The Palace of Unquiet Repose, D&D adventure review

By Prince of Nothing
The Merciless Merchants
Labyrinth Lord, OSR, etc
Levels 3-5

Uyu-Yadmogh. Prince of Princes. Archmage. Devourer of Children. Under the earth he built himself a palace in which he could abide eternity. Now he is only half-remembered legend. The ground trembles, the earth is split asunder. In the sunken depths of the earth, the Palace awaits. An adventure for those who dare.

This 50 page adventure details a funerary complex dungeon, and the ruined city and environs around it. It is rare to encounter something that FEELS like it should. This FEELS like the funerary complex of a mighty evil magical empire. It oozes a kind of baroque evil. And it’s not just stuffed full of undead. They are there, but it doesn’t FEEL like this is an adventure full of undead. It feels … mythic? Nice job.

Tomb of Horrors delivered a trap filled vaguely vanilla dungeon with a demi-lich at the end to stab. The mausoleum in Rappan Athuk wanted to deliver a mournful kind of place that served as the threshold for parties to enter the Dungeon of Graves. Various other dungeons have tried, and generally failed, to evoke a kind of quiet horror that comes from graveyards. Many adventures speak of long-dead empires of evil magic users and attempt to transport you there, in spirit, through the dungeon that is related to them. This, though, does a great job of conveying the vibe that those adventures are trying for. This is this sense, in almost every encounter, that this place IS the legacy of a long dead empire of evil magic. The sense of dread is never very fall way. A sense of the cyclopean. Of ennui. Of forgotten things. It’s all in there.

A statuary garden on the shores of a mist-covered lake of mercury, great figures with great urns, as if they are pouring things out of them, in a semi-circle. Anointing yourself with dist from the urns makes things happens … Baroque armor, inhabited by te souls of long-dead generals. “Two chimeras of god, scorpion and lion carved from gleaming black stone flank the stair entrance of this oppressive shrine. Five statues bearing great urns upon their shoulders surround a circular podium. A hundred carved faces stare dolorously from walls of ash-grey stone.” Holy fuck, what the fuck did your party just sign themselves up for!

[Special note: the art in this compliments the text very well, helping to convey the atmosphere and tone of the locations. Perfect!]

Back in town, before the adventure, youtube a host of NPC’s you can hire, each with memorable quirks. Some of the hooks are decent, like a sage who “offers his weight in gold and three of his daughters to anyone who can bring him the grimoire of Uyu-Yadmogh.” I’m generally not a fan of “someone hired you” but I am a fan of weights of gold and three of his daughters, as well as bounty hunters, mercenaries pursuing jobs. 

“The dusk stalkers prowl the wastes, leaving behind no trace, shrieking for blood and souls.” one of the monster descriptions tells us. From that the mind races. You can imagine an encounter. The creatures howling in the distance, building tension in the party. Keeping them on edge. And that’s what so much of this adventure does. It builds tension through it’s art, use of writing, and interactive encounters. A room has a basin on the opposite wall. The basin is obviously full of gold coins. The walls of the room are decorated with carvings f faces, all of their mouths open. Oh come on, EVERYONE knows that will happen! And that’s what makes this a great encounter. It’s a classic, lure, trap, mouths pouring forth something. 

Factions run through the ruins around the ancient tomb. They are in conflict with each other. They might be in conflict with the party. Some of the factions have internal rifts within them that can be exploited. That’s the way you do a faction. Give them a goal, give them relationships with those both internal and external to the faction, and then let the party stumble and bumble their way through things. 

I can’t say enough about the writing, the sense of baroque dread. You come upon a camp. There are bodies laying down in a circle, as if asleep. Their throats slit, no sign of violence otherwise. Forboding. 

And the sense … the head of the dead god of dreams mumbles almost incoherent prophecy. The demi-god of strength is chained to a throne with an adamantine chain, roaming in search of killing you. He, and a mist that animates the dead, roam about, always serving as an adversary to be avoided by the party. Something to use cunning to avoid, overcome, or use to your advantage.

Captain Sarakur, leader of a faction of warriors without peer “… cares nothing for his men and doesn’t hesitate to sacrifice them if it means survival or reaching the palace.” Sweet! Khabareth Who Comes Before “attempts to seduce one of the PCs with the aim of feeding him to The Wolf of Final Night.” How the fuck can you not love that? The specificity! The detail! And yet it’s done without droning on and on and on. The imagination runs wild with these half fainted things!

At one point there’s this bit of treasure “a tarnished silver circlet shaped like a snake devouring its own tail with an empty eye socket.” Wanna wear it? Normally I’d jump at the chance to do so, but after being in this place a little … you’re scared to! Not because magic items are death to touch, the mistake so many adventures make, but because of the atmosphere of dread and foreboding that relentlessly works upon you!

Formatting it great. Cross references, bolded keywords followed up with indents and bullets to explain more of those topics. It gets a little long in places, but this is because the rooms are stuffed full of things. It never feels like too much to run, although it feels like its close … which is probably a good thing.

Great formatting. Great writing. Great encounters. Great world building. Great adventure. Easily on the The Best.

This is $10 at DriveThru. The preview is seven pages and shows you one of the cave complex entrances to the valley/cave that the Palace resides in. As such it’s a good introduction to the writing style, formatting, and interactivity of the adventure. Good preview, although, I might put the level range in the product description addition to on the cover.

https://www.drivethrurpg.com/product/341381/The-Palace-of-Unquiet-Repose-LL-Version?1892600

Posted in Dungeons & Dragons Adventure Review, Level 5, Reviews, The Best | 20 Comments

Dread on Demon Crown Hill, DCC adventure review

By Michael Curtis
Goodman Games
DCC
Level 2

Long ago, Frygorix of the Thousand Lies, a foul demon, ruled with fear from atop a lonely tor, spreading death and plague across the land. Two brave siblings, one bearing an enchanted shield of great power, challenged the demon, vowing to slay it and free the land. In their climactic battle, black towers of six-sided stone arose from the hilltop, an eerie outcropping called the Demon Crown by some. Stories hold that the shield lies untouched within the Demon Crown, but who knows what else might dwell within those weird, dark pillars of unearthly rock?

This twenty page digest adventure details a dungeon with about thirteen rooms in it. Workmanlike, it feels constructed rather than imagined. 

You hear about a magic shield in a cliffside area similar to the Devils Postpile/Giants Causeway, etc. IE: a bunch of hexagon stone “tubes” all mashed together. You wander about inside of them until you fight a demon and some rock monsters. 

Goodman does a good job with their DriveThru descriptions, noting page count, levels, and so on. Further, they don’t fuck around in the adventure with a long boring backstory and a lot of meaningless drivel about making it your own game, how to roll dice, etc. It is, essentially, unpadded. Just like that short and sweet into to G1, there IS a little backstory, but it’s not excessive and it doesn’t get in the way of running the adventure.

Curtis understands the genre and his events and scenes fit in well stylistically. At one point you (could be) meeting with a trog queen sitting on a throne of skulls. The skulls speak in unison and translate her speech to common. There are multiple classic elements there, from the throne of skulls to them speaking in unison to the translation. In other places a sword can be imbued with the spirit of a long dead warrior. Things are embedded in walls (which seems to be a favorite of Curtis …) and sometimes pull themselves free. The elements are there.

But, I also find Curtis to be one of the more inconsistent DCC writers. While he understands the material, whatever it is, is doesn’t always get translated on to the page well. Some adventures, like the Chained Coffin, really translate the style well from Curtis, to the page, and back to the DM. Others don’t. Still others feel more constructed than imagined. And that’s the case with this one.

It feels more like a series a rooms each with something in them. It doesn’t feel like a whole but rather separate parts. The setting location should be fantastic, but it comes off as a little dry and boring, not interesting to explore. (Which could be writing or the design, this is the old “the dwarves are stoic builders” trap; they then come off as boring Brutalist. Looking good from the outside, but that’s all they got.)

Woven bags, not of human skin but just woven. Rock monsters pulling themselves out of the rock walls … who just do slam attacks. That’s boring. (As opposed to the fire harpies in another area that breathe fire gouts. That’s cool!) There’s just not a lot going on, and that leads to a kind of matter of fact nature of the rooms and their contents. Not exactly bad, but not really something to recommend it either. Also ran, as it were.

Dovetailing in to this are the Mighty Deeds. You need an interesting room to do these well. Something to work with. The brutalist architecture just doesn’t really you with anything much to work with. It’s an empty room. Try and do something.

One of the weaker, but not the weakest, of the Curtis adventures. 

This is $7 at DriveThru. The preview is three pages. You DO get a chance to see some of the adventure. Note the boring rock people art, and the last page of the preview, with its read-aloud and descriptive text. 

https://www.drivethrurpg.com/product/310999/Dungeon-Crawl-Classics-925-Dread-on-Demon-Crown-Hill?src=newest&filters=44544_2110_0_0_0?1892600

Bonus blog feature: Tower of the Hanged Men. This is a one pager that uses the art on the map to good effect. It’s a hard adventure to puzzle out, but, it DOES use the map art to help augment the adventure text to bring more than the sum of its parts to the adventure. Looks like maybe there’s some English as a Second Language issues. Remember one page designers … you also get the back of that page, if it’s printed two-sided!

Posted in Dungeons & Dragons Adventure Review, Reviews | 2 Comments

Shadow of the Beakmen, DCC adventure review

By Harley Stroh
Goodman Games
DCC
Level 1

Towering obelisks stab the sky. Monstrous knights with blazing lances prowl the night. Huts burn, and entire villages are taken as slaves to be fed darksome pits. The cries of terror and panic give the horrors a name: the Beakmen have come. But you are no mere peasant or serf, cowering the in the dark. You and your companions are reavers, with bloodied blades and spells wrenched from the dreams of demons. You stride through chaos while others flee, turning your steps towards the great stone obelisk, the source of the beakmen and their alien magics.  Whether for the cause of justice or merely to acquire these strange blazing weapons for you own, tonight there shall be an accounting: a blazing brand thrust into The Shadow of the Beakmen.

Well, Harley know how to write a fucking adventure!

This sixteen page adventure details about twelve encounters, mostly inside a beastman obelisk. Evocative & interactive, the adventure does a great job creating a feel in the DM that they can then translate to the players. 

Harley knows how to write an adventure, both from an interactivity and from an evocative standpoint. Let’s look at the opening encounter: “A hellish light fills the night, as one of the huts is set aflame. Moments later, a silhouette staggers free of the smoke and fog, stumbling towards you through the mud.” Ok, so, hellish is a conclusion, but, note the scene it paints. Smoke. Fog. Stumbling. Silhouette. Aflame, with the strong strong smell of smoke that work evokes. Mud. That’s how you write a fucking description folks. And, the action implied. The potential energy. There’s no “What do you do?” explicitly stated because it just hangs there, looming over you. AIII!!! WHAT TO DO?!!? WHAT TO DO??!!? A shadowy figure stumbling out of a flaming hut. That’s a fucking classic and this encounter brings it. There’s this hanging moment. What do you do? That’s the soul of adventure. It puts the party in a situation and then begs for them to do something without actually begging. A little on the nose, for an example, but that’s why it makes a good example. 🙂 Harley is able to do this time and time again. He sets the mood and imbues it with potential energy. 

Another encounter has the party seeing a short dude with a huge bulbous head. And 23 Beakmen. The numbers here are SO overwhelming. It’s not a fight, it’s a puzzle in the guise of a fight. Defeating the boss man leaves the minions helpless. More evidence? When you save that dude running out of the hut (assuming you do …) then he will become your Man at Arms. Fuck. Yeah! That’s a reward! That’s gratitude! That’s the sort of Actual Play character and game development that makes a campaign meaningful and personal to everyone involved. Doesn’t treat you like shit. Doesn’t ignore you. Rewards you with service. Gold is fleeting. Service? The players will remember that scene every time they interact with him. There’s this section, at the beginning, where you are moving through a village under attack by the Beakmen and their knights riding crocodiles (!) (Hmmm, Trog Knights on their lizard mounts from Darkness Beneath?) There’s a little table to help simulate the chaos of an ongoing attack through a village. It’s great! It’s exactly the sort of little idiosyncratic thing that a DM needs to help run this section … and so Harley provides it.  Monsters get little flash cards with their stats on the back … more of that DCC specialness from Goodman Games! The map of the dungeon isn’t exactly linear, with a couple of choices to be made; it’s just enough that you get to pick your poison when exploring, while still heading towards your final destination room.

And sometimes that specialness gets in the way. The formatting could be better in places. Longer sections of italics don’t work well; they should use some other formatting technique that is easier on the eyes. Likewise they use an incomplete formatting style for the rooms. Treasure and monsters get offset by bolded headings, but the sun-sections of the rooms do not, causing you have to hunt for information as you run it. They could do better in that area.

Still, though, an excellent little DCC adventure and it does a great job recreating a kind of atmosphere thanks to the interactivity and writing of Stroh. 

“The wide-mouthed, oval chamber is lit by a luminescent pool of glowing slime. Partially submerged in the ooze are dozens of large white sacs, seemingly spun from light. A low, dull hum can be heard, vibrating in your bones and the walls and floor.”

This is $6 at DriveThru. There’s no preview. Boo! BooI say Sir! Boo!


https://www.drivethrurpg.com/product/307225/DCC-Day-1-Shadow-of-the-Beakman?1892600

Posted in Dungeons & Dragons Adventure Review, Level 1, Reviews, The Best | 5 Comments

The Den of Iron Pearl, D&D adventure review

By Andrzej Son of Jerzy
ASJ
5e
Levels 1-3

Iron Pearl is a legend to treasure seekers. She discovered many flooded

cities and extracted various treasures from them. Often working on the

order of the world’s most powerful people. She was equally known for her

love for the pearls as well as her toughness. She had an aversion to society,

few people that knew her used to say that she felt more comfortable being in

the water than attending feasts. One day she disappeared without a trace,

what enticed rumors to spread like wildfire. Sitting by the bonfire,

adventurers and bounty hunters of every race and age told stories about

wealth she kept. They speculated that Iron Pearl hid all of her treasures in

several secret vaults, but no one has ever found any of them. This is about

to change.

This eight page adventure uses four pages to describe six rooms in a linear dungeon. A weird mix of decent formatting, shitty decisions, and a lack of design understanding makes this a frustrating one to review. It’s opposite day!

Good things the adventure does: it puts its clues/important elements in to bullet points for easy reference during play. This is a combination of traditional DM text, read-aloud and then the bullets that expand upon the information. That’s great! It totally helps run the room!

It does, at times, encourage en interactive play style through hints in the read-aloud. For example, the read-aloud in one room mentions a banner. Examining the banner (noted in a bullet) reveals that it is fluttering slightly. This leads to the secret revelation. Perfect! That’s exactly what a room description and further elements should be doing. It leads the players in to deeper examination, the observant ones anyway, end encourages an interactivity play style between the DM and the players … which is the soul of D&D. 

Otherwise, it’s pretty shit.

We get read-aloud in italics which is hard to read. Long sections of text should NOT be in italics. Further, it uses single word italics in places to call attention to certain keywords, mostly in the bullet point items. That’s great! That can be a proper use of italics! But it also uses a fucking fancy ass font which hinders legability. Boo! Boo I say sir! The DM text needs to be pretty trivial to read and comprehend and this fancy font shit don’t help that. 

The read-aloud is also a mixture of styles that switches up. In one place it is in the correct tense. In another it says things like “you arrive” and “you don’t see Arno here”, incorrectly using terse to address the players and their characters instead of just describing a scene. (Yes, that’s wrong. No, there’s not room for opinion.) In other places it changes audience yet again and says things like “ … that the players can see”, addressing the DM in the read-loud? Weird as all fuck. Further, the read-aloud draws conclusions. “This table must be a work bench judging by the …” NO! No! Stop! Don’t fucking do that! Just describe the fucking scene and let the players draw their own conclusions. Describe the crushed shells on top and the tools hanging from it, or its scarred surface, and ket THEM make the conclusion that its a work table. Remember, interactivity!

The front door to the dungeon is a puzzle. You need to roll a DC10 to understand its a puzzle. That’s depressing. Why do this? What if they fail? No adventure tonight? They won’t fail 10? Then why put in a roll at all? The DM will fudge it? Why put in a roll at all? This is NOT how you use a skill check in D&D.

Oh, yeah, that table I mentioned earlier? It’s in an empty room. A room with a table in it. And an ambush from four bandits. How do they hide and ambush the party in a nearly empty room? Who the fuck knows. Just shut the fuck up and roll for initiative, its combat time now. 

*sigh*

This is Pay What You Want at DriveThru with a suggested price of $1. The preview is three pages. The last page shows you the first room, so you get to see the formatting, read-aloud etc, and gives you a good impression of what you will be facing in the adventure, as a DM.

https://www.drivethrurpg.com/product/343655/The-Den-of-Iron-Pearl?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 4 Comments

The Evils of Illmire, D&D adventure review

By Zack Wolf
Spellsword Studios
B/X
Levels 1-2

A whole classic campaign in your pocket! The Evils of Illmire is a “mini-mega” hexcrawl adventure module designed to provide dozens of sessions of perilous wilderness exploration and dungeon crawling. It features an evil cult, a doomed town, a dangerous wilderness, and a variety of vile monsters. The zine aims to provide plenty of free-roaming adventure content, but with an over-arching threat that looms over the entire region.

This seventy page digest “zine” adventure contains nineteen hexes, a town, and a fuck ton of lair dungeons scattered throughout a region. The designer knows what makes for a good regional area: a lot going on. It is pushing hard up against the limitations of the format, being as big as it is, but is not so off the rails, in verbosity, format or design, as to make it unusable. A de-light-ful little region to toss some PC’s in to!

Rarely do I find myself saying to myself “Holy fuck I want to run this thing!” … but that was the case with this adventure. And it was the case from the very first real page, the adventure synopsis. Illmire is a town that the party ends up at, rumors of treasure in dungeons in the surrounding region. (There are some “investigation” hooks also, but those are as crappy as one line investigation hooks always are. GOLD always works well.) So what you have are the towns hex and the eighteen hexes nearby that make up the region. Each of the hexes has something going on in it, at least one thing (6 mile hexes), and generally a lair dungeon or two … a designer finally figuring out how to make good adventure of the smaller Dyson maps. So the party comes to town and explores the surrounding hexes and dungeon, rumors abound, etc.

But that shits not in the synopsis. Oh no! Kidnappings in town. Bandits on the road that now pose as militia. A cult in town, spreading paranoi and fear-mongering. The temple boarded up, an abomination hidden underneath it. Pod people villagers, the town watch and militia under control, a cult assassin on the prowl, a new priest full of hellfire and brimstone extoling people to confess on themselves and their neighbors to be saved … and blackmailing them while sowing fear and paranoi in town. The town well poisoned, giving the villagers nightmares. A sickness in town, afflicting the elderly and children .. .the mayor on his deathbed. People dying a slow miserable death. And, out in the swamps, THE OVERSEER, a root cause of problems who, academically, doesn’t really care what happens. 

Oh, I was so stoked to run it from that description! And then the hexes start in. SOmething going on in each one, at least one thing. And multiple dungeons, usually, in them. Chances to talk and make friends. Climb the highest mountain to the crystal palace of the mountain giant who feasts you and hears your tales of bravery! And challenges you to quests! The lumberjacks with their boss, in the forest, plagued by fishmen. A floating tower. Sylvan glades. Mushroom forests. This fucking thing is PACKED.

And that is fucking great. A homebase SHOULD have a fuck ton going on. I love that the town, the home base, is a center of evil, and related to some sites out in the hexes, but is, also, an opportunity for downtime fun … getting involved in local affairs, brining the town to life and sucking the party in to its drama while they want some phat l00t out in the wilderness. It’s fucking great!

And its greatness is pushing up against usage. 

The adventure is generally devoid of summaries, except, perhaps, that synopsis at the beginning that mostly covers the cult in the town. This is rough, because there is so much going on that its hard to keep track of. If would really benefit from a page with the major NPC’s and factions on it and a page of summary for the major things in each hex. You need SOMETHING to be able to integrate the adventure as well as its MEANT to be integrated. This is exacerbated by the scattered way in which the places are described. Each hex is described and then the dungeons are described. And they are in some weird fucked up order. SO the hexes are not numerically arranged or alpha arranged, but something else. And it looks like the dungeons are also. This means a hunt for information. The result is everything scattered throughout the books. The town has the overview cult in one place, the town hex in another, the town “dungeons” in another, a town map in another. I don’t want to hunt the wumpus! Other areas, like the militia/bandit fortress, loose their meaning when the context of the fortress is not found on its page but rather earlier in the book, leaving it in isolate and in danger of not getting the full impact out of it. The entire book doesn’t seem to be arranged to play it as an adventure. It seems more like … the things were developed in isolation. And, this is in spite of the areas ll being pretty tightly integrated with each other! And yet they don’t feel DESIGNED to be used together, at all. 

I’m not saying this is adeal killer. THis thing is good enough that I would maybe put in an hour or two to prep my own summary and NPC sheets, with a highlighter in hand. And we all know how fucking much I loathe doing that. But this is GUUUUUDDDDDD. 

I note, in passing there is also some confusing word order in use, mainly in the dungeon keyed encounters.  A barrel has 50 gold nuggets, hidden under rubble in the NE corner. Compare that to Rubble in the NE corner hides a barrel with 50 gold nuggets. This word ordering exacerbates the already large problem of holding this thing in your head. Add to that a little TOO much backstory in some of the descriptions. I’m all for an occasional few extra words to add some context, but when it gets too lengthy, or too often, then these asides to the DM start to detract from comprehension.

Still, this designer knows how to design. Now they just need to learn how to layout and edit in order to pull the entire thing together. It’s not that it’s a mess, and it would probably have worked fine for a smaller volume. But, as adventures get longer and longer then the effort required, and focus required, to keep them coherent increases to need levels. This needed a little extra bit of love in that area. 

This is $5 at DriveThru. There’s no preview. That’s too fucking bad. It needs a preview, as well as the level range in the product description. 


https://www.drivethrurpg.com/product/343439/The-Evils-of-Illmire?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews, The Best | 30 Comments

River of Frozen Souls, D&D adventure review

By Allen Farr
WinterBlight's Challenge
Generic
Level ?

The River Of Frozen Souls has shattered. As the remnants of this once mighty frozen fortress drifts south on the Sea Of Broken Blades, it carries with it the Anvil of Ice, a powerful artefact capable of bringing eternal winter to the world. Will this winter be your last?

This 49 page adventure tries to describe a northern town in the middle of winter, along with a series of dungeons in iceberg fragments. It’s very creative and has all of the elements required for a good adventure, it’s just that the designer has absolutely no idea at all how to put them together in to a coherent package for use. And I mean that more than I usually mean that. 

You get hired on as town guards. You get sent to a northern town for a few months. Your first day you get assigned to a murder that is causing a gang war. That leads to a series of dungeon fragments contained in icebergs off the coast. 

There is a pattern to these. After mountains of text laid out in a near-incoherent paragraph form, with embedded encounters, there will be a period of more free form player action. These are supported by terrific little vignettes for the party to interact with. There is a surrounding world here, or at the feel of one, that is terrific. It’s alive and full of potential energy. This is augmented by “themes” for the various sections, which are usually just environments conditions or some such. This adds to moods trying to be created, like the hostility of the weather or the strangeness of the north. Evocative writing can be almost good in places, like “At the far end of the room is an ancient throne entwined by the dragon’s tail and bedecked by large luxurious furs.” 

As guardsmen some of the “one liner” encounter range from a group of children challenging the party to a snowball fight to a distraught woman begging the party for help, because a ship sailing out has her son on it as a stowaway. There’s nothing else, that’s it. And it’s clear that you mind can run away with these little things. They are full of energy. Likewise things like your sword freezing to its scabbard, or an increasing number of villagers found froze to death in their homes, to bring home the severity of the winter. A great job.

Of course, the formatting is atrocious and makes the entire thing almost incomprehensible.

Columns of information, combining backstory, justifications, multiple plot events, and the like are the normal course of business. It almost makes you think that you are reading a summary of whats to come, but, you soon find out, no, this is the actual adventure. Arriving in town, hired on, ambushed by thugs, trained by the guard sergeant, these get just a couple of words each, almost as much as I just typed about them, embedded in longer paragraphs. This is no way to run a railroad, or format an adventure for use. 

Bold italics for read-aloud sections making it hard to read. An appendix compsigin almost half the page count, subtracting from actual value. A generic adventure, with no stats, written in an almost abstracted way, making it hard to pick out traps and creatures and certainly no detail on what they could be. Just stat the fucking thing for D&D man! Any decent DM can convert it and the non-decent ones are not going to use it anyway, in its generic form.

“The entrance to this room is constructed from the open maw of Blizzard, an ancient dragon that pledged its services in death to the master of the fortress.” You can see, from this section, how we both get a nice little feature, an entrance from a dragon maw, and how its ruined by all the backstory. And this is one of the more terse backstory elements. They go on and on, adding depth that will never be encountered during play. “… his hand outstretched as if holding something defensively. That something was the Rod of Thunderous Upheaval. It was the Rod of Thunderous Upheaval used in the heat of combat that shattered the River of Frozen Souls and Fortress Frostfang, see Arcanum.” There we go, a load of backstory for a corpse that adds nothing to the adventure. The adventure does this time and time again. 

It’s a shame because there’s some interesting things going on in this. It needs a TOTAL rework, with a complete focus on running it at the table and the expansion of the section where the party investigates the murder and the factions in the town compete. Then this would be an adventure to write home about!

This is $3 at DriveThru. The preview is four pages and gives you a look at some of the seventeen “iceburg dungeon fragment” locations. These tend to tbe the shorter elements, with some decently evocative writing in places. It’s good for getting a eel for the generic nature of the adventure, as in system neutral, and how that detracts from the adventure overall.


https://www.drivethrurpg.com/product/343301/River-Of-Frozen-Souls?1892600

Posted in Dungeons & Dragons Adventure Review, Reviews | 7 Comments

Clock Strike Zero, D&D adventure review

By Bill Petrosky, Matt Sisk, JP Fridy
Minor Realm Games
OSRIC/5e
Levels 2-4

Join a cast of ambitious, fledgling adventurers as they stop if in the bucolic backwater of Blackwyrm on the road to the capital of Herlivik. Intending to make a quick stop to rest at the local inn before resuming their journey, the intrepid travelers realize that things are not what they seem in this odd little town, and their pit stop spirals into a full-blown adventure as they’re drawn in to investigate a growing peril threatening Blackwyrm’s people.

This 45 page adventure describes a few combats in a town. Railroad plot in dysfunctional wall of text with emphasis on A Reader rather than play. Yet more meat for the grinder that is the modern adventure market. If only there were a way for the general populace to not suffer through first efforts.

An adventure made to be read and not played. But first, one nice thing.

At one point you are exploring an old church, rumored to be haunted. A tapestry can kind of fold back upon itself and a spectre emerges from it. Or … “then the tapestry will mystically form fit to the shape of a body, at once, emanating a chilling green ghastly glow from underneath of it.” This is a pretty decent way to handle the appearance of the undead, especially a spectre. When I talk about inspiring the DM to greatness then this is one of the elements I am referring to. It’s about putting an image in their mind and then letting them leverage that to greater effect. This isn’t a great example, but it’s on the right track, certainly. It’s also a rather isolated case from an otherwise poor adventure.

The first encounter of the adventure is a good example of what’s wrong in the adventure, and most adventures. It’s five long paragraphs. The first one reads “The party hikes the rustic byway of Roland Pass in the center of Western Zearus. A crisp autumn air chills them as boots meet the firming soil, with the smell of the pine and the sycamore setting a fragrant, comforting tone for what could be the most exciting time for a new unofficial clan of young adventurers.” This isn’t read-aloud, but DM text. It is clearly written as a novel. It’s using crisp autumn air and so on to create a novelization of an adventure rather than an adventure. The other paragraphs go on and on this way. “The party walks this trail as modest adventurers seeking acclaim in the north and a bit of coin in a journey filled with both heroism and self-exploration. But of course, they’ll also be seeking some fine ale and good times along the way!” This is text without purpose. It’s background information. It’s the writers guide for a Tv series or shared world. It’s not writing that is directed at a DM to help them run an adventure. It’s just allpadding, irrelevant. The last paragraph describes three hooded individuals coming out of the forest and coming straight for the party! All of this lead up. All of this build up. All of those irrelevant words … and the one part that SHOULD get a few notes is nothing more then three people in hoods walking out of the forest and attacking. Where is your spectre tapestry now? Now nuance. No build up. No tension. Just They Attack! 

And this is the commonality to the adventure. There is all of this build up, background, motivation, related in the text. And then the actual encounter is just an afterthought. This is not the way an adventure is to be written. It should be written to be run at the table, not to be read. I know, I know, all adventures are written to be read. The industry has done a poor job of providing examples.

Ignoring this, and ignoring the long sections of italics (which are hard to read and should never be done), ignoring the first quarter of the page count which is a travelogue,  ignoring the long read-aloud, and ignoring the fact that a major town with a 500 foot tall clocktower is called a bucolic backwater … 

There are at least two major adventuring sites with multiple locations. Neither gets a map. This modern design trend to not include maps is crazy. You have to fight the fucking text to try and figure out where things are in relation to each other. I THINK it’s all just a linear thing (but not the haunted church?) but a fucking map would have dispelled all of this. It’s NOT designed for ease of use. It’s not designed to make the DM’s life easier. I don’t know what the fuck it was designed for.

And the adventure design, proper, is a confusing mess. A woman wants you to find her missing son. But, just as with the bandit attack, the ACTUAL thrist here is handled as an afterthought. You’re supposed to go to the church to search for him. There’s no tips on other places, or running the search. There’s no how to get the players in to the church that is handled in any meaningful way, just a “get the players to the church” note. That’s the fucking adventure! The search and hunt for the kid! But it’s handled as an afterthought. Not to mention why a local is turning to strangers to find her kid …

At one point the adventure presents “Adventure Path A” and then later “Adventure Path B” … without any idea of how or why one would go down one path instead of another. Where is the turning point? Is it meant to be a turning point? Who knows.

In another place you’re meant to follow a group of town guards taking a dude to jail. AT least, that’s how the linear adventure is written, as if you sneak follow them. But there’s no hint that this is the case, or that’s what you should do, or what happens if you DONT do that. 

There’s no support for the DM, just endless text for a person who buys it and reads it, never to play it.

This is $10 at DriveThru. There’s no preview available. There should always be a preview, showing the potential buyer a few meaty parts of the adventure, so they can make n informed decision about to buy it or now.


drivethrurpg.com/product/341721/Clock-Strike-Zero?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 8 Comments

Under a Funeral Moon, D&D adventure review

By Scott Myers
Self Published
Castles & Crusades
Level 1

This 33 page adventure features a ten room dungeon with two monsters in it. It is boring.

Ok, it tries in a couple of places. There’s a Tomb Worm that has egg sacks that burst worth with a larvae swarm monster. Gross! One encounter has a zombie with its back legs missing, crawling towards you, eyes glowing yellow. And there’s a ghost child looking for its mommy as a throw away wanderer.  That’s it. And even that is not that well done.

The ghost child gets almost nothing to it, which, normally, I’d be fine with. But if you’re going to make something like this, something that stays with the party a bit, then you need to provide a little bit more to it. And this don’t do that.

Ok, so, you start out as caravan guards. Boring. You get paid 20gp for 2 days work. Sweet work if you can get it, I guess. Making bank! Your latest caravan includes a corpse going to the next town for burial. At this point, as a player, I’ve already defiled that corpse, chopped it up, burnt it, etc. But, I guess your players are stupid and wait for it to reanimate and attack. Which it does. Boring. Along the way to the next town you are attacked by 4 skeletons. “Sometime after midnight the PCs are attacked by 4 Armored Skeletons, their eye sockets glow a mysterious yellow.” Can you contain your excitement yet? No? Bored? Yes. That’s after three pages of read aloud and a couple of paragraphs of DM notes. Just “attacked by skeletons in the night.” *Sigh* 

Halfway in and you’re attacked by those four skeletons and the corpse you were escorting. You reach a town where the Level 0 innkeeper woman has a ring of invisibility, an amulet of protection and ring of protection. It pays, it seems, to have questionable morals in D&D. I’d stab her. 

I guess you go to the dungeon nearby out of the goodness of your heart. The locals don’t really seem to care that the dead are reanimating. No local outage, or worry. Just a “thanks man, for killing that corpse” and off you go to the dungeon, I guess.

The dungeon thankfully does away with the (long) read aloud and has none, but transitions in to boring room descriptions with nothing going on. There’s a combat with a dog and another with that Tomb Worm/Larvae thing. A six hd tomb worm, for a first level party. WIth a 3hd swarm of larvae added on. Uh huh. First level. Right. I’m all for not balancing, but, there’s a limit.

“The first thing you notice in this room … is rather typical. It’s a loose writing style full of this sort of padding. “If you defeat the skeletons then they can be searched …” This is how we get multiple DM text paragraphs for a simple sety up. A joy to wade through. A boring boring boring of boringness. 

Why the fuck do I do this? I’m just killing time until I die. There must be something better.

This is $2 at DriveThru. To it’s credit the preview is the entire thing. Check out page fourteen, for that first encounter. The long read-aloud. The simple combat. The lengthy DM notes.

https://www.drivethrurpg.com/product/330437/Under-a-Funeral-Moon?1892600

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

The Pit in the Forest, D&D adventure review

By Rob Alexander
Medium Quality Products
OSR
Levels 2-3

In Claine Forest near Padduck Village there has appeared a pit. No-one knows where it came from, it just did. It is not so deep that you cannot see the bottom, but people fear it and avoid it. No-one who has climbed into it has come back, having been dragged beneath the surface by unseen hands. A necromancer has come to the forest, seeking the pit. She does not quite know what she expects from it, but what she hopes for is protection from death.

This 26 page digest adventure details a search through a forest for a mythical Dead Zone pit. It pours out flavour in nearly every word, creating delicious situations for the party to interact with. And the give-away was this is labeled for levels 2-3. This designer is not on auto-pilot.

We got a village, two rival groups of adventurers, a weird-ass forest, and somewhere in the forest a pit, your final destination. From this, joy is made. Each one of those elements has their component parts well done and, because of this the whole is a wonder. Really, it’s pretty fucking simple. The village has some people in it. They are well done. It has some short rumors. They are well done. The forest has some wanderers. They are well done. The forest has atmosphere. They are well done. The forest has locations. They are well done. The NPC parties have goals and character. They are well done. Thieving everything together is a simple timer. It’s all just basic basic shit. The core elements to an adventure and the core components to those elements. But here, they are well done.

The villagers, and indeed all of the NPC’s, are great. They have some key personality aspects, bulleted for easy finding. 50’s, grey-haired, stooped. Perfect! (and terse!) Has terrifying visions of war and turmoil Takes herbal remedies. A soldier that has seen too much … who gives negative advice to guide you, ultimately, not in to what you are trying to do. A guy who wants to be a soldier but if afraid of leaving the village. Virile. A reputation for bravery … but it all stems from killing a wolf once who was after some sheep. A dude that wears too many plates on his armor. The hangers on for the rival necromancer are not just generic thugs. Oh no! They are all sick, and want a cure from the necromancer. “Threadbase hangers-on, attracted by the promise of cures.” This frucking shit is all based on REAL human needs, wants and desires, not come cartoony generic villain shit. And it SHOWS. You can grok this shit IMMEDIATELY and it resonates so much more because of that. THis is some shit that you can REALLY sink your teeth in to as the DM.

The vibe in the forest is right out those long quiet dreamy shots in Stalker, maybe mashed up with some Blair Witch forest stuff. “Shallow pit full of squirrel, rat, and stoat skeletons. Freaky forest shit, blair witch” Fuck! Yes! More! Please! It’s got this weird vibe to it. One you can’t quite place. But it is one of the most haunting things I’ve seen, without ever really trying to be so. One of the wanderers is a dog “The front “half” is alive but its spine and ribs snake off endlessly out of sight. Follow it, and it will lead you (eventually) to a cold hell where a bird-demon on a rock will offer you 500 xp to murder each of three people who have loving families that depend on them.” So fucking much in such a small package! Oh! Oh! And the fucking “Manimals!” (Props to the 80’s!” demorfed animals with gaping mouths that they pull their jaws and olips back over their heads to swallow big things. Bloated shape, disgusting gait. Sweet! 

And, just like that dog wanderer, the encounters are a joy of delicious decision making. Take a stone tomb you run across. “A heavy stone tomb contains an upright glass coffin. A tall man in a dark robe is propped up in there; he has a rather lumpy complexion but is otherwise well-preserved.  Behind him are placed a wand, an earthenware bottle, and a leather

money bag.” You want that fucking wand, don’t you? Let me tell you, your fucking MU wants that fucking wand. You’re gonna fuck with it, ain’t you? That’s it! That’s it in a nutshell! The friendly ogre wearing the jeweled crown! You WANT it. Are you willing to tempt fate to get at it? Oh, those are wonderful D&D moments! And the dude? He’s not necessarily evil. Or, at least will attack you outright. Nor, it turns out, the Necromancer. Even if she turns herself in to a lich. 

The only caveat here is to somehow communicate to the party ahead of time that hte journey is the destination. The pit is not a dungeon. You don’t go there and THEN do something long. The forest thing IS the adventure, and while the pit is interesting, and things happen there (just like the wish room in Stalker) it’s the overall thing that’s important. A party expecting otherwise would be disappointed … and I thin the adventure could do just a tad more to set that up.

Pay what you fucking want and two fucking dollers. Please! Worth much more than that!

This is Pay What You Want at DriveThru with a suggested price of $2. The preview is three pages. You get to see a page describing a rival adventuring party, and some wanderers. Maybe one of the forest locations would have been nice also, but you can CLEARLY get an idea as to the quality from those NPC descriptions and wanderers. Not gonzo. Just GUD.


https://www.drivethrurpg.com/product/342048/The-Pit-in-the-Forest?1892600

Posted in Dungeons & Dragons Adventure Review, Level 2, Reviews, The Best | 5 Comments

Mount Saint-Mikkel, D&D adventure review

By Tollkraft
Dondrobat Productions
OSR (5e?)
Levels 4-6

In a secluded corner of the countryside, on top of a hill stands Mount Saint-Mikkel. An ancient power awakened there and since then, the region has been subject to raids by the undead.

You have been assigned to solve the problem… Baron Solreigh was surprisingly honest when he recruited you: if he offers a pouch of gold to whom will end the troubles that afflicts the mount Saint-Mikkel area, it is because it’s very dangerous. He has not received news from any of the two groups of men — one of soldiers, the others composed of its five best knights—he successively sent there. And if he’s going to lose more men, he’d rather they not be his own!

Reports mention an ever-growing troop of the undead swarming the villages around mount Saint-Mikkel—an old priory and pilgrimage destination long declining— leaving only death and ruin in its wake. Listening to the call of adventure and your lust for gold, your group of Adventurers is on its way through the countryside. After a few quiet days, you can finally see the lonely and age-old silhouette of the priory sitting at the top of the hill through the morning mist…

This 26 page adventure uses six pages to describe sixteen linear encounters in a “dungeon” with undead. It’s ok for something linear like this; the encounters don’t overstay their welcome. But, neither are they particularly interesting (with two exceptions.) I wouldn’t Hate Life(™) if given this to run five minutes before a con game. Nor would I EVAR go out of my way to run this though. 

For the rest of this review let us assume a minimal level of competency by the designer. Descriptions are not too long, some ok use of bolding, etc. Nothing to write home about or change the existence on earth, but doesn’t make you hate life either. Great, now we can ignore that boring shit (that is usually the easiest to fix, hence my harping on it.) Also, this isn’t really an OSR adventure. It’s written for some French RPG, but essentially converted to 5e while being labeled OSR. The linear nature (and forced combats) would therefore make it more 5e than OSR.

The adventure does two interesting things. First, it occasionally handles a skill check well. In one notable example, you find a cave if you are following footsteps … OR you can make a PER check if you are not. That’s how you handle a skill check in the OSR. If you search you find the fucking trap, otherwise you fling yourself to the fickle hand of fate. There’s also a read-aloud or two that is done right, noting that a roof looks unstable implies donger when exploring the room, for example. Hints in the description to the player are what develops true player skill, not the min/max CharOp bullshit that passes for player skill.

There are also The Knights Who Went Before. You end up meeting three of the five. The first, in a cave, a broken man who you can bring out of his misery, perhaps. The second, a ghost, who tries to possess a party member so he can continue his oath to defeat the evil. The third, currently possessed by The Demon (and thus the big bad) can actually be saved by separating him from a cursed sword, and keeping him separated for an hour or two as he regains his senses. This is so much different than the usual “corrupted forever” or “just fight and stab stuff cause thats the part of the game were in” dreck that usually happens. There’s more nuance here. It FEELS more real because of it. It’s not just a pretext for a combat. That’s good design.

It makes some of the usual mistakes. Long sections of italics in the read-aloud. The read-aloud says things like “you are startled” and “you see”, both using a “you” perspective and telling the players what their characters think/feel instead of writing something that MAKES the players feel that feel. You have to make a STR test to walk up a hill. It uses a fancy illuminated font for the keys in the text, making it harder to find the associated key.

A couple of things of special interest. First, the maps here are … interesting. Rather, they kind of LOOK interesting. There’s a decent overland map (that I think is probably never used?) and a detailed dungeon map. Both of which are essentially illegible. Too dark, not enough detail, or, perhaps, the pertinent detail is lost in the colors. You just can’t make out what is going on, where the cliffs are, etc. Which is too bad, it looks like it could have been an interesting complimentary map. I mean, if it weren’t a linear dungeon.

Then there’s the handwaving. I saw this in the context of the page count. Six pages for the adventure, recall. And yet certain parts of the adventure are handwaved, essentially everything but the room keys proper. Asking around in villages gets you that undead block the road and that there are mines under the monastery that you can use to get in. It’s literally handled in one sentence, also verbatim for what I typed there. And there’s nothing about the region around the monastery, the undead on the road, etc. If your party wants to try that there’s nothing there to support the DM. GO DOWN THE LINEAR DUNGEON BECAUSE THATS WHAT THE dESIGNER WANTED YOU TO DO. A page, to cover rumors in the village and/or the region around the monastery, the undead attacks, etc, would have been great. Just a fucking page, for context. To add something for the DM to run and support them. But, no.

So, is it offensive? Well, no, not overly so. Is it something that I would ever want to run in a million years? No. Not at all. The knight thing can be stolen for a better adventure, but that’s about it.

This is Pay What You Want at DriveThru with a suggested price of $1. The preview is ten pages and you get to see the map and the first three or four rooms. This gives yo ua good idea of what you are buying, so, a good preview. Take a look at that map; looks interesting, right? And the formatting of the room keys is ok also. 


https://www.drivethrurpg.com/product/340889/Mount-SaintMikkel?1892600

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