(5e) A Mishap of Ill Portent

By Travis Legge
Self-published
5e
Levels 1-3

While the characters shop in the marketplace of a small village, a thunderous boom interrupts the peaceful commerce. A large plume of smoke rises from the outskirts of town, and the locals rightly determine that the source of the blast must be the home of a local wizard named Tsendur. Investigating, the party discovers that something terrible and powerful has been stolen from the old wizard that threatens to unleash the power of a long dead Titan and endanger every life on Ghelspad!

This 25 page adventure features a six room tower, on fire, described in three pages. It probably takes place in less than two minutes. It is more like the inciting event to a new adventure path (which is what it is) than it is an adventure. But at least you gain a level after those 100 seconds! The writing is poor, but it does make good use of fire, exhaustion, and terrain rules to create a little scene that’s different than most.

While in town you hear an explosion and see a small home with attached three-level tower on fire in a major way. Unknown to the party, the wizard on the top floor is trapped and unconscious under rubble and will die in 20 rounds. Thus, the time limit, which the party is unaware of. “That’s Franks house” is, I think, the extent of the urgency conveyed. This amounts to a hidden rule and those are typically not good things in D&D. Knowing there’s someone in the house, trapped, allows for more tension as the party makes decisions balancing risk and reward. It’s a small thing to add someone yelling that they say Frank go in the house, but it’s a key issue. The town guard is, of course, otherwise occupied preventing panic. I get it, but why have a town guard at all then? Just put a little work in to your pretext hook people, it’s worth it.

Likewise the use of skill checks in this adventure is poor. DC 14 to notice figures in inside the house. DC 12 to calm someone … to say they say figures, and so on. It’s rolling dice for the sake of rolling dice, for trivia. “Make a DC 10 check to talk across the room” or “Make a DC 12 to tell the sun is shining.” There’s a right way and a wrong way to do a skill check and this thing is absolutely engaged in the wrong way. (ok, Calming someone might be ok, it’s the “trivia” aspect that gets me, every time.)

There’s not a lot of read-aloud, but what there is has an italics font, never a good idea for long sections of text; it impacts readability. It also refers to the party in third person: “While the structure is largely intact as the characters first come to the scene, the fire is quickly spreading.” Uh, ok, so, no effort at all then? THis lack of effort continue to some of the editing: in one of the rooms it looks like there’s meant to be some zombies, but its never mentioned, just some scaling guidelines to include +1 zombies if the party is tough. So, not an editor but rather a copyeditor? Either the text is missing or its unclear, both jobs for our editor. And a good one would have perhaps pointed out that spending a bunch of your word budget (three pages in 25 …) describing the door situation in EVERY SINGLE ROOM is perhaps duplicating what the map shows? But, that’s an editor and not a copyeditor.

Putting all of this nonsense aside, Travis is trying to create a situation in which there’s a burning building that the party needs to deal with. His support of this is admirable. There are rules for the smoke and terrain. There are smoke inhalation rules handled via the exhaustion levels. There’s locked doors to deal with. There are fire-immune zombies to deal with. And, of course, there’s the trapped wizard. Putting out the fire is also handled, including a bucket brigade.

He’s done a good job by layering things to make the 90 second adventure an interesting little problem to solve. The multiple obstacles, the appeal to common techniques are all good. He’s also got a series of maps showing how the fire spreads minute after minute. Maybe a summary sheet of the rules, in a less verbose context, along with the fire spread map, all on one page, would have been nice. Still, it takes the concept of the “all session long fight” to a place that is WAY more interesting thAn it was in 3e or 4e.

It’s a decent little ENCOUNTER if you can get past the little issues and make the timer better understood. It’s also 25 pages for a single encounter, and the beginning of a new adventure path. I get that people expect a certain page length, but how far can you stretch things? 25 pages at least …

This is $3 at DriveThru. The preview is six pages and doesn’t show you anything of the adventure, making it absolutely worthless. I don’t care about the fucking art or backstory, I care to get a preview of the content I’m actually buying to use: the encounters. 


https://www.drivethrurpg.com/product/281612/A-Mishap-of-Ill-Portent?1892600

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

Annihilation Rising

By Lloyd Metcalf
Fail Quad Games
1e/5e
Level 5

Monsieur Nerluc clings to the local mountainside. Villagers tell frightened children that the monstrous form of earthen stone is just a natural rock formation. It’s a lie they’d like to believe themselves. Monsieur Nerluc is, in fact, the lord of all tarasques, and strange cultists seek to waken him. If they do, his age-old toothache will begin to throb, and he’s going to be horrendously angry.

This sixteen page linear adventure is everything one comes to expect from a 5e adventure and nothing as one would expect from an OSR adventure. A quick 1e conversion cash grab, it’s full of skill checks, inspiration, low treasure and long read-aloud. Joy.

This is a drop-in adventure for use when you need a quick break from your game. Of course, it’s set in the designers home system, Altera, has a strong “French influence”, the setting features ley lines, and there’s supposed to be a bunch of tarrasques, with the one in this adventure being their king. So, you know, seamless drop in to your campaign world! Seamless doesn’t have to be generic but the more idiosyncratic your ideas the less seamless the adventure, obviously. Or, maybe, not obviously, since this adventure goes there.

I use the word “adventure” loosely. There is really no hook to speak of and it’s just some linear encounters after that. After meeting some hippy cultists on the road you go up a mountain trail to tail them, get caught in an avalanche, get a task from some griffons to kill a troll, get carried to the top by them, and fight the head cultist. Dishes Done!

There’s no real hook. There are a few rumors and an actual nice bit of advice to throw in some earthquakes leading up the adventure. I like that advice, the more continuous integration of adventures rather than obvious stand-along adventure modules … but I do note that it runs counter to the advice that this is a side-trek adventure to thrown in when you need a break, etc. But, the main point here is that there is no hook. There’s no reason for the party to follow the cultists they find at all. They seem happy and I guess it’s their talk of waking the tarrasque that is supposed to que the party? Do gooding? It’s VERy tenuous. 

The first cult encounter is another bright spot. Hippy cultists rather than the dark brood that most cultists in fantasy tend to be. Hippies are more like real life … which is scarier and more relatable. I think Hack ‘n Slash did a take on this in Hoard of the Dragon Queen. It was good then and is good now.

Read-aloud is LOOOOONG. The entire thing is low on loot for a 1e Gold=XP adventure. The text continually makes reference to skill checks, inspiration, and other 5e mechanics. Clearly, a 5e adventure that just had stats replaced in order to sell a few 1e copies as a cash grab. I LOATHE the cash grab side of conversions. They seemed to plague the earlier spate of reviews in the early days, as designers just slapped a 1e, OSRIC, or LabLord label on their two encounter Pathfinder linear suck-fest. 

Oh! Oh! And that Avalanche? You either die, get buried alive, or make 3 DEX checks for 6d6 damage each time. And if you fail one you have to make a second check or get thrown off the cliff. Is this adventure serious? 

Clearly, just a quick 5e stat-converted to 1e for cash. And a sucky 5e adventure at that. That avalanche is a doozy! It’s too bad, I was really looking forward to a more historical take on the tarrasque. Serves me right for having expectations. In fact, if I ever rename the blog it’s going to be “Misaligned Expectations” or something like that.

This is $4 at DriveThru. There’s no preview, otherwise you wouldn’t buy it.

https://www.drivethrurpg.com/product/283071/Annihilation-Rising-1E?1892600

Posted in Reviews | 11 Comments

(Review) Saving Throw Fanzine

Jim Kramer is the guy behind Usherwood Publishing. Several of his adventures appear on my Best & Regerts list, including Arachnaphobia and most his Bone Hilt campaign series. He does EXCELLENT maps and, doing layout for a living, his layouts are top notch. He’s a behind the scenes guy, doing layout work for many things, including Knockspell and OSRIC. This 64 page fanzine was put together by several folks as a fundraiser to help with expenses after his third(!) brain tumor. I’m going to review the adventures. You should go pick this up because you’re not an asshole. And, also, because the adventures are quite good. Also, there’s a lot of OTHER content in it, beyond the adventures.

Sorcerer’s Stone – by Keith Sloan [No Level Given]

This five page adventure describes a dungeon with about forty rooms. On top of a hill is a ritual site where a cult gathers to … perform rituals and make human sacrifices. Underneath is the dungeon with a couple of evil priests (who think the cultists are amateurs) and a traditional “ogres, spiders, etc” dungeon. The map is good with decent complexity, same level stairs,pits, some water features and the like. Decent loops. Each room gets a bolded room title to orient the DM, a good touch. It is, essentially, a minimally keyed dungeon. “2. GUARD CHAMBER: This old guard chamber is empty.” and “A Carrion Crawler has made its way into this room.” tend to be the extent of the descriptions beyond stats and treasure. This does allow for about 24 rooms per page, but I would have preferred to see four or five more words, or, perhaps different words, in each room description. Instead of a carrion crawler moving in (and, as an aside, a lot of the descriptions are like that “X moved in”) I’d like to see something like a carrion crawler hanging from the ceiling, or munching on a goblin or something. A more active description. The cult activity outside is done well but could be organized better with bullets and bolding, and non-monster interactivity is a bit low. One more pass through to make the rooms active, clean up the outside, and insert a little more interactivity  and this would have been top tier.

Perladon Manor – by Gabor Lux – Levels 3-5

This delightful five page adventure describes fifteen rooms of a ruined manor over three-ish levels. Melan uses a single-column paragraph form, but arranges the sentence/text order well to put First Things First and then expand on them later, with good use of bolding. The encounters are great examples of the non-standardized style of D&D, with stabbing frescoes causing shadows damage, hypnotic patterns caused by magical loadstones, and inscriptions providing hints leading to more adventure. High interactivity and a fantasy vibe that is not constrained by the rulebooks provide a great adventuring adventure in a small page count and room count. 

The Tiled Labyrinth – Guy Fullerton – Levels (It’s got a minotaur)

This two page mini-dungeon is a labyrinth with about fifteen rooms. It provided three maps of the level and a small set of rules (close the incense burner) on changing from one map to another … which basically means the rooms stay the same and the hallways/doors switch layouts. It’s a clever idea for representing a labyrinth layout … minotaurs traditionally have a hard time in D&D having their lairs represented in anything other than “you’re confused at intersections” mechanics. Guys descriptions are good, with the details focused on player-oriented things and activities. Rich soil, copper watering cans, inset stone shelves … Guy slaps in the extra adjective/adverb to spruce up his descriptions well. One of the incense burners is a vented statuette of a heroic man holding decapitated bull head … with a lever to open/close the vents. Plus there’s a red meteoric long sword of sleek, angular design. Sweet! A good, if small, entry from Guy.

Lizard Man Lair – by Steve Smith Levels 5-7

This fourteen page adventure describes an outdoor lizard man lair. It’s complex, in a way these things usually are not. There are multiple factions, other race NPC’s, slaves, animals, varying terrain. Guidelines for several different approaches are offered up. It is, perhaps, more complex than can be handled in two-column magazine format, something that I sometimes thought in Dungeon Magazine. Meaning that it’s deep and complex but that the 2-column format doesn’t work well for this. I’m not saying it CANT, but that it would be a lot of work. As a standalone product it is both of limited scope (one lair) and better suited for a more leisurely layout/format that could be targeted to its complexity and depth. Good ideas in it.

The Mere Beneath by Guy Fullerton, Allan T Grohe jr and Henry Grohe – Level 5

This six page adventure details about 25 locations in a dungeon level with a large water feature. A great adventure in a fanzone full of great adventures. The map is interesting, complex, and offers on-map details to encourage creativity and help the DM. The wanderers are doing things. The creatures in rooms are doing things: bloody-faced from finishing a meal or tearing apart something. Writing is evocative with small little room text written so as to be more than the sum of their parts, inspiring the DM to greatness and to build upon them. Zones and multiple levels themes are well used. Creatures are just a bit from norm with ghouls and ghasts wearing bone masks. It all combines to give that non-standard OD&D vibe that I love so much. I might put this in my Darkness Beneath binder, as a sublevel from the waterfall in the Crabmen level. (And perhaps the level title implies a relationship to Darkness Beneath? The tone matches well.) A solid marriage of usability, interactive, and evocative.

This is $13 at DriveThru. Go get it!

https://www.drivethrurpg.com/product/288750/Saving-Throw-fundraiser-fanzine-for-James-D-Kramer

Posted in Reviews, The Best | 11 Comments

The Village and the Witch

By Davide Pignedoli

Daimon Games

LOTFP

Levels 2-3

This fifteen page supplement has some tables in it that lets the DM generate a witch, a village, and some opposition to the witch in the village, as well as some witch events. It’s not an adventure but rather a situation-builder (in fact, I think the designer uses almost the same words.) I think it’s good at what it does.

I only review adventures … but sometimes I buy the wrong thing, mostly because it’s in the wrong category on DriveThru and I don’t really read the descriptions. And sometimes I’m feeling curious and go for something adjacent. Like this supplement.

A theme I haven’t touched on in awhile is how different adventures have a need for different sorts of organization. Exploratory things, like dungeons and so on, fit the room/key format really well. As free text they work less well. And room/key doesn’t necessarily work well at all in other, non-exploratory situations, like a social adventure. Understanding what sort of adventure is being written, or what a specific portion of the adventure is trying to do, is key to getting the right format … which in turn is key to helping the DM run it, a major goal of the designer.

And that’s what this supplement is doing: it’s providing the DM the tools they need to build a situation in a village that has a witch in it. There are seven or so tables that describe what’s going on in the village, organized via die drop. The die drop helps determines the layout of the village with the results of the dice being the structures and situations involved. Thus we get a little information about the village, the basic layout of the place, major features, the witch details, and who opposes the witch. The tables, taken together, are excellent as inspiration and for building a situation. And that’s what they are trying to do: build a situation. This ain’t Seclusiums “they have green eyes” bullshit. It recognizes the dynamics required to create tension, and therefore adventure. The booklet tells you several times that Things Have Reached A Boiling Point. The tables help with that. The opposition is dynamic on the tables. The witch events are dynamic. The tables are designed to strategically locate open gas barrels in a village where everyone lights their cigarettes with a blowtorch they carry. This is not passive. It’s meant to create a situation FOR PLAY and create a situation it does!

A couple of quirks about the supplement. It doesn’t go out of its way to get the party involved. It’s more like “you see a mob” or a burning building, ro someone complaining, or so on. Thus the hook tends to be curiosity, although the motivations of the witches allies and of the witches opposition may also lead to them trying to get the party involved. It feels natural … but it’s also one of the more … reachiest reaches in using the tables for inspiration. It’ also could have used a summary sheet of the tables. They are spread out over the book, one or two per page. The surrounding fifteen pages of text and art do a good job of adding content to the tables and setting up the appropriate vibe to get the DM in to the mood, as well as providing some examples of how, say, the village priest is an ally to the witch. That’s all great. But, if the core tables were on one page then it would pretty trivial to crank out a village on the fly when the party reaches it. Or even attach it to my DM screen or put it in my binder. Which gives me an idea … what if EVERY village had a witch in it with things boiling over? What fun! 

I don’t have a problem with tables. I love The Dungeon Dozen, the rear of  the 1e DMG is great, and I use tables sometimes to generate ideas for an adventure or a room. The brain tends to work best, IMO, if given a couple of things to work from. “Make a village to adventure in!” is a big ask. But, if you seed the task with a few random rolls, well, the brain is good at making connections between things. This recognizes that and takes advantage of it.

I’d have no problem paying for this as a supplement. It’s not an adventure, so I don’t feel I can slap a Best on it, but it’s certainly worth checking out if you want a village generator that gives you not Tavern Names and General Stores but playable situations.

This is $3 at DriveThru. The preview is five pages and shows you some intro/framing pages and then all of the core tables for the die drop. You’re seeing the core of the generation in the preview. 

https://www.drivethrurpg.com/product/251586/The-Village-And-The-Witch?1892600

Posted in No Regerts, Reviews | 1 Comment

Spiral Isles

By Jere Hart, Shane Walshe
Stygian Studios
5e/OSR
Dead PC's

The adventure is designed to give dead characters a chance to return to life, or as the framework for a campaign into the underworld.

This 57 page pointcrawl details an underworld location in which the party can attempt to return to life. It’s large, with locations having as much detail as a Wilderland hexcrawl. Like Wilderlands, the DM needs to bring significant abilities to bear to flesh the locations out. But it DOES provide the sort of unified cohesion that is missing from many hexcrawls. This place is themed and consistent. It’s easy to recommend … if you know what you are getting yourself in to.

There are 21 islands in a little spiral island chain. Each island has three or so locations on it. There are some ferrymen that will follow certain routes between islands, generally each island being connected to three or so other ones in this manner. Oh, and you’re dead and a ghost. If you manage to collect enough lifepoints you can, at the last island, make it through the magic door and come back to life. And there are a lot of other spirits between you and there to beg, borrow, steal, and kill you to take your lifepoints away. And a few to help you.

I always got a bit of a baroque vibe from Blue Medusa. If you lighten up with that vibe a little and combine it with Planescape and Sigil and turn THAT setting down by about a factor of five or ten then you’ll have something akin to what’s going on here. And maybe some Hunger Game Capitol turned down some also. 

You wake up in the middle of an island. It’s PACKED with other souls. Shoulder to shoulder. Too much jostling and the people on the edge fall in to the void, forever lost. If you stand still enough, they say, you will be rescued. One end has a small coral with some mindless people in it. Eventually it fills up and a large Spanish galleon shows up and hauls them away. You can see some ferrymen off shore … you’re told not to trust them. Crowded, crammed in, ignorant, this is how you start. But of course you were adventurers and not like the people on the island. As you work your way up the island chain you encounter thugs, villages, towns, cities, the mob, rebels, rumors, cultists, swindlers, and just about the whole gamut of society. The further you travel, the more lifepoints you must have, the “wealthier” you are, and richier/more cosmopolitan the islands become. The goal is the last island, which has a door you can pass through if you have enough, bringing you back to life. 

Along the way are factions. Thugs. Thug rebels. Rich people galore with their motives. Governors of the regions, organized guard groups, cultists, The Real Rebels, and Mayor, pulling the strings. It is from this, the factions and dynamics, that a significant tension is created. A wants X and B is trying to stop them. Who are you helping? Are you joining a faction? Are you working against another one? Or are you just trying to ignore them all and keep them from manipulating you so you can get your loot and get out. Hey … they all have a lot of loot … (loot being a way to gain lifepoints.)

It’s a city adventure with all of the massive social intricacy and subplots that bring. It’s a hexcrawl/pointcrawl, with the openness that brings. It’s pretty fucking kickass, and reminds me a lot of that Mothership adventure I reviewed recently, Dead Planet.

The ideas presented, the settings and scenarios, are great, with the writing a little flat. It a bit too workmanlike in its descriptions, not trying hard enough to really convey the evocativeness of the situations encountered. That makes it a little harder than I’d prefer to really run with and make my own. Still, it’s got terse writing and it’s easy to grasp the overall situation of the many locations easily. 

There’s a myriad of little mini-systems and other details that pop up, all pretty well handled. At times it does seem like some weird heartbreaker of a system, but it doesn’t go too far overboard. 

I would note, that for a huge expansive setting, the NPC table only has about twenty entries. You’re gonna need to think fast on the fly or do your own NPC table ahead of time in order to come up with the, inevitably numerous, NPC’s the party tries to interact with. Flavour is the name of the game here and some serious margin work to include more on most of the pages would have been a nice touch and an opportunity lost.

It’s a hexcrawl-type product, in hell, that does the planes better than just about any other product, even if it’s not really a planes adventure. If you go in expecting a hexcrawl type product then you should be satisfied. it’s also got a lot more in common with OSR type adventures than it does the bland railroads that seem to dominate 5e. It’s got conversion notes for both 5e & OSR.

This is $10 at DriveThru. There is no preview. Naughty designer! No cookie for you! How are folks supposed to know what they are buying? You can get an idea of the layout, in miniature, from the kickstarter pages but it’s not enough to see the actual content. Major miss.

https://www.drivethrurpg.com/product/279703/Spiral-Isles?1892600

(And I’m not a gonna mention the fact that the Armory is missing a list, however brief, or its contents … when turning weapons in to mana/lifepoints is one of the major themes of the adventure.)

Posted in Reviews, The Best | 2 Comments

Gellarde Barrow

By Michael Moscrip
NGR
NGR
No Level Given

GELLARDE BARROW is a small site based adventure about the joys of robbing from both the living and the dead, wacky hijinx are bound to ensue.

This twelve page adventure details a small barrow tomb with ten rooms in about four pages. Decently interactive with evocative descriptions in places, it does tend to bog down descriptions with minutia. It seems to enjoy testing the limit of how many words you can have in a paragraph and still have it usable. It’s a nice adventure, especially considering it’s a new author, but gets rough to use in places. 

The dungeon is small but has several nice features. The creatures inside ALMOST act like factions. Some bandits. A hippo. Some stone golem-like things, and a root monster. And, of course, the undead. While they are not really factions their own little zones feel unique to them and it FEELS like they have some relationship, no matter how small, to some of the others. This, along with the evocative nature of the text, makes the place seem like it has a lot of depth.

The text descriptions in the various rooms do a good job working together to form a kind of cohesive vibe. The same-level stairs inside are steep . 10’ raise in 5’ of space. That conjures up a certain type of picture in your head. A corridor thick with tree roots, giant trilobites, and the undead rising up THROUGH their stone sarcophagus with an erie green glow. This place does a pretty job of both feeling like an ancient barrow (and I LUV barrow adventure) as well as feeling like a classic dungeon crawl adventure. 

Interactivity is pretty good also. There’s levers to pull, water to raise and lower. Hallways full of tree roots and caskets to break in to. The key here is, I think, the anticipation. There is an element of the unknown. Of barriers and obstacles, things to play with and challenges to overcome. Most adventures just have combat, maybe with a skill check somewhere. This, however, does things right by having a mix of things in the dungeon. It’s SO much more interesting, as a player, to be able to squeal with horror and delight as things are uncovered and your actions have reactions and/or consequences. 

Topping things off is a great magic item: a wooden mallet that lets you hammer two things together. ANY two things. Like nailing an incorporeal ghost to a wall … with suitable example provided in the adventure. The item is described not mechanically, with a skill roll or plus to hit, but rather by what it does: nailing two things together. This is MUCH more mysterious and wondrous, and is the right way to do things with magic items. 

On the down side, the headers used for rooms is some kind of weirdo font, hollow, and not the easiest to read. A little Order of Battle, especially for the bandits, would have been nice also. They are just generic bandits, as described, and could have used a gimmick, like royal tax collectors or orphan fund or something to give me a little extra. 

But, the length of the text itself is the main issue. It’s using a traditional paragraph format but it’s also trying to be smart about it. It bolds the major features and puts the text after those words in order of things that might be important about it. This essentially mirrors a common format I like to encourage beginners to use. It falls down a bit though because of the sheer amount of detail that some of the rooms engage in. If A then B. If B then C. There are hold 1” deep every 3” along the roofline except on alternate Tuesdays. This is getting in to Trap/Door porn, the condition where some designers seem to believe that a two paragraph description of every trap and/or door is needed. There’s also an element of disconnectedness in places; the first room goes through the description of a large chair as the main feature of the room … only to later note that there may be a bandit asleep on the chair. Now both the chair and bandit are bolded, so your eyes will be drawn to it, but somehow this feels wrong and/or confusing.

Speaking of confusing … parts of the dungeon can be flooded. WHICH parts I’m still not sure. There are text descriptions with “the corridor to the best of the room X up to the height of stair Y” and so on. Reading it twice I still don’t get it. A little shading on the map would have done wonders to show the potential for water. Again this looks like a Dyson map and it feels like people just take his maps and don’t alter them much if at all. The map needs a little context, that would have pretty much eliminated my (continuing) confusion.

This is Pay What You Want at DriveThru, with a suggested price of $3. The preview is four pages and, alas, showing you nothing of the encounters. Bad Zz!


https://www.drivethrurpg.com/product/280259/Gellarde-Barrow?1892600

Posted in No Regerts, Reviews | 6 Comments

Halls of the Bonelord

By Alexander Langlet
Stealth's Modules & TRPG Content
1e
levels 1-3

… Pillage the Halls of the Bonelord, an ancient king who’s name has been lost to time. …

This five page adventure is a dungeon with twenty rooms. Single column, It is one step removed from being minimally keyed. There’s a decently evocative sentence or two here or there, but is short on mundane loot and interactive content.

Well, I say “short on interactive content”, but … to its credit the adventure does not have every monster attack as soon as the party opens the door. There’s snake, shadows and skeletons that only attack when the party fuck with them/their room. In some cases this causes to arise that most delicious of things: zany party plans to get the treasure. A long abandoned alter, covered in dust, obvious loot on it … and a shadow flitting about. Fuck yeah I’m goon try my luck! Or a large snake, coiled around some loot. Or some skeletons guarding a massive set of double doors. This is some fine examples of exploratory D&D play. Pushing your luck is tied to the resource mechanic in Gold=XP systems. And I fucking love temptation (and, as a player FALL FOR IT EVERY SINGLE TIME.) Beyond a few instances though, there’s not much here beyond some combat. And that’s too bad. Interactivity means more than combat and those few examples of pushing your luck are not really enough, I think, to support a twenty room dungeon.

Treasure is low here, there’s not much at all. Which I always find weird in an OSR game. The goal of the game is to get the loot and I think there’s an implicit agreement between the DM and the players that there WILL be loot in the dungeon, especially in a single isolated level like this. If not then the DM will, I think, fall short on players in a classic Gold=XP style. What’s in it for me, as a player, if you remove the gold from gold=XP but keep the system? There is a decent amount of potions and a wand … maybe I’m just discounting the XP from those too much.

The main baddie is a 3HD AC3 skeleton. That’s a fearsome combo for lower level players, but probably ok with some running away. There’s also a room with 60 cubic feet of green slime in it. Yes, CUBIC. A 20×30 room 10’ high filled to the ceiling with green slime. My mind is furiously working out all of the possibilities with that much green slime at my disposal …

There’s a sentence or two that’s a good start to some room descriptions.  “Piles of dry and cracked snakeskin are scattered in this room …” or a dry & dusty room with two skeletons with polearms guarding a set of double doors. A sack is tattered and a bowl engraved with opals. A bock of grey stone with a black cloth draped over it, a silver bowl and fist-sized gem on top and everything covered in dust. It’s not bad. Not enough of the rooms do this and it’s inconsistent in the rooms that do.

The room content is close to being minimally keyed. In one room a couple of kobolds stand guard armed with slings and staves. That’s the extent of the room description … Vampire Queen turned from stat block to sentence.

Low loot, inconsistent description, low-ish interactivity … at least its not padded.

This is $1 at DriveThru. There is no preview. Put a preview in. Even if the adventure costs $1. Even if it’s 2 pages long. Give us a view of what we’re buying!

https://www.drivethrurpg.com/product/286824/Halls-of-the-Bonelord?1892600

Posted in Reviews | 4 Comments

(5e) The Right to Arm Bugbears

Curtis Baum

AAW Games

5e

Level 6

Strange humanoids are gathering in the nearby Forest of Mists and have been exploring ancient ruins using maps stolen during the robberies. Can the party stop these creatures before they are able to raise an army of kobolds, gnolls, and bugbears?

This 28 page adventure contains seven encounters. I don’t even know how to summarize it. There’s nothing to it but, essentially, monster stats?

Sometimes I am a loss to convey what an adventure is and this is one of those times. 

Let’s imagine a minimally keyed adventure with seven encounters. “4 orc guards” and “1 bugbear sargeant” for example. To each of those lets’s add some read-aloud. Something like “The bugbear sergeant notices you and says It’s time for weapons practice boys!” But also lets make read-aloud lengthy in places at a couple of paragraphs or more. This is, essentially, the adventure. Yeah, I know, if you abstract enough you could describe many adventures this way. You don’t need to do much abstracting to this, though, to make it happen.

Each scene (since that’s what they are, not encounters), has a little section at the beginning. It describes doors. Lighting. Mood. History. Walls. It’s the same offset format for all locations, covering each of the same topics. It’s as if someone had a form they had to fill out and they just blindly went down the boxes typing things in. Some of the form boxes are clearly supposed to be mechanical. Giving the DC of a door in some sort of fixed format has been popular for awhile, especially in Tactical Miniatures of 4e. And that’s what this feels like. Just a little bit more pasted on, just like 4e adventures/encounters/scenes were, so you could call it something more than a wargame/boardgame. This adventure is just one step removed from the The Fantasy Trip, and it’s not a big step either. There’s a puzzle at some locations to work ot after your fight. You get to roll perception to figure out some guards talking to you are actually Orcs In Disguise! Monsters attack no matter what, even if you give then a 200gp bribe. Just fight your fight and go to the next DM encounter. 

Look, I know D&D covers a wide spectrum. But something has to mean SOMETHING, doesn’t it, in order to have some kind of interactive discussion? The scene setting in this is terrible, perfunctory. It takes 28 pages to describe a couple of combats. This is not the D&D I know and love. I don’t know, I’m glad people feel enabled to write stuff. I just fucking wish they’d take some time and figure out HOW to write stuff. I just can’t go on with this review. THERE’S NOTHING TO THIS FUCKING THING

This nonsense is $7 at DriveThru. The preview is excellent, you can figure out exactly what you’re getting from it. I suggest page two for an excellent look at the “scene overview” form, read-loud, and bold adventure styling. 


https://www.drivethrurpg.com/product/286401/5E-B12-The-Right-to-Arm-Bugbears?1892600

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Darkland Moors

By Jeff Dee
UNIgames
1e
Levels 3-5

A huge, monstrous presence rampages through the farms and villages of Darkland Moors, throwing the locals’ formerly peaceful lives into turmoil. What manner of giant is responsible, where is it taking its captives, and what is their fate? To restore peace, our heroes must scour the misty Moors and track the beast to its lair!

This ten page adventure fits 21 encounters in to four pages. A hexcrawl in search of a marauding giant, it does a decent job with hex rules. The encounters are more of a setup for the DM to fill in with a writing style that is not always consistent in how it conveys information, especially where enemies are involved. I respect the hex crawl stuff and think the format for the hex crawl has possabilities, but the details need work to make it worth something to check out.

This is a hex crawl, searching for a marauding giant in some fog-covered moors. Dee does a good job of summarizing some basic hexcrawl rules.  Movement is covered: 2 per day on foot or 4 by horse. Likewise he covers getting lost in a very simple manner, as well as basic “what you can see in the next hex” landmark details. Concise hexcrawl guidelines have always been lacking, IMO, but this is one of the best summaries of basic hex crawl rules I’ve seen. It’s not worth it just for this but it does show that Dee has pretty good understanding of how things are supposed to work, and the need to transfer that to the audience.

The encounters are presented as general situations which the DM is then left to expand upon. Recall the 21 encounters in four pages? That includes several ruins and village/towns. The ONLY way to do that is to present the general situation to the DM and let the DM fill in the details. There’s nothing wrong with that, in fact it’s the general manner of all hex crawls. 

The encounters, though, feel flat. The detail is, again, abstracted to a degree that it removes the life from the encounter. I think I can understand the why of this; you can’t fill in the details of these largish locations and still have a decently-sized product. Some of the hexes would easily be their own adventures if expanded upon in this way. 

I would suggest, though, that there is another path. Rather than writing a very generalized and generic abstracted description the encounter/situation could instead be imbued with brief bursts of color. “A local farmer blinded the giant before being eaten.” is one of the sentences. Better, I think, would be some local color for this farmer, his family, or something else. Picking out one thing per encounter, maybe the most significant part of the place, and adding/changing the wording for some better adjectives and adverbs or more color. I’m not arguing for a significant increase in word count but rather a better use of those words, targeting some aspect of the encounter. 

As always I’m looking for something that inspires the DM while they are running the encounter. Something that the DM’s own imagination can build upon and be leveraged by the designer to add more the encounter than what’s written. In this adventure, in particular, the page count could be about the same with some trimming. The map and hex crawl rules note what can be seen from each hex … and then each encounter ALSO notes what can be seen from this hex. Doubling down on the information is quite necessary and the word count could have been used to add some color, some building blocks, to the actual encounters.

The writing also, at times, feels tacked on, especially where enemies are concerned. You’ll get a paragraph description of a place and and then another paragraph description of enemies which can totally change the vibe and what’s going on in the first paragraph. This happens multiple times but the first encounter is a good example. A ruined farmhouse, as if a mighty blow had been dealt to an upper corner. All valuables looted. Just some broken simple furniture inside. And then the next paragraph tells us how 11 large spiders live inside, it’s got a web-festooned interior, and there’s treasure. All of which kind of contradicts a bunch of info in that first paragraph. Or, at a minimum, the first paragraph totally leads you down one path when the second one yanks you back a different direction. It’s almost as if they were written by different people who only knew “ruined farmhouse” and one write an empty farmhouse and one wrote a monster farmhouse and an editor just slapped them together. There’s no cohesiveness at all. 

The hex crawl summary is great. The terseness/length of the situations is about right, I think. The descriptions though are too generic and too disjointed. It needs work.

I also note that this is listed as being for “Advanced rpg games.” Man, T$R really did a number on the old employees. From the Eldritch ENterprises use of generic stats to the dancing around “1e” stuff. These people have WOUNDS.

This is $2.50 at DriveThru. The preview is three pages. Good news, it shows the hexcrawl summary rules! Bad news, it doesn’t show you any of the encounters. A preview really needs to show you a few of the encounters so a potential purchaser can see what they are getting … or not.


https://www.drivethrurpg.com/product/126811/JD2-Darkland-Moors?1892600

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Island of Blight

By Thom Wilson
Throwi Games
1e/5e
Levels 3-5

The Red Priests of the Snake God suffered a crushing blow to their plans when they failed to take the small town of Thuil. Reeling from their defeat, they have returned to the deep jungles of Nolgur-Wul to regroup. The human villages outside the jungles know that it is only a matter of time before the Red Priests and their minions return. Now is the time to take the fight to them, deep within the jungles! The characters are urged to delve into the depths of Nolgur-Wul to track the Red Priests back to their clandestine temple where it is said a serpent queen, maiden of the Snake God himself, leads the growing cult. On the trail of the fleeing Red Priests, the adventurers find that a mysterious blight has recently begun to destroy the western jungles, villages, and all life within. What starts as a quick investigation becomes an unusual and deadly puzzle. More importantly, is this blight the Snake God’s doing or something completely separate?

This 28 page adventure describes a little overland journey and about forty indoor locations in three locations on a small island. Generic writing, generalized abstractions. In short: it’s boring.

Ok, so, there’s a bunch of vegetation dying in an ever increasing area. You find some abandoned villages, maybe. You find an island with some ruined buildings on it. There’s a bunch of notes and zombies scattered around. In the basement in a machine that’s generating the blight and the notes, deciphered correctly, help you set the levers to turn it off.

It’s got some monsters reference sheets. It’s got some cross-references. Ultimately though it’s boring. There’s a kind of generalized abstractaction that ribs the adventure of anything interesting. Instead, there’s an emphasis on history and explaining why the way things are. “This rock is here because someone kicked it down the stairs three hundred years ago.” That sort of thing does not create interesting play opportunities. That sort of thing does not inspire the DM to run a fantastic room or encounter. It’s boring.

“Wonderfully decorated doors lead to areas B8 and B10”, the text tells us. The second part is clearly just telling us what we can see from the map. The first part “wonderfully decorated” is a great example of that abstraction. It’s a conclusion someone might draw rather than what someone might observe. This is TELLING instead of SHOWING. Lapis & amber inlaid bronze doors with minurettes and palms … that’s showing instead of telling. That text inspires the DM and then leverages the DM to add more while the previous text instead burdens the DM to come up with it all from scratch. 

The text must inspire the DM, that’s what I generally mean when I’m talking about evocative text. Text that shows instead of tells. Text that enables the DM to add more rather than requires them to add more.

On top of this the text is padded out with trivia. A secret door is easy to find because it was left partially open when some residents of the temple fled from a blah blah blah. Or, “This escape passage provided Kahleemar with a way to leave his bedchamber quickly or hide from unwanted visitors. The escape tunnel is completely dark” Well that’s all fucking great. By which of course I mean, completely useless at a gaming table. There’s no furniture because cultists stole it. A rich and deep history of a location is not the same as a location that’s evocative, interactive, and easy to use. It’s maddening to see all of the trivia included while being faced with the abstracted descriptions. 

And then the monsters and other important facts are buried deep in room text. First things first: it’s there’s a giant flaming eye of sauron (lower case) in the middle of the fucking room then fucking lead with that in your description. THATS what is going to stand out. Burying it in the second paragraph is dumb. “Oh, uh, sorry gang, there’s actually a giant flaming sauron eye in the room” or a long pregnant pause while you read three paragraphs of room text in order to give a description to the players? Neither you say? Damn fucking right. Obvious things should come first. 

Oh, I could go on and on. Maybe five or six thousand in treasure for a 1e adventure at levels 3-5? This is a do-gooder adventure, light on treasure. The villages you find along the way are boring abstractions. There are lots and lots and LOTS of notes lying around fr the party to find, in order to solve the final puzzle. The titular blighted island has three primary exploration areas on it … and the main one comes before the two minor ones. There’s not real explanation of the slight spread or “the blight line”, crossing over it, etc. Just a note, buried in a later sidebar, on how to apply disease rolls. 

JABA – Just ANother Boring Adventure.

This is $5 at DriveThru. The preview iw four pages. It shows you four pages of a monster reference sheet. This is a bad preview. Show us some room encounters for Vecna’s sake so we know the quality of the writing we’re fucking buying!


https://www.drivethrurpg.com/product/259774/Island-of-Blight–TG2202?1892600

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