Solar Sanctuary of the Cannibal Corpse

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?

https://www.drivethrurpg.com/product/298003/Solar-Sanctuary-of-the-Cannibal-Corpse?1892600

Posted in Reviews | 9 Comments

(5e) The Color of Chaos

By Spencer Crittenden
Self-Published
5e
Level 2

What power lies behind the mischievous colored constructs marauding the Prang Manor? Find out in this colorful and unique single session adventure module that can be run on its own or added to an ongoing campaign! 

This 28 page adventure takes place in a thirteen room manor home. Two-dimensional crayon monsters are attacking people, traced back to the manor. Decent organization and descriptions are high points, while the tone is going to be the hardest thing to overcome. 

So, right off the bat we have this statement in the adventure from the designer: “… Is meant to bring some light fun without completely upturning the fantasy and suspended disbelief of D&D.” And that is the core issue of the adventure. The adventure revolves around a 2 year old kid who has found some magic crayons. Thus we get scribble monsters in crayon, two-dimensional, and other challenges like drawn gold coins, colored in doorways, crayon-drawn watermelon bombs and the like. Your ability to enjoy this adventure is going to directly relate to your ability to handle those elements and handle something on the silly side on your D&D game. This is too much for me, but maybe you’re different. I will note, however, that the adventure description on DM’s Guild could be more up front on these points. As in: it does not mention them in any way, shape or form. Expectations are everything and if you go in expecting a “normal” adventure only to find this silly one, well, you’re not likely to be a happy consumer. This, ultimately, was the problem with the Great Betrayer: WG7. 

Beyond two-dimensional crayon-monsters drawn by a two year old, there is also the “magical world” tone. The kids parents are stuffy pants arts lovers who ignore and pamper him and have a set of Nystuls Magical Crayons in the attic. (Hmmm, found, perhaps, in the still yet to be delivered Infinite Dungeon … not written by Mike?) There is a Wand of Scrubbing hanging in the kitchen that refreshes three charges a day and is kind of like a magic eraser. Sovereign Glue. EVerything oriented around this kind of setting where magic is common and you use +! Toothpicks at dinner that are then thrown away down your Sphere of Annihilation garbage disposal. Again, another niche setting to contend with. 

Many things I normally take issue with in an adventure are NOT present. Information NPC’s can relate to the party is given in bullet point format, making it easy to find and relate. Monsters have an emphasis on their descriptions, and the descriptions that matter to the party, instead of backstories that will not come up during play. Encounters are well constructed with several elements. One room has statues in it and short rules for shoving them over … and monsters behind them to shove them over on the characters. The manor home gets a short little overview, something for the DM to relate to the party to give them a glimpse of the manor “as a whole” to get them oriented to it and where they should begin investigations. This is a kind of “I’m standing on a hill looking down on a manor, what do I see?” sort of thing that more adventures could do more with. Rooms have hints in descriptions, with one standing out as having black cracks in the walls … which of course have some kind of trap in them. 

There’s also a decent progression in room descriptions, from a general overview for the DM to bolded sections that expand on the information given. THis is a good organization technique, putting what the DM needs first in the first section of txt and making it easy to find follow-up information.

Treasure is pretty good, from the magic crayons (The entire box of which may be overpowered for level two’s) to a magic stirring ladle to a masterwork greatsword with an adamantium hilt like an orchid. There’s an emphasis on the non-standard, on descriptions of effects (like the ladle) instead of mechanics, and in making mundane items, to be looted, in to something that the party may actually keep instead of just selling. Not the best implementation but definitely better than most adventures. 

Interactivity tends to combat and a couple of puzzle/riddles. That could be better, although the encounters are decent and layered. The first is with a candyman who is trying to run away with a gnome merchant. He has some buddies. He can throw a watermelon bomb. Appearing out of the bomb is a tiny man holding a knife and flintlock pistol. When’s the last time an adventure encounter had that many layers? 

There’s also some other issues, beyond tone. Some of the background imagery in the PDF is yellow, which makes the text hard to read. There’s also a time or two where things are missing from the general room overviews. A monster here and in one place the parlor furnishings and and an old chest that comes from out of nowhere. So, a lack of consistency, but these seem like infrequent mistakes, more akin to typos than a fundamental lack of understanding in how to write an adventure. Some of the read-alouds get long and the DM text DOES get long in places. Manageable, though, because so much of it can be ignored, and, as I said, the progression from general to specific and bolding helps organize it.

There’s a reason for this. Spencer, the designer, has a following. I know him from the animated HarmonQuest Tv series, but I take it there was a progenitor series as well, maybe podcasts or youtubes or something? You can think of these as Actual Plays, in the vein of the others like Critical Role, etc. Thus he is bringing to the market a whole slew of people who genuinely have NOT played before and ARE noobs. I’m a bit more tolerant in this situation of text aimed at a new DM, much more so than an esoteric OSR title that will not be seen beyond a few diehards. Still, there are better ways to accomplish the goal of orienting completely new players/DM’s while retaining a format that is easy for them to run. No one needs to be told, on something like eight separate occasions, that the kids parents are wealthy dilettante aristo’s. 

Spencer has one title to his name: this one. Either he is the greatest natural adventure writer ever born or there is an uncredited editor attached. And even if that’s so it’s much better than I would expect even WITH an editor attached. The tonal issue and the longish text put this on the edge of No Regerts. But … if you were looking for a light-hearted one-shot? Absolutely, I’d run this. 

This is $6 at DMsGuild. The preview is six pages. It shows you the bullet point NPC data overviews, the intro read-aloud that I think is a bit long, the longish DM’s text, and the first encounter with the candyman and the watermelon bomb, etc, a couple of room entries, including the statue encounter, and some art that is evocative of the monsters encountered. As such it’s a GREAT preview in that it shows you EXACTLY what to expect from your purchase. More designers/publishers could follow Spencer’s lead.


https://www.dmsguild.com/product/296456/Color-of-Chaos?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 3 Comments

It’s Gnoll Time!

by Megan Irving
Self Published
For every game system ever
Level ?

Deep in the forest is a village that has been destroyed by gnolls. Gnolls are corrupted hyena monsters that crave innocent flesh. They eat anyone in their way and spread across the land like a plague, corrupting more hyenas and creating more gnolls as they go. The only way to stop them is to track them down and kill them all. This is your quest.

This twenty page adventure, in zine digest format, details a forest region plagued by a gnoll war band. It has some interesting writing and items and is trying to be a kind of loose framework for an adventure. Alas it was a little too unstructured for me to figure out … which was exacerbated by the issue I had figuring out the order the pages were supposed to be in(!)

Let’s imagine a forest. There’s a smoking ruin of a village in the middle of it. There are locations in the forest (maybe?) and some NPC’s to run in to. Thus the adventure is intended to be a a kind of investigation in to the ruined village (I guess?) and a then some travel in the forest meeting people and, eventually, dealing with the gnolls.

Each page of the digest represents one “idea”/location/NPC. There’s a short little intro text, that reads like read-aloud (IN FUCKING ITALICS! DON”T USE FUCKIGN ITALICS FOR LONG BLOCKS OF FUCKING TEXT! IT”S FUCKING HARD TO READ!) There are short and evocative little snippets of text that introduce the place/person to the party. A stench of rotting flesh. Rattling bones, teeth clattering, or a stretched humanoid form made of shadows with a strange rune on its forehead, drifting between trees and strange obelisks … not bad little snippets of text for introducing something new to the players, two or three sentences, full of flavour. What follows is a little background, goals, etc, some “fronts” (more on that later) and then some notes, like where to find them, how to use them, etc.

There’s a random treasure table, with no real treasure set. A magic cloak: the wearer isn’t easily noticeable even when they should stick out like a sore thumb. A golden tiara, might be magical, or just extremely valuable. Someone’s definitely looking for it.  A magical bow and arrow that fire arrows of pure darkness that can punch through anything, but can only be fired on a moonless night. That’s some fucking PHAT L00T! The magic retains its wonder. 

The NPC’s have goals. The “fronts” for various entries appear to be a kind of timeline of events for them, a progression as they further their own goals while the party is fucking about.

At this point things start to break down.

I will admit that I had a hard time comprehending this adventure. It’s a zine thing where you can print if out and fold it to make a booklet, or read the other version provided on the screen. The screen read seemed … like the pages were out of order? And then the zone, when printed, came out backwards and, again, seemed like the pages were out of order? So, heads up, I dug through it but, ultimately, I’ve decided that my confusion is in some part to the type of product being presented. 

The designers is, I think, trying to do something relatively new. A zine, one page per concept, a kind of framework of an adventure, open ended with the DM to bring themselves but enough structure to provide the grounding needed. That is, I think, the intent. Unrealized.

You can see some of this “looseness” of the framework in the description of that tiera: someone is looking for it. SOMEONE. Likewise the looseness of the loot proper, not given per location but on its own table to fill in the encounters with as they see fit. Further, the random encounters are “a peaceful and beautiful place to rest” or “a feral and aggressive animal that can be calmed and healed with love and kindness.” While these two tables are the extreme, there’s also a kind of looseness, as exemplified by the tables, present in most other areas. Down to the map which is more of a conceptual map, disguised as a real one. In isolation I’m ok with all of these. A conceptual map can be ok. Ideas to sprinkle in the adventure are ok. A little looseness is ok. But when EVERY element is this loose, and combine it with a kind of looseness in the layout/organization of the book itself (which may be my own lack of ability to understand it) then I’m just a confused mess. I can’t figure out how/why/where the graveyard is, in relation to other things, where the gnolls are, where the scavengers are, where the NPC’s are, or anything else. Of everything presented in the adventure the only thing I can truly understand is “The Village” the first/center location, and even then I don’t really understand how it is supposed to work. And the “fronts” that are advancing with time? Either the adventure is too short or there are too many or the wanderer chart is too small or … I don’t know. I get the IDEA but I think it’s implemented in a manner that I might call “unrefined” if I were being generous.It doesn’t work.

And that’s is, essentially, my summary of the adventure as a whole. It’ doesn’t work. I can’t really figure out how its supposed to work. (And after 2000+ reviews I’d like to think I have some comprehension in that area …) Mechanical issues with the layout/printing. The front issue. The kind of aggressive abstraction of conceptual encounters and items … would it hurt to say WHO is after the tiera? That would add color. Or the creature that needs love? Why the emphasis on the conceptual instead of the concrete?

I think I can understand what Megan is going after here. And I think I can see the promise in the concept. And the evocative writing and treasure is good. I think it just needs to be a bit more grounded. More specificity. If I understand the intent correctly then I think the goals can still be accomplished while being more specific in wanderers, magic, encounters … maos. EVerything more … comprehensible, without resorting to something like a more traditional format. I look forward to seeing how this format progresses in the future. And “I look forward to …” are not words I write often. It’s interesting as a design idea and needs some further refinement, if I understand what’s being attempted.

This is $5 on DriveThru. There’s no preview. Ouch! Put in a preview, please? And there’s no level given. And it’s listed for every system under the sun from 0e to 5e, include 4e. This is another clue to that … abstracted framework thingy that is being aimed at.


https://www.drivethrurpg.com/product/299031/Its-Gnoll-Time?1892600

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The Dungeon of Kursh Velgont

By Jonathan Hicks
Farsight Games
S&W
No Level Given. Shame on you!

You and your friends are about to embark on a dangerous yet rewarding adventure into the floating dungeons of Kursh Velgont, a powerful but long-dead wizard. The magical dungeons of the wizard have risen from the ground and toppled the abandoned castle that it used to be part of. Right now it is drifting through the air towards Chalisan, and the undead denizens of the dungeon are falling from the rapidly collapsing hunk of earth and corridors and terrorising decent folk! How has the dungeon risen? What power keeps it aloft, and what damage will it do to the lands? The PCs have been commissioned to get into the floating prison and find out why this is happening, and to try and find a way to stop it before it reaches the town of Chalisan and the evil dead are deposited upon it!

This sixteen page adventure, details a seventeen room dungeon that if floating through the sky, dropping undead and dirt and stuff from it as it floats towards a major town. It’s a conversion from Advanced Fighting Fantasy and shows it. A few neato lines of descriptions are scattered throughout, but that can’t stop the disco: long italics read-aloud, and bad design.

How shall I rail against thee? Let me count the ways … 

This is a conversion from AFF. It shows. This is where I now go on and on about the unique flavour in a game system and how most conversions don’t capture that. Let us take a game like Polaris: Chivalric Tragedy at Utmost North. (AKA: The Harry Clark game containing no Harry Clark.) Sad tragedy marked by failure and people saying “but though are but a warrior …” to fail you. Now, let’s take G1/Steading and stat convert it to Polaris. Is it a Polaris adventure? What if I don’t convert it AT ALL and just call G1 a Polaris adventure? What if G1 had no stats, could I call it a Polaris adventure? What if I took an adventure for a game like Polaris or Lacuna, something with esoteric targeted rules and just said “Yeah, It’s an OSR adventure now” … a game whose entire concept was based around player ingenuity, no forced combats, gold giving you XP. That’s what this is. The designer has little understanding of what makes a D&D adventure and has just stat converted the thing from AFF to S&W. The big loot at the end is 200gp in gems. That’s great, right? Let’s see, split five ways … better to stay home and ambush people in the alley and take THEIR stuff for xp. Being a hero don’t pay, at least in XP. And then there are other things, like falling damage. You can fall from the floating dungeon. You take a d6 damage, even though its very high up. Is that how falling damage works in S&W? I don’t think so. Or, maybe, “high up” means 10 feet from the ground?

Nevermind the abstracted treasure in the form of “200gp in gems”. Nevermind that we’re not told how fucking far offt he ground the dungeon floats. A super basic quality. Something everyone wants to ask, I’m sure, as they approach it. “How long are the ropes hanging down from it? How long must we endure undead attacks while we climb?” Or even “how fast is it travelling?” since that’s a main theme of the adventure. Nope, none of that. It’s all fucking abstracted. No brave little tailors here. Look, yeah, I can make it up. But that’s not the point. It’s a pattern. It’s a basic lack of understanding of what to include and not include in an adventure.

What should NOT be included? How about column after column of read-aloud? And it’s in italics, making it super hard to read! And it’s full of bad fiction writing! 

“The lands are rife with danger, but there are plenty of rewards for adventurers willing to take the risks and face the evils that threaten to plunge the lands and lives of decent folk into darkness. Most days pass by without incident and people go about their affairs peacefully, but some days are dangerous and can change lives forever.Today is one of those dangerous days.”

Uh huh. That’s the read-aloud?

It goes on and on with the read-aloud. “Which way do you venture?” the read-aloud tells us. Uh huh. Priorities misplaced. And none of that fucking “its for beginners” shit. We don’t fucking pander. Besides, thats just justifying bad writing, there are better ways to present to n00bs. 

So, mountains of read-aloud. Including a big bad monologue. Joy. A room description of a hallway junction that takes a quarter page .. for nothing more than a hallway junction. 

And then there’s just bad design. There’s enforced morality “no matter how many foes the players defeat they should not receive any XP.” No, that’s not how D&D works. That’s how bullshit enforced morality works. “Once you defeat the monster you notice the large key on its belt.” No, that’s bad design. By making the party notice the key in the outset you make it a temptation. The point becomes getting the key rather than just engaging in another fight, which is how it’s written. AFF or no, a fight for the sake of a fight is bad design. “Don’t be too hard on them this early in the adventure, just have one or two skeletons per player attack the party.” No, that’s not how things work. Again, combat for the sake of combat and an ATTEMPT to have a dramatic moment. Those enforced moments SUCK BALLS. Better are the moments that come from the players own attempts. That’s what you’re writing for. 

The writing is muddled, with various elements all knotted up in the same paragraphs making it hard to find information. It’s conversations “don’t tell the players, but in 6 rounds a numbers of skeletons will come to investigate.”

What’s sad here is that there’s some good imagery. Buried in a column of read-aloud is, in the opener., a woman riding up frantically yelling “Have you seen it?! Have you seen the dungeon?!” That’s a good opened. The lower parts of the ropes leading up to the floating dungeon are slick with blood. Skeleton heads have an inner green glow. There are bloody handprints on doors. That’s all greta. It’s just too little, too far in between, and buried under mountains of useless text and bad design.

This is $2 at DriveThru. The preview is four pages. You don’t get any dungeon rooms, which is bad, but the last two pages DO show you almost two full pages of read-aloud. That’s a pretty good indication of whats to come. Also, THERE’S NO FUCKING LEVEL RANGE GIVEN. *sigh*


https://www.drivethrurpg.com/product/299081/The-Dungeon-Of-Kursh-Velgont?1892600

Posted in Reviews | 14 Comments

(5e) DDAL-EB-01 The Night Land

By Shawn Merwin
Self-published
5e
Level 1

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. They’ll need all the help they can get: it’s no secret that most scavengers don’t survive their first expedition in the Gray.

This 29 page adventure is a collection of three short “one encounter” adventures in sixteen pages. Set in a kind of post-apocalyptic “Bartertown”/salvage-town bordertown, it has you making trips in to a Forbidden Zone to do short missions. Nice concepts with the whole thing, but the actual implementation is boring. There’s little continuity and the “creative” part of evocative writing is missing.

Ok, so, evidently I’m an asshole. All this time I’ve thought of Eberron as a techno- fantasy setting, kind of RenFaire stuff, which has absolutely no appeal to me at all.  Magic railroads and Sphere of Annihilation toilets and the like. But this adventure seems to imply NOT. This is a kind of post-apocalyptic people living in Bartertown kind of vibe going on, or tries to anyway. A less gonzo Rifts or a Gamma World with some magic tossed in? Fuck yeah I’m in! Maybe it’s just this setting and I’ll gouge my eyes out later when magic Zeppelin races appear. Anyway, there’s this underlying vibe of a barely there town and people salvaging things from The Forbidden Zone.

A cloud bank straight out Fury Road, a little ways off from town. Screaming faces and buildings collapsing sometimes appear in the fog. Fuck Yeah! That’s what I want to see! Talk about a transition to the mythic underworld! The description for the threshold is pretty good and gives this great sense of impending danger and YOU ARE ELSEWHERE NOW. The whole town vibe is enhanced by a little newspaper handout with some decently Orwellian writing that again adds to the mood. “Remember: Sheriff is watching. So keep your troubles outside the outpost.” Orwellian inside but a free for all outside! I’m in! And the newspaper announcing 70% of people who go in don’t come back out? Uh huh uh huh. I’m in LUUUUUUV.

Substantial information is conveyed through bullets, with what you can learn from NPC’s being the primary usage of them. Bolding and section headings, indents and a summary table are all present. And, there’s job board handouts in addition to the newspaper. Very nice. And there’s this little NPC, the leader of a fellow salvage gang, with a great little table of how they know you/how you’re connected to you. “Saved from kneecapping” and the like; the table is full of flavour!

And the entire fucking thing is actually implemented lame as all fuck. 

That NPC reference table? Full of the wrong things. Instead of it being a table that helps you run the NPC’s it’s more a writers reference. “Chaotic Good Human Female Artificer.” Great. How about quirks? Goals? A train? Something to help me actually run the NPC? No. For that you need to reference the text and hope that the designer put in a little offset box for that NPC. The table is ineffectual for its intended purpose.

The three “missions” come from the job board in a tavern. There’s really nothing tying the three together at all … which may be ok, I think, if it’s serving as an introduction to the town and the salvage lifestyle. But then THAT becomes the theming and tie to hold them together, and it’s just not there. It feels like three changes of scenery rather than “my life as a salvage worker on the edge.” And that salvage board … a centerpiece of the adventure and the entire town built around salvage? A boring ass bulletin board in a tavern. No mementoes or shrines to the fallen salvagers, no rituals, nothing. This was a SUBSTANTIAL miss in adding to the “Salvage Life 4EVAR” thing that should be going on in this adventure.

Most of the writing it boring. A ghost train comes across as boring. The writing is just not evocative at all. Now, we should all know by now that I’m NOT looking for a lot of text, but I expect the text that IS present it be interesting and describe the scene/thing in a way that makes it comes alive. “The air around you suddenly fills with cracking, ringing noises. Some of the larger black glass shards twitch and fragment, reforming into lizard- like beasts with maws of razor-sharp glass teeth.” B O R I N G. Nice idea, ozone, crackling, maws of obsidian glass … but a “lizard like creature” is boring, as is anything with the fucking word “Suddenly.” This is poor writing. 

More than that though .. The Mournland, inside the fog cloud, is boring. The fog is a barrier. No dust storms. No 70% death rate. No littered landscape. Just more featureless plains. And no wanderers. No hint of danger. I was excited for this shit! “In the morning of the second day of travel …” It’s not even the slow burn of Stalker or Annihilation. Just nothing. No text to speak of and what there is “decrepit wood buildings.”  The whole place comes off as dumb and boring. Just Another Shitty Lame Ass Boring Generic D&D Setting. Go somewhere, have an encounter, mission over.

It tries. With that Mournland text. With a sculpture made out of corpses. But it fails. It feels thrown together and as if not much work in to it beyond a draft. Repetition of text, and not in a Salome way but in a Didn’t Think About It way. Some read-aloud gets long. There’s a section in the beginning, in which bar patrons gets hushed when an old salvager gets on top of a table to speak … a load of nonsense. I’d guess it has to do with the overall plot that will eventually show up in these, but it telegraphed HORRIBLY. Everyone should recognize “yeah, this is the evil cult thing we’ll eventually have to stop,” and, at the same time, it would have been MUCH more effective if introduced as a part of one of the other missions (NO! NOT A FUCKIGN DIARY!) or somehow his exposition had an impact. The hushed voices of the rowdy scavvers? Great! Just anti-climactic as fuck. “Oh, it’s a fucking monologue. Great.”

Missed opportunities include a little construct Dog, which should have been called Timmy, or had a Timmy/well codeword/connotation/theming. And a goblin turned to stone with a ghost train hurtling down on her NEEDS to be her caught in the train tracks. No, I don’t know how it works … that’s the designers job. But fuck me if rescuing people from train tracks isn’t iconic.

And then again that scene shows the problems. The train arrives in five rounds to crush the little girl. How far away are you? Who the fuck knows, we’re never told. And this sort of Missing Information thing, critical information for a scene, is not  uncommon. The overall impact is that the 70% of people who die in the Mournlands do so of boredom. 

It’s so full of promise, you can see it in the edge. But the actual implementation, the writing, the “now the D&D encounter starts” format … it’s kills the thing. It should be enhancing that half-glimped themes and vibes. I’m not sure I’d tout my MFA in Creative Writing if I turned this out.

This is $5 at DmsGuild. The preview is four pages. The last page actually has something for you to look at. You can see a long/useless read-aloud for the tavern and then the little gnomes speech … that has no impact on the adventure. Bad preview. 


https://www.dmsguild.com/product/296403/EB01-The-Night-Land?1892600

Posted in 5e, Dungeons & Dragons Adventure Review, Reviews | 7 Comments

The Anthropophagi of Xambaala

By Corey Walden
North Wind Adventures
AS&SH
Levels 1-3

Furtive and odious tales circle through various Hyperborean ports of call. Rumours whisper of an ancient occult city, Xambaala, clinging to the edge of the Zakath Desert. Perhaps the hideous horrors said to assail the city in the darkest hours are exaggerated. Maybe too another explanation can be found for the foreigners who are said to have disappeared to some uncanny fate. But the whispering tongues also hint that gold glints in the shadows of Xambaala, ready to be taken by the bold.

This sixty page adventure details a desert trading city in about twenty pages, a couple of desert locales, and then a seventy-ish room three-level dungeon full of cannibals and snake-men. The primary adventure locale, the three level dungeon, is fairly interesting if a little heavy on the hack & trap side of the interactivity spectrum. While the writing is better than most North Wind adventures it is still burdened by the cramped layout and phrasing that plagues almost all of them. Do you like to READ adventures? Buy this.

It is pure speculation, but I suspect that the hand of Talanian and his editors are HEAVILY involved in the writing of these adventures. So many of them show the same issues that it’s hard to believe that the designers are all engaging in the same ponderous habits. As such the review becomes as much about the production style of North Wind as it does about what the designer has produced. How much is their work and how much is corruption by the snake-men?

What’s the purpose of an adventure? Is it to run a game at the table? That’s my take on them. And therefore I expect the adventure to facilitate that. But it is certainly the case that others, Paizo most notably, have deduced that most adventures purchased are never run. People buy them and read them and that’s the enjoyment they obtain. And thus the publisher is then working at a cross-purpose: to produce adventures that are enjoyable to read … and thus make money therein. They want to make money by writing something that appeals to the reader consumers. I want to have something to help me run it at the table. I guess it’s possible that the two are not mutually exclusive.Like, maybe, a quantum event suddenly turning my keyboard to old platinum is a possibility.  Possible & probable: different definitions. 

And I don’t give a FUCK about the readers. And I especially don’t give a MOTHER FUCK about the publishers who are writing for the readers. Fuck. You. You’re not producing adventures. You’re producing some fan service bullshit. Further, you’re producition of these fucking things is dragging the entire fucking hobby down because you insist of labeling them “adventures.” They are not adventures. Adventures are written to be used at the table. “It COULD be used at the table” is not a viable response. At this point I think it’s safe to say that North Wind is producing adventures meant to be consumed by reading. 

The primary issues, as with ALL North Wind adventures, is the ponderous writing and the layout. The fonts are less legible but evocative of the pulp fiction novels of old. The margins are wide to allow border art … reducing the overall space for text. And the writing is ponderous. “The iron door has yielded to rust and the force of grave robbers.” That’s not technical writing meant to help the DM. That’s fiction writing. “In some areas the exterior plaster still retains its

original decorations of monsters, warlords, and illustrious merchants.” Again, more fiction writing. This is not a phrasing or word choice that enables the running of the adventure. The phrasing and word choice gets in the way. It’s ponderous. You don’t have to appeal to lowest common denominator. That’s not what this is about. You have to target the writing so that it’s easy for a DM to run. Making them fight through illustrious merchants and yielding to rust is not in service to that. That sort of writing is fiction writing. Technical writing, for D&D adventure, is in service, in these examples, of creating an image in the DM’s mind. Yielding to rust and Illustrious merchants doesn’t do that. And no, it’s not just those phrases. It’s the entire sentences. Which are just examples of the problems inherent to ALL of the writing in this adventure.

There ARE bullet point summaries at the start of each room. This DOES help somewhat. There is a style of writing in which general overview concepts, or the room, are introduced and as the players are mucking about deciding what to do, the DM is reading further ahead and/or the follow-up information helps expand on that general overview. The bullets in this adventure serve much the same purpose. They introduce room concepts quickly and then the DM gets to … wade through the ponderous text that follows, digging for more information. There are a lot of decent styles to choose from to help the DM, this is one, and it DOES help. It’s just dragged down by the “DM text” in the usual North Wind style. 

It’s a shame. The core of the adventure isn’t bad. Cannibal slaves  with sharp pointy teeth “Uh, Sir, I recommend that we examine the mouth of each slave and kill all of the ones with pointy teethe.” A cult, duped by snake men. A nice ruined palace to explore. Evil norse dwarves. A toad-woman. It’s all pretty good, in theory. Heavy on the combat, I think (especially for level 1’s)  and on the trap side of interactivity. Some of the treasure is ok: a magic bow very briefly described to be of laminated white wood, or ion stones that “Once the gunk has been cleaned away, the stones will slip out and begin floating around the head of the investigating

Character.” That’s decent imagery, a little wondrous, which is what magic should be.

I don’t know man. I’ve always WANTED to like AS&SH. There are promises made by the setting that are great. But the execution of them is SO bad. I don’t see how this is usable at the table in any way that I would find meaningful to run. (Which is to say: easy.) It’s SO disappointing. And it seems so avoidable. There seems to be such a devotion to the style guide, over usability, and that’s what is making me question the actual intent of North Wind: playability vs just producing things to read. There has got to be some middle ground in which North Wind can still evoke the style they are going for while enhancing playability rather than detracting from it. 

Also, first level my ass. This is a hard ass adventure.

This is $10 at DriveThru. The preview is four pages and shows you nothing of the adventure writing AT ALL. Just a map and the title pages. That’s a bad preview. For it’s faults, North Wind IS professional and I would expect a preview from them, on a $10 product, that actually shows us a few rooms and therefore the writing and content style of the adventure.

https://www.drivethrurpg.com/product/248582/The-Anthropophagi-of-Xambaala?1892600

Posted in Reviews | 36 Comments

The Warrens of Zagash

By Keith Sloan
XRP
OSRIC
Levels 6-8

[…] A recently acquired treasure map points to an ancient dwarven tunnel complex. Could this be the place? Are these the dangerous halls that were once the home for a dwarven cult worshipping an entity they called the Earth Dragon?

This sixteen page adventure details a two level dungeon with about a hundred rooms. Themed to “evil dwarf cult” it comes across as stoic and stuffy. Writing is typical for XRP, being denser than it needs to be for whatever reasons. And treasure is generally boring old book stuff, although a dwarven ring of power is present. Weaker than Forgotten Grottoes of the Sea Lords.

Dwarf themed areas have some major hurdles to overcome. Given the stoic stereotype, an area trying to evoke a dwarf theme tends to come across stoic. Imagine, for example, exploring the one hundred room dungeon of the cult of nothing … which contains 99 rooms that are empty and dusty, each in their own way. Maybe the cult of nothing wasn’t a good choice for a dungeon, for while an excellent designer can evoke the cults asthetic it’s not wise to do so since it’s boring as all fuck. While that’s a hyperbolic example, the same issue exists in this adventure.

The chambers come across as empty. The creatures a mix of undead dwarves and “stone guardian” statues with a few others tossed in. A lot of empty rooms with dust. Geometric designs and feelings of uneasiness in a alot of/most temple rooms. So, yes, excellent ability to invoke evil stoic dwarf cult. Maybe not a good choice though. Another room with geometric designs. Hmmm. Another temple room where we feel uneasy. Hmmm.

Combine this with OSRIC being OSRIC. Another _2 dagger. Another potion of x, another +1 sword. Another boring old gold bowl worth x amount. It’s flat. It’s abstracted. It’s generic. Not vanilla. Generic. Is that really a design ethos to embrace? To be generic? Abstracted descriptions? 

This is then combined with the abstracted writing style. GREATER TOMB: This room is filled with 30 low biers each containing the long desiccated body of a dwarf, among the leaders of this cult.” Not exactly awe-inspiring or evocative. Just facts. And then the writing is muddled up with ineffective phrasing and techniques. There’s a lot of “What appears to be …” and “… but it is simply a painting”  (Another person needing Ray’s books on editing) Geometric carving after geometric carving. And I really mean “geometric carving.” That’s the text used. A little more theming would be in order. 

Speaking of. “Stone statue attacks” will be a common DM phrase. Other than that, there are some undead dwarves and just a small smattering of something else. This is the “tomb” problem. Tomb adventures require a tomb layout and some guardians that are, all, essentially the sam. Abandoned dwarf cult halls means some undead dwarves and stone statues and maybe a few vermin with little else. It’s hard to justify more in these circumstances … but the end goal is a fun adventure, right, not an accurate one? Only enough simulation to be in service of fun, not the end all be all?

I will say it’s nice to see a dwarf ring of power, good effects and bad effects both present. There’s also a nice wasting curse that, if you choose to die rather than submit to the god (who’s causing you worship him or else waste away) then you get to heal fully when you would die. That’s good design. Keith can design well, but the writing is flat and the setting boring, with to many stone statues and chilling room effects. Too much abstraction.

I shall also mention my new pet peeve: if you’re going to tell me about constant dungeon effects then it needs to go on the map, or someplace else that it’s always available to me. 

How much of this is Keith’s writing style is Keiths, How much is OSRIC-enforced genericism, How much is the selected locale, and How much is XRP’s style bringing to the table? Yes, it’s 100 room dungeon in the old style. Yes, it has a theme and executes it. But that doesn’t mean it was the right decision.

This is $14 at DriveThru. There’s no preview. Naughty Joe! Go stick in a preview! 

https://www.drivethrurpg.com/product/274222/Advanced-Adventures-43-The-Warrens-of-Zagash?1892600

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

(5e) Blacksmith’s Folly

By Brett Bloczynski
Encoded Designs
5e
Low levels

… With this hope Marion searched the dusty library in her home and found the long-forgotten diaries of Samuel. Marion learned that Samuel did indeed imprison a Lamplighter with the intention of forcing it to grant him a wish. Unfortunately, the final pages of the journal were blank, and Marion never learned if Samuel got his wish fulfilled. Grief-stricken Marion, however, is certain it happened. It must have happened. She would MAKE it happen… and her daughter would live again.

This twenty digest page city adventure is a short investigation in to a murder and a couple of combats along the way. Simple, but with some unexpected flavor, it does an ok job with a short one-night adventure format. A little more work on it and it could be a decent short little adventure. Also, remember, I like adventures. 

I was predisposed to not like this adventure. It’s got a project manager attached. And two art directors, and someone in charge of development. I see that and I think “ought oh!” Further, it’s about a woman trying to bring her kid back. That’s another warning sign: treating your D&D game with modern morality. What was the child mortality rate back then? Like 30%-50%, I think? Actually, that gives me an idea. People MOB the party for cash and raise dead. The entire campaign. Talk about high level world problems! Actually, that doesn’t sound like fun for more than a session or two. But, anyway, predisposed thanks to the marketing and the ilk to not like it.

But imagine my surprise! The woman “Once the work was done, Marion drugged Horace, chained him to his anvil, and cut off his hands while collecting his blood in a copper

bowl. Horace died as a result of this process.” Well no fucking shit he died! Brutal! That was unexpected! And then the city portion comes in to play “The Griffins were called and, after a hasty investigation, labeled the tragedy as a “robbery gone wrong.” WooHoo! Police procedural callback where they are all incompetent! God I love city adventures!

So, that got me interested in this adventure in a hurry …

In short, you’re at a wake for the dead smith. There are some people to talk to. You investigate his shop, find some clues, go to the womans house, and find her in the basement torturing a lamplighter to get a wish to bring her kid back to life. Along the way are some shadows to fight, attracted to the evil. (The lamplights are some kind of a Charon-like entity/group, I gather. No much info on them, I assume it’s in some setting book. A couple of words on adapting this adventure to a non-lamplighter world, or a bit more info would have useful for those of us blind buying without the setting book.)

The Lamplighter is weird and cool. It’s a mystery Charlie Brown! She’s torturing this THING for a wish. They are some kind of weird hive mind entity that lights the lamps I guess. But the imagery … There’s only one lamp lit on the characters street, in front of the smiths, with a lamplighter solo in front of it/under it. It talks in archaic form. At the end a bunch fo them gather in a circle around the building and take the woman away to deal with. Creepy fucking imagery! Good Job! And an excellent example of why less is more when it comes to mystery. Explaining things ruins the magic. 

The NPC’s in the tavern/wake are presented on pne page per, with personalities and quirks easily summarized at top and clue/info to relate in bullet form. This makes it pretty easy to run them. Likewise the clues in the two other locations (the smithy, womans house) and other important points are also bullet related. 

The shadows, a “normal” book monster, are handled … ok. A little creepy, but it could have been handled better with their sliding under doors, attacks, etc. There’s been a small attempt at more flavour, but more in this area would have really heightened the adventure. 

On the down side …

The location descriptions don’t work well. Yes, the clue data is done well, but the general descriptions, etc. are not done very well. I feel like this a formatting/[resentatin decision, since the floors of the buildings ares summarized. That might be an ok way to do it but I would suggest it wad not done very well. It’s not easy to scan at the table and relate. Somehow concentrating more on the environs and less on the commentary, while keeping the flavour, is needed.

A lot of information is also presented in italics. I like to beat this point to death, but let me try again: large sections of italics are not easy to read. More than a word or two is bad. You need to find another way. Shaded background, something, but don’t use italics for large sections of text: it’s hard to read and makes eyes tired. Some brief research indicates that this is a well known fact in the editing/typeface world. 

It’s also the case that the digest format is a little limiting in this case. One page per NPC in the tavern meet & greet is ok, but the ability to summarize them on a one page would have been even better. Digest is a fine format … but not for all adventures. If you need to REFERENCE things then digest can be challenging and requires some extra effort to help usability at the table.

Finally, and I can’t believe I’m saying this … some of the descriptions are not adequate and don’t have enough detail. Quick! Think of a forge! Because that’s the description of the Forge area of the blacksmiths shop. IE: it’s a forge. That’s about it. Now … how many of you thought about a quenching bucket/tub? I didn’t, and was surprised to find one in the text. Likewise the coals. Yes, in retrospect, once mentioned, they are obvious. But when the party first comes in and I describe it … I didn’t think of either and the text doesn’t mention it … the description overview is non-traditional and therefore leaves that out in it’s more “overview than description” format. Normally, I would suggest that a bedroom or kitchen doesn’t need a contents list. And that remains true. But if an element is a key point of an adventure then it should be mentioned. And both the tub and coals are key points in this. Key elements should be noted previously. 

But, hey, still a workable adventure and much  better than almost every other 5e adventure I’ve seen! Good Job! And I applaud the designer for avoiding the DMs Guild nonsense!

This is $3 at DriveThru.The preview is the first four pages. The last two kind of give you an idea of the organization of the text with bullets, heading, indents and the like. Including a page that shows an encounter would have been much better, but the preview DOES give you an idea of what to expect.


https://www.drivethrurpg.com/product/296551/Blacksmiths-Folly?1892600

Posted in 5e, No Regerts, Reviews | 4 Comments

The Trials of a Young Wizard

By Simon Miles
Dunromin University press
OSRIC
Level 1

Fresh-faced and more than a little hung-over our newly graduated mage of the great Dunromin College of Magic and his friends step into the tea-room next to the Porter’s Lodge and ask for something for a headache. Within minutes they find themselves accosted by the smiling figure of Malcolm Darkstar, Bursar of the College and owner of the tea-rooms, keen to ask them a favour…

This 48 page book has three adventures: a small kobold lair, a fetch quest in a dead wizards manor home, and a side-quest burning farmstead/argument with a doppleganger spouse. It makes some attempts at verisimilitude but fails in being usable, as it asserts it wants to be. Or even interesting.

Three little adventures for level one’s in OSRIC. There’s not much going on in these. There are, though, a lot of words. There are page long room encounters. There are LOOOOONG sections of read-aloud. There’s an attempt to use bolding to highlight keywords and phrases in the long text but it largely misses its mark, being the wrong words bolded to to get the flavor of an encounter. It largely shows an unfamiliarity with better formatting techniques like bullets and indentations. This isn’t a one-size fits all, an adventure should not be all bullets and indents, but a mix of text, bullets, indents, and bolding usually does a better job than just one of those techniques alone. Further, when bolding and text are used by themselves then it becomes critical to keep the text short, use para breaks appropriately, and bold the right things. And none of that is done here. The net impact is a kind text wall that resists scanning. And if you can’t scan the text easily then you can’t run the adventure easily. 

There’s also this kind of mania for physical descriptions. Read-aloud and DM text both are pretty specific. 8’ high, 4’ wide, 5’ long passage, and so forth. Does that matter to the players? Short and stumpy, or other flavour text, would be better. This mania for EXACT dimensions, especially in read-aloud, drives me nuts. 

Dungeon trappings are buried in text instead of on the (linear) maps. (Well, the kobold map at least is linear.) Embedding the smells and noises on the mpa, for example, keeps them fresh in front of the DM’s eyes, helping them add flavor to the game as they are running it. Remember: the published adventure is supposed to be a play aid for the DM, helping them run it. 

There’s also a weird tone in this. King Modred and Lord Darkstar. The text refers to a bizarre land, and the whole “beginning wizard” thing makes me think of some juvenile audience … but then there’s murdered kids in a house on fire and other darker things. It’s got a weird tone. And almost no loot for a 1e adventure that, by definition, requires hold to get XP to level. There’s some handwaving about doing this on purpose, but by doing so you’re destroying one of the key posts of the game. 

This makes me think, for all the world, that the designer is VERY new to this. They have a vision in their head. It makes sense to them, and they try to put it down on paper. But, that’s not the goal. The goal is to get it in to the running DM’s head so they can run it during actual play. What makes sense to the designer, who is intimately familiar with their own work, doesn’t to someone who has to slog through all of the text text to get out the good bits.

And the good bits are few and far between. This is mostly kobolds and goblins and the like, with snare traps and other relatively boring things. There’s a ncie order of battle for monsters in how they react, but, like everything else, it’s too long and too prescriptive. Evocative is not prescriptive. 

This is Pay What You Want at DriveThru with a suggested price of $4. The preview is the entire thing, at 48 pages. Yeah!  Try pages five, six, and seven as the overland/intro and tell me you can run that easily. Or pages eight, nine and ten for approaching the kobold lair. It’s just little to no organization at all except paragraph this and then paragraph that happens.

https://www.drivethrurpg.com/product/297875/SM12-The-Trials-of-a-Young-Wizard?1892600

Happy Fucking New Year. What a way to start it.

Posted in Reviews | 5 Comments

The Lost Treasure of Atlantis

By Chainsaw
North Wind Adventures
AS&SH
Levels 6-8

In the far reaches of Hyperborea’s Crab Archipelago lies a small, mountainous island known as Crystal Point. Passing sailors recently have witnessed a crimson glow in Crystal Point’s waters and beams of russet light shining up from its steep cliffs. Too, unusually frequent lightning storms in the area have torn the sky in blinding flashes, shattering the air with their awesome sound. The seedy wharf taverns of Khromarium and elsewhere buzz with these strange tales—some even speculate that Crystal Point may hold the lost treasure of Atlantis! 

This 68 pages adventure OOZES with flavour. Primarily a “dungeon” of tunnels & caves, it also includes an island exploration to get there and little social adventure in an “evil” village to learn of the island. It, finally, lives up to the promises made of AS&SH. Flavour & interactivity abounds … diminished only by the layout (and editing?)  choices made. Buy More. Buy More Now, and Be Happy!

I was not looking forward to this review. I’m off, and lazy when I’m off work. And it’s an AS&SH adventure, and I’m not fond of those. And a 68 page slog through crap is no fun AT ALL when you have holiday things to do. But wait … what’s this? Talanian didn’t write this? Chainsaw did?Hmmm, He’s on my internal mental list as “Not a complete fucking idiot.” (And to be clear, this ranks right below “Bryce is fanboy Of” … there’s a big gap there that explains many things about me psychologically speaking.) To my delight Chainsaw has finally produced an AS*SH adventure that FEELS like a pulp adventure. It’s full of flavour and action and interactivity and is evocative as all fuck. 

A zombie has a map tattooed on his back, or a toothless sailor with glinting eyes grins and shows you a platinum coin, or a noble “of little renown” has gone missing. Even my own fucked up summaries of the hooks communicates some of the awesome of these hooks. Not long, but PACKED with flavour. 

And this continues in every part of the adventure. Onboard ship to get an island there’s wandering monsters, of course. I often lament “they attack!” encounters … but these are different. They have flavour. “A group drifts into the party’s path and crawls hand

over hand up their ship’s sides.” or “Giant tentacles burst from the water,

attempting to rip the party’s ship to pieces.” This communicates the encounter vibe well. One short sentence and the DM has something to work with. Evocative writing is important in an adventure, especially these days. Most of us have packed lives. By writing evocatively the designer communicates tone, tenor, flavour of an encounter directly to the DM’s brain, and then the DM can take over and build upon it. Encounter after encounter after encounter does this.

The very first location is an “evil” village. The people paint themselves red, like crabs. It’s full of crab parts. The blacksmith has a birth defect that looks like a crab hand. They keep slaves. They have two dudes in hanging iron cages …errr … one, the other, his brother, was burnt to death in his cage. There’s … oh fuck, why am I even trying. This is place is PACKED. Several subplots in just the opening village. The dude in the cage, another brother trying to free him, the village elders hiding a crab conspiracy (duh …) and a villanous merchant, a … it’s just fucking packed! And the island is also … including a mi-go automaton with rudimentary intelligence that has broken free and is repeating why me WHY ME” over and over again. Fucking Flavour. And, it should be obvious by now: Fucking Interactivity. More than just combat. Telegraphing. Plans to be made. Plots to be foiled. ADVENTURE!

And, as per usual, it’s fucked over by the layout and editing. There ARE cross–references, and bolding, and some indents, all of which make things easier to find. There’s also the usual mania found in all Northwind adventures to laying out every word in a paragraph style. I don’t know if it’s in the designers manuscript or not. But I do know that the editor and “development person” should have done something about it no matter who did it. Unless they did it. In which case BAD! YOU’RE BAD PEOPLE! You can’t just bury information in a quarter page paragraph of small font type. I’m scanning the page, looking for the encounter description. I can’t read a column before relating it to my players. Get it? Do you get it? No? You don’t get it? That’s why it continues to show up in adventure after adventure? Look, I’m not saying you have to sell your soul down the river. What I AM saying is that you need to find another layout and editing style that both works for the “Howard wrote this a hundred years ago and look out layout looks like that!” and “usability at the table for quick scanning.” Do some work and find something that works for you from now on. And keep publishing from people like Chainsaw that know how to write.

I can poke some more holes in this. A reference sheet for NPC’s in the village. A kind of “overview look” for the large open vistas, like when you enter the village, see the island, etc. Landmarks, first things you see, etc. 

Chainsaw writes viscerally. You FEEL the encounter, NPC, etc. 

Plus, there’s a Lightning Reactor in this adventure. With levers you can pull. FUCK! YES!

This is a great place to adventure and a great adventure module. 

This is $10 at DriveThru. The preview is broken! Fix the preview!


https://www.drivethrurpg.com/product/296269/The-Lost-Treasure-of-Atlantis?1892600

Posted in Level 6, Reviews, The Best | 13 Comments