By Jacob W. Michaels
Raging Swan Press
OSR
Level ... ?
Standing on a dingy side street in Low City the Scythe has a reputation as a place for hard drinking and its entertainers. Nights at the Scythe are rarely boring—particularly when the legendary halfling bard, Dricolen Nimblefinger, is playing
Ever get the feeling you’ve been cheated?
Why yes, El Senor Lydon, Johnny Feelgood, Liz and I do THE THE FUCKING TIME. (Hmmm, looking this up, the lyric is “Johnny Light on.” I think it’s better as “Johnny Lydon.” Kind of a Peaches “My Chrissy behind is fine all of the tie” Chrissy Hynde kind of thing. That fucking earworm has been out of my head for a week now and I just put it back in. Great.)
This thirteen page adventure details … I don’t know … some vignettes in a town? It’s supposed to be a roleplaying adventure, uh, I mean “eventure”, but in reality it’s just some one of those hooks from a “101 hooks for your party!” products that’s been expanded in to thirteen pages. Just the hook. JUST. THE. HOOK.
Town adventures are one of my favorite things and this product line seems to be trying to do two things. First, no combat, andsecpnd shit that happens in town during downtime, returning,etc. Not bad, especially the second. Shit going on in town helps cement the characters and who they are, with the players flexing themselves a bit and all them zany human relations. Plus, players seems to have more restraint that usual, not ALWAYS picking the “stabby stabby” solution. SO, good ideas! Town! Yeah!
And very VERY poorly executed.
This isn’t an adventure. It’s not even an adventure outline. It is, I don’t know, a hook? Imagine one of those “100 hooks” products and one line in it is “In town, get part of a map to a pirates treasure during a dead pirate captains wake.” That’s this adventure.
You’re in town, somewhere. You hear bells ringing. A notorious pirate captain is dead. You go see his body strung up at a town gate and met some other pirate captains. You go to a bar and the reading of the will, along with other pirates, and a bunch of map pieces get tossed out. That’s your adventure!
And it’s not even properly supported. There are a bunch of tables at the beginning to add local color to the town: rumors, street scenes, gossip and the like. They tend to be well done, although the street scene tables could be more oriented toward the pirate captain being dead instead of the usual “beggar with his bowl” shit. But, that’s the good part. It’s full of things like “the pirate tell tall tales” … without anything to get the DM started. It’s critically important in these situations to give the DM something to work with. Not a novel, a few words, maybe one sentence. Just enough to get going. But this don’t do that. And this happens repeatedly. There are these little two or three sentence paragraph that describe these HUGE scenes, like the stringing up and viewing of the body at the the gates. I finally figured out that these little things ARE the “adventure.” These two or three little sentences in their little scenes scattered around the test are what is supposed to occupy the players and their characters. But it’s unsupported.
It THINKS it’s supporting them though. We get full write ups on six pirates including their history, and other details that mean little to the adventure. MAYBE, in an ongoing campaign, this kind of extra detail is worthwhile, and this IS meant to be a town thing, so, recurring. And there IS a decadent dive bar full of twisty passages, etc, that is more a “city bar location fluff” than “adventure location.”
So what you’ve got here is a fluff product that says it’s an adventure and is TRYING to be an adventure but succeeds in only being fluff. Don’t get me wrong, I like fluff. Inspiration is good. But it’s not an adventure.
This is just an outline. And an outline of a hook, at that, that lasts thirteen pages.
*bleech*
This is $3.50 at DriveThru. To its credit, the preview shows you the entire product. CHeck out page seven of the preview/five of the book. This is the “Traitors Gate” hanging scene. That column of text is all you get (!) to run it. A column should be more than enough … but this column tells you nothing pertinent to running this as a scene/encounter.
The adventurers have journeyed uncounted miles to the vast plains of the Sunlands. A merchant in a faraway city told them that a great treasure rests in an ancient, cursed ruin called Juakufa. Where can the ruin be found? What is the nature of the supposed curse? What dangers lurk along the way? What are the Hyena Giants? And what were the mysterious Not Heres? The adventurers may learn all that from the people who abandoned Juakufa long ago. But first, they must survive being guests of the Sun Queens.
An average rating of 4.5 on DriveThru?!? You just KNOW this one is going to be good!
This forty page adventure uses about twenty pages to describe, I don’t know, six encounters? Maybe? The rest is appendix and pregens. It’s got an Africa theme. It’s a fucking mess of a mess, almost incoherent in how the adventure is laid out.
So, Africa theme. They ride around zebras. No joke. They hunt ostriches. They all get together to sing and dance for your entertainment. Yes. That’s right. No joke. Also, the friendly queen in the adventure wants to have sex with you since you’re an exotic foreigner. And she claws your back “during an intimate moment.” So, creepy African stereotypes and creepy sex shit. A perfect combo for your lighthearted D&D game. [For what it’s worth the African guy here at work says that the African version of “Everyone in Africa rides zebras” is that the streets are made of gold in the US. Immediately upon residence you become rich.] Ok, weirdo shit out of the way, there’s more than enough disgust with this adventure outside of these elements in order to call it bad, so, non-issue. [Oooo, what if it WAS a really well written adventure/good adventure, but was FULL of creeper stuff? What then? “The Supreme Court does not deal with hypotheticals, Sir!”]]
There’s some “you heard about a ruined city full of treasure” thing, but the adventure starts with the party on the plains of Africa and in the court of these two queens. Kind of. It’s hard to say. It’s ala a mess. There’s some description of the queens and their court and how they hate each other, and then an ostrich hunt. There’s no real “Arrival” or anything. It’s just got background on the “the Sunlands” and then launches in to “The Ostrich hunt” where your on the plains with the queens and a bunch of africans hunting ostriches. It’s jarring. There’s no pretext at all. Just: hey! Here’s scene one of the adventure and it’s not an introduction!”
Another example of this sort of “things not said” issue follows immediately. The hunt is attacked. Now, the party is out riding zebras catching ostriches or out int the field kind of “beating” to drive them. The hunt is then attacked, the ostriches anyway, but some, I don’t know, bird monster things. But the SCENE is an advisor running up to the queen saying that the hunt has been attacked by some Ghjkdfgdfhgdef. Whatever, some foreign word that the adventure keeps dropping the fuck in because it thinks that I, the DM, wants to keep track of this shit in my head. That shit is for the players, not the DM. Anyway, the dude is yelling that a Ghdkfghdk is attacking the hunt. The hunt that is RIGHT IN FRONT OF YOU. That YOU ARE A PART OF. Do you now see it? The queen responds: “is it a HKDJHDDD?” No, bitch, it’s right there, look! Does it look like a Hhdjfhjdkfd?” Ok, so, not fair to the queen, it’s not her fault, it’s the designer and editors fault. It’s their weird kind of disconnect where it almost seems like two different people worked on this and a third blindly put it together without marrying the two writers content. And the fucking adventure does this REPEATIDLY. It’s a basic continuity issue.
Good news though, you do get XP is you are good-aligned and save someone in the hunt. Yeah for enforced morality by the DM! I guess if you want to play D&D then you’ll play the fucking game the way this designer wants you to and FUCK YOU PLAYER if you deviate?
There’s more singing and dancing by the happy africans and then the queen sleeps with the exotic foreigners.
You go visit a few villages. The locals sing and dance for you and tell you that you should leave all your gear with them since you are going to die anyway when you get to the ruined city.
The adventure is linear, with a brief walk up a mesa, getting attacked by gnolls. Err, giant hyena people. The maps all fucked up and doesn’t show the encounters in the right place, one of them being off to the side. I guess no one cared to fix that mistake? Up top there’s a fortress. I GUESS that’s the ruined city you were looking for? It’s never mentioned that it is? Or that it’s your destination? I thought it was just a side trek, but no, it’s the object of your quest. Inside is a ruined keep with about, I don’t know, 25 rooms? Al are unnumbered, undescribed except for four. Three of those are just some dream sequence stuff where you hear a voice in your head and maybe a will o wisp does a hit and run. The last room has a devil in it for you to kill. Yeah! You freed the land from the curse and laid some ancestors to rest so they can be reincarnated as elephants! You get 120gp in coins and two objects worth a total of 65gp! I guess it was worth that ten day journey to get here. Plus that trip to Africa. How long was that boat journey here, and how much did it cost?
Anticlimactic bullshit, that’s what this is.
This thing has a couple of decent ideas. A ruined land/forbidden zone under a curse is a classic trope. WIll o’the wisps representing the souls of dead people is nice, as is their nature of just being on the outskirts of the scene/vision in the ruined fortress. All but one leave you alone, and he’s a bad guy/traitor, or, was, in real life. A devil on a throne in the middle of te ruined fortress, sending you dream visions in your head, taunting you, while these dead people wisps float on the periphery, in a ruined and blasted Forbidden Zone? That’s great!
It’s just terrible as implemented. It’s linear, essentially an empty adventure, ham handed in its culture use, and an INCOHERENT MESS when it comes to scene transitions. And I haven’t even mentioned it’s reliance on the “long text paragraph” to relate information; perhaps the most common sin in all 5e adventures.
This is $5 at DriveThru. The preview is four pages long, but only shows about two pages of text. You do get to see the intro. Literally “you journeyed here and are at the court.” And you get to see the transition to the ostrich hunt. So, VERY representative of the writing you’ll get.
By Radulf St. Germain
Studio St. Germain
OSR? Generic? 5e?
"Lower Levels"
The city of Shallow Bay is preparing for the greatest social event of the year when an eagerly-expected shipment of ball gowns goes missing. Rumors abound of goblins gathering in large gangs to cut off all commerce to the city. While all seems like a routine job for adventurers there are hints of some sinister ancient evil pulling the strings in the background. Can the party save the Day of the Revered Ancestors and what will they find as they become embroiled deeper and deeper into the machinations of the mysterious Celestial Order?
This 29 page adventure has a loose plot to it combined with a sandboxy format. Probably meant for 5e, it’s presented without stats. Dripping with the kind of flavour I wish all adventures had, this things fatal flaw is its organization, an arrow that has taken down many a sandboxy adventure. I started to ask myself, during this review, “Man, is it worth it to highlight this thing and create some reference sheets?” That’s a good sign.
This thing has style! The city it is set in was founded by a Lich, overthrown many many years ago, with his phylactery rumored to still be around. The hook is a shipment of ball gowns in a caravan that gets raided … what will the local fops wear to the Day of the Revered Ancestors ball? (A little Lexx mixed up in your fantasy, maybe?) The elemental earth cult? It’s not an earth cult. It’s not THE cult of elemental earth. It’s called The Shallow Grave Consortium … and the leader sleeps in a barrow. The local bar, the Drunken Sailor, is known for its knife fights and shady dealings. The local guy who informally heads up the fisherman in town is not opposed to organizing a beating for those who show disrespect. There’s a flying fortress with a giant brass flywheel on it (it’s the air cult, chill out) and it’s been grounded, anchored via … a literal giant anchor with a huge fish … sculpture? swallowing it. And that’s not even described, it’s just shown in a little sketch drawing. Time and time again this thing hits with the sort of specificity that makes an adventure feel ALIVE. Fuck the generic Earth Cults and long live the Shallow Grave Consortium!
Over and over again. The NPC’s are given brief little bursts of flavour that a DM can hang their hat on. The cult leader is highly dramatic and listens to an invisible advisor. The raven spy looks down on beings who cannot fly. (Get it?! Get it?!) People are described as corpulent, or noble matrons, or the Pointy Hat goblin tribe who wears … Wear huge pointy helmets and sport huge mustaches. They have no real boss.” The flesh golem that shows up is not a Frankenstein’s Monster, or even a Frankensteins Monster monster Frankenstein, but in the form of a giant snake. A noble matron thinks the mayor is a vain idiot. It goes on and on and on. The adventure elements are strong. It’s something that the DM can work with … if it does, at times, trend a bit to the absurdit side of the line, hopping over a time or two but not taking up full residency.
It’s also trying to help the DM out. There’s a one page cheat sheet that describes the adventure. There’s a flowchart of events, since this is ultimately a sandbox plot of the villains trying to do something more than linear adventure. It even has notes on the flowchart of what happens if the current “activity” is foiled by the party. There’s DM advice in places, like suggesting fires in the windmill used to grind flour may result in an explosion. There’s even a couple of pages of tables at the end full of charts that can be used to create flavourful little houses in town, full of secrets and plots and the like.
But, it’s TRYING to help the DM, and not actually doing so. The cheat sheet only really makes sense after going through the adventure the first time, so it doesn’t orient as much as summarize. The flowchart may be the best part, but the section headings it refers to could be labeled/organized stronger. For it’s attempts at helping it’s still kind of a glorious mess.
There’s a lot of repetition of information, and meaningless information at that. It’s using a kind of free text/paragraph format, with certain words in italics to draw the eye. That’s not the strongest way to organize, especially given the amount of extraneous text in the adventure. There’s a decent number of NPC’s, and some kind of summary sheet would have useful to help the DM during play. I don’t know how to say this and get it to come across right. The section headings and extraneous text weaken the adventure to the point where it’s kind of hard to figure out how to run it and what’s going on, and that’s with the flowchart and cheatsheet. This is a sandbox sort of issue, in general; finding a way to organize the material for quick reference during play in an unorganized play style is no small feat.
This thing drips with flavor. It references some princes of the Apocalypse creatures, and is a better PotA chapter than a real PotA chapter. I’m keeping it as “generic” since it’s stateless, and the only stat reference is to reference some 5e monsters in the end in order to localize it. I might suggest the same for some LabLord creatures as well; it would be a helpful touch. Treasure, is, of course, light given the generic/5e flavour.
So is it worth it? Not to me. There’s just a bit too much effort in pulling things together. I will say though that St. Germain has their shit together with respect to flavour and “arc without having a plot.” You might even say there’s a nod to Rients with a flying fortress showing up to raid the town. Some serious work in massaging the text in to a format to make it more easily runnable at the table would marry that to the flavour and make it something decent to run. I do, though, look forward to seeing future efforts by this designer to see if they can figure things out.
This is Pay What You Want at DriveThru with a suggested price of $2. The preview is four pages. It gives you an overview of some of the factions, actors, and locations. For this sort of sanboxy sort of adventure it’s an appropriate preview, showing you the sort of information transfer, flavour, and organization you can expect. Take a look at it and note both the flavour and the extraneous text and how it’s not exactly the best at declaring where you are and what’s important.
A group of minotaurs have moved into the area. A farmer spotted them at the ruins down the road and now the locals want them gone.
I don’t know man. Really, I don’t. I apologize.
This seven page adventure is actually a (very small) one page dungeon with four rooms. It features fourteen minotaurs and fourteen dire wolves. It is minimally keyed ala Palace of the Vampire Queen. Uh, it has 4000cp of treasure. I don’t know what to say. It’s one of the worst?
Seven pages for this. One title page. One page with the adventure on it. One page with the stats for the two monsters. One page to note 4000cp in treasure. Two pages of license and one blank page. I am an optimist. Really, I am. The wurstest pessimists are always the most idealistic optimists. I WANT to believe that a short adventure can be good. There are some! I promise! But not this one.
Ok, a hunter sees some minotaurs at a ruin down the road, goes to the inn, and insists the party take care of it free of charge since they’ve been staying in the area. Of course, they can keep any treasure they find. This is the hook. It appears on the one adventure page. It preceded by a section telling us that the minotaurs have moved in to the ruin because they had good luck with their last raid. I guess that’s the background. The last two sentences is the wilderness adventure: the hunter takes them to the ruin but will not fight. The five-ish sentences that make up those three things take up half the page. The one one page that has the entire adventure. I question if that was the best way to spend the word budget allocated to this title …
It’s minimally keyed. “Room 1) 5 minotaurs.” That’s it. Nothing else. There are four rooms, all minimally keyed. The map is a small plus sign; one central room up high with three other rooms connected to it in the cardinal directions. Each room has a bunch of minotaurs and/or dire wolves in it. There is an order of battle! One of te minotaurs will ring the gong in the central room, summoning all of the minotaurs ot the battle, if, I guess, they didn’t already hear it, being 20’ away from it and all that.
Fourteen 6HD minotaurs at … third level? Fifth Level? And that’s doesn’t even include the fourteen 4HD dire wolves that are also included. A combat. Just a hack. Nothing else to this.
The treasure is 4000cp. Seriously. And 500sp. A jewelry worth 30gp. 2 potions. “Various mundane items worth 700gp.” Ok, so, realistic, I guess? Oh, oh, and, of course, “the DM can also place any other treasure they would like.” Yeah, no shit? Can I, the DM, also breathe while running this? And speak? Just last night I was just writing an article about this”feature” of adventures. How they put in this “add an encounter of your choice” or “include any treasure you want.” Surprise surprise surprise, I see another example of it this morning.
What’s the count at? I don’t know.
A one page adventure listing itself at seven pages. Because it is seven pages: one page of adventure and six of fluff. A hack a thon in B/X, where Hack a thons are essentially insta-death, so, no basic understanding of the game system. Also illustrated by having the third to fifth level adventure having fourteen 6HD monsters and fourteen 4 HD monsters. That will, essentialy, attack en masse. Also no understanding of how gold=xp work, since 4000cp ain’t gonna cut it for leveling purposes. That’s where most of the XP comes from in basic and it ain’t present here, especially at this risk level. Minimal keying, bringing nothing to the adventure. A hook relying on the party to be Goodies. A map small enough that order of battle doesn’t matter.
No exploration. No wonder. No joy. This is a 4e adventure pretending to be B/X.
This is $2 on DriveThru. Being one of the worst, it of course has a three star rating on DriveThru. Because reasons. You cannot, in any way shape or form, trust the ratings on Drivethru. There the weirdo page-flip preview instead of a full size one. If you squint hard you can see the map and the minimal keying next to it. That’s the adventure. The entire thing.
Kingshold is a sleepy garrison town at the edge of the kingdom. Bertu Arnels, the respected herbalist in town, sent out an expedition to Cedar Peak Forest, about a day’s travel across the border, to look for useful herbs. When the expedition does not return, she seeks adventurers to investigate and make the forest safe for herb picking. Will you travel to the base camp, and discover the truth behind the horrifying Secret of Cedar Peak?
This 27 page adventure details a small seven room cave and a couple of outdoor encounters using about eleven pages to do so. Straightforward hack/explore of the usual “figure out what is going on, sneak around, kill shit” variety, it uses a good room format to support its weaker evocative and and interactive elements. Continuity problems stand out. With work this could be on the duller side of “ok.”
There’s this thing I like to call “Pretending to be an adult.” This is where you ape the behaviours you’e seen or heard about, thinking that’s the “right thing to do.” Without understanding though, it appears to be just going through the motions. What if you have good ideas, though, or at least not bad ones? Then it’s surrounded by this ape’ing. And thus, this adventure.
This is not a bad adventure, or a good one for that matter, in its core concepts. The party is hired to find some people who have disappeared, an herbalist expedition. Investigating, they visit a small village, “explore a forest”, find some caves, and kill the thing in the cave. I might call this “the usual layout for a plot based adventure.” Hired, investigate, village, wilderness, lair dungeon. To generalize, interactivity in these affairs is usually limited to a little sneaking around to get in to the dungeon and some roleplay in the village. And thus it is with this adventure as well. The usual beats happen. Interactivity is low, with a little roleplaynig and maybe sneaking up on a guard post being non-hack highlights.This doesn’t have to be a bad thing in the plot-based world. Yes, it’s a bit formulaic, and I’d like to see better, but reality is that most plot-based games and adventures follow this formula. They almost all need to up the interactivity element, but, if they can solve the ease of use problem then you’d have a great sea of Marginally Useful Generic Adventures … instead of the great sea of crap we have today.
This adventure DOES try to excel and rise above the usual dross, and it largely succeeds. Yes, the villagers are in on it, they are always in on it, but at least these villagers have some self-loathing. And, if confronted by the party, they attack the party. But, it’s not a combat! The advice is to let the party slaughter them as the villagers die to the last. Oh, and what do you do with the three young children left behind? I was surprised, and delighted, to see the designer breaking out of the usual formula. And, if the party comes back to the village after defeating the cave monster (assuming they did not confront the villagers beforehand …) they will either find the village burned down (if they were warned by an escapee) or the villagers will throw a huge party, their relief at the end of The Situation, being palpable. Also, the party gets out of hand, there’s a fire that burns everything down, and the villagers disappear. Weird to end all plots threads on this point, but whatever, they all work as a real conclusion in one way or another. Both the village slaughter and the party/burndown show that a little extra thought has gone in to this adventure. And you can tell.
The singular enumerated village encounter, with the smith, shows signs of life also. Is reactions make sense. Further, there’s a nice little bit of formatting with bolded heading and short little sentences that relate his responses to common questions. A similar format is followed by the room entries in the dungeon, with a short read-aloud followed by some bolded heading that have more information for certain things on the read-aloud. This sort of formatting makes it easy to locate information, allows for easy scanning, and therefore ease of use at the table. All nicely done.
There’s some X-card warnings up front, for, I think, a little kid who survived an abduction. His mom might get eaten in front of the party by the cave monster. There are a couple of possible “gruesome” little vignettes with the kids mother/family being eaten. (As an aside, aren’t we ALL responsible for the X card shit, because we didn’t push back on the edgelords hard enough when they did their edgy shit? Or do we blame it on the indie RPG and their Psychological Growth RPG’s?) Again, a nice little element to heighten the horror. SHOW don’t TELL. And this shows. He’s not an evil monster because the villagers, or diary, says so. He’s evil because he calls people “meat” in conversations with them (Objectification! The true definition of evil!) and gruesomely eats still living people. No fucking moral quandryies there. I presume he won’t be arrested with non-lethal combat?
This is not, however, a good adventure.
Read alouds tends to the dull side with boring words like “large cave” and other such descriptions abounding. There’s a two paragraph section on spotting a wagon. And two paragraphs up front on “roleplaying” that seems to have nothing to do with roleplaying. The start town gets one and half pages of description in spite of it having nothing to distinguish itself from every other generic border town.We do get a paragrapgh, multiple in fact, on the entire life fucking history of the person who hires them, including her life as an apprentice. All of this padding takes seven pages before the hook shows up. IE: it’s padded to all fuck out.
This also shows up in long DM notes section. Rather than emulating the bolded section heading style, perhaps augmented by bullets, whitespace, tables, etc, it instead relies, as per usual for these sorts of adventures, on the long multi paragraph exposition, a nightmare to dig through at the table. It repeats information, telling us the same information about the “telepathic” monster over and over again. Offering justifications for people’s behaviour, or why cultists believe what they do. This is all padding.
Worse are the basic editing/continuity issues. The blacksmith can show up one point “with the little girl in tow.” This being the first time the little girl is mentioned, I have to wonder “Huh?” Or Telling the MD that by now the party has had a few encounters with the cultists … when in fact they’ve probably had none at all. Other misses include room descriptions that don’t actually mention what the room is (the Chapel being a major offender here … just mentioning a few details and nothing much chapel like in the RA) or burying monster entries in the DM text instead of the RA. You have to tell the players the obvious/important things first, and ten bloodthirsty cultists seems like an important room detail to me.
Or maybe not. “The rest of the cultists are found here in this room. “How many is that exactly? We don’t know. The Rest. But there’s no number to begin with. Other examples include the monsters being buried in the last sentence of a text entry, or things like that, things that make the DM hunt for the information instead of ordering the information in a logical manner that’s easy to use at the table. This is not a Nit. These are core usability issues when the text runs long, as it does in this.
And, ultimately, the party never does really find evidence of the people they sent to go looking for. I guess you can make an assumption, but dropping a few details in a room about bodies or gear would have seemed appropriate. Combine all of this with what is an abstracted “forest/wilderness exploration” section and this is worth a pass. It’s got some ok elements that do try to elevate and show more talent than is usual in these things, but it needs to stop pretending to be grown up and learn how to relate information other than in long-form paragraph form. And write descriptions that are more evocative (while staying terse!) and look for opportunities for more interactivity.
This is $5 at DriveThru. There’s no preview. Put in a preview! And make it a good one that shows us a bit of the dungeon encounters and a bit of the wilderness ones (if there actually were any instead of a handwave …) a bit of social. Let us know what we are buying!
As an aside. This takes place in a sleepy frontier town. Are there such things? Or are all frontier towns bustling affairs with people going out to homestead and seek their fortunes? And the guards don’t give a shit because it’s outside the border of the kingdom, the kingdom ending, evidently, right outside the gates. A) these people deserve what will inevitably happen to them. You keep problems from becoming End Of The World by taking care of them early. Besides, they threaten your tax base, even if they are outside your border, proper. A border that doesn’t exist since there’s no else who owns the land out there. So why didn’t the lord claim it anyway?
Also, I’d totally have some tourist traps. “Come see the egge of the World!” and a Four Corners type monument. Tours, An official “kingdom border” line. Trinket shops. The whole nine yards. Why yes, I did just take a road trip last weekend in which I passed many roadside attractions, why do you ask?
This fourteen page adventure is set in an inn. There’s a fight, I think, that happens? In the inn? More than that I’m not sure. I’m not even sure what system this is for. It’s very hard to figure out what is supposed to happen.
As best as I can tell, you go to an inn to stay the night, someone hires you, or tries to, for protection. AT some point during the night three dwarves staying in the inn star a fight. Or kill the guy? Or something? It’s never really stated. This is really as close as the adventure gets: “If Barnart Hartwell is alone in the Taproom, the dwarfs prevent him from sounding an alarm that might warn other inn residents. Barnart may survive an attack by these ruthless, practiced fighters.” So ….
This IS, I think, all there is of the adventure. Arrive at inns common rooms. Maybe get hired. Hear and/or engage in a fight with three dwarves.
And now on to the system. It’s listed as OSR and the cover states OSR/D20 systems. But then it talks about air, body, and power magic. That’s not OSR/d20? And a point of magic protection and two points of undead protection? That’s not D&D? Or d20? Mineral fiber and plat over fiber? Is that some system? It’s got AC, HD, and HP, as well as a single “Save” number. Weapons are d4/d8. Spells include some recognizable ones and “Darkness Globe,” I have no fucking clue what system this is for. Money is in $, 80$ and such. No clue.
The first two or three pages are oriented at the players, I think. I think it might be read-aloud. I think. It’s not formatted like that. But it does use language “Upon entering the taproom you recognize …” and other first person kind of text that seems oriented toward telling the party what they see, feel, think or do. The lack of … understanding? Formatting? Provided to differentiate the text is one problem and text that IS read-aloud that tells the party what they think or feel is another common mistake. There’s also this weird abstraction of detail that’s present. Or time dilation? “Table H is the rowdiest table in the room, what with three dwarfs playing cards and drinking by-the- mug lite. Later, as they switch to a by-the-pitcher dark brew, the table quickly fills with bronze coins. You hope that they are not mean-spirited when drunk.” Note not only the “You hope …” text but also the “Laster, as they switch to … “ text. Rather than playing EITHER section out in the game both are summarized. The You Hope portion should be something that the players actually feel, rather than being told that they feel. The “Later …” section should come through roleplaying. Instead it’s this weird time compression. And almost all of the first few pages are like this, the text weirdly summarizing things and telling the party what they think … without any regard to the formatting. It’s almost like there should be a boxed about the first two pages of text, to indicate read-aloud.
Later, during the night, “Any PCs in the corridor come to the aid of Hobson and Bifur.” Uh, no I don’t …
There are some timelines present, and some NPC’s, as well as a summary sheet of a BUNCH of NPC’s. I THINK the party is supposed to talk to people and that there are supposed to be differing alliances from the NPC’s and the party talking to them is supposed to do something, like make the fight larger? But that’s conjecture, there’s nothing like that. I’m just guessing because there are a lot of NPC’s presented and some kind of political overview about internal and external dwarf factions. I have no idea about the timeline. Someone takes a bath at 3am? Is that relevant for some reason? The action happens before then, pretty sure, based on the timeline.
So, the system seems all over th place. The text is all over the place. I’m not sure what’s supposed to happen in this “sandbox” expect for a fight … lethal, non, no clue. It seems like the NPC’s and timeline should interact with everything somehow, but it’s not clear how.
This is $.5 at DriveThru. The preview is six pages. Pages two and three are that weird maybe read-aloud? Page six has an adventure overview section that details the action? I think? Based on this can you run the adventure? Because the other other pages don’t really help much more. At all.
The green dragon Illzathatch has been dispatched by local heroes “The Shields of Atreu”, thus ending his reign of terror across the countryside. Only one problem remains, the adventuring party left to raid the lair of the dragon, they have not been seen since.
This thirteen page adventure, from 2014, features a small fourteen room dungeon described in five pages, the rest being advertising, licensing, etc. The map bears little relation to the text, and the encounters a bit sparse. It’s a straightforward dungeon with a few twists but not much that’s memorable.
The dungeon here is pretty straightforward, just a few rooms and just a short description for each, about four per page. The encounters tend toward being interactive, more so than combat anyway. A dwarf drinking, who’s actually someone else. Bandits and lizardmen fighting each other. Other lizardmen, no longer slaves of the slain dragon, gaming and drinking. These are highlights of the adventures; little encounters that are more than just a monster or a trap that springs. This is a strength of the adventure: the encounters, the monster ones anyway, are generally not just hacks.Except when they are, like a giant snake that barely fits in a room that has a chest in it. Obviously a hack, and not much player choice in that, since the party don’t see the chest AND snake. Seeing the chest and CHOOSING to fight the snake to get it is a much different affair than opening a door and having a snake attack the party … and then finding a chest. Does everyone understand why? In the first case it’s a player choice. The chest is the temptation, the bait, to get the party to engage with someone they know they should not. In the second it’s a “It Attacks when you open the door” case, with the chest then treasure. The first requires a layer choice while the second does not. Certainly, not every encounter needs to involve choice like this, but player choice and interactivity are SUPPOSED to be a hallmark of our hobby. Can anyone argue, without resorting to corner cases, that’s not true?
The map is simple, and a mess. While it has same-level stairs and tunnels that run under/over some of the rooms and hallways (great additions to a map that use it leverage even more interactivity and mystery out of a DM tool) it also bears little relation to the text. Some of the text refers to rooms having doors. Some of the text does not. None of the rooms on the map have doors. The room text describes each room; this room is 20×30, for example. Except on the map it’s not 20×30 it is instead 50×60. Weird features on the map are not explained, hallways that go nowhere or look to go elsewhere.
There a bit too much emphasis on GotCha! Traps. A trap in the middle of the hallway, tis happens several time. Or, you’re walking down the hallway and the DM asks for magic saves from everyone. First, these arbitrary traps create paranoid players. Instead of playing the game they are busy trying to not get fucked over by the DM. They search every 10 square for a trap, for example. D&D becomes a slow grind instead of being full of wonder. The traps have little in the way telegraphing them, nothing in most cases. Thus it’s completely arbitrary. Arbitrary is seldom good, especially at this level. Little clues like mentioning dust, cracks on the walls, blood, etc, are a way to the DM to drop hints that are then expanded upon if the party follows up with more examination. Otherwise it’s the old “Yup, you all missed your save, you were disintegrated when you entered the empty room. New characters!” There might be some role for this as the party gets to higher levels and they should be using their spells and research to find out more about the dungeon, but at lower levels especially you might as well just roll a d6 at the start of each adventure for each character and on a one or two they just die. ITS THE SAME THING. It’s arbitrary. It doesn’t matter if it’s a trap they can’t see/don’t have a chance of detecting or a BLATANT roll by the DM, abstracted. Both are equally bad. If you roll a save you detect a strong odor. How about instead the DM somehow mentions an odor that, if followed up on, is chlorine? Interactivity vs arbitrary.
This is Pay What You Want at DriveThru with a suggested price of … $0! The preview is five pages and shows you most of the rooms, so good preview from that standpoint. Note the writing style and in particular the disconnect between the map and the text.
The brokers of Salvation pay good coin for artifacts scavenged from the haunted battlefields of the Mournland. In this nest of cutthroats, daring explorers gather to carve their destinies from the ruins of Cyre. The adventurers head deep into the Mournland to rescue a missing salvage team. In the heat of battle, they unearth a strange device from the ruins: the Oracle of War. This machine knows all the secrets they need to overcome their enemies—if only the adventurers can figure out how to operate it!
This 32 page adventure has the party exploring an old marketplace to rescue another salvage crew. The big payoff, half the adventure, is a handwaved open tactics sandbox. Poorly implemented, as usual, and as usual, you can see where it WANTED to go and those ideas are quite good. I look forward to the day they actually deliver. If it ever comes.
Right off, let me say that this series as won me over to the Eberron setting. I don’t think I ever understood it before but now I see promise. A STALKER (or Stalker) like experience in a post-apoc setting. These are all things that speak to my soul. There’s been this little newspaper handout in each adventure thus far that has some colorful little things in it, adds for leaving your will to the war orphans, notes that the last group to explore was drown in a pool of living mercury … the whole series has these little things it drops in that adds a lot of brief color. It’s doing some other interesting things as well, like placing good effects from mournlands travel hazards in a table with bad effects also. I’m a big fan of mixing in good effects with bad ones on choices the players make: how else will they ever be convinced to eat the glowing tree fruit if ALL glowing tree fruit fucks them up? It’s mis-implemented here, on a table of “what happens if you fail your survival check”, but, still, their hearts are in the right places.
Speaking of, the thing has a lot of ok ideas that are mis-implemented. It REALLY like to abstract descriptions. “In here, the town’s brokers do business from behind armored counters.” Well, that’s fucking boring. This was a perfect opportunity to describe a Thunderdome like weapons check, or something else, and instead it’s all “behind armoured counters.” B O R I N G. Because it’s an abstracted description. Specificity is the soul of narrative. Instead we get words wasted on “The Salvage Market is a dirt-floored warehouse built from scorched wood planks scavenged from the Mournland. The room reeks of dust, sweat, and oil.” Dirt floored? Great. Scorched wood? Great. Dust, sweat, oil? Great (I maybe would have thrown in “sweltering” also) “scavenged from the Mournland”? Who gives a fuck?Do they have twisted faces and scream? Otherwise who cares? Better to stick in a couple of more words and/ore rewrite the last sentence to describe someone behind an armoured counter. Now, I’m being pretty specific in this one example but the adventure does this abstraction over and over again. “Leaving Salvation, you’re soon swallowed by the fogbanks that encircle the ruined nation of Cyre.” I thought it had a bunch of faces that were screaming and buildings collapsing and other freaky deaky shit? “Fogbank” ain’t that. The writing does this over and over and over again, taking an idea that should be cool and then abstracting it to boring placeholder drivil.
You travel eighty boring miles in to find the other crew (proving once again why adventurers never have love interests, family, or friends: the DM will use them against you.) Once again THE FANTASTIC is reduced to boring. Once there you see a marketplace where the other crew was and you explore it. You find the crew, they are under siege by a raiding force … and then the raiders allies show up. The party is supposed to use the marketplace things they’ve found/been informed of against the LARGE raider force in order to escape with the other crew.
I have about ten thousand VERY valid critiques of this, the main part of the adventure.
The map is linear. It’s unclear if it’s buried or not? Or what the roof situation is? This is important because the party will face a VERY large number of raiders and be given advice on how to deal with them, using elements found in the marketplace. But how do you GET to those elements in a linear map? And who the fuck doesn’t use rooftops to travel when you can? What’s interesting is that the adventure DOES provide some DM guidance on several points, like using mending on a torn and faded map that is found. But on other topics, like the roof, and others, its as if there WAS no playtest feedback. How many raiders spill out when they all show up? A dozen? A hundred? This is an obvious question and is left for the DM to dig through to discover. If you have to take notes, or highlights, then the adventure was not written well.
A lookout hides in place and tries to get to their buddies if he sees the party … but there’s no way (linear, remember) for them to do this without the party seeing. An elf hologram has it’s “stuck in a loop” saying related as “stuck in a loop”, destroying the joy by summarizing a conclusion rather than letting the players do so. The marketplace encounters are all a little samey-samey, with animated brooms, animated armor, animated rugs, animated … you get the idea. (And, maintenance bots in the shape of brooms? Unless these are Mickey references I think you can do better than this. Or a fucking suit of armorfor that matter. THEME the monsters. Trashbots, use stats of animated broom, for example. Mannequin, as animated armor, for example. That’s what you’re being paid for, after all. To add color.)
The last section of the adventure, where the massive raider force shows up, is terrible. It takes up, like a page of text, if you delete the unique magic item (that gives the party advice on how to use the marketplace.) No advice to the DM on how to run this part, which should take up half the time. The most complex part. Where are the raiders. What are they doing. How does the linear map and advice mesh together with the raiders. Where’s the fucking giant hole they smashed in to the wall? The idea here, using the marketplace against the raiders, is a good one. The cat and mouse, the hidden goals of finding other missing scavengers, roaming raiders. It’s a classic trope. But instead the adventure is padded out with useless repetition and padded entries instead of helping the DM run the more complex part of it.
STOP FUCKING ABSTRACTING THE THE FUCKING SPECIFICS!! YOU ARE DESTROYING THE FAVOR AND TURNING THE FANTASTIC IN TO THE BORING!!
This is $5 at DMSGuild. The preview is four pages. It is completely fucking worthless, showing you nothing of what you are buying. It’s all just Adventurers League padding. The preview needs to show us something of what we’re actually buying. An encounter, the encounter writing styles, etc.
The immense, rambling complex of Castle Xyntillan has stood in its mountain valley for many years. Built over several generations, it has now been deserted by its former owners, and left to time and the elements. However, that is not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps continue to fascinate the fortune-seekers of a dozen lands – and never mind the ghost stories!
Non. Fucking. Stop. Buy more.
Buy more now. Buy more, and be happy.
In Xanadu did Kubla Khan a stately pleasure dome decree – – Legendary was the Xanadu where Kubla Khan decreed his stately pleasure dome. Today, almost as legendary is Florida’s Xyntillan, world’s largest private pleasure ground. Here, on the mountain valley, a private mountain was commissioned and successfully built. One hundred thousand trees, twenty thousand tons of marble are the ingredients of Xyntillan’s mountain. Contents of Xyntillan’s palace: paintings, pictures, statues, the very stones of many another palace. A collection of everything. So big it can never be catalogued or appraised. Enough for ten museums – the loot of the world. Xyntillan’s livestock: the fowl of the air, the fish of the sea, the beast of the field and jungle. Two of each, the biggest private zoo since Noah. Like the Pharaohs, Xyntillans’s landlords leaves many stones to mark his grave. Since the pyramids, Xyntillan is the costliest monument a man has built to himself…
This 132 page hardback adventure, an homage to Tegal, I don’t know know, fuck it, 350 rooms? In a castle, mansion, just like Tegal. Full of family members, paintings on the walls, a map reminiscent of Tegal … it shows what good writing and design actually ARE. Magnificent in its achievements, Charles Dexter Lux has created something very rare and wonderful.
Sometimes publishers will respin a classic. They will rewrite Borderlands, or create new levels or caves or areas for it. They will update a classic adventure for fifth edition, or third, or whatever. I always look forward to these. And they all suck, disappointing me to no end. Inevitably the update is to add A LOT more words to existing entries and pad them out with trivia, what the butler ate for supper two weeks ago and the exhaustive contents of the kitchen cabinets. Maybe three paragraphs of tactics for some encounter.
Xyntillan is not that. Xyntillan is the real deal.
A respin of the Tegal Manor concept, it takes a sprawling manor home filled with the crazy Tegal/Amber family members that occupy it, as well as their paintings. Tegal fell in to the minimal keying side of the genre, just a step beyond “only a monster listing.” Xyntillan takes inspiration from Tegal and then expands the text to EXACTLY THE RIGHT AMOUNT. Both have a certain OD&D charm to the encounters, with Tegal being so because of the minimalism and Xyntillan having it because Melan understands adventure design and his soul evidently not (yet?) having been crushed by modern life.
The encounters are reminiscent of Tegal, but not one for one respins. Tegal has a room where a screaming woman runs across a room every four turns. That’s the extent of the entry. Xyntillan has a room where a screaming mortally wounded woman in white runs across the room (33% chance), stumbling before she reaches the NW corner. And this is after a two sentence description of the potting room. And before a few sentences describing what happens when you dig in the NW corner. Evocative of, but expanded to the correct degree.
Expanded to the correct degree? Indeed. We’re looking for an encounter description that inspires the DM, the implants a seed idea in their head that will grow and allow the DM to fully visualize the room and riff on it as they describe and run it for their players. Writing that inspires the DM to greatness. And, writing that does it in a split second. And I mean a second. The DM glances down at the page, takes a second to read the entry, look up and runs the room. A second. Maybe two. The DM’s job is not reading the adventure at the table, it’s interacting with the players. The DM glances at and scans a room entry and then runs it. While the players are fumbling about with that to do, etc, the DM is glancing/scanning a bit more, in another couple of seconds. Not minutes. Not 30 seconds. A few, less than five or so. (I should time this one day …) So the job of the text is to give the DM the mental picture that inspires them to run a magnificent encounter and to do it in mere seconds. Evocative and terse, is generally the technique.
And Gabor Lux does it magnificently. The text is the correct length. You get the overview of the room. Then you get indents and bullets to highlight important aspects of the room that the players may follow up on. The rooms have titles to orient the DM. Monster stats are brief and at the end of the room for easy reference during play, almost Ready Ref sheet style. (Although, perhaps not quite as stark as the Ref sheets, thankfully.) It’s cross-referenced, so if there’s a quest, or an object of a quest, for example, it tells you where to find more information. Bolding is used appropriately to highlight important features and call the DM’s attention to them, sometimes with further follow up text again, indented, bulleted.) The text manages around eight or so entries to the page, with wide margins, with the generous formatting contributing immensely to usability by the DM at the table.
Encounters are wonderful. Skeleton guardsmen sing and tall tall tales in their barracks. The kitchen knives fly at the party … once. Statues mock the party, or give them a level boost. An unseen hand stays a killing blow, if the party restores a statue. A body buried under a gazebo on a small hill in the center of a pond. A horseshoe in the stables that, if found, gives you a good luck effect. These are things you fucking expect to happen, which make them wonderful. A horseshoe giving luck? Of course it does! That’s what SHOULD happen when you find a horseshoe. Of course the skeleton guardsmen sing and boast. Of course there are phantom steeds in the stables. Duh? WTF? Aren’t we playing D&D? Of course the iron stove in the kitchen closes, biting you in half, if you look inside. It makes PERFECT sense. Tropes are good for a reason and when done right they really shine, acting as cultural clues to the metagaming player. Which is exactly what the fuck they should be doing in order to stay alive in this place.
Oh, what else? The wanderers are easy to find, in the back of the book. The little town presented as a home base has EXACTLY enough detail to fulfill its purpose. It’s a home base to make forays from. It details a couple of bars, etc to recruit henchmen and stay at to recover. A cleric to heal. Some secret police. Wait, what?! Yes, a couple of subplots in the town. But no more! It concentrates on the details and flavour that are useful IN PLAY. And only the important stuff that inspires, not boring old lists of prices, etc., or Yet Another Description Of a Jovial Barman. The maps are great, Conley does a great job of making something reminiscent of Tegal but much more useful, with little side notes on the maps about webs in the hallways, lighting, sound, refuse on the floors, etc. A perfect tool to assist in both usability and creating an evocative environment. Treasure is magnificent. Ocacular brains in jars, unique magic swords. A whole host of things both mundane and magic to keep the party busy and for them to leverage. Notes on how the family in the castle react to intruders. It’s all great. And presented in pretty much the perfect amount of detail. And monsters? How about “The Blind Beast of Xyntillian.” That’s fucking right! No generic-o “animated statue” crap in this adventure! I got a name baby! New rules./clarifications are present for morale, hiring, fleeing the dungeon … things very pertinent to actual play. It’s perfect.
There’s an occasional miss. Every once in awhile there’s a bit of information that you wish were present. The most notable, for me, is the roof/window/vista-view situation. Only a sucker goes in through the door. A couple of words on the exterior entrance situation, and overview if you would, would have been nice. And, also, a little description of Xyntillian when seen from approach. This is clearly a tie in to the roof/window/door commentary, giving the party notable landmarks to seek out (a dome, etc) and/or holes to poke their heads in to. “Where are the doors?” the party asks. One can intuit a great deal from the maps, especially major border landmarks like doors and side towers, but the dome, interior towers and courtyards are less clear without intense study … the kind I don’t like to do during play.
But, magnificent! Ye Olde Kente once said that Thracia was the only adventure you ever needed. He was, I think, correct, at least in general. This however IS the only adventure you ever need. You could run a party through this for YEARS, with more than enough information present to riff on. A perfect OD&D product, with whimsy and wonder without going off in to Funhouse territory. I got this last night, stayed up all night reading and re-reading, write this the next morning, and will be adding it to my “No Prep” Dungeonland game tonight.
This is good.
This is available at his storefront: for $40 for a Print+PDF copy. $40 is a FUCKING STEAL! G1, at 8 pages, would be $20 in todays cash. $40 for this this is a BARGAIN! But it also costs $22 to ship to the US so, even at $62 it’s a bargain. (Mother fuck! Seriously? $22 to ship it? I don’t doubt this is the actual cost; my own experiences with international shipping have been price gougy also. You can ship a boatload, literally, of stuff from Asia to the US for nothing but the worldwide national post office conspiracy bends you the fuck over and makes you take it!)
But why not go ahead and just buy it? Because you hate quality? Seriously? You’re on the fence about one of the five best adventures ever written? Why, because it’s $60, shipped? I’ve had lunch for one that is more than $60. It’s not worth a lunch to you? Really?
Gabor Lux also has some philosophical statements about adventuring and how they apply to Xyntillan on his blog. They are useful to understand the concepts behind Xyntillan.
By R.J. Thompson
Appendix N Entertainment
OSE
Levels 1-3
The plague year has been harsh. Countless victims have fallen to this terrible disease. Many commoners with no knowledge of healing have been called to assist the healers as plague doctors, checking on victims and clearing the dead bodies. Yet in this dark time, darker rumors have emerged. In the north country, it is said that those who die of the plague are rising from the grave! Worse, these undead have a taste for human flesh, and seem to spread the disease to those who survive their attacks. Many believe that this new evil marks the place where the plague originated. Do you dare to solve this mystery by entering the Solar Sanctuary of the Cannibal Corpse?
This 44 page adventures features a 23 room dungeon described in twelve pages. It features a Vampire for your Level 1’s to destroy, because nothing means anything anymore. And you get to Save or Die all the time. And it’s full of padding. And is mostly a hack. And is mostly devoid of flavour. And there has to be something better than this as we search for meaning in a world devoid of it.
Ok, here we go: Village. Bubonic plague. Zombie infestation. Ruined temple nearby. Vampire in it that created the plague. You got the makings of something mighty fine in there! Alas, tis not to be. There’s no real pretext here, you’re in the village, determining that it’s the center of the plague that’s festering in the kingdom. Plus, it seems to have mutated here, creating zombies from the plague victims when they die. It seems, though, to still be a fully functioning village. Any hint of flavour or local color from it being a plague village or the victim of cannibal zombie attacks is not present at all. It’s just a village. For some reason you to go the ruined temple two hours from town. I’ve looked things over several times and I can’t seem to figure out why the party would learn about or go there. A couple of people know about it, but it’s not clear that they think the plagues comes from there. There’s a rumor or two on the table, but again, not really connected. Just something like “there’s a ruined temple nearby,” In game terms this is probably ok. Like, sledgehammer to the head ok. I mean, everyone knows that’s where to go, but, still, it’s nice to have a pretext for suspension of disbelief. I mean, we could just roll a d6, on a 1-5 you win the adventure and on a 6 you roll again. No, don’t like that? Then perhaps just a few more threads to follow up on in the adventure, please?
The journey to the temple takes two hours, which of course means two pages for a wandering monster table. For serious? For a 2 hour walk? I get it, they are a staple of adventures, but this seems more like a “just a have an encounter” opportunity. Anyway.
Did I mention the village entries? They are at least 80% worthless trivia. Entry 1, the Stable, tells us a stable boy runs it and then spends multiple paragraphs telling us about the former stable operator and how he is now found in the temple and working for the vampire. The entries are full of this trivia, hiding the real information that they know about the vampire, the temple, etc. There is the opportunity, though, to acquire a chicken lazer rifle. I kid not. An oracular rooster that shoots sunlight from it’s eyeballs once a day, former rooster of the temple of Helios. It’s dumb as all fuck and I love it!
Let’s talk plague! Getting bitten by a zombie requires a save or die or you get the plague. Walking through a miasma cloud requires the same. Getting the bubonic plague means you die in 12d6 hours and rise as a zombie. This seems a bit rough to me. Deadly, for sure, and perhaps in a high level adventure I’d be ok with it. But sweet Vecna, you have to give the suckers an even break or they don’t come back to play anymore!
Ok, so, vampire in the ruined temple. 7HD, full on no joke vampire. Don’t worry, there’s a magic sword called Lightbringer, that’s also in there! It can create Light three times a day. It also has the Undead Bane ability that is described as “acts as a normal sword against all living foes.” Well, yes, that’s what all swords do, right? And Light doesn’t impact vampires … it’s Sunlight … or am I wrong in OSE? Whatever, fuck it, there’s no time for that anyway, you have to roll a d6 every turn to see where the vampire mvoes to in the dungeon. EVERY. TURN. I have a hard time remembering to roll wandering monsters, and I have a turn tracker to help me …
The writing is ineffective and padded out. “4. Stable Boy’s Quarters: !is simple room contains a small foot locker, a rope bed and a chamber pot. Anything of value is long since gone.”
No, not good enough? How about: “7. Commander’s Quarters: These were the quarters of Commander Auron, who now resides in area 22. !e room contains a bed, a desk, a footlocker and a #replace on the northern wall. There is nothing useful to be found in the room, save a …” All of that text to tell us nothing at all. Joy.
Monsters are, of course, listed in the appendix. Yeah! And they have both too little and too much formatting. Bolding abounds, making it quite difficult to look up the different monster entries. Plus, they run over several pages, with little effort to do a proper layout. Guy Fullerton has a series of excellent articles on adventure layout from his blog that are worth reading on this subject.
It does have mobs of floating heads that attack you, so, that’s pretty cool. And the core concept? Great as well. It’s just the wrong level, has no detail to speak of to bring the place to life, has too much padding text and too much trivia embedded in it.
Save yourself. Take up knitting. Or write down the numbers of passing trains. There will be more joy.
This is $6 at DriveThru. There’s no preview because, why would there be?
The link to the product in this review is probably an affiliate link. If you follow the link and buy the product, I make some money. Just thought you should know.