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

(5e) Depths of Felk Mor

By Roderick Waibel
Sacrosanct Games
5e
Levels 1-10

Normally a time of year for celebration of the harvests, there is a tangible pall over the keep.  People are on edge, and a level of inherent distrust seems to be festering underneath weak smiles and cordial habitual greetings.  It seems as though the harvest celebration is happening out of routine, rather than genuine excitement. It is as if somehow the people are trying to use it as a way to get their minds off the pervasive sense of dread that is brought with each wave of fog. The circumstances that brought you to the keep are varied, but one thing is for certain: something is amiss.

This 236 page adventure uses about a hundred pages to describe a multi-level underground caves/tunnel/dungeon with about 250 rooms. Maddingly, it develops well but it missing in a kind of overview to get the DM oriented to it. Combined with a casual writing style, you can tell its got some interesting things going on but the amount of work required to massage it in to playable form would be substantial. 

Multiple levels of a single mega-dungeon here, with a very brief regional map. The adventure is, though, in the dungeon. It starts with some ant tunnels. They take up a pretty substantial part of the adventure, about fifty of the 250 or so rooms. Then it leads to some intermediate caverns, and then a large underground cave with several subterranean races living in it. It ends up with a more traditional dungeon down there, in a tomb with some cutists, etc. 

The ant tunnels and upper levels are relatively interesting from a ,,, developing story? standpoint. You get this initial impression and then there are little hints of things going on that develop in to more. It has a kind of developing horror present in it. It also reminds me of the Buggems lair in Legion of Gold, and, Gamma World My Favoritests, I am perhaps biased.

Things tend to go downhill after that. The underground community section has five factions present, but while each get a decently extensive write up I don’t feel like it lives up to its potential in any way. And the final dungeon levels, in  a temple, etc, do bring back more interesting ideas again but … it just feels off.

The thing is not organized well. For such a large adventure, 250 rooms and level one through ten and 260 pages, it feels … sparse? Almost half the pages are appendix but it’s really lacking in organizational, or summarizing data that could help orient the DM to the play of the thing. A few overviews would have been in order, and the ones that are present could be much better. The humanoid settlements get a page of so write up each with their motivations but then revert to traditional room key. And the write-ups are not really in a manner that help you use them. It’s more of a style guide that one could then use to develop DM aides and text for running an adventure. The lore guide full of background data that helps you write the actual play guide, so to speak. Oh! I like that analogy! And it works so well for so many descriptive errors in an adventure. “This room used to be …” Hey! That goes in the lore guide that the adventure writer uses to write the adventure! Not in the adventure proper! And this adventure does that a lot, with used to be’s and this is that way because Y …  That sort of tex almost never contributes to the actual play of the adventure and gets in the way of the DM running it.

Descriptions also feel sloppy. One that sticks out, aboveground, is with some caravan ruins. A short description of a ruined wagon, torns pits of cloth, destroyed goods. Then the DM text mentions, in an off hand way, the survivors relating … whit, what? Survivors? And also that the ants rendered people … ants did this? It’s as if the writer knows what they want, what they have in mind, but they don’t get it down on the paper in a way that orients the DM to the actual play. Information is not well organized. The focus is not on the core of a room but rather tangential room details. Muddied descriptions. And then, when the text gets LOOOONG, and it does get column-length or longer in places, it becomes nigh impossible to discern playability. 

I note as well that this thing could use a lot more cross-references. There’s a bunch of mini-plots present but no help for the DM about where to find out more. You’ve got a missing relative? Better read all 250 pages to find out their name; it’s buried in there somewhere! Some cross-references would have helped a lot. It aso uses room name description “Laboratory” and so on, but also mixes in commentary “Looks like a hot time!” or something like that. You can totally do things this way … but given the weakness of the room descriptions and DM text then an evocative room description would have helped orient the DM to the room in a much better way. 

There’s also some weirdness in the communities giant cavern that is strains disbelief. The entire thing in on a piece of graph paper with 1 square equaling 300 feet. Those are pretty tight confins for five factions plus some wilderness. And there’s this 1 kilometer zone around each community where you encounter those inhabitants … which means around three-ish squares in the middle of the map where you DON’T have those encounters. It feels really small for what it is. And then there is some conflicting information about one of them, with mi-gos servants collecting sacrifices/slaves .. .but they also can be befriended? That doesn’t have to be impossible, but it feels more like an error than a possibility. 

Megadungeons are difficult beasts. They require some special organization to help the DM run these large and complex environments. Combined with the casual writing style in this it comes out as a product in which individual zones (of which there are a lot. yeah!) and rooms have pretty good ideas that hit over and over again, but they don’t fit well for the DM to run at the table.

This is $10 at DriveThru. The preview is fifteen pages. Page eleven of the preview/page sixteen of the book shows you the Abandoned Camp encounters with the survivors/ants thing I referenced earlier, for you to draw your own conclusions. Read the last three or four pages of the preview to get a sense of the writing style. It’s an ok preview, but would have been better also showing some dungeon pages.

https://www.drivethrurpg.com/product/167926/Depths-of-Felk-Mor?1892600

Posted in 5e, Reviews | 8 Comments

The Fires of Mount Surtur

By Grant Hoeflinger
Mad martian Games
Labyrinth Lord
Levels 3-5

Welcome to Mount Surtur. Once home of the evil fire giant lord Hadel, now said to be an empty tomb over a long dormant volcano. But evil omens predict danger and treasure within. Something evil is stirring, and something foul lurks within. Can you survive the Fires of Mount Surtur?

This eighty page adventure features a three-ish level dungeon with about sixty rooms. If someone were to ask me “what does the usual bad adventure look like?” then I would point at this adventure. Extensive useless backstory, embedded history in rooms, read-aloud that is too long, and almost nothing more than hacking down monsters and “the usual” traps that take too much text to describe. 

Many bad aventures share the same bad traits. A group of these tend to fall together and create what I like to call “the usual bad adventure.” A typical complaint of published adventures i that they are hard to use in play; it takes a lot of prep work and notes to make them playable and understandable. They are too long and hard to use at the table. Many MANY adventures fall in to this category, so many that I would group them as “the usual.” 

The traits that make this happen are pretty well known at this point (which would beg the question: why the fuck do writers still do it?) Read-aloud. Read-aloud has been a discussion since the early days. There’s nothing inherently WRONG with read-aloud … except for the fact that it’s implemented incorrectly in about 99% of adventures that use it. This adventure illustrates that fact. Read-aloud here is long. Multiple paragraphs in many rooms and a paragraph in most. People don’t listen to long read-aloud. Do you know why players are not their phone? Because you’re monologuing in a game that should be about interactivity between players and DM. You get two, maybe three sentences of read-aloud before players stop listening to you. It’s a fact; WOTC did an informal experiment/observation at a GenCon and reported on it. (I think it’s linked in my review standards page … although the fuckers seem to move the article location every few years in order to break my link. grrr…) Your read aloud, if you use it, needs to be short and evocative. 

You know what it DOESN’T need to do? It doesn’t need to tell players what they think. And it doesn’t need to force the players actions. “You feel cold as you …” No, I don’t. “As you pull aside the curtain …” No, I didn’t, I used Wizard Eye. “You feel like … “ No, I don’t feel. Stop fucking telling me what my character does, feels, thinks. The point of this is write so that I, the players, DO feel cold, gloomy, etc. Don’t fucking TELL, instead SHOW. This adventure TELLS over and over again in it’s read aloud. Long read-aloud. TELL read-aloud. BAD ADVENTURE WRITING.

Then comes the DM text, another staple of the usual bad adventure. The players enter the room. Th DM reads the three paragraphs of read-aloud. The players are already on their phones. Then the DM looks down and starts to read the column or page long room description. Several minutes later the DM find two players on the XBOX. Well no shit. The DM text CANNOT be long. Or, rather, it can be, but it has to be organized in such a way that the DM doesn’t have to read the entire thing in order to run the room. “The usual” bad adventures pad out their DM text. They tell the DM what the room used to be used for. What the architects name was. The meal he had on a Tuesday three hundred years ago. In short, the room description is padded out with trivia that doesn’t matter RIGHT NOW. The purpose of the adventure is not to have a fully fleshed out history that makes sense. The purpose is for the party to adventure in it. SOME detail can contribute to that, but there’s a difference, it has to be relevant to the adventure at play. The only fucking reason we care about the original use of the room is if it impacts play now IN A SERIOUS MANNER. Now look, I’mnot talking about sticking a line that says “Former bedroom.” Sure, as a DM i can then stick in some torn up bedclothes or something. Fine. I’m talking about multiple sentences describing the former use of the room, or other useless trivia. 

This adventure does all of that and I consider it unrunnable because of that.

But, let’s say it DIDN’T do that …

It’s still a bad adventure. Almost every encounter is a hack. Just jump in to combat, many of them triggered from the read-aloud. That’s not interactivity. Throwing in a couple of traps is not interactivity. D&D is not about getting in to fights. Fight after fight after fight after fight after fight. That’s not fun. Opening an iron maiden. Fucking with a glowing pool. That’s fun. But that interactivity is almost universally NOT present in this adventure. This is a stereotypical D&D adventure: killing things. D&D was never about that, but that’s what this is about.

Other issues: there’s a shaft straight down on the first level to a pool of lava deep in the heart of the complex. You can see a small island.  You can’t climb the sides because its obsidian smooth. Ok. Fine. And what if I fly? There’s no consideration of other methods of descent. Rope anyone? How long is it down? Where does it go? Nope. Not here. All of those monsters, almost all of them intelligent and a part of a tribe, with the different ribes working together … how do they react to incurions? You’ll never know … no advice given to the DM on helping them run this. AND NO FUCKING LEVEL IN ThE PRoDUCT DeSCRIPTION ON DRIVETHRU. PUT IN T A FUCKING LEVELS DESCRIPTION!

I could go on. Twenty pages of front-loaded backstory. Three pages to have the village chief assign the mission. No use of ANY formatting to help the DM. 

Platonically bad adventure.

This is $10 at DriveThru … and made $3k on a kickstarter! I swear, I should just grab another alias and crank out bad shit for kickstarter. Anyway, the preview is six pages. You get to see five ages of essentially empty pages, title pages, etc, and one page (of many) of backstory. So, it’s a useless preview, giving you no idea what the adventure is actually like. 

Life is pain.


https://www.drivethrurpg.com/product/278972/Ice-Kingdoms-The-Fires-of-Mount-Surtur?1892600

Posted in Reviews | 26 Comments

Misthollow Castle Review

By R. P. Davis
Aegis Studios
O&O
Levels 5-10

Standing on a lonely, bare mound in the bottom of a dell full of swirling fog, a castle from the time of the Schism crumbles, forgotten. Inside, treasures—and terror—await. A writ of salvage has been posted in Chandra’s Haven: 500 gold coins to the brave adventurers who find Misthollow Castle and secure it for Salamon Castos, a wealthy merchant. Castos claims to be the scion of the noble family which ruled Misthollow and built the castle generations ago. Castos grudgingly agrees to allow the characters to keep whatever they find in securing the castle, though he insists on right of first refusal on anything of value.

This nine page adventure details a small four level castle haunted by a ghost. There might be ten rooms, maybe. No room key, muddled descriptions because of that … and a forced adventuring environment. Lame-o McLamersons!

O&O does this thing where there are writs of recovery and salvage titles sold to abandoned spaces. It’s a pretty nice “abandoned world in the midst of recovery thing. That’s just about where the nice stops in this adventure.

It’s got a great opening read-aloud, just about the only read-aloud in the adventure. A wooden sign in the shape of a hand, fog, a scream … perfectly tropy! “The light is failing, and the air grows cold. Tendrils of fog wrap around your feet. At the side of the road is an ancient sign on which is lettered “Misthollow”. One end of the sign is carved into a hand, index finger pointing deeper into the fog. That way, the fog thick- ens as the old road slopes downward. Suddenly, from somewhere ahead, you hear a blood-curdling scream.” Hey! That’s great!

But the map has no key. It’s a little dyson affair with about ten rooms across three aboveground levels and one basement level. There’s great room descriptions like “Dining Room (square tower)” and “Spiral Staircase (NW corner).” Man, just put some numbers on the map! This whole “explain the layout of the adventure through text” is complete bullshit. New rule! Doing that, in appropriately, gets you A Wurst EvAR tag. 

Approaching the castle, if you roll a 1 on a d6 you get to see a flicking green light in the upper tower window. Creepy! And maybe not seen because of the ‘1’ thing. Why would you do this? Why would you force a roll for the adventure to be creepy and create atmosphere? There’s no mechanical advantage to knowing or not knowing, it’s all atmosphere. Why fight ensuring the party is creeped out? 

This continues with the general features of the castle The unused rooms, the creepy cobwebs, the dusty crates … this should have gone on the map page so the DM can keep the atmosphere forward while the party is adventuring. 

Oh! Oh! When you go in the castle the door slams shut and locks! Magic won’t open the doors! There are no windows on the first floor! Axes bounce off of the door! Again, why? What does that do? Make it a first level adventure if you want to create that atmosphere. Also … I wonder if the windows on the second floor act the same way?

Anyway, there’s a ghost, some wights and a The Dark Man in the castle to all kill. The descriptions are not that good, at all, beyond that read-aloud. The stream of consciousness paragraphs provide little rhyme or reason as to organization to help you run the adventure.   

Wurst EvaR!

This is $1.25 at DriveThru. The preview is two pages and shows you nothing of the adventure. Bad preview! Bad Designer! Bad Publisher! Mad world …


https://www.drivethrurpg.com/product/298002/Misthollow-Castle?1892600

Posted in Reviews, The Worst EVAR? | 4 Comments

(5e) Sickness of the Gnarley Forest

Patrick/Frogama
Frogsama’s Greyhawk Adventures Blog
5e
Level 2

A new lumberyard was established in the Gnarley Forest, but the morale of the workers is low because of recent attacks by orcish raider. The party is hired to protect the workers and kill the attacking orcs

This 45 page adventure details a few encounters as the party attempts to protect a lumberjack camp from raiding orcs. The first in an adventure path leveraging Greyawk, it drops in Melf, G1, and other references to a living Greyhawk world. It is cumbersome at times, with misses in organization and reference material, but the basic set up and delivery, the concepts behind the adventure, are pretty nice. 

The party overhear a conversation in a bar with a lumberjack telling a merchant that he better fix the problem. This leads the party to the lumberjack camp that is eventually attacked by orcs. Questioning, or tracking them back to their camp reveals most are afflicted by a plague and the party finds a village of zombies being used by a disease-cult for training. 

The designer, on their blog, states that they think that 5e is the best for story driven games and, I think, they might be right. At least close enough that argument is just splitting hairs. It is no surprise then that this adventure is chapter one in a campaign arc and is story driven. What’s interesting to me is how there has been a more than passing attempt to write a story based adventure that is not a railroad. There IS a kind of natural progression to things that flows from it, but there are also alternatives and advice for the DM for parties taking different paths, in most cases. This sets it apart from most of these sorts of adventures, in a good way. Things do get harder, I think, once the party is deeper in to the adventure, in later chapters. If this more open-ended approach can be kept then the designer will have solved that age-old “story without railroad in an AP” quandary. Future entries will tell. 

The adventure relies on challenges and encounters that are not combat, or, at least, a mix of them. I can think of two combat encounters, both more … open-ended things, and several more that are not. That’s a decent variety and I, as always, appreciate both the more opended-ended nature of the combat encounters and in having non-combat ones as well. What you get are maybe three types, in total. 

First, the combats, which tend to be on a larger open-ended village/compound style map. The first is the party reacting to an orc raid while the second is an assault on a village by the party. The second, in particular, is the kind of encounter that I love: a wacky plan. It being an open-ended assault, launched by the party, there is an opportunity for the party to come up with a plan on what to do. Which will, in my experience, inevitably be dumb and not go off well and lead to WONDERFUL things happenning during the game. This sort of player-driven activity is at the heart of good D&D. 

Second, there are some potential combat situations that are telegraphed as “you’d be dumb to do that.” In one case the party sees a field of zombies that they need to get through, ala a walking dead mega-hoard. This is set up very similar to a 4e skill challenge … maybe a little too mechanistic for my tastes (which was always the problem with most 4e skill challenges) but the variety here, and intensity, of getting past the hoard should indeed be a memorable experience, I’ll give the designer that. Another encounter, with a camp full of orcs with stomach viruses, come off in a similar way except without the skill checks. It’s pretty obvious that the party is out of their league and that telegraphing leads to solutions other than combat.

Finally, the third sort of encounter, again with a couple of them present, is more window-dressing. These are NPC encounters on the road, or a brief stop by a castle being built on the way to the camp, or the initial lumberjack camp interaction. The party is essentially just meeting people and experiencing the world around them. This last category goes in to the worldbuilding category, as it tries to bring some holistic world to the party, give them a feel that things are going on around them, and introduces some history, like refugees from the G series adventures. I can absolutely see where this is going and we’ll have to see if full advantage is taken of this in other entries to follow-up on things like the castle being built, etc.

It’s going a couple of other interesting things as well. One of the few skill checks (outside of the skill challenge anyway) is a medicine roll while looking at a plague victim. It’s got a low initial value and there are various levels of success that reveal some interesting things about the plague that add to the story, up to and including “its clearly man made.”  The skill check for the zombie hoard also has an interesting fail condition: an orc scout gets eaten. He led you there, showed you, most likely, and tying the characters fuck up rolls to a negative for the party, and taking care of an NPC while at it, IS in fact, and interesting story development. It’ has a slight mechanistic component, you no longer have an ally, and a strong story component; nicely done. It’s also got decent DM advice in places, like “well, the dudes you are talking with should know the answer, I’ll look it up and get back to later with it.” … specifically acknowledging that there’s no shame in this. And he’s right.

And there are some substantial misses here as well.

The maps are ALMOST great. Note that two of the combat encounters are, essentially, wide open village-y battles, with a third being an orc camp with a social element. The maps for all three locations fit an interesting scale. They are not battle maps, and they are not “countryside” maps. They tend to show the village and just a hint of trees/features beyond them. The scale of these maps is just a bit claustrophobic for me, for this type of encounter. The maps do show things like huts, hay bales, etc, to hide behind and so forth. That’s great, it’s what they should show, larger features, for these sorts of Wacky Plan sorts of encounters. I wish though that it showed just a little bit more beyond the village edge proper. The ability to come in, find a rise or hill, or some larger trees nearby, etc, would have helped with the lead in. It does do this, to a certain extent, but it needs just a little more to be truly effective.

There are some occasional text inconsistencies, like in the number of elves present in a certain encounter: three or four? This is related to the need for a decent edit. These editing issues present themselves in several areas. There are simple misspellings, as well as awkward phrasings here and there throughout the text. More importantly, certain elements are “missed.” For example, some names, generally bolded in the text, are not, making it harder to find them. In other areas the names of important NPC”s are missing altogether, or, if included, are in the appendix in the monster stats sections rather than in the text you’re running from.

Other text is … disorganized? Sometimes it appears that text appears out of order. A message arrives for the party while they are at a camp … but this section is AFTER they have moved on from the camp. In other areas important information is depeper in the text then it should be. The zombie encounter spends a lot of time talking about zombies and the environment, in general, before getting to there being dozens of zombies present. There’s a generally expected arrangement of facts that one would expect and the organization of parts of the adventure doesn’t seem to follow that. So while it MAY be present, it’s not where you expect it to be. 

But, whatever, that’s a practice thing, mostly. You write, you learn, you think about it, you go back and eit again with fresh eyes. As a plot based adventure that’s more open-ended than most, it’s decent. But more bullets,etc and less paragraphs for relaying important information!

This is free on the designers blog:

https://greyhawkadventures5e.com/fga1-sickness-of-the-gnarley-forest/
Posted in 5e, Reviews | 19 Comments

Wherein Evil Lies – The Black Chapel

Richard J Leblanc
New Big Dragon Games
OSR Stuff
Levels 3-5

The Black Chapel adventure

Lemures have begun to emerge from the small shrine known simply as the Black Chapel. Surely, some sort of evil has been set upon the world and must be stopped before it’s too late!

This is a digest sized zine with 47 pages that focuses on evil type things. It includes an eleven page dungeon adventure with about thirty rooms in an evil chapel of hell. It’s a fun little interactive and evocative place that could use some trimming of superfluous information and phrasing. Which means it’s good but not great.

The zine, proper, has some new classes, spells, monsters/undead, and a few (great) tables in the back on Quirks when you become unhinged, methods of sacrifice, and evil hooks … like “local river turns to blood.” Sweet! I approve! But the focus of this review is on the adventure, The Black Chapel.

There are a couple of rooms above ground and quite a few more, thirty or so, below ground in the main chapel proper. The blurb about lemures, while true, is just some bs; there’s no real reason or hook beyond a “farmers have 10kgp” … I’d instead use a few of the evil hooks from the last page of the zine, drop them in to my campaign over time, and eventually lead the party here. It’s just a place.

Interactivity here is good. “Delicious”, I might even add. There is a lot for the party to play with, from unholy water fonts, to holes to put your fingers in. One room is a hallway with statues. They have names. There are two empty pedestals with the names “self.” It’s pretty obvious you should get up on the pedestal IN THE EVIL TEMPLE and say your name … IN THE EVIL HELLSPAWN TEMPLE. Do you wanna do it? Huh? Wanna say your true name in the evil temple to hell? That is fucking wonderful. It’s that’s delight of both the players and the DM kind of knowing what is going to happen … a situation telegraphed, and a challenge accepted by the players. It’s wonderful and this adventure has several of those moments. 

Even better … nothing bad happens when you say your name. In fact, a secret door opens! This follows the rules that you can’t fuck over the players time and again and still expect them to swallow the bait. You have to have some bad with the good and this adventure includes that. Interactivity is high and really good.

Magic and treasure are pretty good as well, usually with an evil bend that is not TOO evil. Loose 1HD and gain a point of STR. A ring of summoning hell hounds … that attack everyone except the summoner. Choices to be made and magic items, with flaws, to leverage results in players making choices about risks to take and that kind of tension is fun in an RPG. The items in this, beyond being unique items, offer those choices in many cases. 

Description are decently evocative. You really get the sense of a forbidding black chapel to evil. Black granite baptismial fonts of unholy water. Hauntingly-beautiful frescoes of cult members in loin cloths who are self-flagellating. The smell of oil permeating rooms. There’s a good effort here to up the descriptive game. And, as mentioned, it all works together to build this feeling of dread.

And it goes overboard in places. “the scent of burnt hair sneaks past the nostrils and into the mind.” Ok buddy, we’re pushing flowery prose more than a bit with that one. I get the idea, which is good, but I also cringe a little a it. I’ll take that, though, over another “large chest” and bother boring descriptive words that make it in to the text. Or phrases like “It appears to be …” and other padding. This is another case where Ray’s editing/style guide for RPG’s would have been useful.

There’s also a large number of asides and purpose/historical notes in the text that only serve to pad it out. “(once Master of Malbolge, but now exiled from the Nine Hells)” and “(and was likely carved when Moloch held higher standing)” and so on. Purpose, history, asides … you can get away with an occasional one but paying in too many makes the text harder to read.

This combines with a certain tendency in Leblanc’s writing to focus a bit much on the physicality and mechanics of things. A pedestal 1 foot wide and 3 feet tall … or a text description of the length and direction of a hallway, that copies what is already present on the map. Combine with the other issues and the room descriptions can be pulled to the mundane instead of the wonderfully evocative. 

But … it’s still a decent adventure. And, overall, the zine proper is worth it just to steal some of those tables!

This is Pay What You Want at DriveThru.

https://www.drivethrurpg.com/product/282689/Wherein-Evil-Lies?1892600

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The Vaults of Obryn Sapravda

By Steve Wachs
Red Pub Games
1e
Levels 4-6

… But now the long lost abode of Obryn Sapravda has been found!  Your band of brave adventurers has been hired to explore their depths, and learn the fate of the legendary mage.  Your mission is frought with secrecy and intrigue. Can you unravel all the mysteries of The Vaults of Obryn Sapravda?

This 111 page dungeon adventure uses 54 pages to describe  a few dozen rooms spread across four or five levels. Interesting interactivity and some decent magic items are present, but the entire adventure is done in the verbose tactical style of 4e, this being a 4e conversion, that makes it very hard for me to imagine being playable without substantial effort on the DM’s part. And is almost universal that “requires substantial effort on the DM’s part” ain’t an adventure I’m gonna recommend. 

In ten-is years of reviews I’ve come to recognize certain styles of adventures. One may be the overly verbose style of the Dungeon Magazine era. Another is the indie no room numbers” stye, and another the scene-based style. 4e adventures tended to have their own style as well. The rooms tended to be more like areas and encounters were set pieces. There was an emphasis on terrain, and these set pieces would run to several pages in the adventure. Maps emphasized the battle map nature of the game. (All of which emphasized the tactical mini’s approach 4e seemed to encourage, but, whatever, I’m not here to slam 4e yet again. But … Fuck 4e and “tactical miniatures” rpg’s!) This adventure is a conversion from 4e and thus has all of that.

Given my “Fuck 4e!” comments you may be surprised to learn that I don’t hate this adventure. Well, ok, I don’t LIKE it, but I don’t LOATHE it either. 

There are common elements shared between 4e and a more freeform experience that are positive. The emphasis on terrain, for example. While 4e inevitably emphasized the movement/combat tactics issues, in a mechanical way, with terrain, it’s also the case that varied terrain in a room or dungeon is a great thing. Shelves, precipices, sam-level stairs, muddy areas … those add to the varied environment. 

Further, this adventure has things that the usual 4e adventure did not. Multiple levels are present here, around five or so, I think. Non-standard magic items are present, and the one that do tend to book are offered smoe variety, like a bronze-headed +1 mace. A little extra description can go a long way to make the boring +1 weapon better. Mechanics are, I think, one of the worst magical effects, but by beefing up the description you can still have something interesting. And this adventure does that with all of it’s magic items, at a minimum, and puts in some others, beyond book items.

More than this though, it is the adventures emphasis on interactivity that sets it apart from just about every other 4e adventure … and most OSR adventures as well. 

Interactivity is fairly high in this, even without the “set piece” like combat rooms. As a kind of platonic example, you can find a scroll in one room under a false floor. In another room is a statue in the middle of a basin, the basin filled with sludge and goop … the kind no sane adventurer fucks with. Fucking with the statue results in some bubbles in the sludge … you can get it to move, revealing a hold underneath, and a magic rope that the statue will hope in it’s hands … it’s will respond to some commands to lower/raise people in to the hole. This is the sort of interactivity that makes dungeons comes alive. Potential danger, explorations, discovery, and wonder. That’s D&D.

But … this thing has deal breakers.

First, there’s no map. The last fifty of so pages are full of battlemaps, and each room has it’s own little reference map, but there’s no single unified map. This makes understanding how things fit together quite rough. You have to rely on the notes for each room to understand tat exit hole A goes to entry hole B in room B4. This is CRAZY. Given the length I can’t understand why an overview map wasn’t included. The overall impact is a significant contribution to these feeling like individual isolated set-piece encounters instead of an integrated adventure.

Second are the entries proper, and their length. We’re talking four pages for a room, in some cases. Tactics notes. Read aloud. Multiple read-alouds. Overly details dimensions. Its hard to actually understand how the room is supposed to work b ecause there is soooo much spread out over sooo many pages.

A Trap! The chance you trigger it is 100- 1% for each point of dex -40% if you have infravision. Just a quick little calculation!

This text is dense and detailed, waaaayyyyy too detailed for each room. Exactly as one would expect from a 4e adventure.

And, at the end, you get up to 1500 XP as story rewards. I can haz sadz. 🙁

I understand this was all the norm in 4e. That doesn’t make it right then, or now, even though this ia 4e conversion. What it DOES do though it give me hope that the designer will get better in organizing their material and concentrating on the proper aspects of the adventure. Like I said, the interactivity is there. Some of the imagery, also, like the bubbling from escaping air under a sludge pool. What e needs to learn to do is delete about 75% of his writing. 

This is $7 at DriveThru. The preview is six pages. The last two pages begint to describe the dungeon and show you the first (small) and room and begin to show the next room, which is MULTIPLE pages long … but you just get to see the first. Note the emphasis on the physicality of locations, where things are and how big they are. 

https://www.drivethrurpg.com/product/85791/Vaults-of-Obryn-Sapravda-4E?1892600

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(5e) The Hanged Man

By Davis Chenault
Troll Lord Games
5e
Mid Level? or High Level? It says both ...

A long journey under an azure sky filling with brackish, boiling clouds ends at a large oak tree. Here, from a muscled branch, a man hangs limply by a thick rope strangled around his neck. Beyond, a dim, rising, yellow moon silhouette’s a village. Snaking, ashy tendrils of smoke coil above rooftops, lights glitter in windows while a miasmal fog creeps down upon the village from freshly churned fields. Then, as sudden as lightening, a fife and fiddle begin a joyous tune. This stops as abruptly as it started. All that now can be heard is a rope straining and groaning with the weight of the hanged man.

This 21 page adventure describes a village with about two dozen homes and about twice as many people. A number of who want to kill you. The setup is good, the people are interesting, their descriptions are evocative … and it’s mostly unusable because it uses room/key format on the village instead of providing the DM the tools they need to run a village of murderous people.

Some people in the village hung an innocent hang. The man hanging from the tree is the first thing the party comes across on their way in to town. What they don’t know is that in punishment the gods cursed them the abyss, and they can only appear in the mortal realm, village and all, for two days a year. During that time some are content just to live their lives as they once did. Others are now murderous, corrupted by the abyss. Also, their heads are not well attached to their bodies and their bodies rot over the 48 hours, especially the last 12, that they are in the mortal realms. In to this the party stumbles three hours in to their return. Also, if the party can kill EVERYONE in the village inside of the remaining 45 hours then the curse will be broken … although it’s not clear to me from the adventure how the party learns of that. There’s one couple who seem to be willing to, slowly, reveal the curse, but that’s it.

So, about 48 people in the village. About Twenty or slow motivations/how they react. About 48 or so different descriptions. A pseudo-timeline of events. And each has some kind of idea/something they know, or don’t, about the hanged man, which investigating is the pretext to start the adventure … although this is never explicitly mentioned.

Unfortunately ALL of this is buried in room/key format. Building 1, from the map, someones home, with the key named as such: “Bill & Bertha Henderson.” Then there’s a description of what they were like in life, before the curse. Then there’s a description of what they do now, their current personalities. Then there’s a description of what they know about the hanged man/that situation and some more personality about their characters now. Then there may be notes about events and/or how they react to the timeline/party that the villager is getting ready to throw. Then there’s some notes about how they react to being attacked. Then stats.  Then there is a description of both of their heads … since they can fly off of the body and fly around on their own, eventually. And this is repeated about 24 times, once for each building. For about forty people in total all the buildings. 

And the content is great. From what they know about the hanging to their current goals, to the head descriptions. It’s almost all oriented towards actual play. “Almost” meaning theirs some information about their past lives and other details that are NOT actual play oriented. Normally I’d comment how this gets in the way of the encounter keys, but not in this case.

That’s because in this case it ALL gets in the way of running the adventure. I believe this adventure is unrunable in its current form, at least without serious highlighting and note taking. Embedding the timeline as well as the subplots in each NPC home description was NOT a good choice, at all. 

What this needs is a seperate timeline section, with the subplots integrated in to that and cross-referenced to their NPC entries and a seperate section for the subplots. Thus, a list of of subplots/how NPC’s react. A timeline. A brief NPC description. A table of NPC descriptions and personalities/notes that is cross referenced to the timeline/plots/events/map. THAT would make this adventure runnable, a hell of an adventure at that.

Are you willing to put in that work?

I’m not. I believe it’s the designers job to do that. This would be a terrific adventure rereleased in a usable format.

This is $10 at DriveThru, with a C&C version available also. The preview is six pages. The last two pages give you two entries for homes in the village. That should give you idea of what to expect with this adventure, how things are laid out, etc. Note the intermingling of data. Keep that all in your head. Then augment it by twenty more houses and forty more people. 

https://www.drivethrurpg.com/product/292858/5th-Edition-The-Hanged-Man

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The Isle of Forgotten Gods

By Chance Dudinack
Self Published
B/X
Levels 3-5

An age of splintered tribes and infighting ended with the death of the priest-king of the Hunahpu people. As punishment, the gods sealed their sacred pyramid with powerful magic. Generations later, those old gods and their kingdom have been forgotten. With their powers diminished, the seal on the pyramid has broken, leaving all its ancient treasures ripe for the taking.

This 38 page digest adventure features a fifteen location pointcrawl on a mezo-american island and two expanded locations: a dungeon with about 25 rooms and an evil frog-man village with about ten. It does a good job at a passing pop-culture meso-american, and the entries don’t overstay their welcome. 

Ok, island, one village, deeply rainforested, hence the pointcrawl. Rumors of ancient treasures in the jungle. Go!

And thus begins your pointcrawl through the jungles. Verdant valleys, meso-ruins with pyramids, jaguars, evil tribesmen … and lots of vampires and demons. I guess the vampire thing fits in well with the blood thing that we sometimes think of meso-america as having? I like them here, their more primative and gaunt look doesn’t scream vampire and its a good template for a weirdo monster for the party to encounter. Likewise the demons, which are unique in this, have some personality to them and they fit in well with the weird, primitive, brutal vibe thing going on in this. 

The encounters, both in the pointcrawl wilderness and in the dungeons, are pretty well put together. They feel just a little bit different, and because of that a bit fresher. Caves with sharp teeth entrances seen on the distance. Fire opals in lava pools. Bodies in trees and jaguars peering down at you. Statues with heads to turn. Fangs on snake sculptures to pull like a lever. And, of course, a decent amount of blood sacrifice required in various rooms/locations.

Magic is decent, as is mundane treasure. It’s all well described without being pedantic and varies, in about half, from book standard objects. From an obsidian tipped spear to a suit of jaguar-skin armor … as +1 leather that lets you speak with cats. And it can go further … how about eating the still beating heart from someone to get a +2 stat bump, or using a coutyl feather for a stat bump OR experience? This are all good example of turning a book items just a little, be they monsters or magic or mundane, and in putting in exceptional items for the party to play with and experiment with. Exactly what an adventure should be doing. Treasure is probably ok, especially is you bring back the main one, to make the adventure actually worthwhile.

There are misses. Rumors that could be more in voice. A lack of “what landmarks can I see” both from the coast and upon entering a courtyard. A few magic items don’t try very hard, like a ring that gives you a +! Level when turning. Boring and out of place, especially compared to things like shrunken head magic items also present. In at least one location an order of battle is missing, when you encounter evil frog-men in their open compound. In other places the text can be a bit confusing. “A coiling feathered serpent has been sculpted over the back wall of the room.” one room tells us. Then we’re told you can crawl through the mouth, but nowhere previous do you really get the sense of SCALE of the sculpture that this would imply. Just little bits like that in various places where initial encounter impressions don’t match, I think, what was intended. A choice extra word or two would have helped.

How can you not like an adventure that has a swarm of venomous spiders swarming from the mouth of a corpse, ala Mummy. 

This is likely to be an acquired taste, with its strong meso-american theming, but a nice little place a little funhousey, in terms of high interactivity, without being silly. 

This is $5 at DriveThru. The preview is seven pages long. It shows you several of the pointcrawl locations as well as four or so of the dungeon locations. It’s an excellent resource for telling if the writing, amount of detail, and theming are what you are looking for.

Also, the only place the adventure level is mentioned is on the cover. Bad designer! Put it in the DriveThru description also!

https://www.drivethrurpg.com/product/295092/The-Isle-of-Forgotten-Gods?1892600
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Encephalon Gorgers on the Moon

Encephalon Gorgers on the Moon
By Casey W. Christofferson
Frog God Games
Swords & Wizardry
Levels 7-8

The Forest of Night has always been a strange place. The trees are far too tall and far too thick here. Even the bravest of hunters shy away the forest’s higher paths. Now, the folk who live upon the slopes of the mountain have complained of strange occurrences, especially around the time of the full moon. Weird shrieks have been heard in the trees. Some suspect an ancient curse centered on the mysterious ruins on Midnight Mountain. Who will investigate on behalf of the terrified locals?

This 25 page adventure details about twenty wilderness pointcrawl encounters and about ten more rooms … in Moon Domes! Good ideas abound, spoiled by an overly generic style betraying the attempt at THE FANTASTIC  and the Frogs, now seemingly typical, lack of care in editing. 

Hmmm, how to organize this review? The party is engaged because of fears of a plague in the local animal population. They explore a point crawl forest that leads to a moon gate, travel through a pointcrawl weird moon, and then hit some rooms in side a crystal dome, hopefully saving the earth from these weird invaders.

It’s doing a pretty good job at some of the theming. The forest section hashas some theming around cats, with Cat Lord backstory, which fits in well with the moon theme and those half-remembered tales of cats and the Dreamlands. On top of this, intellect devourers are featured, with packs of house cats hunting them, protecting the forest. Again, nicely done and it fits in well with the descriptions of the environments given and, ultimately, the “weird moon environment” that is to come. The moon is full of crystals and fungus and brain eaters, almost certainly the Frogs version of the (IP protected) Mind Flayers. 

The use of the cats, intellect devourers, mind flayers, crystals, fungus … it all works together well. This is augmented by other encounters, like an evil red mist in a dome of vampires and a small child hooked up with golden wires to machines, with vat brains the like coming calling as well. As an alternative Mind Flayer vision, or a weird moon environment, the ideas here are good ones that work well together and the text tends to use of language which both emphasize each and fit them together. During the lunar transport the party feels “… a sensation like a hook snagging their guts as it rips them across the gulf …” That’s good language to convey a mood.

The Frogs, though, have an issues in their presentation. The editing is sloppy. I’m usually forgiving in this area, especially with frced language issues with our non-English speaking friends, but the Frogs issues are different. Theirs are issues of care: Random simple editing mistakes and logic flaws. In many places in the text there are just random characters hanging out. ”… figure appears. egd Another intellect devourer …” 

But logical inconsistencies about. At one point the text tells that a certain farmers land is the first place the characters pass before getting to the bend in the road that leads in to the Night Forest, the first wilderness pointcrawl. Except it’s not. The map show another path in before this. A lack is mentioned as being 300×600 yards. Except the map clearly indicated it’s about 120’x350’. In fact, the scale of the map proper seems WAY off, with one pointcrawl map indicating a scale of 1 square is 50’ and the moon pointcrawl map indicating one square is 60’. Clearly noted on both maps. This, of course, makes for a  laughably compressed adventuring areas. “Fields of massive semi-sentient and sentient fungi coat the craters and cliffs of the region.” … which might be 500’ in diameter. Not my definition of fields. On top of this there are hold overs in this version to other converted systems. “Make a Delicate Tasks check …” to unhook the brain child from the wires. No one caught this? Again?

And then there are more serious issues. Treasure is light. VERY light. Unless you’re playing 5e or Pathfinder, which I assume this is converted from. But the Frogs should know better, they’re an OSR company, right? Right? On top of this the entire upper half of the moon map is empty, devoid of encounters. Wasted opportunities.

Wanderer encounters are in a small bold font. But the actual monster stats for that encounter are in a LARGER bolded font AND they are “outdented” from the encounter header. Who thought this was a good idea? The first encounter is at the inn, which has a list of guests present. But the timeline is PRESENT in their entries. Thus to understand what is supposed to happen you reference the NPC descriptions. This is a mixing of “NPC” and “timeline” … again … WTF? 

Some stairs connecting the moon domes can be moved. Some cannot be. This is noted in a section of offset text. But the maps here are very good … why not note it on the maps as well, in another color? Doesn’t that help the DM with the tactical situation once the mind flayers are alerted? You know … the thing the text keeps mentioning but provides little guidance on. These themes continue … one room has notes on what happens if the players are captured … but itsn’t that more appropriate for some other text section instead of burying it in a rando room description?

This is $8 on DriveThru. The preview is the first six pages of the product. It would have been better if, say, one of the moon pages were shown also. As is it’s hard to get a feel for the actual writing from the preview. Page six has the farm ‘description.’ Note the nifty idea and also the somewhat outliney description. Page four has one of those 50’ scale maps.


https://www.drivethrurpg.com/product/280638/Encephalon-Gorgers-on-the-Moon-SW?1892600

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