Tomb of the Frost-Walker

By Nickolas Zachary Brown
Five Cataclysms
OSR
Mid-Levels

There is but one mountain in these lands for which the frost never abates. Even in the height of Summer, when crops wilt in the heat, this peak continue to emanate a chill wind. There is a cave in the mountain, its crystalline walls and floors white with frost, with corpses of long dead things encased in the ice.  Legend has it that a terrible evil is sealed there, an evil that would encase the world in ice.  Where he walks, the forest follows.

This eleven page adventure features a sixteen page dungeon with a “cold” theme. Decent monsters, magic, treasure, and interactivity results in a pretty good environment to adventure in, even though it feels a bit flat, perhaps from the (otherwise excellent) formatting.

This is a pretty classic exploration/interactivity dungeon with lots and lots of cold themed monsters and room, as the name would imply. Almost every room has something to fuck with, with a decent amount having a pretty good haul of treasure. And consequences for careless adventuring. Murals abound. In one room there is one with a dude having three bodies impaled on his spear. Paint the mural with, conveniently provided by a pool, blood results in him stepping out of the mural, bodies still wiggling, impaled on his spear, allowing you to step in to the mural to retrieve the red box inside. Phat L00T! Damaging the mural, though, pisses him off and out he comes. There are obelisks with runs, gemstones on pillars to loot, and icy caskets that can be caused to shatter, releasing their occupants. A frozen fog room with frozen bodies embedded in the fog and box, and a GIANT FACE from which a cold wind blows … Most of the rooms are self-contained, with a few having the de rigueur “need a gemstone found elsewhere” to unlock some effect, or messing with one thing in a room causing a impact somewhere else in the dungeon. Oh, and you’re not going to get too handsy in the dungeon, are you? I mean, you wouldn’t want to release the titular 20HD avatar of the frost god in your search for loot and mindless destroying things/interacting with them. Can & Should are two different words. Great interactivity, if it does get a little heavy on the mural usage in places.

Creatures are great, from ice motes that, essentially, suicide in to the players, with 1 HP each, to a giant hand that erupts from the icy floor to pull someone under. There’s an undead warrior DRAPED in expensive jewelry armed with a flint sword and cold black eyes. Ice wraiths compliment the load out, along with an occasional yeti lazing about, sleeping, not wishing to be woken up. They are all well described, visceral in their description, and those descriptions and stats easily provided in each room for the DM to bring them to life. Treasure tends to be unique, from a weird flaming sword to an ice chalice that lets you breathe frost … with a side effect or two thrown in. The amount of monetary loot seems about right for a Gold=XP game.

Descriptions are short and too the point, with a hint of evocative writing, essentially describing some iconic locations that are easily groked, with the right words generally used in the right places to bring them to life. “Stairs lead to a raised platform against the far wall, whereupon is a large door of pure white ice. The door glimmers with magic. In each corner of the room is an icy stone circle. There is an enormous yeti sprawled across the stairs, fast asleep and snoring loudly. It wears a blue metal helmet.” Bolded words get their own little break out paragraph, with more information on the item, allowing the DM to quickly and easily find the follow up information they need. “A grand casket of ice is embedded in the far wall, flanked on either side by 2 Onyx Obelisks. Each of the obelisks are inscribed with a single rune.” The formatting is great and it’s easy to scan. The evocativeness is … I don’t know. It’s there but I feel like it doesn’t do as good a job as it could in conveying the otherness of the locations. It’s certainly better than most adventures that use many, many more words. It’s concentrating on the right things, but it doesn’t feel like the designer agonized other every description to bring them fully to life. Which is good for the designers mental health, but, I like to really FEEL each room through its description. Again, it’s not bad, and better than most, but it is the area I might recommend them to work on in future projects. 

And that may be because this thing is very close, I think, to being very VERY good. As is, I’d have no problem running it and I think you could probably almost pick ip up and run it without reading, or even scanning, it first. That’s a great accomplishment, especially with all the new monsters, items, and interactivity present. A little work on those descriptions, to take them from Good to FUCKING MAGNIFICENT and you’d have an eleven page adventure that people drooled over, that still fit the traditional mode & form of a “normal” D&D adventure. 

I’m a fan of this, and with work, I could be the biggest fan.

This is $2 at Drivethru. The level range “mid” is only on the cover. The preview is six pages. The last page shows the first three rooms of the dungeon and is pretty accurate as to the content, format, etc you will be purchasing, so good preview in that regard. You also get to the lead-in, anderers, etc, which is, essentially ALL of the non-encounter pages. It does a good job of keeping the extraneous bullshit to a minimum. 

https://www.drivethrurpg.com/product/257701/Tomb-of-the-FrostWalker?1892600

Posted in Dungeons & Dragons Adventure Review, Level 4, Reviews, The Best | 6 Comments

The Mines of Yeblith-mau

By Michael Hamann
North Dragon Press
Labyrinth Lord
Levels 2-4

An ancient cave found, lost, then found again holds the key–or perhaps the lock–to an emerging apocalypse that reaches through the void of time. Do those entering the cave control the world’s destiny or are they puppets playing their part in some great design? Dare they disturb the secrets lying within the Mines of Yeblith-mau?

This 26 page adventure uses nine pages to describe a 32 room dungeon. It tries hard. Entries are terse and sometimes evocative. Interactivity suffers, I think, due to an emphasis on combat-adjacent interactivity. It could be better, but it doesn’t necessarily offend greatly. 

Caves/mines. The gnomes that worked them are (mostly) dead. There are some trogs, down on their luck. Their are some mind-controlled trogs, with evil clerics, and mind controlling jelly hanging out. You can meet an NPC or two and maybe even get some of the “normal’ trogs on your side, at least for an assault on the mind-controlled ones. It is supported by a map that is relatively liner, with a long hallway with offshoots running of fot it and an occasional bypass. This make this, mostly, linear, traveling from zone of rooms to zone of rooms. 

The interactivity here may be the more interesting part of the adventure, for both good and bad reasons. You’ve got a trog tribe that will parlay with the party to organize a joint assault against the mind-controlled trogs. This is interesting, but doesn’t really bring much character other than a brief mention to a celebratory “were allies now!” feast of, essentially, bugs. Meh. Bug eating ain’t weird no more. It hints that the party will be a part of the celebration feast should they win, but, allying with the trigs doesn’t really bring much to the table. There’s no real guidance on making them bestial. There are embedded spies from the mind-controllers, but their interactivity is limited to “they attack” during the final battle. This could have brought much more flavor to the table. Compare to the one gnome left alive who, after starving for a year, is still so paranoid and gold-fevered that he will compulsively lie to the party to protect “his” gold. This, at least gives you a little something more to work with during the adventure as this NPC accompanies the party.

The mind-control potions are not really handled well at all. Some notes about capturing the party. But, otherwise, not much in the way of advice other than “they all know when one of them is in combat.” But, in light of that, there is still no order of battle for them. How do they react? Well, they are not surprised, says the adventure. Advice here would have been in order. And this is weird because, in the normal trog rooms, it has a room saying that this room will react to combat in the next. It’s TOTALLY the wrong way to handle this sort of thing, but it does show tha the designer was at least thinking about such things. Anyway, the mind control isn’t much fun; its just a “stabby stabby I was a spy all the time!” sort of thing from a generic trog. No depth at all. 

The rest of the interactivity is almost all “combat adjacent,” Oh, it’s a skeleton! If you mess with it then centipedes come out of its ribcage. Oh, look, it’s a room full of bats! Better cross it right or they will all flutter down and attack/etc. Thus the vast majority of the interactivity (other than an NPC or two and the trog alliance thing) are essentially ways to avoid combat or make it worse. That’s nice, but I wouldn’t call it interactivity. It’s more “what I expect from a combat encounter.” There’s a journal, at one point, with some stuff written in it about the history and clue to a locked door, but that’s about it. This ain’t an exploration/fuck with stuff dungeon. It’s a hack with slightly more depth. The wilderness wanderers do have a thing or two going on, so, there’s that.

The writing is terse though, with some decent bolding and offset boxes to help organize the information. This makes scanning the information easy. On purpose or no, it’s appreciated.

The writing can be evocative in places, at least the read-aloud, which is generally kept to a sentence. “At the end of the steps, the air is damp and thick with musty ammonia, and irritating screeches echo in the cavern. A coating of thick, wet bat dropping slickens the floor of the landing.” Ok, I’ll buy that for a dollar. Not the best but more than average. And thankfully short. That cover scene? That’s a location in the adventure. But the text doesn’t really bring it to life at all, not the way that art piece does. I want a description that makes me imagine THAT … but none of the dungeon really has the vibe tha the art piece communicates.

Hooks are lame, but, I might note that one of them “evil clerics pretend to be good guys to hire you to go find their evil brothers in the caves” gave me an idea. Zombie outbreak! Have the mind-controlled trogs act zombie-like, attack the town, and the party needs to go to the caves to track it back to its source to seal the deal with ending things. This could be supported by additional town segments and a desperate struggle in the caves to finish off the mind controlled trogs before their final assault on the town. IE: some horror combined with The Thing, 

But, this don’t do that. If you’re looking for a combat heavy adventure then this should do you well. It IS a pretty decent first effort from a new designer. Work on the interactivity and punching up those descriptions even more, as well as fleshing out the preamble to an adventure in liu of all of the appendix words, would really make this thing, or future efforts, shine. And you don’t I don’t use the word “shine” lightly.

This is $5 at DriveThru. The preview is all 21 pages that make up the adventure (IE: leaving out blank pages.) Good preview. You know what you’re buying beforehand. I applaud this decision.

https://www.drivethrurpg.com/product/313827/The-Mines-of-Yeblithmau?1892600

Posted in Dungeons & Dragons Adventure Review, No Regerts, Reviews | 6 Comments

The Beatified and Damned

By Darren Brockes
Agony Song Games
Labyringth Lord Games/5e/Mork Borg/Trophy Gold
No Level. Recommend a fucking level Darren!

The mausoleum — called the Saints’ House — sits far out from a fort in low hills. Generally people avoid it; it is not a place of worship and no one mourns the saints who have passed, given death is necessary for the status of sainthood. However, that does not stop the rumors swirling in the fort: those men and women who do pilgrimage to the mausoleum return with healed wounds and hearts; blessed bones are found just inside, sold for a fortune; a priest wandering the halls who casts out the ruin from a weary traveler’s soul. All adventurers have pasts in need of atonement, whether for something small or large. As all who follow the saints know, the blood of a martyr is the only true forgiveness in this world. And you have decided to set foot in that mausoleum to seek it. Here is all you know: a true confession of what you seek atonement for, aloud, is the only way in. You will know when and where.

It’s four fucking pages, only two of which are real, for $4, with no preview and uses fancy fucking hard to read fonts. What the fuck doYOU think my summary of it should be?

Welcome to Train Wreck Tuesdays, written on a Sunday and published who the fucks knows when. Wednesday, maybe? Who knows, time no longer has meaning. In this occasional allerative series we find out just how fucking much of a hypocrite I am by examining works we would not otherwise. Besides, pickings are slim and I’m REALLY not in reviewing 100 page adventures right now, it would cut in to my Staring at the Sea Staring at the Sand time. 

Bam! Here come ol flat top, cruising up slowly. Nice weirdo ruined cover, lets buy it! And then we look down to see $3! Great! And then we see it’s only four pages! Ought oh! Utopian hypocrisy time! Small things can be good. Well, I want to believe that small things can be good. And money? Bah! We’re in a post-consumerist society. It’s $3. If $4 is meaningful to you then you’ve got troubles. 

The real reason, of course, is that we’re afraid. Because the price isn’t actually $3. The price is $100. And how can this be? I want to believe, and have said, that quality is worth paying for. Let’s say someone publishes a REALLY good 20 page adventure and prices it at, I don’t know, $50. “Woah!” We’d all look at that weird. But why? I mean, the price isn’t THAT unreasonable, is it? I mean, compared to going out to a first-run movie? And if you knew you’d get 3-4 sessions out of it and that it was good? But, of course, that’s not the case. A) It won’t be good. B) It won’t be 3-4 sessions. If I knew it was high quality and I could get multiple sessions out of it I would absolutely pay $50 for something. But, I mean, it’s not going to be good. Probably. But a boy can dream can’t he? Quality should be the determining factor for price, with a little bit of how many sessions thrown in. But designers all think they write like the demiurge and they all write like cold stinking shit. Well, not all, but it’s close enough to the truth to say its true. No one knows what they are doing.

And thus no, we are in a situation where you just EXPECT that whatever you buy is going to be crap. Isn’t that a great feeling? Knowing that you are burning your cash? And thus, if you buy, say, ten adventures at ten dollars each you might get one good one; spending $100 and becoming substantially more jaded in the process. What a world! What a world!

And thus we arrive, finally, at this adventure. It has no preview, so you can’t tell what you are buying before you are suckered out of your cash, once again. FOUR PAGES! That’s about how long Craigs adventures are, so it’s possible. But then you find out two of the pages are monster summary sheets. Exact copies of each other, one in white on black and one in black on white. Wow. What style. What grace. Avant Garde TO THE MAX. So, now we’re down to two pages. I nte that Agony Song has another adventure that is $3 .. and is only two pages, so this seems to be their schtick. Whatever.

Ah, but then, the summary sheets are hard to read. Because they’ve used some bullshit artsy fucking font. I don’t know, that planescape font, maybe? Wth the “plus” circles and so on? It’s hard to fucking read. You know what you should not be doing as a designer? MAKING THE FUCKING DM’S LIFE HARDER! It’s supposed to be a play aid. All of the bullshit Plancescape font? All of the fancy cursive fonts on the two pages? AITS FUCKING CRAP! I’m not going to struggle to ead your fucking cursive text. And I REALLY don’t like struggling to read plancescape/whatever fonts. Jesus Christ, when did “legability” become a hurdle? I get it. Oooo, I’m artsy!” Fine. There are better fucking ways to accomplish this that don’t make my life as a DM trying to read the fucking text harder.  Hang on, I’m going to link in a section of text. That section makes up about one sixth of the actual adventure, with another sxth being artwork. We’re now down to 1 and ? pages of text for the adventure, 

i hate my life

The adventure, proper, is five rooms. Hmmm, not bad. I’ve seen fewer rooms in twenty page adventures. I’m … intrigued. Hmmm, monster descriptions are … ok? “The Unwashed: They are most noticeable when they pass in front of a beam of light from the entryway; rags moving as if underwater; covered faces; barely perceptible moaning.” Ok, I get it. Not the best imagery, but the designers heart is in the right place and trying to do the right thing. And then there’s a section on their habits: “HABITS: 1. watching just out of sight 2. amassing far above 3. clinging to loose pieces of equipment 4. trying to whisper secrets 5. fleeing to shadows 6. keeping a distance from the font.” I’ll buy that for a dollar! This is done with each of the three monster types; an appearance, stats on one line, habits, and then a little defenses and weaknesses section. In particular, the Unwashed have a weakness to light (the sun, torches) ; AND the ink, tagine shadow. That’s interesting. As implemented the weaknesses are a little mechanistic, but, especially that light and inky shadow, starts to deviate from that in to something much more interest. Something that supports free form play. How do you bless a corrupted shrine in a game? Do you cast bless? Clean it? Pour on holy water? Pray at it? Something else? Games that leave this open, or encourage open-endedness always seem more With It then games that say “If you cast bless you get a +1 For the next day.” The morons may demand mechanics, but for the rest of us it’s the inspiration portion that the designer needs to concentrate on.

The room descriptions are laid out nicely, in theory. There’s an overview, which handles the general description, and a section called “moments” which tends to go in to about one more sentence of detail for everything mentioned in the overview. “Props” seems to do the exact the same thing. Then there are sections on Traps, Treasures, Dangers, and Trinkets. This all happens in about half a column of text, so, fairly tight and covering enough evocative detail in a terse manner to make me generally happy. Here’s an example (fucked up line spacing is my own WordPress ignorance)

The Narthex

GOAL: Confess past regrets to enter the mausoleum. 

OVERVIEW: The entryway of the mausoleum is entirely plundered and weather-worn. There are faded friezes, tall columns, and an inky web blocking passage behind a large font. MOMENTS: + doors, twice the height of the tallest adventurer, cracked open enough for a single person to pass through. + friezes depicting processionals, gift-giving and graphic violence; no faces survived weathering and scratching. + a sudden, sharp smell of burnt paper; a cloth billowing behind a column, not there.

PROPS: + the sacrificial font — a large, black, stone basin, wider than a human and rising to the navel, sits in front of a shadow strung up like a web. + tracts of miracles — delicately carved down the length of each column, every saint’s miracles are recorded.

TRAPS: the unwashed flit and glide through the entryway, unable to enter the mausoleum.

Treasures: none.

DANGERS: none.

TRINKETS: chipped off pieces of friezes; bits of paint ground up into pigment

What you can see here, negatively, is the sad devotion to form. The GOAL is meaningless in most rooms. The Treasures and Dangers in this first room don’t exist and yet we have to have a section heading telling us that anyway. The idea here is a good one but by including the negative. “There is no treasure here” you are, in most cases, just padding out the text. Just don’t say anything and use the space you’ve saved, in toto, to put in another room, more interactivity, opr something more interesting. 

Slapping the monsters in to the “trap” section is interesting, and no really something I’m super happy to see. It’s a new convention, and I’m not gonna slap it for trying something new, but it is atypical. More worrisome is not telling us how many there are. The designer presumably knows their creation better than we do and should be giving us guidance on how to balance it/what they intended. 1 unwashed? 200 unwashed? 3? 6? What do they intend in their design? Otherwise it’s some bullshit “keep throwing them at the party until they feel challenged!” kind of nonsense.  In general, though, the room layout format is decent and specific enough to add color and bring it to life in the DM’s head while still keeping it terse enough to scan quickly. A good job. Interactivity, though, is relatively poor. It’s mostly looking at shit and getting attacked, the usual. The curse of the short five room adventure: there’s just no room to DO things. 

So, interesting ideas here. Interesting format used. Relatively decent evocative writing. But it’s too short. There’s no room here for an adventure to expand its lungs and breathe. Less devotion to the “I’m a clever boy!” aesthetic and more to usability, expanded to a length that makes sense, would really put this in another category for me. As is, now, if I were looking for a little roadside chapel, or something abandoned in the woods/cliffs/etc I might throw this in. It’s certainly atmospheric, but the size means its hollow inside, of actual play adventure. A little longer, a little more usable and less “look at me!” and/or more interactivity and this would easily be a No Regerts. Easily, if not higher.

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

https://www.drivethrurpg.com/product/319300/The-Beatified–Damned?src=newest&filters=45582_2110_0_0_0?1892600

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

Goblin House

By WR Betty
Rosethorn Publishing
S&W
Levels 3-5

[…] Every spring, two or three children go missing from the village, every summer a few animals disappear, every fall the harvest is plundered. The locals have begrudgingly accepted the fact that Hope Cross is cursed and wait in terror every spring for what they call “The Culling” to begin another year of horror. It is only through the short winter days and long winter nights that the people find any peace as they pray for the house to disappear as suddenly as it appeared.

This sixteen page adventure describes a two-ish level dungeon with 28 rooms in a classic folklore house of evil fey. Maezels in this case. They fatten them babies up and then eat them. There are some annoying discrepancies/things left out of the text and the writing could be more evocative, but organization is generally quite good. It has all the elements you need for a good adventure, but feels like it could use just a little more work to bring it up to Really Good levels.

The setting here is very folklore/fey, which I am fond of. You’ve got the bezels taking the role of the classic “goblin” type creature from folklore with real goblins serving as their slaves. They kidnap babies to raise and then eat, steal things from villages, experiment with stuff, much more Fairy Goblin Market type of fey than bestial stabby stabby humanoid in a cave type fey.

It’s got most of the support information correct. Good, in voice rumors. Wanderers are doing something and have some simple motivations. There’s non-standard magic items and treasure, and the magic that IS standard goes just one step more. So, a blue viscous potion of healing, for example. There’s a monster summary sheet. There’s a simple order of battle for the monsters to follow when responding to a party incursion. There’s a small table of Meazel & Kidnapped Child personalities. So, all of the minor stuff is pretty much taken care of.

The organization of the encounters is fairly good. General information up front. Bolding. White space. Things are laid out in the encounters in such a way that you can scan it quickly. There are also details thrown in, like a groove worn in the floor from a creature pacing for centuries. Specificity can create an evocative environment WITHOUT indulging in an overly verbose text. That’s good.

But it also has some REALLY dumb mistakes, mostly around what looks to be a Dyson map and how that matches up to the text. There are two room 27’s in the text, for example, and no room 28, as there is on the map. That’s pretty minor. But in other places there are trapdoors and grates and exterior doors … and it’s REALLY unclear where any of it goes! It’s not noted on the map and text doesn’t tell us the room number. It’s these pretty basic mistakes in, I don’t know, proofreading an adventure? That makes me say things like you should always have an editor. I think most editors are crap, but ta least you’ll have a second set of eyes on the adventure to prevent these kind of mistakes of oversight and mistakes of being too familiar with your own work. 

It also fails, in places, to mention important room details high up in the text, throwing them later on. Again, I think this is oversight and sloppy editing by the designer (who is also the editor.)  And, similar to this, it doesn’t do a really consistent job in providing an evocative environment. In one place there’s a cloth draped over a mirror, for example. This would have been an excellent opportunity for a great adjective or adverb to describe that cloth, one more word, or replace cloth with “burlap” or something. It’s something the adventure does in other places, but not in this example. Likewise, demonic visaged statues and so on. It just fails to CONSISTENTLY deliver that organization and evocative writing that I demand. 

And you know what? It’s still not shit. I’t still better than 90% of the crap I review. It’s got a decent, if classic, idea. It follows through with the theming. It gets the support information correct. It just needed to be more consistent in its organization and evocative writing, and have someone proof it for bonehead logic errors. 

This is $2 at DriveThru. The preview is nine pages and show syou the wanderers, the rumors, the first 23 rooms … that’s a good preview! I wish every product did it like that!

https://www.drivethrurpg.com/product/318693/Goblin-House?1892600

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

The Descendant Revenge: Burning of Novikov

By Ignatious M
PPM S&W
"Mid Levels"

The village of Novikov is cut off by winter storms. No one can enter or leave. Then a hideous monster attacks and it is down to the heroes of your game to save the village.

**withering sigh**

So, I was at this local used bookstore last weekend to find a copy of Finnigan’s Wake, cause I’m a fucking idiot, and they had these mystery grabbags of books. $5! So I buy one and come home and excitedly unwrap my present to myself. It’s full of Harlequin romance novels. Fifteen of them. (A brief perusal indicates women like Ranch Dudes, Horses, and Bad Boys. So, now you know.) Anyway, so inspired, I’m going to get a new bookshelf for the Volcano Lair I’m going to go BACK to that bookstore and buy ALL of the grab bags, banking on the fact that they are almost certainly all Harlequins. I’m going to STUFF that new bookshelf full of the romance novels. Absolutely pack it. Then, I’m going to buy one copy of every James Joyce novel and randomly disperse them on the bookshelf. The working title for this object d’arte is “Yeesss!”, taken, of course, from the end of Ulysses and having nothing at all to do with the breathless sighs of women in the romance novels. Which reminds me, I should try and read one. 

What? The review? You want a review? I quite assure you that my BS new bookshelf project is MUCH more interesting than this adventure. What? Fine. Whatever. Here’s the review.

This fifteen page adventure sucks.

What?

Ok, ok, ok. It’s an outline, notes, even, with formatting so bad that it CAN’T be intentional. There’s no adventure to be had here.

What this is is one of those “50 adventure ideas on one page” sort of things, slightly expanded, and then padded out to fifteen pages. It’s nothing more than outline, notes, of a general setup. There’s a chick in the inn who hates the dude that owns the town. She has two flesh golems in a mine that sometimes attack miners. In about a month she’s going to unleash her hoard of fifty fletch golems on the town to destroy it. The party are cops. There’s a miner who’s a boxer. You now have your adventure. If you just take what I typed and expand that to fifteen pages (Well, I don’t know, maybe six pages once all of the copyright, title, cover, etc pages are removed) then you’ll have your adventure. But, don’t actually include anything remotely specific.

This is labeled as a great way to start a new campaign. As town guards, finding lost kids, breaking up a bar fight, etc. At “mid levels”. WIth two 8HD flesh golems. And an army of 50 more flesh golems. I seriously have no idea how this all fits together.

The specificity, or slack thereof, is depressing. There are no details at all, on anything. Just “you’re town guards doing town guard stuff.” or “Let the party wander around for awhile.” At first, while looking this over, I though I was reading a summary of the adventure and I was like “Cool! An overview to help orient myself!” No. THen I figured out that this WAS the adventure. It is abstracted to a level I’ve not seen before. There are maps, small Dyson ones, of a, I don’t know, four room mine? But not keyed and no keyring. That 50 flesh golem army? Mentioned, like, once, and no more. There are no rooms. There are no real encounters other than “you meet two flesh golems in the mines if you follow up on the screaming miners.” 

“This adventure is based on the principles of Old School gaming. It does not detail every skill test and challenges down to the specific skill and difficulty level. It is left to the Dungeon Master to set suitable challenges for their players and their characters.” That’s what the adventure tells us up front. But, there are NO skills. No difficulties. No details. No encounters. Not even a coherent message to decipher. This is BAD

And, the formatting if off. It’s like paragraph breaks were forgotten in places. You keep questioning yourself, “Wow, this is a long rumor and oddly specific … OH! There’s a missing line return in there somewhere!” And this happens over and over again.

This is not a coherent adventure. If it were, it would just be some ideas that a boring friend of yours in a bar pitched to you one night for two minutes. There’s nothing here.  Also … I don’t know that there is any burning? At all?

This is $3 at DriveThru. It manages a better preview than most, at six pages and showing some random pages. Pages two and three are the core of the adventure and display all of the issues. Feel free to check them out. That’s your adventure, mostly.


https://www.drivethrurpg.com/product/304455/The-Descendant-Revenge-Burning-of-Novikov?1892600

Posted in Do Not Buy Ever, Dungeons & Dragons Adventure Review, Reviews | 13 Comments

Lorn Song of the Bachelor D&D adventure review

By Zedeck Siew
Hydra Cooperative
OSR
Level 4?

Weeds trail the water. The sandbar just off the shore shifts. A reptile rumble, a splash. Now a gaping maw. A roar. Claws splintering wood. The boat capsizes. You are in the river, now. He is the Bachelor: a pale crocodile, as long as five men lying end to end. He swallows hunters, families, trading skiffs. Prospectors fear to go out. Witches mutter. They say he causes landslips. They say he is a god, a curse — an old, old sin, staining the river. They say he has been killed, before. He is pulling you under.

This 48 page digest adventure details a small asian-ish river/jungle region.There are about eight wilderness locations and about eight locations in a mythical ancient-civ cave -like place. Flavorful as all fuck, it is organized well and directs its words toward player interactivity, describing situations for them to interact with. IE: a good adventure.

There’s a vaguely SE asian region, a village next to a river in the jungle. Nothing is specifically asian, that I can recall, although just about everything is evocative of SE Asia. The village has locals in it. There are trees in the jungle that can have their essence harvested to great profit. There’s a company, in the business sense, of foreigners there to trade with, who vaguely exploit the locals (paying 1sp and selling the essence for 5gp.) They may be involved in some shenanigans. The locals just want to get by. Well, except for the faction that hates the company and another, a cult, that worships a god-like crocodile in the river (with some faction overlap between those last two.) Also, there are the ruins of an old pre-human civilization, simian. And the wildlife, some helpful and some deadly. And another faction consisting of intelligent dead people that have been eaten by the god-like croc and are not controlled by parasite catfish. Now, let’s add the party to this collection of open drums of gas! 

This adventure shows how you do it.A region. Factions. People who want things. Things the party might want, including perhaps “doing good.” And all wrapped in a package that is well organized with terse evocative descriptions. 

Organized well. Good use of page breaks, sections breaks, keeping topics to one per page, or making the topics easy to find on the page. Cross-references abound, so if someone or something is referenced in the text there’s a pointer for the DM to go find it if they need to. Descriptions are short and punchy making them easy to scan. 

The writing is evocative. The local wise woman is described as “Wrinkled, fireflies around her, sudden trances.” Or the local boss, with silver body paint, left arm missing and suspicious. These are solid NPC summary descriptions from their summary page. Encounters are things like “Half a boat, stuck on a shoal, perfume spices the wind.” Or another riverside encounter with gore-stained stones and drag-marks slipping in to the water. Or a cave floor, wriggling, a luxury rug of roaches and guano. Deafening chips and chatter, with glass-bead glitter of eyes far above you.Or reflected sunlight on steps rising out the water, leading in to a cave mouth, simian statues overhanging, so worn you think they are stalactites, with the murmur of the waves and a breeze like breathe. Solid, solid descriptions. Again, this follows the less is more philosophy, zapping your brain with imagery and leveraging the DM to fill it in for the party. I won’t say this is the best way to describes locations, but I do think it’s the easiest way to describe things for most designers before they, perhaps, move on to longer descriptions … which may not be better. It also helps control the verbosity that plagues so many adventures.

Interactivity is HIGH. All of those factions, all of that stuff going on. In addition to all of this there is a great little section on randomly generated NPC, which gives them all some sort of interactivity, some way for the party to interact with them, or, perhaps, better said, the party WANTS to interact with them. Other encounters are more in the moment. A group from the company is trying to evict a local widow woman. A group of prospectors in a cabin are haunted/hunted by a local with gleaming amber eyes. He took Ludo yesterday! And tonight Ludo will return … changed.This is shit you can work with as a DM. It begs the party to interact and to get involved. Potential energy abounds!

Magic is new and unique, some flora/fauna based, some old empire based and some just different. Effects described rather than mechanics overly detailed. Monsters seems fresh. Cave crocs crawl on the walls and ceilings. Just enough to invoke some realism … and then just weird enough to make the party scream “What the fuck?!” when shit goes down.

This is $9 at DriveThru. The preview is seven pages. You get to see the titular monster, some good in voice rumors full of local colour, the locale summary and NPC overviews, and some of the random NPC generator, including the interactivity. It’s a pretty decent summary, but would be better with perhaps a wilderness encounter and/or cave encounter also, to give an idea of what those are like.

https://www.drivethrurpg.com/product/295976/Lorn-Song-of-the-Bachelor?1892600

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

So You’ve Been Thrown Down a Well

By Madeleiine Ember
Ash Game Design
Troika!
Introductory Levels?

After a long fall, you’ve landed on something soft. A bit squishy and squelchy, really. And moving. Is it… a worm?

This “sixty page” adventure describes an adventure where the party is thrown down a well in to a weird underworld and have to regain the surface./escape. It is uber-weird, as Troika! Tends to be, and mostly linear, as modern adventures tend to be. That aside, a pretty book, it is not very usable, with massive walls of text and formatting transitions that are not amenable to usability. It needs a hard, hard edit and some layout effort … which is saying something because the layout clearly was quite involved … to no good end other than “pretty.”

First, of the 60 pages, about seventeen are devoted to backgrounds, with a decent sized appendix, so you’re actually getting something around ten or so pages of actual adventure, with that involving seven to nine encounter areas. This is a mostly linear adventure, which, in the modern vein, is just something you need to expect. Getting rid of Gold=Xp and exploration elements, modern adventures create small environments for the party to interact with. That’s what modern RPG’s are, and that’s ok, if that’s what you’re looking for. It’s a different genre, I don’t have a problem with that genre when that’s what I’m expecting to get when I buy.

The layout here is PURTY. Landscape design layout, with four column, black and orange backgrounds are striking with an art style reminiscent of ancient vase figures, in the negative space-ish, all in black. It’s drool worthy.

Drool worth and detracting from the usability, though. The white text, in negative, on the black and orange backgrounds make it hard to read. COmbined with the four-column (landscape mode) small text, making it hard to read. There’s a dearth of effective whitespace and section headings, bolding, etc, to help bring to the eye to important details and to help with scanning. There’s an attempt at this, through the use of italics to note another section heading, but the italics, in negative, doesn’t stick out very well. This all leads to a wall of text syndrome. The “Rememberroom” room, on page seven, have two solid columns of text, with only paragraph breaks. This is very ineffectual.

Is it the layout, the writer, the editor, or combination of the above that is responsible for this? A mix of all three? The writing certainly doesn’t help. A lot of if/then statements, some background mixed in, mechanics mixed in … it all combines to make the eyes glaze over. Recall that the most common complaint of adventures is that they are hard to prep and use. The usability. This is the chief barrier that an adventure needs to overcome. It must first succeed in its core mission: being used at the table. The most common complaint about adventure is that they are hard to use at the table. Look, it’s not impossible that the most dazzling adventure ever could be in wall of text/hard to use, but in a world in which people commonly complain about usability, the chief complaint in fact, the primary goal should be to make the damn thing usable at the table. Scalability. Readability. The ability to quickly and easily grok the room and reference the parts of it. It’s not an absolute, a disaster in readability may be worth investing your time in running anyway if its good enough. How many adventures are there like that? Thracia? Maybe one or two others? What’s the excuse, in 2020, to having a wall of text? You don’t know what you don’t know, I guess.

There’s some nice scenery scattered through.  Maze has a little table with the following sentences in it, as example places for the party to visit: “Cavern with stalactites carved as greek statuary.” “a rainbow-lit (by fluorescent mushrooms) waterfall.” , “A gentle brooks that flows with glittering golden water.” There’s no interactivity there, just little single sentences. It’s nice imagery, but it should also serve so purpose. The Ed Greenwood “museum tour” adventures make a similar mistake, but instead of being evocative, as these are, they are pointless interactive 

It’s got interactivity. Things to talks to, a rope bridge to traverse, NPC’s and situations to interact with. But they are a FUCKING PAIN to figure out because of the text issues. If I’m struggling, reading casual with all the time in the world, how can I expect to run the encounter at the table? After two times through the text I’m still struggling to understand the overall situation down below and how the adventure should flow. And in a modern adventure this is NOT a good thing.

A hard edit of the text. Focus the rooms. Work on the usability. Republish.

This is $10 at DriveThru. There’s no preview. $10 adventures without previews make me sad. How can one expect to know what they are buying without a preview? Are we to throw ourselves to the wind and hope for the best? Well, we’ve seen where that gets us …

https://www.drivethrurpg.com/product/313219/So-Youve-Been-Thrown-Down-A-Well?1892600

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

Willow (adventure review)

By Lazy Litch
Lazy Litches Loot
S&W

Deep in a vast wood, a town called Willow sits beside the Lake of Tears. The lake is framed by weeping willow trees, their vines pouring into the lake’s dark green shores. Willow is not what one would call an upbeat town. The rains here are relentless and the grey skies loom low like a giant cage. Travelers do not linger here long; one night in the Blue Brew Inn is enough to make most jump on the ferry and move on. But recently the ferries have stopped running as something terrible has taken up residence on the river. Meanwhile, the town folk will not talk about the noises echoing up from the staircase that descends below the lake, nor the broken stone circle on the hill at the edge of town. The town’s leader, a witch named Morose Morgan, is a recluse and refuses to leave her island.

This 32 page digest adventure describes a small region and the situation going down in it. IE: it’s a sandbox with people and factions who want things, a timeline, and a part full of gasoline. Its heart is in the right place but it comes off both a little bland and it is trying too hard, all at the same time. I’m not mad at it, but I’m not really chomping to run it either.

The way in and out of the region/village is through the river and people ain’t coming back from that ferry journey. Or, worse, they are coming back floating down the river dead. Thus the party and the villagers are stuck, with food slowly running out. There are six of seven factions running around the region, from wizards, to rat people to crow people ton evil treant to various town characters of local color. They all have a decent little description and some goals clearly laid out, as well as some hints as to what they are likely to do and what they think about the other groups. It’s the essence of a good sandbox: terse groups with things they want and FEELINGS about other groups. 

But the whole things feels “meh.”  Maybe because I just reviewed a similar product, Lorn Song of the Bachelor, and it was REALLY good. But it’s not exactly like this is bad. Ug. This is why I stopped reviewing the same publishers stuff in a raw; product needs its own space.

Ok, so, food is running out. And its disappearing from the storehouse. Where you find a tunnel. That leads to the rat people. Who want something. Which interacts with another faction. Which brings you in contact with another faction. While yet another faction is running around doing their own thing. Actually, they are all kinds of doing thing own things in parallel, with their being a nice sample timeline in the back of the adventure to help guide a DM toward a course of events and inspire without it being a railroad. I really like it when these sample timelines show up. They help bring the factions goals down to earth and ground the adventure for the DM in a way that is not a railroad but rather inspires the DM. Most sandboxy adventures could benefit from this sort of thing.

But that’s an issue also; I’m a fan of just about everything this adventure does, at least in principal. The NPC summaries are pretty good, short, with wants and goals and what they are doing now. The local wise woman of this fishing village solves all disputes by gutting a fish and reading its entrails. She cannot be fooled, and only comes ashore to perform rituals. This is all pretty solid stuff to hang your hat on as a DM. The same can be said for the locations. And the various encounters. 

But it all feels a little flat. My notes say “trying too hard?” but I’m don’t think that’s it. The genre here is a little off center, with rat people and crow-people, a little “odd world”-ey, but I don’t think that’s it either. It’s hard to say it’s generic, or abstracted content because it does engage in being specific. It just feels like it’s missing something. Like there something missing that ties everything together … even though there is. Or something is missing that will bring the villages, regions and NPC’s to life … even though I could normally point to the descriptions, etc and say “this is what you should generally be doing.” 

You could take this and run it, fairly well. I just have absolutely no interest in doing so at all. Maybe because, at heart, it’s a “you’re trapped and fetch quest for food” sort of thing? I don’t know. I seriously have no idea. 

Can you do everything right and still not do good? Sure, of course. But I’m not even sure this adventure does that. Not succeed. Maybe I just don’t like it? Is that possible? It’s got lots of stuff I like. 

No, it’s missing something. Maybe some organization? A summary? Something to tie everything together and make it feel alive? Maybe that’s it, it doesn’t feel alive. Not in some gaxian verisimilitude kind of way. In some other way. It feels so … unmotivated?

Look, I’m gonna Regert this. No, I’m not gonna regret this. Fuck I don’t want to run this. I have no desire. Is that a Regert? Or do i want to run Regerts I just don’t want to put the effort in with Regerts? 

Who fucking knows. Why does an adventure cause such an existential crisis in me? It’s not the adventure it’s what is symbolizes, something new under the sun, a way of not being good that you seldom, if ever encounter. Reall? It’s not good? Or it’s truly just something that doesn’t meet your tastes? What tastes? It’s got stuff I like! Yeah, but you don’t like it ergo it must have something you don’t like, something large enough to be substantial enough for you to not like the whole. Well My Smrty, if that were the case then I could point to it, if it were that substantial, right? And I can’t, right? Ergo FUCK YOU I’m right and you’re wrong. I forget, which side of us is talking and what is this sides opinion supposed to be? I don’t know. Nothing has meaning anymore. The adventure, right? No dumbass, its the Corona, as always, you know that, you’re just saying the adventure to make a funny and it’s not, not even in the meta. Lighten up dude, its just afucking adventure and a joke. Well I don’t like this. I like knowing. But this felt like a chore. Like, maybe, going through the motions. Maybe going through the motions and hiding behind the Art Punk aesthetic. You like that aesthetic. Do I? Really? Or have I just like a bunch of products that HAD that aesthetic? When are going to go correct those aesthetic misspellings. Now. They seemed to have thought about shit and grokked the knowing of it. Because they didn’t suck donkey balls. Like this one? It doesn’t suck donkey balls. It’s good then? I don’t know if its good. Isn’t that the entire point of the fucking blog? To fucking know? It’s a process dipshit. And this is just one more element of that process. And now throw in the truth shit. Quaint. Resting your head on the desk won’t help. No, nor will another cup of thai iced coffee, sin ice. Ok, we’re gonna finish this thing up.  You can come back every day for the next three days, or even ten, to figure it out. Cause this aint working.

No Regerts. Maybe?

This is $7 at DriveThru. The preview is seven pages. It don’t show you shit except some art, maps, and a “How to play D&D” page. Bullshit preview. Show us some real pages, some encounters, locales, people. Give us an idea of the writing to expect inside.

https://www.drivethrurpg.com/product/316522/Willow?1892600

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

Fires Under Ynys Werth

By Deven Ozturk
Deren Games
Legends of Avallen
Introductory Adventure

As a new draftee into the local guard, you are called on to investigate the otherworldly happenings that have your community on edge. Will you take this chance to rise up from your humble origins and begin your legend?

This thirty page adventure uses about fifteen pages to describe three scenes in which the party goes through the motions of an adventure. 70% of this is read-aloud. It has an interesting map layout, but is nigh unusable due to the text … which is exactly the opposite of what it was going for.

This is the introductory adventure for a new RPG. I’m guessing, based on the way the text is presented, that it’s meant for new RPG players, perhaps riffing on the success of the actual play videos that seem popular right now. Thus there are rules summaries, sections introducing players to mechanics, pages of up front advice for the DM to tell them how to be a DM, and so on. I’m going to skip all of that. 

The adventure, proper, is essentially three scenes, once you get your “introduce your next characters” scene out of the way. You find an inn on fire and rescue people. You interview some people in town, and you fight an imp in a building. It takes roughly fifteen pages for all of that to happen and nearly all of it, let’s say 70%, is in italicized read-aloud. It’s also offset in blue background boxes. Long sections of italics are impossible to read. The eyestrain is terrible, and yet adventure after adventure uses this. Why? Because they say another adventure do it. And thus someone elses new adventure will also do this. It is a never ending nightmare. I understand the desire to make the read-aloud standout, but this adventure also does that in a more effective manner: by using a blue background box. Of course, 70% of the adventure is blue background box, but … whatever.

Or, no, not. The read-aloud is so long because it’s literally EVERY word the DM says. Including DM words to the PC like “ok, now introduce your characters” or “make a strength test,” All of this is mixed in to the read-aloud text. I get it, new players, new DM’s, but this the way you run that railroad. Not f you ever want anyone t ride on it.

Further, it fails as good read-aloud. The scene setting is not evocative at all, concentrating instead of mundanity. Ir further tells the party what they think “You feel relief when you see …” This isn’t an adventure that the party participates in, it’s one in which they watch it. That’s not interactivity. That’s Giovanni. I’m not making this up, about 70% of the text is read-aloud.

Further, the adventure, scene based and with only three, with those read-aloud issues, doesn’t really present an interactive element for the party. Oh, sure, you get to kind of decide what you want to do in the inn, but it FEELS like the party is just going through the motions. “Oh, now is the time in which I get to roll a die and determine if I can open the window.” and so on. Observers in a choose your adventure movie with maybe three opportunities to click “left of right” to determine your choices.

NPC summaries easy to read and have a nice section on mannerisms and appearance. They are about three times longer, in general, than they need to be, but the mannerisms and looks tend to be shorter and have something you, as the DM, can work with. Trim th fat and keep the good stuff. 

The maps, also, are doing something interesting. Imagine a battle map, but with little text boxes around the border with arrows pointing to specific portions of the map, with notes on how to run that element. A kind of shorthand summary of what can be done, or pertinent facts for that thing. It’s a nifty idea that recalls The Fall of WhiteCliff (WhiteChapel?) and takes a nod from one of the better elements of one page adventures. As a summary, and reference, it does a good job.

But, thirty pages for three scenes? 70% read-aloud? NPC’s in their own adventure with limited interactivity? This is just too much of a “now, on to the next scene I have written for you!” for me.

This is free at DriveThru, as is the rules summary for the game.

https://www.drivethrurpg.com/product/316923/Legends-of-Avallen–Free-Introductory-Adventure-Chapter-I?1892600

Posted in Reviews | 1 Comment

(5e) Hatred in Strale D&D Adventure Review

By Joe Raso
Self-published
5e
Levels 1-3

The characters stumble upon the survivors of a doomed expedition and learn of a shipwreck that may still hold items of great value. Can they overcome an abomination that now claims the vessel, or will they fall victim to the Hatred in Strale.

This 25 page “adventure” details three combats in two locations. Padded to all hell and back, it’s just an excuse to have a couple of combats, 4e style. Some days, it just don’t pay to get out out of bed and be excited about the world we live in.

“Operative of the Vigils of Vesh obtained credible intelligence suggesting Calastian agents were actively searching the Gifts of the Gods archipelago for a titan artifact of incredible power. The Semanye Vigil in Durrover organized …”  Those are some of the first words of this adventure and just reading them makes me groan out loud.

Why? Because this adventure has three fights in two locations. It advertises itself as having 25 pages, but half of those are appendix. So, about eleven pages of adventure. Plus, you know, two or three in the beginning for intro/title page/cover. So eight pages of adventure. It’s possible, however unlikely, that this adventure is going to cover a bunch of political intrigue in eight pages and really involve the party in it. It’s much more likely, though, that it will involve three rando combats and a whole of lot of backstory telling the DM what a particular rock on the side of the road happens to be there. Guess which this does?

This is classic bad design & writing. The vast VAST majority of the text deals with information that is not actionable in the adventure by the party. Machinations, reasons, explanation as to why a certain thing is the way it is. The backstory. The reason. The explanation. “This portion of the beach has always been plagued by giant crabs.” *sigh* Every thing must justify itself, it seems. 

This is why people hate RPG adventures. This is why they say they don’t use them. This is why they say they are hard to use. Most adventures fail in their most fundamental aspect: helping the DM run it at the table. And you don’t do that by padding the adventure out with text. The adventure text needs to focus on the content that the party will interact with. This is almost ALWAYS direct interaction, and not passive or “might happen” bullshit. The content needs to be focused on that which supports actual play, with nearly all the rest cut or placed in an appendix where it can safely ignored during play. 

If this happened in this adventure, all of the useless backstory/explanation garbage moved to an appendix,  the actual adventure would take a page, maybe two. You see three drunk human in an alley about to kill a Yuan-ti. You talk to someone in a tavern to get assigned your quest. You fight some crabs on a beach and an octopus under the boat on the beach. None of the combats are that involved. Maybe the beach has some rough terrain, that’s it. The locations are not richly detailed. They are not evocative. They are not interesting in any way, just a beach, an alley, “a shipwreck.” Nothing to inspire or for the DM to use as a springboard for their imagination. 

You’

Re told something like six times that the humans in the alley are drunk xenophobes and the aggressors. I guess Yuan-ti are good now? Or they are not yuan-ti in this world? Whatever. To the adventures credit it does let you ignore the fight, help the drunks, or help the yuan-ti. Errr, “snake man.” And, the quest assigned in the tavern also doesn’t assume you saved them. It’s a little too “if this then that” in terms of writing, literally saying that several times, but maybe that’s just a preference. It feels forced and mechanistic instead of natural. Natural inspires. Mechanics bore. 

On the walk from the tavern to the beach there is a trail. It takes a page to say that the party could encounter someone there to fight if the DM wants them to. The fight with the drunks in the alley takes THREE PAGES. Three fucking pages. For three drunks. 

Someone had an idea. They then padded their idea out to 25 pages. That is never a good thing. If this had made the ship, the cliffs, the beach more interesting. Added A LOT more political intrigue to the town, made it a boiling epicenter of anti-slavers and slavers, repercussions for everything you do … then it would have, perhaps, managed its 25 pages better.

As is, this is just more padded out garage that is overwritten and yet also somehow manages to not actually inspire or provide any content to speak of. 

This is $3 at DriveThru. The preview is all 25 pages of the adventure. Bravo! I salute you! This is what most designers and publishers should do. Let us see what we are buying beforehand so we can make an intelligent purchasing decision. Pages five, six, and seven of the preview detail the fight with the three drunks. They are representative of the adventure content and worth checking out in a kind of NTSB investigation sense. 

https://www.drivethrurpg.com/product/314381/Hatred-In-Strale?1892600

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