
By Chris Gonnerman
Basic Fantasy Project
Basic Fantasy
Levels 3-5
Strange, frog-faced humanoids are raiding the Dardenway, the main trade road running south from Essentelle to the Principalities of Kasdeneigh. They have attacked travelers on the road near the village of Wolvenmere, leaving few survivors to tell the tale. The King of Essentelle has sent you into the disputed territory to investigate this new threat, and perhaps to end it. What awaits your party at the strange domed tower on the Rock?
This 69 page adventure presents four game nights/chapters worth of adventure, with three dungeons and a hex crawl. It’s padded out, with little more than stabbing present. I wish I had some kinder things to say but I don’t.
Ok, so, lizard-like humanoids are attacking trade caravans, as hey are wont to do. The local lords can’t do anything cause this is disputed territory, so the merchants guild gets the party involved. They go to the local wizards tower, the titular Rock. He’s a nut now, there’s a rift in the basement, and the place is crawling with the lizard-like humanoids that came through the rift. That’s session one. Quick! Hex crawl to an abbey to get help. That’s session two. Session three is at the abbey, as Hivelings escape from a mirror and go on a rampage, and you discover a scroll that can close the rift. Part four is going BACK to the Rock, fighting more of the rift monsters, and closing the rift. All in a short timeline before an eclipse happens. This was written for a convention where two for hour sessions a day were played across two days. I guess there were four tables playing and some DM’s got this, I hope, more than five minutes before the game started. I hope.
So. Let’s think about your own life. Think about, say, the last ten years. What have you done? Have you grown as a person? Have you learned Spanish? Have you learned some uncomfortable wisdom about life from personal experience? Learned to appreciate something about a different viewpoint? Have you improved your ability to write a dungeon for publication?
Here’s the last review I did by this designer: https://tenfootpole.org/ironspike/?p=2434
And, nine years later, this adventure is more of the same. There is extensive read-aloud. I think the opening section is something like one and half pages of it? The boxed text in encounters is full of second person narrative, with “Opening the doors, you see just ten feet of corridor before you,”. It should be obvious why both of these are generally to be avoided. If you read a page and half of text to me then I’m pulling out my phone about a paragraph in and playing Connections. And, no, this is not a generational thing or a respect thing. Wait, maybe it is. You expect people to listen to you drone on and on while you read AT them instead of allowing them to engage in the activity that they sat down for: interactive game play. And as for the second person thing, you don’t know. DId they float through the wall? Wizard eye in? The read-aloud in second person isn’t going to make much sense then, is it? This is much the same as embedding “They Attack!” text in the read-aloud. You don’t know. And, while the DM can adjust the text on the fly, it would also be much simpler, and provide a better experience, if the read-aloud simply described the room instead of describing the programming of the room. It is some misguided attempt to be immersive, I think, but it comes off jarring and less immersive than a good description would.
The DM text is long. VERY long. It’s been awhile since I’ve seen some trap and door porn, but it’s present here. “The mace-armed statue is part of the secret door in the alcove. If the mace is twisted in its grip, the statue and a 5-foot wide section of wall behind it slide forward into the corridor, until the two statues seem to almost be embracing. Characters can then enter area 3a in single file.” Great. Wonderful.
Oh, oh, did I mention the text padding? “… as what seems to be dust motes swirl around” This is classic appears to be/seem to be. Writing with Style by Ray Vallesse. I don’t agree with everything, but he’s spot on most of the time, and covers this topic well. There is absolutely no fucking excuse to not have glanced at this most basic of writing guidelines.
There is EXTENSIVE backstory in the DM notes sections of entries. Backstory is only relevant when it is needed to run the game during play and, I believe, is generally better handled in ways other than an exposition dump at the DM. “Daemos followed a ritual (found in the Library, area 17 above) which he believed would make him a powerful lich; in fact, it turned him into a zombraire instead. He has not been undead.”
Backstory is trivia. And this adventure is FULL of trivia. “If anyone looks, the supervisor is wearing a white rope as a belt while the other two have brown ropes; the white ropes are reserved for clerical members of the abbey, while brown ropes signify lay monks (oblates).” Wunderbar. How about “There is a quill knife mixed in with the quills in the basket.” Or, maybe “A chamber pot is beneath the bed, for use when needed. “ Yes, I can see the utility there. “The box has a hinged top, and inside are a number of metal pen nibs (24, if anyone bothers to count, some with dried ink on them) and three wooden pen handles that will accept the nibs” Next up, a detailed account of all the spices in my spice cabinet along with an exact count by weight and number of grains in each … in an adventure in which the spices don’t matter.
(I promise that this will not be a regular thing here) Let’s look at a brief overview of the first chapter/session, from an interactivity standpoint. This would be about 21 rooms over about fourteen pages, not counting the maps and handouts.
- 1: Nothing
- 2: Automatic Shrieker
- 3: They attack!
- 4: They attack!
- 5: You sneeze
- 6: They attack!
- 7: Nothing
- 8: Nothing
- 9: Two groups of monsters fighting. You can help one to earn a reward
- 10: They attack!
- 11: They attack!
- 12: Nothing
- 13: They attack!
- 14: A secret door
- 15: Nothing
- 16: Trick, which has no impact on the adventure except to damage you
- 17: Nothing
- 18: The Big Bad
- 19: They attack!
- 20: You hear whispering
- 21: DImensional rift with something coming through it.
So, lots of fighting. Two encounters where you could talk a bit. But nothing really to figure out or mess with. These are B2 encounters, expanded to several paragraphs, to no great effect for it.
This is free at DriveThru.
https://www.drivethrurpg.com/en/product/514750/peril-at-the-rock?1892600