ says the flourish of sly’s. Nope. Just your standard corridor with doors on it. One stairway up to the second floor. One stairway down to the basement. One down to the secret basement. No balconies or shit. So, not multiple paths to be found.

Hmmm ‘Has secret paths and shortcuts to discover.” None of those. Well, one secret door, to the secret stairs to the secret dungeon level. 

Hmmm “Inhabitants.” Who are the guards, how many, what is their behaviour, etc. Nope, none of that. Well, there is a guard mentioned in room two. It says he guards room one at night at sometimes comes in to room two to tend the fire. THEN YOU PUT THAT FUCKING INFORMATION IN ROOM ONE!!!!!!!!!! Seriously, man, the number of times I see “the monsters here in room thirteen react to noises in room seven” is unreal. You put that fucking shit in room seven, the room where the DM needs the information. Fucking christ …

So, no grounds for the manor. No multiple entrances. No real NPC’s to interact with. Aggressively generic content like “The Guild Master has received a secret Grimoire that outside forces desperately want.” And I’m not fucking around here. Thats the extent of it. Or “Within the Secret Study is an ancient shrine to an unknown God.” Or “A false bottom in a desk draw has a cipher book and coded correspondence.” That’s it. Nothing more. “The kitchen staff takes pride in their work” … but no other mention of them at all. 

No guards, just the one in room two. Nothing mentioned about any more at all. So, non order of battle or how the scribes react to a incursion. Oh, the treasurer is a 7HD fighting man. So, there’s that I guess. The guildmaster just sits in thee final room guarding his book. 

It’s not a fucking dungeon because there is nothing to interact with … not even creatures (ok, there are 3 … in 36 rooms: the guard, the treasurer and the guildmaster.) Walk in a room, and walk out again. It’s not a heist because it’s not written like one. There are no resources to take advantage of for an infiltration, sneaking in, or roleplaying in. It’s aggressively generic. 

THERE’S NOTHING HERE. it’s just a generic description of a scribe guild.

This is $5.50 at DriveThru. There’s no preview. Buy is sight unseen, sucker.


https://www.drivethrurpg.com/product/407008/Poached-Parchment?1892600

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

The Wondrous Hoard

By Jokin Andersson, Johan Nordinge, Olav Nygard
Cyclopean Games
S&W
Level 2? They never say ... ?

There once lived a Moon Sage in a wondrous palace. Dilimbabbar—for such was his name—was a leader of armies and a scholar of the night sky. In his palace, he collected wondrous things and hoarded riches beyond belief. He summoned servants from the ether and demons from the earth to bring treasures no mortal eyes had ever seen. But that was long ago, before the flood washed over the lands. Now, the Sage is lost to an unknown fate, his powers having faltered. Yet his palace remains, brimming with wealth locked away in the vacant halls. …or so travelers say, telling tales to each other under starlit skies.

This sixteen page adventure uses five pages to describe sixteen rooms in an arabian nights/sumerian type setting. Decent interactivity, but a shit way of presenting it that I’m not gonna dig through in order to run it. 

Seems unfair, right? I mean, you come up with an ok adventure and then it gets ignored because you wrote it in Basque in iambic pentameter. Cause there’s 600 hundred other adventures that are ok, or better, and easier to use.

Let’s cover some random encounters! I fucking love them in this, and when I saw them I was cautiously optimistic about the adventure to come. “The warm wind brings the laughing voices of a group of women, bathing in an azure pond of remarkable depth.” Hey, man, that will get some players attention! And, for once, they ain’t Oh Brother sirens! Or, how about “A long line of prisoners of war are being escorted to Sippar by a troop of well-armed soldiers. One of the prisoners is an Akkadian prince, promising a bountiful reward if he were to be freed and brought to his kinfolks in Ashur”. Where “troop” is define as “74” … which seems a little large to get up to some fun, but, still … that’s a great concept! And the random encounters on the way to dungeon are pretty much all like this. A bolded sentence that grabs you and a follow up sentence that only adds to it. Really top notch chance encounters. In contrast to the actual wanderers in the dungeon, which are, like “1d10 centipedes.” Meh. Ok, then how about “1d6 skeletons”? No. Yeah, me neither. A real disappointment after those desert encounters. (Which, I will continue to praise on, are REALLY fucking good for their size. Like, hex crawl good.)

Ok, so, you’re going on The Wonderous Hoard adventure and you’re hired to go to the dungeon and bring back this mask. And told you can only take two things from the dungeon or you’ll be cursed or something. Grrrr … ok. I’m not sure I’m down with that. It absolutely fits the theme of the arabian nights/folklore thing this adventure has going on. Almost every creature is a person or demon or insect/animal, so, it’s got the human-centric/realism thing down pat, which I groove on, and the “only take two each” fits in with that. And if you do take more than two then theres this chance of not escaping the dungeon and being cursed afterwards … more for each thing beyond two each. So. Ok. It’s a different vibe, I guess, which is ok. 

Ok, so, the actual adventure. It’s ok. The rooms have some decent things in them to interact with. A hallway in tiles of glazed clay in blue and black … the severed corpse of an adventurer in the middle of it. That’s fun! And the man, dressed as if from Sippar, carries a healing potion  of the sort sometimes sold in the foreigners district – in a small leather pouch. That’s hw you integrate extra fucking information. Not quite the usual evocative writing, but something behind it. Or, how about the Moon Beasts room! “A giant centipede lies coiled in the middle of the lower room, preternatural frost radiating from its body. It is chained by silver shackles to a large meteoric rock that prevents it from climbing the balcony, but not from moving freely—albeit with some effort—across the rest of the room.” I love a truly giant centipede … especially as a moon beast!

And then the magic items are great also. The Bone Crown brings back to life anyone who wears it. Until they take it off and they drop dead again. How fun! The “mundane’ magic items gets a little bit of fun to them and a large percentage are non-standard. A good mix, with everything done well.

But man, that fucking text is a fucking mess. “It was here that the moon sage rested between his campaigns.” So the fuck what? How does that contribute to play at the table? More importantly, lets look at the COMPLETE CHAOS that is the room organization in this. I present room two.

Taking up a column (not unusual here, for the text to stretch out that far in this adventure), we get a room with walls covered with shelves stacked with cuneiform tablets. Which contain astrological calculations and formulas. Then we get notes about a secret door in the room. THen the same paragraph tells us about glass vials and amphorea with strange infusions scattered on the floor, some broken. Then what in the vials. Then that there’s a robe in the corner of the room. Then a paragraph break to tell us about the robe. Then another paragraph to tell us about a big round rock sitting in one of the wall. 

It’s almost a stream of consciousness writing style, for organizing the text. SOmething gets mentioned, then some details about that. Then something else gets mentioned in the same paragraph. With details about that. Thus, any overview of the room requires a full on grokking of the room. You can’t scan the text, at least not easily. And then shit just shows up elsewhere in the room descriptions, in other paragraphs, There seems to be no  overarching format at all other than “I guess I’ll put this here now.” And that’s not cool.

Either giove an overview of everything in the room, up front, that the players will notice, or separate them out in to separate paragraphs, Or put them in bullets. Or something. But I, as the DM, need to be able, when the party enters the room, relate to obvious contents in split second. A second, maybe two, that’s how long I have to glance at the text Before I start relating shit. And the format chosen needs to support that.

And this don’t do that. You have to dig. You have to read the entire thing, slowing down the game. You have to hunt for information. I missed the secret door location TWICE in room two, while scanning the room description. That’s not cool. The descriptions are long. They pad out with useless information, and they are arranged in a manner not conducive to running it at the table. Uncool man. Uncool.

But man, those random desert encounters … In the middle of the desert, a city of tents has sprung up. Here, a drunken revelry is held to the deafening sounds of countless cicadas. The ecstatic festivities culminates in an ancient ritual—led by Tuol Aham, a copper skinned priest from Borsippa—where two teenage boys are sacrificed to summon the vile cockroach demon Bahaga.

Also, when you call your adventure The Wonderous Hoard, then, maybe, you should have a wonderous hoard in it? “There are plenty of precious things in here for example …” (gives three examples …) Hmmm, so, not so much wonderous?

This is $3 at DriveThru.The preview is five pages. You get to see a good portion of those desert encounters, ad well as the intro. Meh. Show us a fucking room man! Or three! So we can make a real purchasing decision.

https://www.drivethrurpg.com/product/205392/The-Wondrous-Hoard-SW-compatible?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 8 Comments