Trash Planet Epsilon 5

By Olobosk
Swordfish Islands
Electric Bastionland-like thing
RPG/Adventure/One shot

Is a random word generator likely to produce as good a play as Hamlet?. 

A trash planet. A sphere of coagulated space junk. Layers upon layers of generational garbage piled up on itself thousands of times over. Rumours run wild around the nearby sectors and beyond that invaluable treasures lie beneath the trash heaps of Epsilon 5.

This 28 page thing is both an RPG and an set of rules to procedurally generate an adventure environment. If you can accept “procedurally generated” then it does a decent job. I cannot, and therefore his review will almost immediately go off on a tangent.

It’s a floating ball of trash the size of a planet, with corp cargo ships dropping off more all the time. There are simple RPG mechanics attached (based on Electric Bastionland, the product says) and a few pages devoted to procedurally generating an adventure environment, with 24 locations and some treasures and creatures, for the pregens to explore. 

There’s a location naame, a few evocative words, and then a sentence or two of DM notes. So, for Acid Lake we get (formatting removed): Bubbling, Glowing Green-Yellow, Smells Sour Flotsam rafts of jumbled junk drift on the surface. d4 DAMAGE per turn to any organic matter submerged within. We’ll roll a creature and a treasure and then it’s up to the DM to make something of it. Monsters are suitably described, so, for the Virtual Shades we get “Neon blue, two-dimensional amorphous hologram, flickering and distorting as it moves.” Again, a decent description, focusing not on their backstory but on how the party will interact and experience when they encounter them. Which is what the fuck a monster description should the fuck do. Ok, and there’s a single Neo-Rose as a treasure “A genetic accident, suited only to growing in the unique trash riddled soil of EPSILON 5. Its pungent odour, reminiscent of rose and paint stripper, never fades even when picked.” So, as a DM, maybe, there’s this acid lake and some rickety platforms on it and the party sees the middle one has this single neo-rose on it and the lake is full of these Victorian holograms out boating. Oops, I’m getting ahead of myself. The locations take up three pages, the creatures about four, and about the same for the treasure. The restis a map, location tracker, die drop thingy (*sigh*) and some basic mechanics/rules. The takeaway here is that the creature descriptions, and variety, is good (although a little swede to the robot/mechanical side of things, ala Tomb Adventures being one-note stuffed full of undead.) The location descriptions vary from pretty interesting (a village made up of clones of one woman! Acid Lake!) to Mega-corp shipwreck and dirtyy needle dumping ground. Which offer less of an environment to explore and more “here is hazard while you having a fight” sort of location, out of 4e. 

And now, we necessarily diverge in to our tangent: the convention game. The One shot. From OSR convention competition adventures to the CoC one shot to things like these, unique little games with little adventures attached. This is a genre unto itself. Sure, you can turn it in to a campaign, but its not really suited for that.  Sure, it could be used as a night or two of adventuring for a Traveller game or some such. But it will suffer from the same problems.

For both, I find the adventure lacking. 

There’s really a lack of motivation here. It’s just a place to dive for trash treasure, with little holding the adventure together beyond that. I’m not saying it needs a plot, but there is nothing really here other than the procedurally generated stuff, and that hits the same nerve that many people complain about megadungeon play: why? Because it’s what we’re doing tonight, do you want to play or not? IE: you need a motivation for your character. But, in these one-shot and/or convention games, you need more than that. Or, rather, more than that helps a lot. I mean, I’m still there to waste four hours having fun, but a little assist from the designer, beyond the pregens, helps. You need something to kick things off, or a goal, and that’s just not present.

And then of course there’s the fact that it’s procedurally generated. I don’t know who started this trend. It needs to stop. Procedurally generated dungeons don’t work. They cannot wor, by their very definition. There is no way that you can have a satisfying experience RIGHT NOW AT THE TABLE with some ad-hoc dice rolls, at least in comparison to an adventure location that has been designed, agonized over, and fits in well with the surrounding location, all thanks to the designer. Is this just emulation of what others have done? Are people afraid of actually designing a room/dungeon? I mean, what if the designer had rolled on their own tables, taken inspiration from the results, and then crafted the results, after hours of work, in to a more coherent experience? Do you really want to assert that would not be the better play experience? 

What’s the downside? It’s not random? So what. It’s a one-shot fucking around game. A location that is likely to never be revisited again, either in a campaign or as a one short fucking around game or at a convention. Why the fuck do you care about it being an adventure generator? Why not make something really good instead? Because, of course, an adventure is different than “a tool to help inspire you to write your own adventure.” Why … we’re not saying that’s what this is, are we? That would mean it has misrepresented itself, and we all know how I feel about being cheated. 

So, ok writing, good monsters. As an idea generator it may be ok. As an adventure I think it fails at its “most likely to be a one shot” genre experience. Or, rather, succeeds more than the usual procedural adventures do but still fails in the quality of the overall experience. 

This is $5 at itch.

https://olobosk.itch.io/trashplanetepsilon5

Posted in Reviews | 2 Comments

Castle Roan

By Chantel Jones
Self Published
OSRIC 
Levels 1-3

In this adventure, the heroes face a group of Daragons to save the Kind and his family! [sp]

This 23 page adventure features a three level (plus basement!) dungeon with about seventy rooms. It’s minimally-keyed, and shows a shocking lack of care, to a degree that is new even to me. It’s in the running for the worst I’ve ever reviewed.

What if I open a restaurant. In the back I microwave frozen burritos that I buy for 30 cents each from ALDI. I don’t do this because I am trolling. I do this because I think that this is good food and it’s how you run a restaurant. As a stranger, you come in and order a burrito. It is as you would except given its a 30 cent microwave burrito from ALDI. That I charge $10 for. What is the social contract between you and I? As a friend/family, we might be supportive. As a stranger, what are your obligations to me, both directly when speaking to me and indirectly when talk to another about your experience in Sheboygan Japanese Cuisine, which features microwaved burritos from ALDI? Asking for a friend … 

There is a seemingly lack of care to this adventure which is bad enough that I thought this might be an art project. Note the misspellings in the publisher’s blurb. “The heros” and “Daragons” and “the Kind”. (that’s the king, and dragons.) The pregen characters spread across multiple pages, as it page breaks were inserted randomly, some starting on the same page another ends on, thus complicating printing them out to hand out to players. The stat blocks are walls of text, with weird indents. Randomly scattered through the text, and I do mean randomly, there are paragraphs of monsters labeled “Encounter 1”, with a stat block for, say 28 goblins. Just here and there, insperspaced between the room encounters which are labeled “room 1” “room 2” and so on. Not to worry though, the actual stats blocks are missing for some creatures. Two column text from word perfect just drifts on to a new page instead of being formatted in to something decent. 

Challenge wise, this adventure for levels 1-3, we get encounters with kobolds, goblins, elves, a room with 100 skeletons, a  6HD weretiger, a 10HD hydra, and a room with a 7HD white dragon, a 10HD blue dragon and an 11HD red dragon. You and me both buddy; I certainly have no fucking clue, especially given you need the rod in that room to save the Kind and his family. 

It’s minimally keyed. “This room is empty.” or “Giant Rats, No Appearing:15 (stat block)” or “This is the throne room.” That’s it. Those are your descriptions. “On the south of the room are a bed and two nightstands.” Minimal keyed. Laundry list contents not related to the adventure. Interactivity like a room with fifteen pools each of which does something ala B1. Rooms stuffed full of treasure, coin and especially high level magic items. And no, nothing is gong to stave off that weretiger, hydra, or dragons, so don’t get any ideas that it is on purpose.

This may come as a shocking surprise, but I would never want to discourage anyone from writing an adventure. You have to write to get better. My angst stems from my entitlement issues, and expectations. (Hmmm, can you have entitlement issues as a consumer, or is that not allowed and/or encouraged as a consumer in a market economy?) But Jesus H Fucking Christ man, don’t you, as a producer, have some obligation to the rest of us to produce something that you actually give a fucking shit about? Don’t you have some social obligation to the rest of us suckers to know what the fuck a restaurant actually is before you open one? 

This could be a product from the early days of gaming. A map, filling all spaces with weird mazes and such like that famous Greyhawk map photo. Minimally keyed encounters ala Vampire Queen. A typesetting nightmare like Walking Wet and other manually set adventure products. 

This is $10 at DriveThru. The preview is four pages. Go stare in to the abyss for a bit by looking at it.


https://www.drivethrurpg.com/product/355163/Castle-Roan?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews, The Worst EVAR? | 28 Comments

Wizard’s Vengeance

By Filip Gruszcyzynski
Self Published
LotFP/OSE
All Levels

The wizard is dead – burnt at the stake by a menacing witch hunter. His tower is unguarded and ripe for plunder. Gold, artifacts and magic can be yours, if you act swiftly. But will you be able to get away with the loot? For even in death the wizard will exact his vengeance!

This 36 page adventure describes a wizards tower with ten levels and 25 rooms. A slower adventure, and quite similar to Tower of the Stargazer in its pacing. It feels less dry than Stargazer but still suffers, I think, from the “Tower is Empty” issue. Lower levels will do a hit and run loot job while higher levels will clear the place, hence the “All Levels” range. I think that’s pretty interesting; particularly completing an adventure.

Local wizard gets himself burned at the stake and the party stumble upon it right after it has happened. The pyre is still smoldering and the witch hunter is going to the dudes tower in the morning to burn it as well. Until then .. there’s no one at home and the tower is no doubt, stuffed full of loot. 

The adventure has two timers and that’s the first one. If you can get out of the tower before the (8th level cleric) witchhunter and her minions arrive you get to keep all the loot. If not then you get to keep only the monetary loot and not the magical stuff, it being heretical. Or, she just burns you and you get to keep nothing. The “short window of opportunity” is a classic of adventure design, be it looting a manor lords home, a wizards tower, so Speculos’s Lair. There’s a second timer as well: the wizard laid a curse, as all good witches do when being burnt at the stake. Every hour all the animals in a circle around the tower die and come back as undead, humans excepted, doubling each hour until it reaches 32 kilometers. (There’s a helpful regional map showing areas of interest, as well as a handy dandy “what happens after the adventure” to help the DM run the after effects on the local towns, etc.) The party MIGHT know this beforehand, but it’s unlikely. Only the mayor knows, of those outside of the tower. So while this MIGHT be a second timer, it’s actually more of a plot device. There’s a devil inside in a magic circle, if someone willingly sacrifices themselves to it then the curse it lifted. Oh, also, if you sacrifice an unwilling person to it then you gain 1000xp each time. 

Holy fuck. That’s a situation! You can use it to bargain with the witch hunter, and she will sacrifice herself to stop the undead plague. You can go all evil and sacrifice people to get your XP. It’s fucking brilliant! Good setup, and, more than just treasure, it can drive action and is a temptation for the party to boot! A nicely done gizmo.

This is certainly one of the better parts of the adventure but there is a certain design aesthetic being followed that is above average. In one instance there’s a hallway with an electrified floor, blocking access to other rooms. If you look around the corner of the doorway in to the hallway then you can see a pile of dead rats at the end … giving you a clue that something is amiss in the hallway. A decent trap, a decent clue, and a decent “normal” situation to present to a party. Altogether good design. There are a few other interesting situations as well, such as playing a chess game with what turns out to be a devil (classic devil stuff!), a library of books, balconies to climb up on to, and NPC’s to free in the cells below. 

There’s also a sly little humor added to the text which appeals to me a great deal. “[the wizard]  realized early on that sooner or later some of the common folks might come up with a catchy slogan like “Burn the witch!”” or a rumor that he organizes orgies with demons of both sexes … unfortunately untrue, the rumor table tells us. And even the devil who is pleasantly and cordial, while trapped in his summoning circle, to any adventurers he meets — no point discouraging potential customers, the text tells us. These are excellent little touches that, while directed more as commentary to the DM, also serve to add a certain framing the text, one for the DM to then leverage and bring even more to life. They are never more than a word or two (unfortunately untrue, no point in discouraging potential customers, etc) and don’t show up excessively in the adventure. Well done framing to the DM disguised as commentary to the DM.

The town NPC’s, the mayor, priest and barkeep (IE: just the most common people the party is likely to interact with) are decently done, and shorty, with a personal quirk to bring them home to the DM to roleplay. Likewise the NPC’s in the adventure, from a servant who nervously cleans things as a coping mechanism, to traumatized captives who heard a cellmate being devoured alive by undead rats. 

Magical items are suitable unique, like a portrait with the wizards name written on the back. If you write YOUR name on the back then YOU get to use the magic portrait to look through its eyes. Looking through a pictures eyes is a classic, and Writing Your Name clearly has historical symbolism. This is good use of that deep cultural innate knowing that we all have.

A few notes …

In several places in the tower we learn that someone does something when they hear something in a different room. For example, I am in a room and there is an antechamber. If you make noise in the anterchamber then I call out. Should that fact be in the antechamber or in my room? I think it should be be in the room where the effect happens, the antechamber. This adventure puts that information in the NPCs rooms … which is usually then missed by the DM.

The map has about two tower floors per page, in the center, and then some columns on either side with room summaries. This is a nice approach (as if all of the formatting decisions mad ein the adventure; nothing particularly special but very usable) but the descriptions tend to be quite short and lacking flavor. They are meant to kep the DM to what the encounter is. There is A LOT of extra whitespace available and i think it could have been used better to bring more to those short little description than they do. Why leave the extra space just hanging out?

There’s a LOTFP Fuck You here and there, like catching the 90% death bubonic plague in one room, with a save every turn you spend in the room. That’s not telegraphed very well. I’m not strictly opposed to this since there’s a book that describes infection disease research in the room, but, it is tending to a direction I don’t like. 

The descriptions themselves, of both the rooms and the creatures, could be a lot better. It’s not that they are bad. They are not overly long, or flowery, or Try Harding. They are not even particularly bland (with notable exceptions.) They just are not spectacular. I’m a firm believer that a decent adventure (defined as : I don’t want to stab my eyes out and fill me with ennui) can be made by just about anyone by following a few simple rules. The hardest part to get over the Decent hump in to Good territory is knowledge of design through interesting situations, etc, and evocative writing. The writing, particular, is a learned skill and hard work. If there’s a formula to it I don’t know it. The creature descriptions and the rooms both suffer from this, the creature descriptions more so. 

So, ok little adventure. A little on the slow side, as Stargazer was, but with more going on than in Stargazer 

This is $4 at DriveThru. The preview is four pages and shows you a few rooms. More than enough information to get a good feel for the adventure, so a good preview.


https://www.drivethrurpg.com/product/356588/Wizards-Vengeance?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 18 Comments

The Mad Alchemist

By Valleria Studios
Valleria Studios
5e
Level 6

Oakheart, a once vital trading post, has been struck by a mysterious disease. Over the past month, Lord Ulric Von Vymarc, townmaster of Oakheart, has set out his men to look for the source of the disease and a cure to put a stop to the disaster. Yet they’ve failed to find any clue to what this might be. As the weeks passed, more people got infected to the point where most of the shops had to close. The town’s guard is undermanned as they’re falling ill themselves.Ships are starting to avoid the town, as rumors about a disease are starting to spread. More importantly, The Feast Of The Stars is approaching. This would be a major source of income for the people, as many from all over the land come here to pay their respects to the gods, feast and spend many of their valuables.  The town is already accommodating the first of many visitors to come. Yet most of them leave once they find out about Oakheart’s situation. Lord Ulric has sent out letters to renowned adventurers across Valleria to assist in this serious matter.

This 28 page adventure details a short little investigation in to a virus(!) and about eighteen rooms in the mad alchemist’s lair. It has some sparks of interesting encounters when it comes to the creatures, although the puzzles are a bit on the nose for my tastes. Still, for what it is it’s an above average adventure that shops promise, particularly in regard to creativity and formatting.

I was full prepared to hate this. $17 for a PDF is the reason I picked it up. Then, it’s got the generic title. The generic trope of an alchemist as an enemy. It’s 5e, and then there’s the trade dress. None of these give a favorable first impression. Generic background, generic “you can adapt this to your world!” information, padding to page six, and, at a quick glance, read-aloud that tends to three-four paragraphs long talking up a quarter to two-thirds of a page. These are all the symptoms of a bad adventure. And yet … it’s not really. Plus, there’s enough going on here to actually write a real review for a change

This is a virus adventure, with people in the town getting sick. I’m surprised that, given the pandemic, we’ve not seen more of these. You’re hired by courier, taking a ten day boat trip to the plague town to meet with the Lord Mayor. The ‘hired’ trope is not particularly well done, although there is a full page “fancy font” letter you can hand out. I love those. Props are a lost art and letter handouts are one of the last remaining. Anyway, it’s a little easy to get a plague town, breaking the immersion a bit and, most of all, a lost opportunity for some roleplaying efforts and scenes to set a mood. The “hired by the town” trope is boring as well, especially when just a hand wave as it is here. But, whatever, we’re playing D&D tonight. (And, I will leave unmentioned, the fact that the party arrives by ship in ten days and later walks only half a day to find the cause of the infection. Ug! Immersion again!)

It is, at this point, that things start to get better. A check-in line at the town, a sickly gnome at a desk wearing a mask, coughing in to it. A tavern with a sign that has a cat head sticking out of a caldron “The Boiled Cat.” Things are starting to look up! Further, the innkeep has a nice section called “What the innkeeper knows” laid out in an offset box with bullets. Nice! This trend continues for others people that the party are likely to talk to, at least within the bounds of the investigation play.

Let’s return, though, to The Boiled Cat. This simple thing, the naming of a tavern, is a degree of interesting content that is not usually seen in adventures, let alone 5e adventures. Not generic. It’s specific and not abstracted. This continues in other areas of the adventure. A delivery boy brings you supplies that you request, and he might keep some of it or charge more, etc, because his family is hurting. Again, an interesting interaction that can lead to more, either sympathy or annoyance with the boy. A young guard, Tim, worried about supporting his family, wanting work, wanting to not get sick or get them sick, torn between these things. This is not your usual generic shit, and, I think, works well because it effectively channels real world things in a way that still makes the game fun. It makes sense AND adds to experience in a fun way. The party can relate. 

The dungeon encounters are likewise interesting. Gibbering Mouthers as a failed experiment? Perfect! And they slither under doors! Even better, a fresh take! A grey ooze that looks like a rock. A treasure chest in a cell … that turns out to be a mimic. These all make sense as failed experiments, they surprise and delight and, for whatever reason, they are interesting takes on them. The party hearing a “slosh slosh” as a mouther stalks them on the ceiling. Specificity. Brief points of which shine like binding light in bringing an adventure to life. A flesh golem shoults “Freeeedoooommmm!” Every time it attacks. Great thing added to the encounter, you can imagine a tortured soul doing that. Also, it’s a clue that “Liberty” is the answer to the puzzle lock in the next room. Clever monkey. That’s good design. 

There are substantial downsides though.

I mentioned the long read-aloud, never a good thing. A substantial amount of information is communicated through diaries. This is almost always a bad decision, an easy crutch. THings are better when they are communicated more naturally, and, no, I don’t mean through the villain monologue. There should be more than enough possabilities, in an eighteen room lair, to get across the points made in the diaries. 

The plague is not very visceral. Like I said, its easy to get to town. There are not a lot of plague vignettes. There should be some cross-references, both from the lord mayor and the innkeeper, for plague information, so the DM can find that information easily when the party inevitable asks about it. Some of the plague victims in the infirmary have different symptoms than others. This would normally lead to follow up investigations for them … which are not provided at all. No, you get everything you need from the mayor int he first meeting. “My alchimist friend disappeared on Blood Cove a few days ago.” Uh huh. That’s the next step, allowing the party to skip the infirmary altogether. The town, the plague, the infirmary, they are all non-existent as far as the adventure is concerned, which is too bad, a serious lost opportunity. And only a Greater Restoration spell can cure people. There goes all the benefits of living in a magical ren faire world. 

The puzzles in the dungeon, though, are a low point. These are all pretty on the nose. A combination lock made of letters, level puzzle, and so on. The clues, likewise, are on the nose, with bits of paper left around with things like “CIRCLE = GOOD GOOD GOOD” and so on. Yeah, it serves a purpose, but its also about the easiest way possible to relate the clue and they show none of the creativity, either in the puzzle or the clues, tha the better encounters and NPC do. 

To finish up I’ll saw that the map tries to be artistic and it fails at that. Maps are hard, I get it. A simpler map would have been clearer. Or, at least a different color choice for the backgrounds which reproduce more clearly. There is a cute little art piece, masquerading as a town map, that I think gives the town a nice vibe though. It’s numbers, but I think it’s more art than map, unlike the lair proper. 

Not a bad effort for someone with no credits to their name! I’d run this before I ran a lot of other things, $17 or no.

This is Pay What You Want at DriveThru with a suggested price of $17. You can grab the entire things, obviously, but the preview is 20 pages also, giving you a good idea of what you are about to purchase.


https://www.drivethrurpg.com/product/356433/The-Mad-Alchemist?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 10 Comments

The Valley of the Lost

By Allen Farr
Winterblight's Challenge
Generic/Universal/OSR
A Weariness in Soul

Seemingly created by mad gods, the Valley of the Lost has been reshaped as if all creation has been allowed to run amok. Will you succumb to the toxicity of the Path of Madness or meet your end in the darkness of the Path of Shadows? Perhaps the guardians of the Path of Light will be your undoing or will you wander endlessly on the Path of the Lost until you meet your demise? These are the dangers that must be endured to reach the Ascent of Kings and discover the Valley of the Lost.

I’m on a roll baby! 

This eleven page thing is nothing. It’s a setting guide, with little specifics, for a tv show. It’s a work of fiction aimed at a DM, to inspire them to create a game to run. It’s masquerading as an adventure, with a hex map, when it is, in fact, just an idea. “You could do something having to with many worlds.” ARG!

I find products like this frustrating. One the one hand, there is certainly a role for fluff books, books which inspire the DM or detail a background, or some such that a DM can expand upon. On the other hand, I seldom wan any fucking thing to do with them, especially when I’m looking for “an adventure.” The hex map here might fool you … there is no adventure here and it’s just generalized background and a few ideas. “There could be dinosaur people. You should make your own.”

There’s a long backstory about an evil wizard and summoning a nexus of worlds. This has almost nothing to do with this location. Any “possible worlds” isn’t really handled at all. I guess you could use it as an explanation for the various magical effects in the valley, but this ain’t Rifts, our Incredible Journey or anything like that. The only possible worlds is the background mentioning “a nexus of possible worlds.” And that’s the problem with this entire product.

It says things and doesn’t follow through. There could be dinosaur people and they should have different unique attacks. Go create them.” Uh … ok. It’s a nexus of worlds … with nothing related to a nexus of worlds. It has a pretty nice hex map full of features, icons, and the like. With no legend, disnace markings and NONE of the features detailed. Just little red dots on the maps. Not even a one sentence of them. Nothing. It’s like the map doesn’t exist at all for the purposes of the products.

Which isn’t exactly true. There are a number of passes in to the valley. “The path of Light/Darkness/Madness/Lost.” Each has some special effect and is shown on the map as a lightly fitted line. “You go could go mad on the paths of madness. The party should roll a save and the DM should come up with a suitable madness.” This is the extent of the detail in the adventure.

Like I said, I guess if you wanted fluff you could buy this. There’s even a product category on DriveThru called “Setting Guides.” Note that this is a completely separate category than “Adventures.” 

I’m so sick of this shit. 

“The GM should use the Places of Creation to come up with unique creatures, or even have the player characters undergo some kind of transition, perhaps gaining a new power or some deformity that hinders them.”

At one point there’s a page of gothic bold font, representing a journal entry, to describe a location. It is hard to read, meant only for the DM to inspire them. This is indicative of the entire product. A complete misunderstanding of what it should be doing. 

This is $3 at DriveThru. The preview, of course, doesn’t work.


https://www.drivethrurpg.com/product/355743/Valley-Of-The-Lost?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews, The Worst EVAR? | 7 Comments

The Plebeian #1 – The Lost Necklace

Tony Garcia
Voxelhouse
B/X
Levels 2-4

Rumors that a necklace with magical powers was stolen by a group of thieves and taken to the sewers of Crinsomwater. Brother Frederick of the Order of Worshipers of Transformed Lead is giving 400 gold pieces to recover this artifact.

This is the first issue of a bi-weekly (!) seven page zine, which uses six pages to describe an adventure: The Lost Necklace. It has eleven rooms in a sewer system and uses two pages to describe them. “Describe” being used in a loose manner of the word. Lacking meaningful content, this is a “get the red key to open the red door” adventure.

You got the picture from the intro: magic necklace stone. Party hired to go to the sewers to find it.

The town here has 920 residents, fourteen towers and a rather extensive city sewer system, since the eleven rooms here are in the sewers and are described as just a small part of them. And by “sewer system” I mean “a couple of descriptions mention the smell of shit but otherwise they are just normal old dungeon rooms.” A depressingly large number of rooms, almost half?, contain the line “roll for a random encounter in this room”, just as a nother room states that there are 1d6 zombies and another states to roll for a random treasure.

I have to ask: why do this? What value does a random roll add to the adventure? In the case of a wandering monster its obvious: this is a push your luck mechanic. Some items might have a random effect, that makes sense also. But why make a static encounter random? Why not, as a designer, create a treasure to be placed in the dungeon instead of relying on a roll on a book table? Isn’t that what we’re paying for, the designers creativity? The improper usage of randomness in old school adventures is an article tat needs to be written. I’ll make a mental note to do it and promptly forget.

The adventure is padded out. “If the group decides to attack then combat must be started, the adventure tells us. Well, yes, that is how things work. “You can investigate this room or continue through the door”, the read-aloud tells us in many of the rooms. Well, again, yes, that is how D&D works. These sorts of things just pad out the word count of an adventure, or, more precisely, steal words that could otherwise contribute to an evocative adventure. The adventure, of course has the obligatory paragraph of “This is set in our game world but as the DM you can adapt it your game world.” I should hope this is obvious to everyone. Again, empty content that could be used for ADVENTURE! How much effort was spent on these parts, the padding, the de rigueur, the randomness, when that effort could have been spent on the actual adventure?

In the sewers you come to a door with a skull lock. You need to find the skull key to open the skull lock and find the cross key to open the cross lock, later.*sigh*. Find the red key for the red door was a trope from long ago computer rpg’s. Actually, this feels more like a choose your own adventure, but whatever. It’s extremely simplistic design. We never do find out what the magic necklace does that you are sent to get; its just referred to as a magic necklace. 

The town is called Crimsonwater. This is because when it rains the ground looks like blood, thanks to the mud. THIS is a good detail. It’s not just dropped in the bs backstory/background and not emphasized through play in any way, at least not in a way that te DM could integrate it well, but this is the kind of specificity that brings an adventure to life. 

It is the sole example.

Keeping up any kind of publishing schedule every other week is going to be a full time job. I wish the designers well; if they can do it then they should let me know how so I can also.

This review is now being cut short because Prince Vultan, who is never more than a foot away from me all day every day, is incessantly pawing at my leg, telling me it’s time to pet him and brush him.  How can ignore someone telling them to love them?

This is Pay What You Want at Drivethru with a suggested price of $1. The preview shows you the entire adventure, so it’s a good preview, telling you exactly the type of content you’ll be getting so you can know before you buy.


https://www.drivethrurpg.com/product/355803/The-Plebeian-number-1?1892600

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

A Wintry Death

Jason Duff
Earl of Fife Games
OSE/BX
What's a level?

Our stores were empty and game was scarce. We pushed out further and further to find anything to fill our bellies. My family was starving and I knew it would not be long before the end. I hope I am not too late.

This 25 page adventure presents six VERY short scenes for the PC’s to encounter in the snow. The lack of actual content serves to demonstrate why we can’t have nice things.

I was reading about a guy who was visiting Zimbabwe. Everyone was super happy, in spite of the deteriorating state of things. Someone explained it to him: in Zimbabwe you don’t expect to find butter in the grocery store. When you do find it, you’re very happy. In the developed world you expect butter in the grocery store, so when you don’t find it you are unhappy. All I want is, to all day long, walk about enchanted, in ecstasy, like the gods I saw dancing in my dreams. Which model to you think _I_ fall in to?

There are six winter themed scenarios in this, and I use the term ‘scenario’ loosely. Maybe you cross a frozen lake and there are some fish in the lake that break through the ice to attack you. That’s one. It takes two pages. Another is that maybe you are caught in an avalanche; make a DEX check to avoid it. Again, another couple of pages. Or, you camp someplace and a Yet is there also. A couple of pages. I think you get where I’m going with this. What if every room in the kobolds lair in Borderlands were two pages long and didn’t really have any more content than they already do in B2? Ta da! Download burn it and ship it to Kansas and clean up with that filthy lucre!

This stuff takes place in “The Forever Winter” which sounds cool but isn’t really explored at all except for a couple of environmental rules. Each “scene” starts with four or five italics paragraphs, for the DM, to set the mood, kind of in a “characters journal” kind of voice. Meh. It does nothing. In one of the lengthier scenes, in a town, we are told “At least one person had survived this place and got out alive. The GM should consider who it might have been” … even though this has absolutely no bearing on the adventure at all. 

Design is terrible, with forced things all over place. “Make an int check to know what the undead dude said. If you fail and try to leave then you will get attacked. Too bad for not understanding the language and answering the riddle he is asking you.” Or you are “attacked” by red mist when leaving town. Make a DEX roll or take damage. Gee! Fun! 

A spectre comes from the rafters in a church. “These are some sort of insects have hid here and have been eating the interior wood.” I have no idea what that means. The spectrers are insects? Or they have been eating the rafters like insects? Again, it has no impact, so I’m confused. 

“Those that do not understand what is being said.” one of the complete sentences in the adventure tells us. Yeah. No shit. That’s why we use editors. Oh, wait, there was an editor on this. I have no idea.

How do you review something like this? How do you review an “Adventure” where the simplest thing takes two pages. When there is no meaningful content, and it’s just abstracted ideas, concepts that the DM might expand on, with no real assistance to the DM to do so? 

The grocery is out of butter again. In spite of knowing better, I still can’t get used to it.

This is $5 at DriveThru. The preview is eight pages. You can see the “crossing the lake” encounter at the end of it, as well as the start of one of the longer scenes, the village. They represent the design and writing perfectly, so, good preview. 

https://www.drivethrurpg.com/product/352209/A-Wintry-Death–Adventure-for-OldSchool-Essentials?1892600

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

She who is a fortress in Dark Water, adventure review

By Phillip Loe
Chaptain Ahab's Leg
OSR
Levels 5-10

Persevering through years of sweat and failure, Mother Cordelia Giovanni of the Ignacian Monastic Order finally succeeded in her great work—the creation of a human baby whose spine, once the baby matured to adulthood, could open the lock of the massive black codex said to have been written by St. Ignacio himself in the age of mysteries.

This sixteen page adventure details an eighteen room temple full of lizardpeople and another eight or locations in the wilderness. There’s a kind of energy wrapped up in many of th encounters, inside and outside the temple, that speak to the creativity of the designer and good writing. It’s marred by several minor issues that most people would overlook but annoy the fuck out out of me because I can see th epotential in the adventure without them.

“Show, don’t tell” is common writing advice and “I grew a baby to extract its spine to use as a key” is a pretty fucking good job at showing rather than telling the nature of ol Mother Cordelia. The baby was given to a monk who is raising him in a village, to get him away from her, and she now lives in the swamps nearby, the local crazy wise woman. The party stumbles upon the village, burning, after a raid, the monk dying the church. Seems the boy was stolen by lizardmen.

Here there be commentary from yours. This is a fairly good intro. What the village is lacking is a sentence or two on the destruction, to bring it home viscerally to the party. It DOES have some dead villagers with “oiltoads” still in their mouths. (They charm you to make you eat them, they being poison, you die. Pretty fucking sweet monster and visuals!) Further, the adventure has a timer, 24 hours. After that a DIFFERENT crazy dude extracts the boys spine and uses it as a key to summon The Evil One (She who is a fortress in Dark Water, in this case.) But you don’t know there’s a timer. Timers like this generally work best when the party knows they are on one. These things are missing from the village, although, it does mention that from the highest points  in the village you can see a couple of things in the pointcrawl swamp thats the next step. That’s good design!

The wanderers both in the swamps and dungeon are good, if a little too frequent. One check every turn in the temple and one every 15 minutes in the swamp (it’s a pointcrawl, so one check every “move” to a new location.) A pit extreme for an OSR limited resources game, I think. Then again at level 10 … 10, is that right? That’s pretty fucking powerful in B/X. 

Treasure is a mixed bag, speaking of levels. The loot here is pretty non-existent, even for a group of level 1’s. Magic items range from +1 swords to a pair of toad statues that turn to life when you squeeze them and spit poison for you, etc. This is very strange to me. On the one hand you’ve got these great magic items, clearly unique, not really described in mechanical terms at all. And then you’ve got just generic book treasure thrown in (maybe more book than unique, not a lot of either for the level range.) The designer clearly has the ability to make interesting treasure, they should have followed through on that.

OOB for the main temple full of ilzardmen is lacking, except for a brief note about the guards outside. The map is CLOSE to being illegible. It’s hand drawn, which I’m fine with, but then artistic flairs are added, which reduces legability, as do the rather small and thick penciled number keying. And there are no windows on the map, in spire of one room having a giant window being its main feature. There’s not overview of the temple from the outside, what it looks like, beyond “The temple was once a magnificent testament to the god of the marshland, a god of death, purification, and rebirth. Neglect has turned it into a ruin.” This is a great example of a worthless description. It says nothing meaningful for the game at hand. There’s a guard tower, that you have to dig for to find and remember as the party approaches, not obvious at all.

Further rooms sometimes lead with the wrong information, like saying there’s a broken alter in a room whos walls are covered by giant red tick marks. The boy, strapped in to a machine that is extracting his spine, is not really mentioned at all beyond those words, or how to get him out of the machine, etc, except that in doing so you will probably kill him. 

And yet, this will receive a No Regerts. Because it IS creative.

Those frogs statues for example. Or white pillar emerging from a brackish pool in the swamp, the spawning ground of the oil toads! With a mummified body in the water at the base of the pillar, his face having the same features as the oiltoads … and having teethe that have turned to diamonds! The counting room, with its tick marks crude on the walls. Or, pit traps outside the village, dug by the lizardpeople to keep the villagers from escaping … a few of which have villagers in them, impaled on spikes. One of which is still alive with a broken foot, willing to lend a hand as they can. A giant stained glass window with light streaming through it that deals damage to the non pure of heart. A room nearby with a heavy cloak in it. A mural elsewhere in the temple showing an offering being made under the window. A hint! This is interactivity. This is design. The offering is made under the window, in the mural, but needs to be made at the alter in the (essentially) same room, so it’s not even spoon feeding the party. 

Creativity abounds in this effort. It just needs more of it, as well as some adjustments to real world running the adventure by someone who didn’t run it. Things, like the start in the village, are clumsy, overlooked, out of order, and so on. But there’s some good stuff in this. Smarter than your average bear Boo Boo.

This is free at the designers blog:

https://captainahabsleg.blogspot.com/2021/04/she-who-is-fortress-in-dark-water.html

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 5 Comments

Tomb of the Twilight Queen, 5e adventure review

By M.T. Black
M.T. Black Games
5e
Level 3

Centuries ago, the Twilight Queen reigned over the most powerful empire in the world. But her realm now lies in ruins, her people are scattered, and her remains are buried in a grand tomb full of deadly traps and marvelous secrets. A renowned scholar has hired you to enter the tomb in search of a fabled artifact, but you will need all of your courage and ingenuity to survive…

This 45 page digest adventure features a twenty room tomb dungeon, using thirty pages to do so. It’s format is fine, for comprehension, but it lacks significant exploratory elements. In the end, tomb adventure is A Tomb Adventure.

Tomb adventures are not my favorite, and this is a tomb adventure. I find that they tend toward the linear and are rather confined in what they do, being “tomb guards” and “traps” with maybe a magical transporter or some such thrown in. This all seems very limiting to me, for an interesting play experience. Or, I might say, it’s the ultimate evolution of plot as adventure. You’re here. Do the adventure. So, I think tomb adventures are hard to pull off right, and this adventure is no exception to that thinking.

Tonally, its got 5e down flat. You’re hired by “a goblin scholar called Dr. Otho Ambitriax, who studies ancient history at a local university called the Academy of Systematic Wisdom.” Yup, that’s 5e all right. It’s easy enough to ignore these elements, which I find off-putting, but I know some people like them. I will say, to his credit, on the boat trip to the tomb, that “Otho secures a private cabin for himself but consigns the characters to steerage. He is astonished if they expect anything better.” That’s a very nice detail, and the kind of thing I’m looking for in an adventure. Brief, and so full of promise. And it also represents a lot of what this adventure is missing. There’s little of that specificity and more “set piece” design.

Let’s diverge for a bit and talk hooks. You’re hired. It’s one of the most common hooks, especially in modern RPG play. I find that fascinating. A few years ago when YA dystopian was all the rage in movies, books, and TV, I found the same trend. You were born special. You are the chosen one. The ancients gave you this information. I get the underlying themes of youth wanting to be more, especially in their formative years. But you know what? D&D wizards rock. No “I made a pact with a devil” shit. No “I was born special” sorcerer shit. No. Wizards embody the midwestern work ethic. They rip knowledge from the fabric of the universe through hard work. The lack of motivation in “you’re hired” hooks is striking. It’s an easy hook to throw in, which is why I presume so many designers use it. But, don’t you want to pursue your own goals, as a character, rather than being yet another middle class wage slave in whatever fantasy world you are playing in? And no, I don’t think it’s generational or a problem with Deh Yoots these days. I think it’s just laziness.

The format here is fine. It starts with some short boxed text. Sunken floors covered in mist, domed chambers covered in painted gold coins with yellow silk rope hanging down. These are not bad descriptions, at all. I would suggest that they feel CONSTRUCTED, as if a lot of work went in to them to make them what they are. That’s a good thing. It’s better, far better, than the usual garbage we get in adventures. I also think that there is a step beyond this. It does feel constructed rather than … I don’t know. Imagined? It doesn’t feel … easy. I think writing a good room description is the hardest skill to acquire, and it takes a lot of practice and effort to do it right. This does it right. Noiw, it’s time to make it better. 

You get some bolded bullet points following the read aboud, one for each major thing mentioned in the read aloof, so, the ceiling and rope in the domed room. Then there’s some major section headings for treasures and traps and monsters. Up until now the descriptions were doing fine. Good format. The “trap” section even works. It’s less useful, though to have major sections, when appropriate as this does, that mentions a monster and treasure. It feels like following a paint a by numbers set. A different format for those elements, just integrated in to normal text, would have probably worked better. And, again, better than most.

I could quibble with a lot of things here. The 5e-ness of a bandit who drinks a potion of invisibility when the party approaches, and the game world that implies. How a hot and smoky room should really be mentioned BEFORE you get to that room, to provide a lead in. A bandit wears slippers of spider climbing, but its in treasure section so is probably missed during the combat, for all it would add. A ghast wears a ring jumping. This smacks of Explaining Why and Justifying, something that has little place in D&D. Just give them kangaroo legs or make the fucker leap without any obvious signs. Or, fuck it, all ghasts now leap. Done.

There’s also scratch marks on the floor hinting at a secret door, which are the sorts of hints that should be in an adventure, especially at this level. And, inscriptions on the walls of one room can stop the attacks in the room. I’m not sure how often people decipher wall inscriptions during combat, but, hey, it’s the sort of thing I appreciate in an adventure. [Also, the statue lightning trap has no warning. There should be burn marks or ozone smells in the air.]

It’s all just a little … tomb adventure. As a tomb adventure it is a fine tomb adventure. It’s just not very interesting because its a tomb adventure. If you want a tomb adventure then you should buy this one. “Excellent traps and interesting fights” says a pull quote. Yup. De rigeur D&D. I find little joy though. Maybe that’s my problem?

This is $3 at DriveThru. The preview is nineteen pages, which is more than enough to get a taste of what you are buying. And, $3? At a good price also. 

https://www.drivethrurpg.com/product/353811/Tomb-of-the-Twilight-Queen-5E?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 32 Comments

The Goblins Lair

By Tony Garcia
Voxelhouse
B/X
Levels 1-3

Constant attacks have been carried out in the forest region near Holyrock. The small town of Taveiro Village was raided by a group of Goblins that are plundering the agricultural region near the city. There is suspicion that there is a lair of these beings near the village, but so far, no one has been able to find the place. The mayor of the city is hiring adventurers to discover and eliminate this band of Goblins. It offers a big reward, in addition to allowing the booty found with these beings to own the heroes. Are you ready for the challenge?

This ten page adventure uses one page to describe a seven room linear goblins cave. 

The sheet with the map on it has a monster reference stats also. This is great, you’ve got all the reference material you need on one sheet. Also, the entrance to the goblin cave is covered by a bush, with a wooden ladder descending six feet in to the darkness. That’s cute. Like every waterfall having a cave behind it. And six feet under? Why … that’s refreshing! And speaking of waterfalls, the latrine has a gem in it! Nice!

Otherwise this is an unremarkable adventure. 

The goblins caves are separated by about ten or twenty feet of hallway, and there’s no order of battle, they all just die in their rooms. Their very very linear rooms … just one hall after another until the boss goblin at the end. Most rooms don’t even have stuff in them, like that gem in the latrine. Instead the DM is instructed to roll a d6 and on a 5 or 6 there’s a gem in the latrine. In other rooms there might be 50gp if the DM rolls a 5 or 6. This is NOT how randomness is used in adventures. It does nothing for the adventure. Just put the fucking shit in. Or, the “roll once for each player on the treasure table in the book” note. Nope. Not gonna do it. That’s the designers job. To not just roll on the table in the book but to put something fresh and interesting in the adventure. That’s the literal job of the designer. Otherwise you’re just doing what I’m doing, narrating something.

The “investigation” piece is similar. Searching a farmhouse you could find AN ENCOUNTER (never detailed) or footsteps to track to a forest. Inside you could find GOBLINS, or a dead body or a dying goblin (the later two never details) all on a random roll. And, then, confusingly, there is another random table for exploring the forest.

The “adventure” is doing everything wrong. I’m sure the designer is full of enthusiasm but the results don’t match their vision. By a long shot. No evocative descriptions. No interactivity. Linear design. There’s just nothing here. 

I need some fucking joy in my D&D life and game night is two days away. Ug!

This is Pay What You Want at DriveThru with a suggested price of $1. The preview is six pages, you can see the entire adventure. Enjoy that one page of room keys and that one page of investigations. They should point you in the right direction …


https://www.drivethrurpg.com/product/354485/The-Goblins-Lair?1892600

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