A Blaze in the Northern Sky, adventure review

By D.S. Myers
Self Published
Old Sword Reign
Levels 1-2

An introductory, mini-dungeon crawl

This 21 page adventure has a nine room dungeon that takes two pages to describe. It reminds me of the early OSR adventures, where generic text was in generic adventures. 

The clue, gentle readers, is in the marketing blurb. “An introductory mini-dungeon crawl.” That certainly gets your juices flowing, doesn’t it! I can’t wait to run this! If you can’t be bothered to even market your adventure, just a little bit, then why would we think that the inside of the adventure would be any better? I hate marketing also but I do recognize you have to play the game.

The map is symmetrical. Just one hallway with two central rooms and six rooms having off of the hallway, three on each side, mirror images. *sigh* No complexity. No tactics. Just go from door to door and stab the goblins. Stab stab stab. 

There’s a 4hd ogre, a 5hd winter wolf and a wraith in the dungeon. For a party of levels 1 & 2. I get it, you can run away in the OSR. But in a symmetrical dungeon without tactical options? What exactly are you supposed to do? 

You meet an 8th level cleric on the (very short) trip to the dungeon. I guess he doesn’t give a shit about all the dead farmers in the burnt down copse of trees you encounter? 

“The local ranger fought and killed 3 goblins before succumbing to his wounds.” and “the dead rangers wife will gift them his elven chain mail and magic +1 sword named Fortune.” 

THIS IS NOT HOW YOU WRITE A FCKING ADVENTURE! Give the fucking dude a name. Give the fucking wife a name. DDon’t call him a ranger. Call him the local hermit, or weird loner, or whatever. He’s te scruffy dude people in the village avoid who smells like piss and then kills a bunch of gobbo’s when they show up. Jesus H … add some fucking specificty. 

I fucking hate my life. I FUCKING HATE IT. 

Two pages for nine rooms. “A large pile of anima bones near the entry door” That’s what passes for part of a description. “Large”, the most generic term there is. Generic words. Generic descriptions. No specificity. “Sh’Nakt’s pet winter wolf guards his treasures here. Sh’nakt raised the beast from a young age and it is loyal to him.” This is the height of evocative text for this adventure. The goblin, who you never have a chance of learning his name, has a name and the fucking dead loner dude whose wife give you his stuff doesn’t. 

This killed me. This is what broke me. This shit is what turned me from your average normal everyday happy go lucky D&D consumer in to the fucking idiot I am today. Thisi s the stuff I encountered when I discovered the OSR. Everyone said these adventures were great. Specific recommendations fot specific products … which were all written like this. Expansive generic text.

Yeah? Well Fuck You too. Why should your lives be any better than mine? If I have to sit through this fucking shit why should you get a pass just because I’m engaged in some curation. Yeah, no fucking shit my reviews suck lately. 

Ok, look, I’m going to try and turn this around. I’m gonna have breakfast.

This is a classic example of misplaced effort. When you write an adventure you need to focus your energy. If your adventure text is two pages long and your supporting pages are nineteen then it might be the case that you should spend some more time on your adventure text. A map of the countryside (present here) is a great addition! Except it should actually offer something to the adventure, unlike in this adventure. As it stands, it adds nothing and is just another art piece. The actual text of the encounters  should be something you SLAVE over. I mean, really agonize over. Are you sick and tired and looking at the words? If not, you’ve not spent enough time polishing them. You want to include specificity, not detail. You want evocative settings tht spring to life. You want encounters full of potential energy and possibilities. You want interactivity beyond stabbing. (And beyond talking, which is also relatively easy to achieve) Why is the ogre being controlled with a collar of control? Why isn’t he in charge? Or an ally? Or anything other than “magic item controls him?” “Smells of burnt hair and flesh” is a good description. You need more like that. You need to build on that. Agitated is not an evocative word for wounded goblins. 

Agonize over your creation. Pretend that this isthe only thing for which you will ever be known for or remembered by, by even your family.

IMAGINE, don’t design. 

This is $3 at DriveThru. There is no preview.


https://www.drivethrurpg.com/product/352899/A-Blaze-in-the-Northern-Sky?manufacturers_id=17986?1892600

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

A Simple Dungeon, adventure review

By Micah Anderson
Self Published
Generic/Universal

Seven rooms filled with traps, magic, monsters, and treasure. Fight a Troll! Help a Halfling! Defeat an Undead Curse! For the Bastards. RPG system, although easily converted to any game.

This sixteen page adventure features seven rooms in a tomb as well as a page of hex encounters. It does have some decent descriptions in places but it suffers from its art house focus, simplistic interactivity, and treasure abstraction. It suffers, mostly, from not knowing what it wants to be.

Someone asked that I review this so I picked it up. Then the designer said my name three times while standing in front of a mirror and I said I was going to review it.[EDIT] Maybe it’s an ego thing? I would certainly understand that, mine being fragile enough. I may wallow in shit all day but it’s MY shit.

I say that this adventure doesn’t know what it wants to be. This gets to the core point of what an adventure is supposed to be: a tool for running a game at the table. Let us say I make a crowbar. It’s a beautiful crowbar. Perfect in every way. Except for the fact it’s made out of tinfoil. Useless as an actual crowbar but fine if you just want a coffee-table crowbar. Or, perhaps, if it brought me joy in making it? There’s certainly merit in that. But, then, I sell it as a crowbar, to be used as a crowbar. Now, lets change the material the crowbar is made out of but stillkeep it a damn sext coffee-table-worthy crowbar. Copper. Glass. Iron. Steel. Hardened railroad steel. There’s a spectrum here. At what point could we generally consider the crowbar useful to most people in most common situations?

There’s a large segment of the diy/osr/indie scene that likes to make beautiful things. That’s great. I don’t need an ugly crowbar in my life. But, it does have to actually be useful as a crowbar. Doesn’t it? Any none of this “but it’s useful to ME” stuff. It has to be useful to 80% of crowbar users. There’s really no difference between Paizo, DMSGuild and the DIY scene, they all are focusing on something other than the actual fucking adventure. 

And that’s how you get sixteen pages for a seven room dungeon. You do wide margins. You do digest format. You use large font sizes. You fill it with art. You do an abstracted map with fun font. That’s all great, none of it is bad. But, at what point does your creation become performance art? Because performance art is not an adventure to be used at the table. It has its own merits, but not labeled as “adventure.” (A trap a lot of one page dungeons fall in to, especially the contest ones.)

The map has a list of omens on it.  “Cackling” , “Chitterring”, and so on. They just exist as window dressing, adding nothing at all to the adventure. There’s little there to riff on. Why not, instead of perfunctory dropping it, add more to it to make it come alive and help the DM? Why say “place a treasure here” instead of actually listing a treasure to engage your creativity? Or “he knows d3 spells”? Why not list them? Why not engage totally with the creative process? 

Because when the creative process is engaged in then it is good. “Ten foot pit trap long ago sprung. Flimsy, rotten boards cover it. Corpse inside has dissolved into a grey jelly, will attempt to schlorp out and drag in interlopers feebly.” That’s great content! When I talk about specifics THATS what I’m talking about. Already sprung, boards over the pit, the ooze is an actual dead body. THATS good! It’s like the grells in Many Gates of the Gann. An extremely tall skeleton a mostly gilt free throne” Krom is the gift that keeps on giving. A lead coffer IN THE MUCK at the bottom of the pool releases a paralyzing MIASMA and contains a random treasure.

You can easily see the quality there. As well as bullshit like “a random treasure.” 

But there’s not enough of that. That lead coffer interactivity is lacking. Sure, there’s decent fighting. And there’s decent talking to things (thank fucking god.) But the other interactivity is rather low. It’s more watching things happen than fucking around with lead cofferrs buried in muck releasing paralyzing miasmas. And the writing FORMAT could be more solid. “Conspicuous sword upright in front of skeleton, actually lead painted gold.” This is a short example, but note that an important feature, it’s GOLD is in the second clause. Conspicuous GOLDEN sword upright in front of skeleton, actually lead.” would avoid the cognitive load that putting the descriptor in the second clause. The sword can turn one metal to another … Cool! That’s a good treasure … the kind that is lacking in this adventure.

The final room is the one that is the worst, the treasure room. Beyond the abstracted treasure, the main description is “The chapel built in to the tomb.” That’s the extent of your description. Well, a small amount of loot piled up, let’s call it 1000gp on average. “Piled with hoarded treasure” is an image that is in opposition to “1000 gp.” But, there’s no chapel description at all, which is not cool.

And the hex encounters range from good to poor. A bandit camp UNDER A FALLEN TREE. That’s good. HOSTAGE SITUATION. Thats good. Maybe could use, literally, one or two words more, about the situation. That’s a very good encounter. But dense trees and spiderwebs? Or surly wizard under a stuffed alligator? Ruined fort with valuable eggs? There’s no potential energy in those, not in the way of the bandit camp. You need an energy. That’s what interactivity brings. 

This is PWYW itch.io.  Yeah, I don’t know how much it was before. $4 maybe? Or maybe free? I can’t remember. I’m gonna try and talk with the designer and see what’s up. Also, please put in a good preview of your adventure. WIthout a preview then the only way of know what we are potentially buying is to either buy it or buy in to the marketing, which is always puffery. The preview helps us make an informed buying decision. You can support that, right?

https://micah-anderson.itch.io/a-simple-dungeon

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

The House of the Hollow, adventure review

By Dylan Mangini
DAMM Design
Mork Borg

In The House of the Hollow, players will investigate a mysterious moonlit manor, home to a retired adventurer in the midst of a terrible transformation. Even before they encounter the moon-bound horrors lurking between the walls, navigating a decrepit house on the brink of collapse provides the players a significant challenge. A haunting revelation awaits travelers who enter the mansion, along with a powerful artifact ripe for the plucking.

This twenty page adventure uses about fifteen pages to describe fourteen rooms in a manor home. It’s using a format that tries to be helpful but comes off a little clumsy, with the text descriptions having a similar problem. I would call this a very simple adventure that is fine for those people who only eat California Rolls.

Yes, thank you, I know it’s Mork Borg. But they keep telling me that the sample adventure is a decent one. Besides, the cover is ripping off Spirited Away and its supposed to feature the moon as a theme and I luv Diana, she’s my fav.Also, do they not put fucking challenge levels or character levels or XP or anything Mork Borg? Are all adventures suitable for all fucking levels? Because the designer has not noted, anywhere, what level this adventure is suitable for. PUT THE FUCKING LEVEL RANGE IN. This, gentle reader, is a clue: I’m going to hold this one to one a much higher standard than other adventures. Because this one is trying to do good things. From the interactivity, to the descriptions, to the format used for usability, it’s clearly trying to do things right. It just generally fails at it. This is educational because you can’t just mimic the forms and succeed. Oh, I mean, you can. I’m going to give this one a No Regerts [I lied, I’m not.], so, you CAN mimic the forms and succeed to a certain degree. You’ll write something that is not an absolute horror, differentiating yourself from 95% of other adventures. But if you want over the hump you need to focus. The form is not the goal, the end state is. So, for an adventure that tries to do everything right I’m going to make an example of it while at the same time saying It’s Fine.

The encounters here, the rooms of the manor, generally take half a page, with some stretching to page if a lot is going on. It’s digest, with a lot of section headers, bullets, whitespace, etc. This things tend to indicate, and I wouldn’t say, it’s overwritten, as most “2 encounters per page” adventures would be. 

For most rooms we get a RoomKey and name, which is the right things to do. This is followed by a short little room description of about a sentence. Then you get these big black bolded sections that list things in the rooms, with some keywords that describe them. In theory this is a good thing, and it’s a format I tend to like. Tend to. Here’s an example:

Room 6. Laboratory (Secret): Sour, sulfuric vapors waft through the air. Laboratory Contents: Scattered (tool & bone fragments) Glowing (vials of liquid.) Specimens: Rare (Dead insects) Dissected (animals) Masses (or hair and teeth)

There’s some bolding and white space formatting in there, I’m just listing the descriptions for this example. But, let’s take that description. Is that a good description? You can see some hints of good writing and inspiration. Sulfuric fumes. Masses of hair and teeth. But the overall effect, I would suggest, is one of abstraction and Yet Another Boring Lab. Dissected animals. Glowing vials. Tool and bone fragments. This comes off more as a laundry list of things in the room rather than something to hang your hat on, for interactivity and evocativeness. Each item gets, I think, too much attention. A full sentence for fumes? That would seem like “Sulphuric fumes waft past …” … something else. Dissected animals would be better with an example, and scattered tools and bones as a secondary, like the fumes.  A lot of little things that add up nothing, the focus on the minor secondary items rather than a primary thing. And all of the descriptions are essentially like that; some ok ideas but used wrong with little MAIN focus, either in interactivity or evocative description.

And the format. In theory, a good thing, but in practice … it’s too much for the content present. I get it, separate ideas, keywords, bolding, bullets, whitespace. Normally I’d be all over it. But in practice there’s not enough content to justify it. It comes off as overly expansive, taking up too much space for the content available, and, I think, detracts from comprehension because of it.

There are some decent things in this. The wanderers are ok, there are allusions to things like a bridges of moonlight and moonlit vibrational lullabies. But that’s never explored and the moon theme isn’t really there at all, or moonlight for that matter, except for maybe two or three sentences. 

The thing lacks impact. Interactivity is staid, a highlight being a grandfather clocker with the number 13 on t that you can set to 13 to open a secret door. “Stitched Mutt: Stitched aberrant dogs with extra limbs and eyes in all the wrong places.” Yeah, sure, ok I guess. Abstracted, not specific. And abstracted content is boring content. It generalizes and does nothing for the DM.

So, it tries for interactivity but comes off in a VERY basic form, for things like the clock. The descriptions are note evocative and focus on secondary rooms things rather than primary things. The format is probably overwrought for a fourteen room dungeon this simple. It’s abstracted description and abstracted content. De rigueur. So, better than a poke in the eye but not something you’re excited to run.

You can follow the forms and get to a certain quality level, but after that you have to DESIGN. Imagination must be primary focus, with the forms just bringing comprehension to the vision.

This is $4 at DriveThru. AND THERE:S NO FUCKIGN PREVIEW! PUT IN A FUCKING PREVIEW TO GO WITH YOUR LEVEL RANGE! DOWNGRADED! NO NO REGERTS FOR YOU!


https://www.drivethrurpg.com/product/348976/The-House-of-the-Hollow-compatible-with-MORK-BORG?1892600

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

Electric Friends, adventure review

By Jonathan Snodgrass
Tuesday Night Fiends Club
Star Crawl/MCC/DCC
Level 3

You’ve been hired to scavenge a long-forgotten robot factory and failure is not an option!

This forty page digest adventure uses about eight pages to describe about seven rooms. LONG walls of text make sure that the DM will have a hard time understanding the rooms in order to run them. A fairly low combat/high environmental danger adventure with little going for it.

My saltines sleeve had no salt on it. Life sucks. What to do? Be one of those people who return a $.79 box of crackers to the store because there wasn’t enough/any salt? Or, glumly accept that this is the way life is, devoid of joy? ARE friends electric? (You have no idea how long I’ve been waiting to make that reference. I finally caved and bought the adventure just so I could.)

So, Star Crawl, MCC, and DCC adventure. Not really any decent way for this to be DCC, but its listed none the less. SciFi is HARD, imo. Characters get planet busting gear quickly and thats hard to deal with as a DM without just nerfing them. This adventure is a fetch quest, but still, how many fetch quests can you handle in a campaign in order to keep the party from just nuking sites with their ship? Sounds like a needed scifi reference book: 101 ways to keep your scifi party from just nuking everything. Anyway, this is an automated factory, as all Gamma World/SciFi factories are, and the party is going their, as mutants or starship overlords, to find a new power core. You get one hook for MCC and a different one for Star Crawl. The STars one is more interesting, with an insanely wealthy android needing a new power core and offering to “take care” a problem the party has. This recognizes, rightly so, that complication arise in the parties life as they adventure and the party needs a way to handle that. Wishes work in fantasy, but patrons work in scifi pretty well. The MCC one is a lot less interesting: the healer bot in a village is running out of power, go to the factory in the woods to get a new one. Meh. The Star one is also like six pages long, which is excessive and no fucknig way I’m digging through all of that during the game.

Which is the problem with this adventure. Digging through the text. At one point there’s a page of text, with no paragraph breaks, that you’re gonna need to dig through to find the information about the room. And this is routine, as a six page hook would tend to indicate. AT one point there’s a kind of order of battle for robot response. Security, repair, fire bots, etc. All mixed together in one long paragraph of text. Jesus H Christ man, use a fucking bullet list or some white space or the tab key at least! Room after room you dog through in order to run it, in order to get even the most basic overview of what’s going on. Want to know what the outside of the factory is like? Ready the entire adventure and take notes to answer the inevitable question from the approaching party group.

Room with the automated sales robot. Swerve tunnel full of slimes and toxic acid waste. Assembly floor with abstracted automation hazards. Control room with computer to hack. Powerplant with nothing. Ore processing with monkey monsters and crusher/etc conveyor belt. Warehouse with the part you’re after and some robo freaks.  There’s not a whole lot here

And yet, there are a couple of bright spots. Some italics is used to highlight what a creature knows, if you talk to someone, essentially bullet point formating to better separate information. At least three of the encounters have some decent ideas: one with a swarm of robot-freaks of spare parts, like crawling hands and heads on arms and the like. Another has the ability for the party to intercept a communication signal to forge some credentials for a peaceful resolution … a nice touch. And, finally, a moment of true horror, which I suspect inspired the entire adventure. On the assembly floor you watch an android getting made. You watch it comes to life. “Am I alive? Is this what it means to breathe? Hell, who are you …” and then the robots immediately vivisect it as it screams, in order to reprocess it … there is no one left to buy the robots so its an endless cycle of assembly, new life, and horrible vivisection. 

A major problem with the adventure is its abstraction. It like to describe generally things. For example, the showroom just says something like “the sales bot moves along showcasing different body parts and styles while making comments.” with one exambpe of each for eyes. But that’s really all the guidance the DM gets to run this. This happens in room after room after room, just general abstracted description instead of specifics. The heavy lift of creation is on the DM, which begs the question … why buy this at all?

“On entering the showroom, the most apparent feature is its lack of features: it is stark and empty, with highly reflective black walls.”  So, you mean, Stark and Empty with highly reflective black walls? At least two thirds of the contents of this are empty words. More emphasis on the adventure and less on the supporting material was sorely needed.

What do you do when there is no salt on your adventure sleeve?

This is $3 at DriveThru. There is no preview. I can haz sad. 🙁

https://www.drivethrurpg.com/product/321199/Star-Crawl-Electric-Friends?1892600

Posted in Reviews, SciFi | 1 Comment

Madam Maze’s Cabaret of Carrion Delights, D&D adventure review

By Nick Milton
Nick Milton Publishing
Generic/Universal/No Stats

Deep inside the bowels of an Elderwolf god lies a crumbling cabaret. Like an intergalactic traveling circus, the cabaret is constructed from ingested realities, only the truly bizarre and profane making the cut. Haunted monasteries stand side-by-side with chateaus run by monstrous flies. Preceding over the amusements is the mysterious Madam Maze, and she has a business opportunity for you. She hands you a spool of Alchemist Twine and offers you riches and safe passage back to your reality if you can frankenstein together a new act for her. Use whatever limbs from forgotten entities you can find still roaming about her kingdom. Time is running out and the seedier elements of her cabaret are awakening. Stretch Lords sharpen their fingers and Hemogoblins sniff the air for blood. Can you make it out in time or will you be consumed by the madness?

This 29 page “adventure” describes … I don’t know what the fuck it describes. An interdimensional freaky-deaky place with five sites each with a about a half dozen or less locations in them, all with a body horror theme and that light slight winking style so popular in some circles. 

You’re in a bar. The people inside starting screaming, tearing at and off their clothes, to reveal a message on their skin “Madame Maze’s Cabaret of Carrion Delights! Outside an emaciated 29 story direwolf show up, knees, opens her mouth, and a skeleton in a tophat steps out and chains her mouth open. To get in to the cabaret you have to offer him a part of your body. Well, that’s one of the hooks anyway.

A Berlin song? A Mo simpsons quote? Commentary about our artist friends? A kind of exquisite cadaver of parts, art, and words, the tone of this one makes it hard to stomach. Get it?! Get it?! It takes place in a stomach! A quote from the designer states “I’m a firm believer that body horror can be hilarious and quirky.” A common theme among artists, and this one certainly channels the artist nature of the the paroxysms of intoxication. So, we’rve got a body horror cabaret inside of a demi-god star wolf constellation. It’s run by a virus blob woman who wants you to stitch together a new act, literally, to amuse the bored dilettantes of the star wolfs pups, who sit in the front row of the cabaret. One of the acts of which is “a monstrous hairless cat with a nub tail licks itself casually as a weeping naked man begs it to clean him.” Successfully channeling the post modern nature of stage plays and the artist body horror, this may be the best supplement yet to refer to when you are looking to spice up your characters journeys through the planes of hell. Otherwise, you’ll need a group that can handle the nod-nod wink-wink nature of the cabaret and its locations … all set inside the stomach of a cosmic dire wolf. 

The writing herein can be frustrating. There can be long sections of italics ro ruin the eyes. There can be information related in paragraph form, events and plot and details that are hard to pick out. And yet parts are bolded to draw the eye. And yet that bolding doesn’t have enough weight to REALLY draw the eye. The ideas, always interesting, range from the more mundane, like “a cultist who ha stitched a wolf pelt on to his skin (another hook)” to the REALLY out there. “Lively music can be heard from the end of the wolfs throat” (which appears in the throat scene but should be in the mouth scene, in order to lure the players in) Great imagery. Great thoughtfulness. But, poor implementation. There’s a gift shop in one location. One of the creatures has an attack that will “remove any element from your body that is not ABSOLUTELY necessary for you to be technically alive. Their blade fingers work quickly.” Ok ….

So, it’s weird, the way that only our art friends can be weird. It uses bolding and offset boxes, cross-references and so forth to help bring some organization to the weirdness. And yet … it justifies only have five cabaret patrons by saying that business has been down lately. No doubt, but, just like ancient dour dwarf fortress, perhaps in the infinite multiverse we could find one in which the business has been down but there are a few more than five patrons available to be present? 

In the end, you stumble about, to location after location, trying to find things to stitch together. A chef wants something daring, something forgotten and something fresh for his sauce. Tasting the sauce heals all your childhood trauma and turns poison effects to healing effects on you. This is the tone. These are the encounters and situations that you encounter. 

It’s system neutral, with no stats. Mayhap a good choice. I would suggest, though, that while it is system neutral, I don’t think it’s game genre neutral. I suspect it works better for those more indie type games and less well with stat heavy games. Polaris comes to mind, but the tone is off. Maybe Mork Borg. Reformatting it, throwing off the chains of “ The Standard D&D Adventure” and embracing the less structured play style of those other genres would have worked to this adventure’s favor, I think. 

This does a better job of describing an alien/hellish environment than other supplement I’ve seen. All of those decadent drow cities and hell planes supplements pale in comparison. If you can handle the tone then you’ll find some truly off the wall things, with full on body horror present everywhere. Rough to follow in places and with encounters that are a lot more opened (on purpose) and subject to interpretation, it struggles with that, I think. It’s not TOO open ended, mostly, but its really close to the line of being pointless. Or, pointless in a way that Alice in Wonderland is pointless. You have a task and are trying to bend a truly bizarre world to your ends. 

“An unmotivated beam of light shines on a statue of an adorable baby Lich on the south wall. The space from statue to door is 25 ft. Approaching the statue will cause you to grow younger and the Lich Statue to grow older, its cherub-like form swelling with carved hatred. By the time you get to the foot of the now monstrous Lich you are a toddler with the equivalent mental capacities. Crawling into the Lich’s folded hands will reverse the magic and a token will plop out of the Lich’s back. The struggle is convincing a toddler to crawl into the hands.”

This is $5 at DriveThru. The preview is the entire thing. The art gives you a good indication of whats to come. For writing, I’d check out page five of the preview for the descriptions of the maw and throat. Some bolding, some boxes to bring order to the chaos, but still too rough to scan quickly. I would note, as well, that these are the more mundane of the encounters. It never really falls over on to the Weird for the Sake of Being Weird side of things, but it’s really really close. This isn’t the “normal” weirdness of avant guarde adventure, of the poser weirdness of some Venger stuff, but weird as only the exquisite corpse can be; with structure.

https://www.drivethrurpg.com/product/350009/Madam-Mazes-Cabaret-of-Carrion-Delights?1892600

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

The Darness Beneath Brightwell Manor, adventure review

Tim Bannock
Self Published
B/X or 1e
Levels 10-14!!!

The reclusive Brightwell family has been corrupted by the whispers of a vengeful sorceress-turned-fiend. When this newfound master suddenly grows silent, the madness infecting the household is no longer focused, and cannot be contained. Mayhem spills across the countryside. Meanwhile, deep below the Brightwell estate, the family’s patriarch Eldon Brightwell inflicts horrifying experiments on both servants and family…

This 53 page adventure uses about thirteen pages to describe about sixty rooms in a manor home with a couple of basement levels. It’s minimally keyed, bland, and a 5e conversion.

It’s got clean and clear maps that are easily read, and uses a landscape format to provide easy to read three-column text. It doesn’t mess around with too much backstory, and puts most things like that in an appendix, which also has a reference for NPC’s to be found in the manor. It’s extensively hyperlinked. The first of the map pages also describes the general features of the house, like windows and doors, which is useful to have on a map so that they are “always on” for the DM to reference duringplay.

Now that the good is over with …

First, it’s a 5e conversion, it looks like. It calls for rolls with advantage, making perception checks, and so on. I get it, 5e sells more than anything else so make the adventure for that. And, of course, just like with Roll to Continue, this kind of stuff can be easily ignored by a DM and/or converted on the fly. But it shows a lack of caring. If you’re converting to another system shouldn’t you actually convert it to that system? Especially if you claim in the the introduction that “This adventure uses 1E and B/X style OSR mechanics …” Uh. No. It uses 5e mechanics. Anyway, that’s me being petty. As I said, just as with a lopsided page count of adventure to supporting material, which this has, I think it tends to be indicative of those things that don’t bode well.

You are a 14th level adventuring party in 1e/B/X. In both cases you’ve all probably got your own keeps, etc. In B/X, in particular, I think you’re walking godlings, based on my experiences with my players. So one of the hook is that the village hires you to look in to the goings-on at the manor. *sigh* By giving us each new land holdings? There’s one hook that makes sense, as you visit looking for lore/alchemical components. Again, who cares? But, again, it shows a general lack of level awareness in the conversion. Time and again adventures are produced for high levels that should be lower level adventures, and their strain to make them high level shows.

“Room 2: Foyer – Unwatched and unguarded.”

“Room 1: Porch – Three scarecrows nailed to the porch columns (actually corpses!). 

“2-1. Stairway & Hall – Signs of carnage, blood trails leading to Area 2-2”

This then is a minimally keyed adventure. Take the 1e DMG and roll for “dungeon dressing.” Ideally, this would serve as inspiration, the designer riffing off of the rolls and their imagination coming up with something to put in the room. Or, you could just put “Signs of carnage” as the description. It’s an abstracted description. No specifics. “Dried foodstuffs, but supplies are getting low.” You could do so much more with that. Replace that sentence. Add another one. Done! But you’d have something much livelier, something that danced in the DMs head. 

Traps? “One of the steps is creaky. Roll a save or the next monsters are alerted.” The alerting is good, and a creaky step is a classic, but the traps in this tend to be of the “Gotcha!” variety. There’s little to no warning. Thus they are just punishments for not min/maxing your save rather than a dose of interactivity that you can explore and play around with.

In general you need between about 200k and 400k xp to gain a new level at levels 13-14. Let’s say 200k. With a party of four that’s 800k experience to gain a level. Let’s say you’re leveling every … 6 sessions? You need 133,000 xp. Do you think that there’s 133,000 gold in this adventure? Do you think this adventure is a true 1e conversion?

Creature descriptions are boring. Magic items descriptions are boring. Treasure descriptions are boring. Everything is abstracted descriptions. “Zombies are mindless creatures.” 1d6 gemstones with 500gp each. A potion usable by all classes. At one point there are two gibbering mouthers in a room. I THINK they are supposed to be the wife of the manor lord? It doesn’t say, but might imply it if I squint. No personalization. No touches like “wearing his wife’s dress” or  “combing its hair.” Just two gibbering mouthers in a room. Why two? I don’t know, that would require effort.

The focus here is misplaced. It’s not overwritten, to be sure, and I appreciate that. It’s clear that some care was taken in trying to do a few design related things. But the room descriptions and encounters are so bland. Abstracted descriptions. Mundane interactivity. No focus on the wonder that is D&D.

This is $5 at DriveThru. The preview is all nineteen pages of the encounters/dungeon. This is good. You can tell exactly what you are buying beforehand. Nice clean layout.


https://www.drivethrurpg.com/product/351315/DD02-The-Darkness-Beneath-Brightwell-Manor-for-1st-Edition-and-BX?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 11 Comments

Fire in the Hole, dungeons and dragons adventure review

By Derek Jones
Self Published
Castles & Crusades
Levels 4-6

Blovar Thistletine, a wealthy halfling, decided recently to remodel the wine cellar in his summer home.  Work progressed well for a few days until the crew arrived one morning to find a tunnel had mysteriously appeared in the floor of the cellar.  The crew tied a rope to one of the workers and lowered him down the shaft to explore.  A few minutes later, they could hear the poor worker’s brief scream of agony and the rope went slack.  All they recovered when they pulled up the rope was a charred end.  The workers refused to continue their work.  Mr. Thistletine is offering a handsome reward for a party of adventurers to explore the shaft and eliminate any threats to his beloved wines.

This nineteen page adventure uses six pages to describe 31 rooms in an underground bandit lair. It’s a hack-fest. It has some hints of knowing how to format things, but falls down on implementation.

I’m not going to judge this negatively for just being a hack. Some people like that. And, not even an exploratory game has to explore all the time, hacking IS a part of the game after all. This IS a little lop-sided in that direction, but then again so were the B2 kobold caves, I guess. (Although its been fifteen years since I looked at it.) So, it’s a hack. At the end there will scores and scores of slaughtered 1hd gecko-men and the water floors will run red with blood. The gecko-men looks like normal men, mostly, and can stick to the walls. That’s kind of fun. It combines both the “use a lot of humans” stuff that I generally prefer with actually having some monsters. Eel-men, etc would all do the same, I think? It’s aking to using chaos-men and mutants in Warhammer, I think. Keeping it grounded. And, there’s an order of battle for their getting indeed, which is nice to see. 

The map is hand drawn and clear enough. The adventure notes that all but two areas are flooded to 4” of standing water, and others have lights on. This should have been noted either on the map or by text on the map. These sorts of “always on” things should be front and center for the DM to refer to throughout the game. Either shade the map, etc (not feasible in this case since its hand drawn, at least not easily) or just put the text on the map. I note, without comment, the abundance of magical torches in the hallway that light the way … that only work inside THIS lair. *sigh* There goes immersion. Wait, now I’ve commented. Fuck.

Wanderers are doing something, although they are almost always gecko-men. A hint of humor is present in places, with them tormenting small cute animals or their leader pissed at the magic tapestries that show his mens devotion being transferred to his fire priests. Treasure is … ok? There’s about 5k in “normal” treasure and then also a scroll work 10k to certain buyers. That feels low for a a hack, and a little strange that its so portable.  And the 10k scroll could use more to it, given the lopsided nature. It would add a lot to a game if it were.

The adventure is using room names in combination to the room keys. So, something like “10. Larder.” Using room names is good, but they could be overloaded with a descriptor, such as “Viscera Larder” or some such. Set the DM’s framing early so they absorb the text in that context. There’s also a decent number of rooms that are empty. Such as that larder. And by empty I mean “the room has no text at all.” So you get “Larder” and nothing more. Or, for a living quarters “Empty. They are all out raiding.” Thus the descriptions of the rooms are VERY MUCH on the extreme minimalism side of the spectrum. So much so that I would suggest that there is not much here at all to work with. This is one step more than Palace of the Vampire Queen, and not a big step at that. 

This feels like the outline of an adventure. Something that gets produced that the final draft is then created from. While it states its a hack, it could do a little more to enhance SOME interactivity to break things up. And it could do more with its writing to create evocative descriptions. You’ve got a lot of choices in what you use at the table, why not choose something that does those things?

This is $1 at DriveThru. The preview is all nineteen pages. I can’t fault the dude for either the preview or the price. Like I said, the designer has some ideas of how to do things right but just isn’t there yet in implementing them.


https://www.drivethrurpg.com/product/350997/Fire-in-the-Hole?1892600

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

The Sleep of Reason, dungeons and dragons 5e adventure review

By James Hanna, Brett Sullivan, Isaac Warren
Fey Light Studio
5e
Levels 2-4

The towns of Bassu and Inloc are at each other’s throats. But behind their mutual loathing lies a threat greater than either knows. A fiend in the form of a nighthag invades the sleep of the town leaders night after night, haunting their dreams and transforming them into nightmares.

This 54 page adventure uses 32 pages to describe about 24 encounters, the vast majority of which are social. The designers had a vision, but it fell far far short of that in implementation, leaving you with something that is nigh unrunnable in its present form. Which is too bad, the basic idea is decent. I’m considering changing my life goals, after reading this, and adding “beating in to people how to use skill checks” as a new project.

Two houses, alike in dignity in fair Ver … oh wait, no. This thing has the elements of adventure that I like. Or, at least, it claims to have them. A hex crawl exploration of the wilderness. A strong social element as you work the factions and NPCs within two towns, rallying them to your cause! Who wouldn’t like that? A little intrigue, a little social, a nice crawl, and then stabbing the shit out of something and looting some fucking treasure! Well, that was the promise anyway. No doubt the vision of the designers. That’s what made me leave my nice safe little bubble of shitty OSR adventure and venture once more in to the land of shitty 5e adventures. In practice, its garbage, of course.

I have now said just about everything nice that I will about this adventure. Good concept. There are a couple of VERY nice art pieces, by Tithi Luadthong and rangizz, that seem out of place. Not tonally. They work for that. But it’s like Aya Kato did your Get Well Soon card for a coworker that you feel apathetic about. Conceptually, there are a few decent ideas, like the hag living in a dead and rotting GIANT snake in the swamp. The descriptions are shit, but conceptually its good. The recruitment of allies, again good in concept but shitty in execution. There’s a hint, here of there, or decent writing. At one point if you mention “The Maiden”, a swamp ghost-like apparition/myth, then the guards and their goats both shift uneasily, the goats bleat softly, and the captain says something like “Nothing good comes from that swamp.” in order to twarn the party off of The Maiden. That’s fucking great! That’s what I’m talking about when I mention specificity and detail. No the color of the fucking innkeeps trouser buttons, but things that add to the actual game experience. 

The back cover contains the marketing blurb while the drivethru description is just bunch of little JPG images, with no text. Well, the images have a few words of text. WHo’s fuckingidea was that? You’re burying your marketing blurb on the back cover where it will never be seen and essentially nothing NOTHING about it in the actual storefront? I’m not a fucking expert on this shit but that seems counterproductive? In the extreme?

It’s full, FULL of shitty skill checks. Which is weird because they claim to have a system of “social moves” for you to use which, no doubt, turns the heart of D&D, roleplaying, in to even more of a dice fest and rules mastery then it already is. This thing is LITTERED will skill checks. I guess because it’s a social adventure, or thinks it is one? And I’m pretty sure that nearly every single one of them is implemented badly. Every one. Every single one. There are about twenty rolle to continues in this adventure. Twenty. These are places where you can’t continue the adventure unless you pass a skill check. In practice, this never happens. If you fail then the DM fridges and the game moves on. So why the fuck do you have a roll to continue? You’re forcing people to make dice rolls for no reason other than making a contest against a skill check. It doesn’t make fucking sense. The outcomes are all the fucking same. It’s unreal.

Try to use your intimidation skill? Roll a 24+? (Which I’m pretty sure is good …) then the DM is told it doesn’t work and the NPC works around it. What the fuck man? Why? Becusa it will break the designers vision for the fucking adventure? Jesus H … let the fucking party enjoy their fucking success! And, those eighty gazillion skill checks you make? They are essentially meaningless. Just little window dressing bits of information for the most part, teasing out descriptions and tone. Which, again, works against the fcking adventure. You WANT the tone out there. You WANT the details out there to set the tone. Don’t hide the heart of the fucking adventure behind a fucking skill check. 

It starts with combat. Lame. “STart your adventure with a combat to get the party going” says all of the bad old advice. Pfft! You bring the body to the nearest town. The gate guards say “Hello strangers who have just admitted to killing one of our town members. Please come in and enjoy yourselves!” What the fuck! Seriously?! 

NPC descriptions are bad, long and hard to use. The hex crawl has like one sentence for each hex, most of which are just boring “asps attack” or “roll a DC19 to avoid hazard” types. No detail. Nothing interesting. 

The actual format is TRYING to be helpful, but has gone COMPLETELY overboard with boxed and offset text. The page is COVERED with it, so much so that you can’t actually tell what the fuck is supposed to be going on in the encounter. Why are we here? Whats the line of path to follow? It TRIES to tell you that, but its so seriously broken … I know I mention putting this stuff in a lot, but, there’s a fucking limit. It’s supposed to help you find and run it, not obfuscate the game. 

The hag is an actual monster instead of an old women. Lame. The snake description, the sum total of it while inside, is “Within the snake, its ribs curve around to create a grim hallway illuminated by green glowing orbs along its length. The floor shifts slightly underfoot, pressing into the unspoiled viscera below.” The viscera part is good, but, fuck man, we’re inside a giant snake, how about a little more? Oh! Oh! And the subplots?! They are LITERALLY in a place called the Town Quest Center. Seriously. The questgiver gives them quests. Well, it’s a townsperson, but thats how its referred to. If you do enough fetch quests then you unlock the plot quests. Ug.

So. Good concept. It knows what its trying to do. It has just made every single bad choice possible to get there.

This is $6 at DriveThru. The preview doesn’t fucking work.

https://www.drivethrurpg.com/product/347134/The-Sleep-of-Reason-adventure-only?1892600

I leave you with this screenshot of one of the scenes. I dare you to figure the fuck out what is going on here and how to run it. I dare you. Go ahead. You’re running the game. The players are sitting the fuck in front of you. Right now. They are staring at you. They glance nervously at their phones, ready to pick them the fuck up if you stray for thirty fucking seconds. Run this fucking encounter.  Where the fuck is the actual plot to this encounter? I know where, but you have to fucking hunt for it. Seriously, you get … five seconds. Set up a time. Starts it and then glance at the page for five seconds then tell me what the scene is about and how to get it going well. And, I’m being GENEROUS in giving you five seconds. I really think it should be less than two. No fucking cheating!

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 13 Comments

A Tomb to Plunder, dungeons and dragons adventure review

By FEI Games
FEI Games Inc
OSR 
Levels 1-3

one-off 1st-3rd level OSR hack-n-slash mini-adventure. Includes the new monster “Guardian Statue”

… Your party is traveling from one place to another when you spot a rotting backpack that is still worn by a decomposing body partially hidden in some tall grass. Closer inspection reveals a hand drawn map that hints to a location that might be a small tomb or crypt. Could this be worth checking out? From the various landmarks drawn on the map this location appears to be in this area. The next village is not far away and they might have some idea on where this is located …

This eight page dungeon describes three rooms, a door, and two hallways. The shovelware industry is alive and well, with little content, no good descriptions, and padding and abstraction galore. Plus, FEI Games can’t be a man cause he doesn’t smoke the same cigarettes as me, DEVO version. 

The first sentence up there, the one that doesn’t start with a capital letter? The one that inspires the imagination with it’s “includes the new monster …” statement? That’s the publisher blurb on DriveThru that’s supposed to make you want to buy the product. Look, I dont’ marketing either. As a good midwesterner it feels wrong. But you have to do SOMETHING to let people know what they are buying and get them interested. I mean, I might not like to do it, and it might feel wrong to me, but you need to engage in it to get people to want to buy the thing, right? Even _I_ recognize that. The second paragraph up there is the first one in the adventure, all in italics as read-aloud, and serves, I think, as a much better blurb. I mean, there’s nothing to that encounter other than what it says. And, it’s a masterful work of abstraction. You are travelling “from one place to another”. Wow! Exciting! “Hints at a location …” Sign me up! “Various landmarks …” Oh boy! I can’t wait! This is textbook abstraction. It’s nothing but padding. I suspect it’s written like that to insert in to any world, but specificity is the soul of narrative. It still sucks. 

The adventure is full of such abstractions and padding. Rooms “appear” to be empty. Which we all know is never the case. And it just padding. Everything in the world “appears to be “ something. It’s the way your senses work in a world cursed by consciousness. Padding and abstracted.

“Put in your treasure” a column of text tells us. Joy. Not even the loot is done. Why would you want this? If you had to do the work yourself then why would you buy the adventure? Does it make sense that a DM is going to creature interesting treasure on the spot for a party that just reached the end? No, of course not. 

“These tattered banners are worthless but may be of interest to a historian” … with no treasure value listed. Making something worth more to one party than another is an good concept, but you need enough to put in to make it worthwhile. Likewise, another room has unknown writing. The fucking game has a spell that has a decippher language impact. What the fuck does it state, even generally? We’ll never know. 

“You feel like something bad is about to happen.” and “as the last person enters the room the door slams shuts and locks.” OMG these are bad. You don’t address the party in read-aloud. You don’t, especially, tell them what they feel. You describe an encounter in such a way that the PLAYERS says “oh, wow, I feel like something bad is about to happen …” THATS what makes a good description. And, the old it slams shut and locks trick? LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! LAME! 

“The monsters have no treasure” the adventure tells us. Well no fucking shit, man. That’s why there is none listed. That’s not how one spends their word budget! Most of one column is spent describing one simple poison gas trap. This ain’t no way to run a railroad.

https://www.drivethrurpg.com/product/351127/A-Tomb-To-Plunder?1892600

Posted in Do Not Buy Ever, Dungeons & Dragons Adventure Review, Reviews | Leave a comment

Gang Lords of Lankhmar, DCC adventure review

By Harley Stroh
Goodman Games
DCC
Level 1

The City of the Black Toga: Home to hundreds of back alley courts, rotting tenements, and an endless number of gangs, whose fortunes rise and fall as surely as the tides of the Inner Sea. Each gang vies against the others, pitting beggar against bravo, slayer against thug, and gang lord against gang lord. It’s a Lankhmar story that’s been told a thousand times, and would be entirely forgettable, save for one key element: the characters. The initial stakes are small as the gangs vie for control of a small slum. But as bodies begin to appear in the Hlal and the shadow war threatens to spill over into street violence, the price of blood favors those who trade in swordwork and black magic. If they hope to survive, the PCs will need to be both deadly and cunning by turns. For when the first rule of thieves is to never kill the hen that lays brown eggs with ruby in the yolk, old hands know it won’t be long before the Thieves’ Guild moves to protect their interests. May Death himself have mercy on those who stand in their way.  

This 32 page adventure outlines a gang war in a neighborhood slum. It has most of the gameplay elements down right, if flavorful,  but doesn’t quite know how to present them in a way that makes it easy to run. Highlighter City.

A slum neighborhood. Three minor gangs. One gets uppity ands hires the pc’s to shake things up, he wants total control of the neighborhood. Things go downhill in a series of strikes, retaliations, and escalating events that cause others from outside the neighborhood to notice. It ends with, perhaps, the party in charge of one of the gangs, setting up a fine fine city adventure campaign. And I do LUV me a city adventure campaign! 

A city adventure campaign forces the party in to a more cautious play style. Uh, hopefully, anyway, since it IS the party. No more wanderers, they get to learn of, and live with, the consequences of their actions. Their own neighborhood. How the other people in the city react and so on. It places back the social control of Keeping up with the Jones’s and not being ostracized by everyone else around you. Like the fence. Or the temple. And, of course, not getting squished like a bug but those MUCH higher up on the ladder.

And that’s what this adventure is trying to do, and largely accomplishes, I think. In a tortured way. There’s a neighborhood tension tracker. The more people you kill, etc the higher the tension in the neighborhood. As it gets higher things in the neighborhood start to change, people get wary. As it gets higher the criminal element in charge of the city tells you to cool it. And then assassins show up. And the city guard starts hassling you more, singling you out. And then they stop hassling you and actually start doing their job. And finally, if left to get high enough, the Overlord notices, puts the neighborhood under martial law, and the guard goes house to house in a brutal crackdown to find the party … and the neighborhood isn’t going to appreciate that, I’m sure. Thus the social element returns to D&D. Yeah!

Other elements help feed in to the overall vibe. There’s more than a few encounters with scouts on rooftops, keeping track of the party. There are good summary overviews of the what’s going to take place. The core of the adventure is events, on a timeline, that the DM drops in, supplements by a few location descriptions, of the three gangs and a few other “notable” places in the neighborhood. There is a web of relationships, in places, and a great sense of flavour. The doorway to one of the gang hideouts has a bunch of rusty knives, cleavers, etc hanging over it by strings, or an old crone at the tavern who is brought dead vermin by the neighborhood orphans to cook … and fight to defend her. Great great ideas and situations in this in to which the party can then dip their toes to pour their own brand of gas on things. It’s a sandbox driven by a timeline. 

But, alas …

There are two things wrong here. First, the trivial. Goodman clearly has a style guide which states that read aloud is in italics. LAME! Hard to read! There’s not a lot of it, but there are multiple sentences when it shows up. Lame! Well, at least in 2018 they had it that way.

More importantly, they don’t know how to format an adventure like this, or, Harley doesn’t know how to write one like this, in order to make it easily playable. There’s just too much for the “standard text paragraph” to handle. “Here’s everything about the place in paragraph format” is too much to hold in your head. It’s hard to find things. It’s hard to grab elements to shove in to your game and enhance it. I don’t think I’d be able to keep in my head the shopkeepers general reactions to the party, the old crone, the orphans running around, in addition to the main plot elements. But THOSE things are what is going to make the adventure immersive. Those things are what is going to make this one of the best adventures the party has ever played in. But, the DM has to be able to find it, remember to include it, remember to enhance the adventure with that flavor. And that just breaks down after a certain point. You can’t hold everything in your head. That’s why “always on” map text is important. That’s why summary sheets for NPC’s are important. That’s why its important to have a format other than paragraph form for longer and/or more complicated sections. 

This is a GREAT city adventure. It oozes with flavor. It can set up things that the party will be enjoying for a LONG time and talk about forever. (Also, remember, i LUV city adventures.) But, I don’t think you can run it in a way that takes advantage of it all, without some serious highlighting and creating your own notes and summary sheets. Are you willing to put in the work? 

This is $7 at DriveThru. The preview is six pages. You get the overview/summary, the timeline of events, and the first event laid out. From that you can get a good idea of both the flavor and a hint of the difficulty in running the thing to maximum effect.

https://www.drivethrurpg.com/product/291026/Dungeon-Crawl-Classics-Lankhmar-1-Gang-Lords-of-Lankhmar?1892600

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